struct
{
int element;
- int gem_count;
+ int count;
}
-gem_count_list[] =
+collect_count_list[] =
{
{ EL_EMERALD, 1 },
{ EL_BD_DIAMOND, 1 },
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
int2str(local_player->score, 5), FONT_TEXT_2);
DrawText(DX + XX_TIME, DY + YY_TIME,
/* initialize gem count values for each element */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].gem_count = 0;
+ element_info[i].collect_count = 0;
/* add gem count values for all elements from pre-defined list */
- for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
- element_info[gem_count_list[i].element].gem_count =
- gem_count_list[i].gem_count;
+ for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count =
+ collect_count_list[i].count;
}
for (j=0; j<4; j++)
player->key[j] = FALSE;
- player->dynamite = 0;
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->inventory_size = 0;
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
game.switchgate_pos = 0;
game.balloon_dir = MV_NO_MOVING;
game.explosions_delayed = TRUE;
- game.current_gravity = level.initial_gravity;
for (i=0; i<4; i++)
{
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
- else if (IS_CUSTOM_ELEMENT(element))
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
Store[x][y] = element_info[element].content[1][1];
else
Store[x][y] = EL_EMPTY;
return;
}
- if (impact)
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
static void ChangeElementNowExt(int x, int y, int target_element)
{
+#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
}
+#endif
RemoveField(x, y);
Feld[x][y] = target_element;
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
else
{
if (button2)
- bombed = PlaceBomb(player);
+ dropped = DropElement(player);
+
moved = MoveFigure(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
{
- if (button1 || (bombed && !moved))
+ if (button1 || (dropped && !moved))
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (game.current_gravity && !player->programmed_action)
+ if (level.gravity && !player->programmed_action)
{
int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_player = (IS_PLAYER(x, y));
int i;
- /* prevent TestIfPlayerTouchesCustomElement() from looping */
- if (check_changing)
+ if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (center_is_player)
+ if (IS_PLAYER(x, y))
{
CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y];
int i;
- /* prevent TestIfElementTouchesCustomElement() from looping */
- if (check_changing)
+ if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
+ int border_element;
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (center_is_custom &&
- Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
- {
- CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
- }
+ border_element = Feld[xx][yy];
- if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
- Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
- {
- CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
- }
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ border_element == element_info[center_element].change.trigger_element)
+ change_center_element = TRUE;
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ center_element == element_info[border_element].change.trigger_element)
+ CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
}
+ if (change_center_element)
+ CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
+
check_changing = FALSE;
}
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
- game.current_gravity = !game.current_gravity;
+ level.gravity = !level.gravity;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
- player->dynamite++;
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
el2edimg(EL_KEY_1 + key_nr));
redraw_mask |= REDRAW_DOOR_1;
}
- else if (element_info[element].gem_count > 0)
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i=0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
{
local_player->gems_still_needed -=
- element_info[element].gem_count;
+ element_info[element].collect_count;
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
-#if 0
- if (element != EL_EMPTY)
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
-#endif
- if (element != EL_EMPTY)
- {
-#if 0
- Store[jx][jy] = element;
-#else
- Back[jx][jy] = element;
-#endif
- }
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
MovDelay[jx][jy] = 96;
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
- if (player->dynamite)
+ if (player->inventory_size > 0)
{
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
-#if 1
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
-#endif
- }
PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
}
- else
+ else /* player is dropping a dyna bomb */
{
+ player->dynabombs_left--;
+
Feld[jx][jy] =
EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
- player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
RaiseScore(level.score[SC_KEY]);
break;
default:
- RaiseScore(element_info[element].score);
+ RaiseScore(element_info[element].collect_score);
break;
}
}