#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
+#if 1
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_PLAYER(x, y) && \
+ !PLAYER_ENEMY_PROTECTED(x, y))))
+#else
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition) || \
(DONT_COLLIDE_WITH(e) && \
IS_FREE_OR_PLAYER(x, y))))
+#endif
#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
Feld[x][y] == EL_EXIT_OPEN || \
Feld[x][y] == EL_ACID))
+#if 0
#if 1
#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
(IN_LEV_FIELD(x, y) && IS_FREE(x, y))
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
IS_FOOD_DARK_YAMYAM(Feld[x][y])))
#endif
+#endif
+
+#define GROUP_NR(e) ((e) - EL_GROUP_START)
+#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
+#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
+#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
+
+#define IS_EQUAL_OR_IN_GROUP(e, ge) \
+ (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
+
+#if 1
+#define CE_ENTER_FIELD_COND(e, x, y) \
+ (!IS_PLAYER(x, y) && \
+ (Feld[x][y] == EL_ACID || \
+ IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
+#else
+#define CE_ENTER_FIELD_COND(e, x, y) \
+ (!IS_PLAYER(x, y) && \
+ (Feld[x][y] == EL_ACID || \
+ Feld[x][y] == MOVE_ENTER_EL(e) || \
+ (IS_GROUP_ELEMENT(MOVE_ENTER_EL(e)) && \
+ IS_IN_GROUP_EL(Feld[x][y], MOVE_ENTER_EL(e)))))
+#endif
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
-static void KillHeroUnlessProtected(int, int);
+static void KillHeroUnlessEnemyProtected(int, int);
+static void KillHeroUnlessExplosionProtected(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
static void ChangeElement(int, int, int);
static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
player->present = TRUE;
+ player->block_last_field = (element == EL_SP_MURPHY ?
+ level.sp_block_last_field :
+ level.block_last_field);
+
if (!options.network || player->connected)
{
player->active = TRUE;
InitPlayerField(x, y, element, init_game);
break;
+ case EL_SOKOBAN_FIELD_PLAYER:
+ element = Feld[x][y] = EL_PLAYER_1;
+ InitField(x, y, init_game);
+
+ element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ InitField(x, y, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_EMPTY:
+ local_player->sokobanfields_still_needed++;
+ break;
+
case EL_STONEBLOCK:
if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
Feld[x][y] = EL_ACID_POOL_TOPLEFT;
break;
case EL_DYNAMITE_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
MovDelay[x][y] = 96;
break;
local_player->lights_still_needed++;
break;
- case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
- break;
-
case EL_PENGUIN:
local_player->friends_still_needed++;
break;
default:
if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
InitMovDir(x, y);
+ else if (IS_GROUP_ELEMENT(element))
+ {
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ group->choice_pos++;
+
+ Feld[x][y] = group->element_resolved[element_pos];
+
+ InitField(x, y, init_game);
+ }
break;
}
}
int2str(TimeLeft, 3), FONT_TEXT_2);
}
+static void resolve_group_element(int group_element, int recursion_depth)
+{
+ static int group_nr;
+ static struct ElementGroupInfo *group;
+ struct ElementGroupInfo *actual_group = element_info[group_element].group;
+ int i;
+
+ if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
+ {
+ Error(ERR_WARN, "recursion too deep when resolving group element %d",
+ group_element - EL_GROUP_START + 1);
+
+ /* replace element which caused too deep recursion by question mark */
+ group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+
+ return;
+ }
+
+ if (recursion_depth == 0) /* initialization */
+ {
+ group = element_info[group_element].group;
+ group_nr = group_element - EL_GROUP_START;
+
+ group->num_elements_resolved = 0;
+ group->choice_pos = 0;
+ }
+
+ for (i = 0; i < actual_group->num_elements; i++)
+ {
+ int element = actual_group->element[i];
+
+ if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
+ break;
+
+ if (IS_GROUP_ELEMENT(element))
+ resolve_group_element(element, recursion_depth + 1);
+ else
+ {
+ group->element_resolved[group->num_elements_resolved++] = element;
+ element_info[element].in_group[group_nr] = TRUE;
+ }
+ }
+
+#if 0
+ if (recursion_depth == 0 && group_element <= EL_GROUP_4)
+ {
+ printf("::: group %d: %d resolved elements\n",
+ group_element - EL_GROUP_START, group->num_elements_resolved);
+ for (i = 0; i < group->num_elements_resolved; i++)
+ printf("::: - %d ['%s']\n", group->element_resolved[i],
+ element_info[group->element_resolved[i]].token_name);
+ }
+#endif
+}
+
/*
=============================================================================
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+ /* ---------- recursively resolve group elements ------------------------- */
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
+ element_info[i].in_group[j] = FALSE;
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ resolve_group_element(EL_GROUP_START + i, 0);
+
/* ---------- initialize player's initial move delay --------------------- */
/* dynamically adjust player properties according to game engine version */
{
int trigger_element = ei->change_page[j].trigger_element;
- trigger_events[trigger_element] |= ei->change_page[j].events;
+ if (IS_GROUP_ELEMENT(trigger_element))
+ {
+ struct ElementGroupInfo *group = element_info[trigger_element].group;
+
+ for (k = 0; k < group->num_elements_resolved; k++)
+ trigger_events[group->element_resolved[k]]
+ |= ei->change_page[j].events;
+ }
+ else
+ trigger_events[trigger_element] |= ei->change_page[j].events;
}
}
}
element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
}
+ /* set push delay value for Supaplex elements for newer engine versions */
+ if (game.engine_version >= VERSION_IDENT(3,0,9,0))
+ {
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (IS_SP_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 6;
+ element_info[i].push_delay_random = 0;
+ }
+ }
+ }
+
/* ---------- initialize move stepsize ----------------------------------- */
/* initialize move stepsize values to default */
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
+ /* ---------- initialize move dig/leave ---------------------------------- */
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ element_info[i].can_leave_element = FALSE;
+ element_info[i].can_leave_element_last = FALSE;
+ }
+
/* ---------- initialize gem count --------------------------------------- */
/* initialize gem count values for each element */
player->use_murphy_graphic = FALSE;
+ player->block_last_field = FALSE;
+
player->actual_frame_counter = 0;
player->step_counter = 0;
player->is_collecting = FALSE;
player->is_pushing = FALSE;
player->is_switching = FALSE;
+ player->is_dropping = FALSE;
player->is_bored = FALSE;
player->is_sleeping = FALSE;
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
+ player->move_delay_reset_counter = 0;
+
player->push_delay = 0;
player->push_delay_value = game.initial_push_delay_value;
{
player->present = TRUE;
player->active = TRUE;
+
some_player->present = FALSE;
+ some_player->active = FALSE;
StorePlayer[jx][jy] = player->element_nr;
player->jx = player->last_jx = jx;
if (tape.playing)
{
- /* when playing a tape, eliminate all players who do not participate */
+ /* when playing a tape, eliminate all players which do not participate */
for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = player->jx, jy = player->jy;
player->active = FALSE;
+ player->present = FALSE;
+
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_EMPTY;
}
default:
if (IS_CUSTOM_ELEMENT(element))
{
- if (element_info[element].move_direction_initial != MV_NO_MOVING)
- MovDir[x][y] = element_info[element].move_direction_initial;
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
- element_info[element].move_pattern == MV_TURNING_LEFT ||
- element_info[element].move_pattern == MV_TURNING_RIGHT ||
- element_info[element].move_pattern == MV_TURNING_LEFT_RIGHT ||
- element_info[element].move_pattern == MV_TURNING_RIGHT_LEFT ||
- element_info[element].move_pattern == MV_TURNING_RANDOM)
+ struct ElementInfo *ei = &element_info[element];
+ int move_direction_initial = ei->move_direction_initial;
+ int move_pattern = ei->move_pattern;
+
+ if (move_direction_initial == MV_START_PREVIOUS)
+ {
+ if (MovDir[x][y] != MV_NO_MOVING)
+ return;
+
+ move_direction_initial = MV_START_AUTOMATIC;
+ }
+
+ if (move_direction_initial == MV_START_RANDOM)
+ MovDir[x][y] = 1 << RND(4);
+ else if (move_direction_initial & MV_ANY_DIRECTION)
+ MovDir[x][y] = move_direction_initial;
+ else if (move_pattern == MV_ALL_DIRECTIONS ||
+ move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM)
MovDir[x][y] = 1 << RND(4);
- else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ else if (move_pattern == MV_HORIZONTAL)
MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_VERTICAL)
MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
- else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ else if (move_pattern & MV_ANY_DIRECTION)
MovDir[x][y] = element_info[element].move_pattern;
- else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
- element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+ move_pattern == MV_ALONG_RIGHT_SIDE)
{
for (i = 0; i < 4; i++)
{
if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ if (move_pattern == MV_ALONG_RIGHT_SIDE)
MovDir[x][y] = direction[0][i];
else
MovDir[x][y] = direction[1][i];
void RelocatePlayer(int x, int y, int element)
{
struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.index_search);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
if (player->GameOver) /* do not reanimate dead player */
return;
DrawPlayer(player);
BackToFront();
- Delay(GAME_FRAME_DELAY);
+ Delay(wait_delay_value);
}
DrawPlayer(player); /* needed here only to cleanup last field */
/* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
FlushDisplay();
- Delay(GAME_FRAME_DELAY);
+ Delay(wait_delay_value);
/* scroll second step to align at full tile size */
BackToFront();
- Delay(GAME_FRAME_DELAY);
+ Delay(wait_delay_value);
}
}
}
RemoveField(x, y);
#endif
- if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
{
case EL_PLAYER_2:
- Store[x][y] = EL_EMERALD_RED;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
break;
case EL_PLAYER_3:
- Store[x][y] = EL_EMERALD;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
break;
case EL_PLAYER_4:
- Store[x][y] = EL_EMERALD_PURPLE;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
break;
case EL_PLAYER_1:
default:
- Store[x][y] = EL_EMERALD_YELLOW;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
break;
}
int element = Store2[x][y];
if (IS_PLAYER(x, y))
- KillHeroUnlessProtected(x, y);
+ KillHeroUnlessExplosionProtected(x, y);
else if (CAN_EXPLODE_BY_FIRE(element))
{
Feld[x][y] = Store2[x][y];
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
+ /* player can escape from explosions and might therefore be still alive */
+ if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+ element <= EL_PLAYER_IS_EXPLODING_4)
+ Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+ EL_EMPTY :
+ element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+ element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+ element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+ EL_EMERALD_PURPLE);
+
+ /* restore probably existing indestructible background element */
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
ChangePage[x][y] = -1;
InitField(x, y, FALSE);
+#if 1
+ /* !!! not needed !!! */
if (CAN_MOVE(element))
InitMovDir(x, y);
+#endif
DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
void DynaExplode(int ex, int ey)
{
int i, j;
+ int dynabomb_element = Feld[ex][ey];
int dynabomb_size = 1;
boolean dynabomb_xl = FALSE;
struct PlayerInfo *player;
{ 0, +1 }
};
- if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ if (IS_ACTIVE_BOMB(dynabomb_element))
{
- player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
+ player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
dynabomb_size = player->dynabomb_size;
dynabomb_xl = player->dynabomb_xl;
player->dynabombs_left++;
#endif
#if 1
- if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
#else
if (IS_PLAYER(x, y))
#endif
Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
- if (CAN_EXPLODE_1X1(element))
+ if (CAN_EXPLODE_DYNA(element))
+ DynaExplode(x, y);
+ else if (CAN_EXPLODE_1X1(element))
Explode(x, y, EX_PHASE_START, EX_CENTER);
else
Explode(x, y, EX_PHASE_START, EX_NORMAL);
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
+#if 0
+ object_hit = !IS_FREE(x, y + 1);
+#endif
+
/* do not smash moving elements that left the smashed field in time */
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)
if (impact && element == EL_AMOEBA_DROP)
{
if (object_hit && IS_PLAYER(x, y + 1))
- KillHeroUnlessProtected(x, y + 1);
+ KillHeroUnlessEnemyProtected(x, y + 1);
else if (object_hit && smashed == EL_PENGUIN)
Bang(x, y + 1);
else
{
if (CAN_SMASH_PLAYER(element))
{
- KillHeroUnlessProtected(x, y + 1);
+ KillHeroUnlessEnemyProtected(x, y + 1);
return;
}
}
return;
}
}
- else if ((element == EL_SP_INFOTRON ||
- element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK ||
- smashed == EL_SP_ELECTRON ||
- smashed == EL_SP_DISK_ORANGE))
+ else if (((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE)) ||
+ (element == EL_SP_INFOTRON &&
+ smashed == EL_SP_DISK_YELLOW))
{
Bang(x, y + 1);
return;
move_pattern == MV_TURNING_RANDOM ||
move_pattern == MV_ALL_DIRECTIONS)
{
- boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+ boolean can_turn_left =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
if (move_pattern == MV_TURNING_LEFT)
MovDir[x][y] = left_dir;
}
else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
- if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = right_dir;
if (MovDir[x][y] != old_move_dir)
}
else if (move_pattern == MV_ALONG_RIGHT_SIDE)
{
- if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = left_dir;
if (MovDir[x][y] != old_move_dir)
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
return;
MovDir[x][y] =
new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
return;
MovDir[x][y] = old_move_dir;
}
}
- else if (move_pattern == MV_WHEN_PUSHED)
+ else if (move_pattern == MV_WHEN_PUSHED ||
+ move_pattern == MV_WHEN_DROPPED)
{
if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
}
- else if (move_pattern & MV_MAZE_RUNNER_STYLE ||
- element == EL_MAZE_RUNNER)
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
static int test_xy[7][2] =
{
break;
}
- if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy))
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
continue;
move_dir_preference = -1 * RunnerVisit[xx][yy];
element; also, the case of the player being the element to smash was
simply not covered here... :-/ ) */
+#if 0
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
+#endif
+
Impact(x, y);
}
else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
int move_pattern = element_info[element].move_pattern;
int newx, newy;
+ Moving2Blocked(x, y, &newx, &newy);
+
#if 1
if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
return;
return;
#endif
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
+ WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
+ (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
+ {
+#if 0
+ printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
+ element, element_info[element].token_name,
+ WasJustMoving[x][y],
+ HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
+ HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
+ HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
+ HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
+#endif
+
+#if 1
+ WasJustMoving[x][y] = 0;
+#endif
+
+ TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+
+#if 0
+ if (Feld[x][y] != element) /* element has changed */
+ {
+ element = Feld[x][y];
+ move_pattern = element_info[element].move_pattern;
+
+ if (!CAN_MOVE(element))
+ return;
+ }
+#else
+ if (Feld[x][y] != element) /* element has changed */
+ return;
+#endif
+ }
+#endif
+
#if 0
#if 0
if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
if (DONT_COLLIDE_WITH(element) &&
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
- !PLAYER_PROTECTED(newx, newy))
+ !PLAYER_ENEMY_PROTECTED(newx, newy))
{
#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+
return;
#else
/* player killed by element which is deadly when colliding with */
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
}
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
}
- else if ((move_pattern & MV_MAZE_RUNNER_STYLE ||
- element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy))
- {
+
#if 1
- if (IS_FREE(newx, newy))
-#else
- if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+
+ /*
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
+ */
+
+ else if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+
+#if 0
+ &&
+ !IS_FREE(newx, newy)
+#endif
+
+)
+ {
+ int new_element = Feld[newx][newy];
+
+#if 0
+ printf("::: '%s' digs '%s' [%d]\n",
+ element_info[element].token_name,
+ element_info[Feld[newx][newy]].token_name,
+ StorePlayer[newx][newy]);
#endif
+
+ 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
{
- Feld[newx][newy] = EL_EMPTY;
+ RemoveField(newx, newy);
DrawLevelField(newx, newy);
}
- PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ PlayLevelSoundAction(x, y, action);
}
- else if (!IS_FREE(newx, newy))
+
+ if (new_element == element_info[element].move_enter_element)
+ element_info[element].can_leave_element = TRUE;
+
+ if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
-#if 0
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
-#endif
- return;
+ RunnerVisit[x][y] = FrameCounter;
+ PlayerVisit[x][y] /= 8; /* expire player visit path */
}
-
- RunnerVisit[x][y] = FrameCounter;
- PlayerVisit[x][y] /= 8; /* expire player visit path */
}
+
+#endif
+
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
DrawLevelField(x, y);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+
return; /* wait for shrinking amoeba */
}
else /* element == EL_PACMAN */
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
+ struct ElementInfo *ei = &element_info[element];
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx, newy = y + dy;
+#if 0
int nextx = newx + dx, nexty = newy + dy;
+#endif
boolean pushed = Pushed[x][y];
MovPos[x][y] += getElementMoveStepsize(x, y);
ResetGfxAnimation(x, y); /* reset animation values for old field */
+#if 1
+ /* some elements can leave other elements behind after moving */
+ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+ ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+ ei->can_leave_element_last))
+ {
+ Feld[x][y] = ei->move_leave_element;
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+
+ ei->can_leave_element_last = ei->can_leave_element;
+ ei->can_leave_element = FALSE;
+#endif
+
#if 0
/* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
Impact(x, newy);
#if 1
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
#endif
#if 0
ChangeElement(newx, newy, ChangePage[newx][newy]);
#endif
+#if 1
+
+ TestIfElementHitsCustomElement(newx, newy, direction);
+
+#else
+
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
{
int hitting_element = Feld[newx][newy];
/* !!! fix side (direction) orientation here and elsewhere !!! */
CheckElementSideChange(newx, newy, hitting_element,
- direction, CE_COLLISION_ACTIVE, -1);
+ direction, CE_HITTING_SOMETHING, -1);
#if 0
if (IN_LEV_FIELD(nextx, nexty))
{
- static int opposite_directions[] =
- {
- MV_RIGHT,
- MV_LEFT,
- MV_DOWN,
- MV_UP
- };
- int move_dir_bit = MV_DIR_BIT(direction);
- int opposite_direction = opposite_directions[move_dir_bit];
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
int hitting_side = direction;
int touched_side = opposite_direction;
int touched_element = MovingOrBlocked2Element(nextx, nexty);
int i;
CheckElementSideChange(nextx, nexty, touched_element,
- opposite_direction, CE_COLLISION_PASSIVE, -1);
+ opposite_direction, CE_HIT_BY_SOMETHING, -1);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE))
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
{
for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
{
&element_info[hitting_element].change_page[i];
if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
change->sides & touched_side &&
change->trigger_element == touched_element)
{
CheckElementSideChange(newx, newy, hitting_element,
- CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i);
+ CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
break;
}
}
}
if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE))
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
{
for (i = 0; i < element_info[touched_element].num_change_pages; i++)
{
&element_info[touched_element].change_page[i];
if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) &&
+ change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
change->sides & hitting_side &&
change->trigger_element == hitting_element)
{
CheckElementSideChange(nextx, nexty, touched_element,
- CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i);
+ CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
break;
}
}
}
#endif
}
+#endif
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
static void ChangeElementNowExt(int x, int y, int target_element)
{
+ int previous_move_direction = MovDir[x][y];
+
/* check if element under player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
- if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
+
InitField(x, y, FALSE);
if (CAN_MOVE(Feld[x][y]))
InitMovDir(x, y);
ChangePage[x][y] = -1;
}
+#if 0
+ if (IS_MOVING(x, y) && !change->explode)
+#else
if (IS_MOVING(x, y)) /* never change a running system ;-) */
+#endif
{
ChangeDelay[x][y] = 1; /* try change after next move step */
ChangePage[x][y] = page; /* remember page to use for change */
change->events & CH_EVENT_BIT(trigger_event) &&
#endif
change->sides & trigger_side &&
- change->trigger_element == trigger_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
+#else
+ change->trigger_element == trigger_element
+#endif
+ )
{
#if 0
if (!(change->events & CH_EVENT_BIT(trigger_event)))
if (!player->active || tape.pausing)
return 0;
+#if 0
+ printf("::: [%d %d %d %d] [%d %d]\n",
+ left, right, up, down, button1, button2);
+#endif
+
if (player_action)
{
#if 0
if (player->MovPos == 0) /* needed for tape.playing */
player->is_moving = FALSE;
+ player->is_dropping = FALSE;
+
return 0;
}
redraw_mask |= REDRAW_FIELD;
}
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+{
+ int nextx = x + dx, nexty = y + dy;
+ int element = Feld[x][y];
+
+ if ((dx == -1 &&
+ element != EL_SP_PORT_LEFT &&
+ element != EL_SP_GRAVITY_PORT_LEFT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dx == +1 &&
+ element != EL_SP_PORT_RIGHT &&
+ element != EL_SP_GRAVITY_PORT_RIGHT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == -1 &&
+ element != EL_SP_PORT_UP &&
+ element != EL_SP_GRAVITY_PORT_UP &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == +1 &&
+ element != EL_SP_PORT_DOWN &&
+ element != EL_SP_GRAVITY_PORT_DOWN &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
+ return FALSE;
+
+ return TRUE;
+}
+
static void CheckGravityMovement(struct PlayerInfo *player)
{
if (game.gravity && !player->programmed_action)
boolean player_is_moving_to_valid_field =
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_SAND));
+ Feld[new_jx][new_jy] == EL_SAND ||
+ (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+ canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
/* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
+#if 1
+ if (!player->active)
+ return FALSE;
+
+ if (!dx && !dy)
+ {
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+
+ return FALSE;
+ }
+#else
if (!player->active || (!dx && !dy))
return FALSE;
+#endif
#if 0
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
player->is_switching = FALSE;
#endif
+ player->is_dropping = FALSE;
+
#if 1
{
#if 0
DrawPlayer(player);
#endif
+
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+ if (!player->block_last_field &&
+ Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_EMPTY;
/* before DrawPlayer() to draw correct player graphic for this case */
if (player->MovPos == 0) /* player reached destination field */
{
+#if 1
+ if (player->move_delay_reset_counter > 0)
+ {
+ player->move_delay_reset_counter--;
+
+ if (player->move_delay_reset_counter == 0)
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
+
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
+ }
+#else
if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
/* continue with normal speed after quickly moving through gate */
/* be able to make the next move without delay */
player->move_delay = 0;
}
+#endif
+
+ if (player->block_last_field &&
+ Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+ Feld[last_jx][last_jy] = EL_EMPTY;
player->last_jx = jx;
player->last_jy = jy;
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & border_side &&
- change->trigger_element == border_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
+#else
+ change->trigger_element == border_element
+#endif
+ )
{
change_center_element = TRUE;
center_element_change_page = j;
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & center_side &&
- change->trigger_element == center_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
+#else
+ change->trigger_element == center_element
+#endif
+ )
{
CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
CE_OTHER_IS_TOUCHING, j);
CE_OTHER_IS_TOUCHING, center_element_change_page);
}
+void TestIfElementHitsCustomElement(int x, int y, int direction)
+{
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int hitx = x + dx, hity = y + dy;
+ int hitting_element = Feld[x][y];
+#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
+
+ CheckElementSideChange(x, y, hitting_element,
+ direction, CE_HITTING_SOMETHING, -1);
+
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ int touched_element = MovingOrBlocked2Element(hitx, hity);
+#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;
+
+ CheckElementSideChange(hitx, hity, touched_element,
+ opposite_direction, CE_HIT_BY_SOMETHING, -1);
+
+ if (IS_CUSTOM_ELEMENT(hitting_element) &&
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+ {
+ for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[hitting_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+ change->sides & touched_side &&
+
+#if 1
+ IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+ change->trigger_element == touched_element
+#endif
+ )
+ {
+ CheckElementSideChange(x, y, hitting_element,
+ CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
+ break;
+ }
+ }
+ }
+
+ if (IS_CUSTOM_ELEMENT(touched_element) &&
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+ {
+ for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[touched_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+ change->sides & hitting_side &&
+#if 1
+ IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+ change->trigger_element == hitting_element
+#endif
+ )
+ {
+ CheckElementSideChange(hitx, hity, touched_element,
+ CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
if (player->shield_deadly_time_left > 0)
Bang(kill_x, kill_y);
- else if (!PLAYER_PROTECTED(good_x, good_y))
+ else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
KillHero(player);
}
else
if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
- else if (!PLAYER_PROTECTED(kill_x, kill_y))
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
KillHero(player);
}
else
BuryHero(player);
}
-static void KillHeroUnlessProtected(int x, int y)
+static void KillHeroUnlessEnemyProtected(int x, int y)
+{
+ if (!PLAYER_ENEMY_PROTECTED(x, y))
+ KillHero(PLAYERINFO(x, y));
+}
+
+static void KillHeroUnlessExplosionProtected(int x, int y)
{
- if (!PLAYER_PROTECTED(x, y))
+ if (!PLAYER_EXPLOSION_PROTECTED(x, y))
KillHero(PLAYERINFO(x, y));
}
case EL_SP_GRAVITY_PORT_RIGHT:
case EL_SP_GRAVITY_PORT_UP:
case EL_SP_GRAVITY_PORT_DOWN:
+#if 1
+ if (!canEnterSupaplexPort(x, y, dx, dy))
+ return MF_NO_ACTION;
+#else
if ((dx == -1 &&
element != EL_SP_PORT_LEFT &&
element != EL_SP_GRAVITY_PORT_LEFT &&
!IN_LEV_FIELD(nextx, nexty) ||
!IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+#endif
if (element == EL_SP_GRAVITY_PORT_LEFT ||
element == EL_SP_GRAVITY_PORT_RIGHT ||
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
+#if 1
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; /* two double speed steps */
+
+ DOUBLE_PLAYER_SPEED(player);
+ }
+#else
+ player->move_delay_reset_counter = 2;
+
DOUBLE_PLAYER_SPEED(player);
+#endif
PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
+#if 1
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; /* two double speed steps */
+
+ DOUBLE_PLAYER_SPEED(player);
+ }
+#else
+ player->move_delay_reset_counter = 2;
+
DOUBLE_PLAYER_SPEED(player);
+#endif
PlayLevelSoundAction(x, y, ACTION_PASSING);
player->MovDir = snap_direction;
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
+#if 1
+ if (player->MovPos == 0)
+#endif
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ player->is_dropping = FALSE;
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
+#if 1
+ if (player->MovPos == 0)
+#endif
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
DrawLevelField(x, y);
BackToFront();
boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int old_element;
+ int old_element = Feld[jx][jy];
int new_element;
+ /* check if player is active, not moving and ready to drop */
if (!player->active || player->MovPos || player->drop_delay > 0)
return FALSE;
- old_element = Feld[jx][jy];
-
/* check if player has anything that can be dropped */
if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
if (old_element != EL_EMPTY)
Back[jx][jy] = old_element; /* store old element on this field */
-
-
- /* !!! CHANGE !!! CHANGE !!! */
-
-#if 0
- MovDelay[jx][jy] = 96;
-#endif
-
- /* !!! CHANGE !!! CHANGE !!! */
-
-
-
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
if (player->inventory_size > 0)
{
- new_element = player->inventory_element[--player->inventory_size];
+ player->inventory_size--;
+ new_element = player->inventory_element[player->inventory_size];
- Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
- new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
- new_element);
+ if (new_element == EL_DYNAMITE)
+ new_element = EL_DYNAMITE_ACTIVE;
+ else if (new_element == EL_SP_DISK_RED)
+ new_element = EL_SP_DISK_RED_ACTIVE;
+
+ Feld[jx][jy] = new_element;
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->inventory_size, 3), FONT_TEXT_2);
PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+#if 1
+ /* needed if previous element just changed to "empty" in the last frame */
+ Changed[jx][jy] = 0; /* allow another change */
+#endif
+
CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
else /* player is dropping a dyna bomb */
{
player->dynabombs_left--;
+ new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
- Feld[jx][jy] =
- EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
+ Feld[jx][jy] = new_element;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
-
- MovDelay[jx][jy] = 96;
}
#if 1
- InitField(jx, jy, FALSE);
- if (CAN_MOVE(Feld[jx][jy]))
- InitMovDir(jx, jy);
+
+ if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
+ {
+ InitField(jx, jy, FALSE);
+ if (CAN_MOVE(Feld[jx][jy]))
+ InitMovDir(jx, jy);
+ }
new_element = Feld[jx][jy];
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
- element_info[new_element].move_pattern == MV_PROJECTILE)
+ element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
+ int move_stepsize = element_info[new_element].move_stepsize;
int direction, dx, dy, nextx, nexty;
- if (element_info[new_element].move_direction_initial == MV_NO_MOVING)
+ if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[jx][jy] = player->MovDir;
direction = MovDir[jx][jy];
if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
{
- InitMovingField(jx, jy, MovDir[jx][jy]);
+#if 0
+ WasJustMoving[jx][jy] = 3;
+#else
+ InitMovingField(jx, jy, direction);
ContinueMoving(jx, jy);
+#endif
}
else
{
- Changed[jx][jy] = 0; /* allow another change */
+ Changed[jx][jy] = 0; /* allow another change */
+
+#if 1
+ TestIfElementHitsCustomElement(jx, jy, direction);
+#else
CheckElementSideChange(jx, jy, new_element,
- direction, CE_COLLISION_ACTIVE, -1);
+ direction, CE_HITTING_SOMETHING, -1);
+#endif
}
+
+ player->drop_delay = 2 * TILEX / move_stepsize + 1;
}
+#if 0
+ player->drop_delay = 8 + 8 + 8;
#endif
- player->drop_delay = 8 + 8 + 8;
+#endif
+ player->is_dropping = TRUE;
return TRUE;