/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_MOVE_STYLE TRUE *0
+#define USE_NEW_MOVE_DELAY TRUE *1
+#define USE_NEW_PUSH_DELAY TRUE *1
+#define USE_NEW_BLOCK_STYLE TRUE *1
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
/* for Explode() */
#define EX_PHASE_START 0
-#define EX_NO_EXPLOSION 0
-#define EX_NORMAL 1
-#define EX_CENTER 2
-#define EX_BORDER 3
+#define EX_TYPE_NONE 0
+#define EX_TYPE_NORMAL (1 << 0)
+#define EX_TYPE_CENTER (1 << 1)
+#define EX_TYPE_BORDER (1 << 2)
+#define EX_TYPE_CROSS (1 << 3)
+#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
/* special positions in the game control window (relative to control window) */
#define XX_LEVEL 37
/* values for other actions */
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
+
#define INIT_GFX_RANDOM() (SimpleRND(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
+ RND(element_info[e].drop_delay_random))
#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
(e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
+#define GET_VALID_PLAYER_ELEMENT(e) \
+ ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
+
+#define CAN_GROW_INTO(e) \
+ ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition)))
#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
/* forward declaration for internal use */
+static void AdvanceFrameAndPlayerCounters(int);
+
static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
static boolean MovePlayer(struct PlayerInfo *, int, int);
static void ScrollPlayer(struct PlayerInfo *, int);
#define CheckTriggeredElementChange(x, y, e, ev) \
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
-#define CheckTriggeredElementChangePage(x, y, e, ev, p) \
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
CH_SIDE_ANY, p)
static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
#define CheckElementChange(x, y, e, te, ev) \
CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
-#define CheckElementChangePlayer(x, y, e, ev, p, s) \
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
-#define CheckElementChangeSide(x, y, e, te, ev, s) \
+#define CheckElementChangeBySide(x, y, e, te, ev, s) \
CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
-#define CheckElementChangePage(x, y, e, te, ev, p) \
+#define CheckElementChangeByPage(x, y, e, te, ev, p) \
CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
static void PlayLevelSound(int, int, int);
static struct ChangingElementInfo change_delay_list[] =
{
+#if USE_NEW_BLOCK_STYLE
+#if 0
+ {
+ EL_PLAYER_IS_LEAVING,
+ EL_EMPTY,
+ -1, /* delay for blocking field left by player set at runtime */
+ NULL,
+ NULL,
+ NULL
+ },
+#endif
+#endif
{
EL_NUT_BREAKING,
EL_EMERALD,
int element;
int direction;
}
-tube_access[] =
-{
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
-
- { EL_UNDEFINED, 0 }
+access_direction_list[] =
+{
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+
+ { EL_SP_PORT_LEFT, MV_RIGHT },
+ { EL_SP_PORT_RIGHT, MV_LEFT },
+ { EL_SP_PORT_UP, MV_DOWN },
+ { EL_SP_PORT_DOWN, MV_UP },
+ { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
+ { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
+
+ { EL_UNDEFINED, MV_NO_MOVING }
};
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
{
struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
int jx = player->jx, jy = player->jy;
+ int sp_block_delay = 7;
+ int em_block_delay = 7;
+ int sp_no_block_delay = 1;
+ int em_no_block_delay = 1;
player->present = TRUE;
level.sp_block_last_field :
level.block_last_field);
+ player->block_delay_value =
+ (element == EL_SP_MURPHY ?
+ (player->block_last_field ? sp_block_delay : sp_no_block_delay) :
+ (player->block_last_field ? em_block_delay : em_no_block_delay));
+
if (!options.network || player->connected)
{
player->active = TRUE;
}
Feld[x][y] = EL_EMPTY;
+
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
/* this case is in fact a combination of not less than three bugs:
first, it calls InitMovDir() for elements that can move, although this is
already done by InitField(); then, it checks the element that was at this
- field _before_ the call to InitField() (which can change it)
-
- */
+ field _before_ the call to InitField() (which can change it); lastly, it
+ was not called for "mole with direction" elements, which were treated as
+ "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+ */
}
inline void DrawGameValue_Emeralds(int value)
/*
=============================================================================
- InitGameEngine()
+ InitGameEngine()
-----------------------------------------------------------------------------
initialize game engine due to level / tape version number
=============================================================================
/* ---------- initialize player's initial move delay --------------------- */
+#if USE_NEW_MOVE_DELAY
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+ game.initial_move_delay_value : 0);
+#else
/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
(game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+#endif
/* ---------- initialize player's initial push delay --------------------- */
{
if (IS_SP_ELEMENT(i))
{
+#if USE_NEW_MOVE_STYLE
+ element_info[i].push_delay_fixed = 7; /* just enough to escape ... */
+ element_info[i].push_delay_random = 0; /* ... from falling zonk */
+#else
element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
element_info[i].push_delay_random = 0; /* ... from falling zonk */
+#endif
}
}
}
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
+#if 0
/* ---------- 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;
}
+#endif
/* ---------- initialize gem count --------------------------------------- */
/* ---------- initialize access direction -------------------------------- */
- /* initialize access direction values to default */
+ /* initialize access direction values to default (access from every side) */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].access_direction = MV_ALL_DIRECTIONS;
/* set access direction value for certain elements from pre-defined list */
- for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
- element_info[tube_access[i].element].access_direction =
- tube_access[i].direction;
+ for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+ element_info[access_direction_list[i].element].access_direction =
+ access_direction_list[i].direction;
}
player->use_murphy_graphic = FALSE;
- player->block_last_field = FALSE;
+ player->block_last_field = FALSE; /* initialized in InitPlayerField() */
+ player->block_delay = 0;
+ player->block_delay_value = -1; /* initialized in InitPlayerField() */
+
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
player->is_waiting = FALSE;
player->is_moving = FALSE;
+ player->is_auto_moving = FALSE;
player->is_digging = FALSE;
player->is_snapping = FALSE;
player->is_collecting = FALSE;
player->move_delay_reset_counter = 0;
- player->push_delay = 0;
+#if USE_NEW_PUSH_DELAY
+ player->push_delay = -1; /* initialized when pushing starts */
+ player->push_delay_value = game.initial_push_delay_value;
+#else
+ player->push_delay = 0;
player->push_delay_value = game.initial_push_delay_value;
+#endif
player->drop_delay = 0;
network_player_action_received = FALSE;
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
WasJustFalling[x][y] = 0;
+ CheckCollision[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
ExplodePhase[x][y] = 0;
ExplodeDelay[x][y] = 0;
- ExplodeField[x][y] = EX_NO_EXPLOSION;
+ ExplodeField[x][y] = EX_TYPE_NONE;
RunnerVisit[x][y] = 0;
PlayerVisit[x][y] = 0;
else if (move_pattern == MV_ALONG_LEFT_SIDE ||
move_pattern == MV_ALONG_RIGHT_SIDE)
{
+#if 1
+ /* use random direction as default start direction */
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ MovDir[x][y] = 1 << RND(4);
+#endif
+
for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x1 = x + xy[i][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_NO_MOVING;
Bang(x, y);
}
-void RelocatePlayer(int x, int y, int element_raw)
+void DrawRelocatePlayer(struct PlayerInfo *player)
{
- int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
- struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.index_search);
+ 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 old_jx, old_jy;
-
- if (player->GameOver) /* do not reanimate dead player */
- return;
-
- RemoveField(x, y); /* temporarily remove newly placed player */
- DrawLevelField(x, y);
-
- if (player->present)
- {
- while (player->MovPos)
- {
- ScrollPlayer(player, SCROLL_GO_ON);
- ScrollScreen(NULL, SCROLL_GO_ON);
- FrameCounter++;
-
- DrawPlayer(player);
-
- BackToFront();
- Delay(wait_delay_value);
- }
-
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
-
- player->is_moving = FALSE;
- }
-
- old_jx = player->jx;
- old_jy = player->jy;
-
- Feld[x][y] = element;
- InitPlayerField(x, y, element, TRUE);
-
- if (player != local_player) /* do not visually relocate other players */
- return;
+ int jx = player->jx;
+ int jy = player->jy;
if (level.instant_relocation)
{
#if 1
int offset = (setup.scroll_delay ? 3 : 0);
- int jx = local_player->jx;
- int jy = local_player->jy;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
#if 1
#if 0
int offset = (setup.scroll_delay ? 3 : 0);
- int jx = local_player->jx;
- int jy = local_player->jy;
#endif
int scroll_xx = -999, scroll_yy = -999;
Delay(wait_delay_value);
}
#endif
+
+ DrawPlayer(player);
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+#if 1
+ int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
+#else
+ int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
+#endif
+ struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ 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 old_jx = player->jx;
+ int old_jy = player->jy;
+ int old_element = Feld[old_jx][old_jy];
+ int element = Feld[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+ int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+ int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
+#if 1
+ int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+ int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
+ int leave_side_horiz = move_dir_horiz;
+ int leave_side_vert = move_dir_vert;
+#else
+ static int trigger_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
+ int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
+ int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
+ int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
+#endif
+ int enter_side = enter_side_horiz | enter_side_vert;
+ int leave_side = leave_side_horiz | leave_side_vert;
+
+ if (player->GameOver) /* do not reanimate dead player */
+ return;
+
+ if (!player_relocated) /* no need to relocate the player */
+ return;
+
+ if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ {
+ RemoveField(jx, jy); /* temporarily remove newly placed player */
+ DrawLevelField(jx, jy);
+ }
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if USE_NEW_MOVE_DELAY
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
+ FrameCounter++;
+#endif
+
+ DrawPlayer(player);
+
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
+ }
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_OTHER_GETS_LEFT,
+ player->index_bit, leave_side);
+#endif
+
+ Feld[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
+
+ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ {
+ Feld[jx][jy] = element;
+ InitField(jx, jy, FALSE);
}
+
+#if 1
+ if (player == local_player) /* only visually relocate local player */
+ DrawRelocatePlayer(player);
+#endif
+
+#if 1
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#endif
+
+#if 0
+ printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
+#endif
+
+#if 0
+#if 0
+ /* needed to allow change of walkable custom element by entering player */
+ if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
+ Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
+#else
+ /* needed to allow change of walkable custom element by entering player */
+ Changed[jx][jy] = 0; /* allow another change */
+#endif
+#endif
+
+#if 0
+ printf("::: player entering %d, %d from %s ...\n", jx, jy,
+ enter_side == MV_LEFT ? "left" :
+ enter_side == MV_RIGHT ? "right" :
+ enter_side == MV_UP ? "top" :
+ enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
+#endif
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, element,
+ CE_OTHER_GETS_ENTERED,
+ player->index_bit, enter_side);
+#endif
}
void Explode(int ex, int ey, int phase, int mode)
/* --- 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_NORMAL || mode == EX_CENTER))
+ center_element == EL_EMPTY &&
+ (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
return;
#endif
- if (mode == EX_NORMAL || mode == EX_CENTER)
+ if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
int element;
#if 1
- if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
+#if 1
+ if (!IN_LEV_FIELD(x, y) ||
+ (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+ (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
+ continue;
+#else
+ if (!IN_LEV_FIELD(x, y) ||
+ (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
continue;
+#endif
#else
if (!IN_LEV_FIELD(x, y) ||
- ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+ ((mode != EX_TYPE_NORMAL ||
+ center_element == EL_AMOEBA_TO_DIAMOND) &&
(x != ex || y != ey)))
continue;
#endif
continue;
#else
/* indestructible elements can only explode in center (but not flames) */
+#if 1
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+ mode == EX_TYPE_BORDER)) ||
+ element == EL_FLAMES)
+ continue;
+#else
if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
element == EL_FLAMES)
continue;
#endif
+#endif
#else
if ((IS_INDESTRUCTIBLE(element) &&
continue;
#endif
+#if 1
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+ (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+ (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
{
if (IS_ACTIVE_BOMB(element))
{
/* re-activate things under the bomb like gate or penguin */
+#if 1
+ Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
+#else
Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
Store[x][y] = 0;
+#endif
+
+#if 0
+ printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
+ element_info[Feld[x][y]].token_name,
+ Store[x][y], Store2[x][y]);
+#endif
}
continue;
#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#else
+#if 1
+#if 1
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey || mode == EX_TYPE_BORDER))
+ Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey))
+ Back[x][y] = element;
+#endif
#else
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#endif
#endif
/* ignite explodable elements reached by other explosion */
else
Store[x][y] = EL_EMPTY;
- if (x != ex || y != ey ||
- center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
+#if 0
+ printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
+ element_info[Store2[x][y]].token_name);
+#endif
+
#if 0
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
game.yamyam_content_nr =
(game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+#if 0
+ printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
+ element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
+#endif
+
return;
}
#if 1
border_element = Store2[x][y];
+#if 1
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
+#else
if (IS_PLAYER(x, y))
border_element = StorePlayer[x][y];
+#endif
+
+#if 0
+ printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
+ element_info[border_element].token_name, Store2[x][y]);
+#endif
#if 0
printf("::: phase == %d\n", phase);
boolean border_explosion = FALSE;
#if 1
+#if 1
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#endif
#else
if (IS_PLAYER(x, y))
#endif
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
+#if 0
+ printf("::: %d,%d: %d %s\n", x, y, border_element,
+ element_info[border_element].token_name);
+#endif
+
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
player->dynabombs_left++;
}
- Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+ Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
for (i = 0; i < NUM_DIRECTIONS; i++)
{
if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
- Explode(x, y, EX_PHASE_START, EX_BORDER);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
+#if 1
+#if 1
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
+ break;
+#else
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !CAN_GROW_INTO(element) && !dynabomb_xl)
+ break;
+#endif
+#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (element != EL_EMPTY &&
- element != EL_SAND &&
- element != EL_EXPLOSION &&
- !dynabomb_xl)
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ element != EL_SAND && !dynabomb_xl)
break;
+#endif
}
}
}
case EL_PACMAN:
case EL_MOLE:
RaiseScoreElement(element);
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
break;
case EL_DYNABOMB_PLAYER_1_ACTIVE:
case EL_DYNABOMB_PLAYER_2_ACTIVE:
case EL_AMOEBA_TO_DIAMOND:
#endif
if (IS_PLAYER(x, y))
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
else
- Explode(x, y, EX_PHASE_START, EX_CENTER);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
break;
default:
- if (CAN_EXPLODE_DYNA(element))
+#if 1
+ if (element_info[element].explosion_type == EXPLODES_CROSS)
+#else
+ if (CAN_EXPLODE_CROSS(element))
+#endif
+#if 1
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+#else
DynaExplode(x, y);
+#endif
+#if 1
+ else if (element_info[element].explosion_type == EXPLODES_1X1)
+#else
else if (CAN_EXPLODE_1X1(element))
- Explode(x, y, EX_PHASE_START, EX_CENTER);
+#endif
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
else
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
break;
}
return;
}
+ /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
/* only reset graphic animation if graphic really changes after impact */
if (impact &&
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
}
else if (impact && element == EL_PEARL)
{
+ ResetGfxAnimation(x, y);
+
Feld[x][y] = EL_PEARL_BREAKING;
PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_PEARL)
{
+ ResetGfxAnimation(x, y);
+
Feld[x][y + 1] = EL_PEARL_BREAKING;
PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
- CheckTriggeredElementChangeSide(x, y + 1, smashed,
- CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
- CheckElementChangeSide(x, y + 1, smashed, element,
- CE_SWITCHED, CH_SIDE_TOP);
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeBySide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+ CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+#else
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+ CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+ CheckElementChangeBySide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
+#endif
}
}
else
}
}
+#if 1
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+ (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+ game.engine_version < VERSION_IDENT(3,1,0,0)))
+#else
if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+#endif
{
attr_x = ZX;
attr_y = ZY;
#endif
}
#if 1
- 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)) ||
+ else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
+
(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))))
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+
+ (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)))
#else
#if 1
WasJustFalling[x][y] = 0;
#endif
+ CheckCollision[x][y] = 0;
+
+#if 0
+ if (IS_PLAYER(x, y + 1))
+ printf("::: we ARE now killing the player [%d]\n", FrameCounter);
+#endif
+
Impact(x, y);
}
else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
}
/* 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_NO_MOVING)
+#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_NO_MOVING)
+ {
+ 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 1
return;
#endif
+#if 1
+
#if 1
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+#else
if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
(Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
+#endif
{
#if 0
printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
WasJustMoving[x][y] = 0;
#endif
+ CheckCollision[x][y] = 0;
+
TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
#if 0
{
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
- Feld[xx][yy] = EL_FLAMES;
+#if 0
+ if (ChangeDelay[xx][yy])
+ printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+ Feld[xx][yy] == EL_BLOCKED));
+#endif
+
+#if 1
+ ChangeDelay[xx][yy] = 0;
+#endif
+ Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
{
DrawLevelFieldCrumbledSand(xx, yy);
DrawLevelField(newx, newy);
}
+ /* if digged element was about to explode, prevent the explosion */
+ ExplodeField[newx][newy] = EX_TYPE_NONE;
+
PlayLevelSoundAction(x, y, action);
}
+#if 1
+#if 1
+ Store[newx][newy] = EL_EMPTY;
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ Store[newx][newy] = element_info[element].move_leave_element;
+#else
+ Store[newx][newy] = EL_EMPTY;
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+ element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+ Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
element_info[element].can_leave_element = TRUE;
+#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;
}
TurnRound(x, y);
+#if 0
+ if (move_pattern & MV_ANY_DIRECTION &&
+ move_pattern == MovDir[x][y])
+ {
+ int blocking_element =
+ (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+
+#if 0
+ printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
+ element_info[element].token_name,
+ element_info[blocking_element].token_name,
+ x, y, newx, newy);
+#endif
+
+ CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+ MovDir[x][y]);
+
+ element = Feld[x][y]; /* element might have changed */
+ }
+#endif
+
#if 1
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
+ int stored = Store[x][y];
struct ElementInfo *ei = &element_info[element];
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
Feld[newx][newy] = element;
MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
- if (element == EL_MOLE)
+#if 1
+ if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+#endif
+ else if (element == EL_MOLE)
{
Feld[x][y] = EL_SAND;
Back[x][y] = Back[newx][newy] = 0;
}
+#if 0
else if (Store[x][y] == EL_ACID)
{
element = Feld[newx][newy] = EL_ACID;
}
+#endif
+#if 0
+ else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+ ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+ Store[x][y] != EL_EMPTY))
+ {
+ /* some elements can leave other elements behind after moving */
+
+ Feld[x][y] = ei->move_leave_element;
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+#endif
- Store[x][y] = 0;
+ Store[x][y] = EL_EMPTY;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
#if 1
/* some elements can leave other elements behind after moving */
+#if 1
+ 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)))
+#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))
+#endif
+ {
+ int move_leave_element = ei->move_leave_element;
+
+ Feld[x][y] = move_leave_element;
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (ELEM_IS_PLAYER(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
+#endif
+
+#if 0
+ /* 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 ||
MovDir[newx][newy] = 0;
*/
+#if 0
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN))
GfxDir[x][y] = MovDir[newx][newy] = 0;
+#else
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN &&
+ (element == EL_SPRING ||
+ element_info[element].move_pattern == MV_WHEN_PUSHED ||
+ element_info[element].move_pattern == MV_WHEN_DROPPED)))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+#endif
#endif
#endif
/* prevent elements on conveyor belt from moving on in last direction */
if (pushed_by_conveyor && CAN_FALL(element) &&
direction & MV_HORIZONTAL)
+ {
+#if 0
+ if (CAN_MOVE(element))
+ InitMovDir(newx, newy);
+ else
+ MovDir[newx][newy] = 0;
+#else
MovDir[newx][newy] = 0;
#endif
+ }
+#endif
if (!pushed_by_player)
{
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
WasJustMoving[newx][newy] = 3;
if (CAN_FALL(element) && direction == MV_DOWN)
WasJustFalling[newx][newy] = 3;
+
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = 2;
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+#if USE_NEW_MOVE_STYLE
+#if 0
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+ IS_PLAYER(x, newy + 1))
+ printf("::: we would now kill the player [%d]\n", FrameCounter);
+#endif
+
+ /* give the player one last chance (one more frame) to move away */
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+ !IS_PLAYER(x, newy + 1))
+ Impact(x, newy);
+#else
if (CAN_FALL(element) && direction == MV_DOWN &&
(newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
+#endif
+
+#if 1
+ if (pushed_by_player)
+ {
+#if 1
+ int dig_side = MV_DIR_OPPOSITE(direction);
+#else
+ static int trigger_sides[4] =
+ {
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
+ };
+ int dig_side = trigger_sides[MV_DIR_BIT(direction)];
+#endif
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
+ player->index_bit, dig_side);
+ }
+#endif
#if 1
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
int hitting_element = Feld[newx][newy];
/* !!! fix side (direction) orientation here and elsewhere !!! */
- CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
- direction);
+ CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
+ direction);
#if 0
if (IN_LEV_FIELD(nextx, nexty))
{
int i;
- CheckElementChangeSide(nextx, nexty, touched_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
+ CheckElementChangeBySide(nextx, nexty, touched_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
change->trigger_side & touched_side &&
change->trigger_element == touched_element)
{
- CheckElementChangePage(newx, newy, hitting_element,
- touched_element, CE_OTHER_IS_HITTING, i);
+ CheckElementChangeByPage(newx, newy, hitting_element,
+ touched_element, CE_OTHER_IS_HITTING,i);
break;
}
}
change->trigger_side & hitting_side &&
change->trigger_element == hitting_element)
{
- CheckElementChangePage(nextx, nexty, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
+ CheckElementChangeByPage(nextx, nexty, touched_element,
+ hitting_element, CE_OTHER_GETS_HIT, i);
break;
}
}
if (!IN_LEV_FIELD(x, y))
return;
+#if 1
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ }
+#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
newax = x;
neway = y;
}
+#endif
if (newax == ax && neway == ay)
return;
if (!IN_LEV_FIELD(x, y))
continue;
+#if 1
+ if (IS_FREE(x, y) ||
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY)
+ {
+ newax = x;
+ neway = y;
+ break;
+ }
+#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
neway = y;
break;
}
+#endif
else if (IS_PLAYER(x, y))
waiting_for_player = TRUE;
}
if (newax == ax && neway == ay) /* amoeba cannot grow */
{
+#if 1
+ if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+#else
if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+#endif
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
DrawLevelField(ax, ay);
changed = TRUE;
}
}
+#if 1
+ else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+ { /* free border field */
+ if (nachbarn >= life[2] && nachbarn <= life[3])
+ {
+ Feld[xx][yy] = element;
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+ if (!Stop[xx][yy])
+ DrawLevelField(xx, yy);
+ Stop[xx][yy] = TRUE;
+ changed = TRUE;
+ }
+ }
+#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
changed = TRUE;
}
}
+#endif
}
if (changed)
static void InitTimegateWheel(int x, int y)
{
+#if 1
+ ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+#else
+ /* another brainless, "type style" bug ... :-( */
ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+#endif
}
static void RunTimegateWheel(int x, int y)
static void ChangeElementNowExt(int x, int y, int target_element)
{
int previous_move_direction = MovDir[x][y];
+#if 1
+ boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+ IS_WALKABLE(Feld[x][y]));
+#else
+ boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+ IS_WALKABLE(Feld[x][y]) &&
+ !IS_MOVING(x, y));
+#endif
/* 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_EXPLOSION_PROTECTED(x, y) &&
IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
+#if 0
+ printf("::: BOOOM! [%d, '%s']\n", target_element,
+ element_info[target_element].token_name);
+#endif
+
Bang(x, y);
return;
}
- RemoveField(x, y);
- Feld[x][y] = target_element;
+#if 1
+ if (!add_player)
+#endif
+ {
+#if 1
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+ Feld[x][y] = target_element;
+#else
+ RemoveField(x, y);
+ Feld[x][y] = target_element;
+#endif
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(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;
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
#if 1
- InitField_WithBug1(x, y, FALSE);
+ InitField_WithBug1(x, y, FALSE);
#else
- InitField(x, y, FALSE);
- if (CAN_MOVE(Feld[x][y]))
- InitMovDir(x, y);
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
#endif
- DrawLevelField(x, y);
+ DrawLevelField(x, y);
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+
+#if 0
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+#endif
+#if 0
TestIfBadThingTouchesHero(x, y);
TestIfPlayerTouchesCustomElement(x, y);
TestIfElementTouchesCustomElement(x, y);
+#endif
+ /* "Changed[][]" not set yet to allow "entered by player" change one time */
if (ELEM_IS_PLAYER(target_element))
RelocatePlayer(x, y, target_element);
+
+#if 1
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+#endif
+
+#if 1
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+#endif
}
static boolean ChangeElementNow(int x, int y, int element, int page)
{
struct ElementChangeInfo *change = &element_info[element].change_page[page];
int target_element;
+ int old_element = Feld[x][y];
/* always use default change event to prevent running into a loop */
if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
- CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
+#if 0
+ /* !!! indirect change before direct change !!! */
+ CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
+#endif
if (change->explode)
{
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
boolean is_empty;
+ boolean is_walkable;
boolean is_diggable;
+ boolean is_collectible;
+ boolean is_removable;
boolean is_destructible;
int ex = x + xx - 1;
int ey = y + yy - 1;
continue;
}
+#if 0
+ if (Changed[ex][ey]) /* do not change already changed elements */
+ {
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
+
+ continue;
+ }
+#endif
+
e = Feld[ex][ey];
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
e = MovingOrBlocked2Element(ex, ey);
#if 1
- is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
- IS_WALKABLE(content_element)));
- is_diggable = (is_empty || IS_DIGGABLE(e));
+
+#if 0
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
+ (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
+ !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
+#else
+
+#if 0
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#else
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#endif
+
+#endif
+
+ is_walkable = (is_empty || IS_WALKABLE(e));
+ is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_collectible = (is_empty || IS_COLLECTIBLE(e));
is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+ is_removable = (is_diggable || is_collectible);
can_replace[xx][yy] =
- ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
- (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
- (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
+ (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+ (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
+ (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+ (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
+ (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
+ (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+ !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
if (!can_replace[xx][yy])
complete_replace = FALSE;
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
+#if 1
+ /* this uses direct change before indirect change */
+ CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
+#endif
+
return TRUE;
}
}
#endif
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+ int i;
+
+ /* advance frame counters (global frame counter and time frame counter) */
+ FrameCounter++;
+ TimeFrames++;
+
+ /* advance player counters (counters for move delay, move animation etc.) */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_frames =
+ MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+
+ if (!advance_player_counters) /* not all players may be affected */
+ continue;
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+
+#if USE_NEW_MOVE_DELAY
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
+#endif
+
+#if USE_NEW_PUSH_DELAY
+ /* due to bugs in previous versions, counter must count up, not down */
+ if (stored_player[i].push_delay != -1)
+ stored_player[i].push_delay++;
+#endif
+
+ if (stored_player[i].drop_delay > 0)
+ stored_player[i].drop_delay--;
+ }
+}
+
void GameActions()
{
static unsigned long action_delay = 0;
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- if (tape.playing && tape.index_search && !tape.pausing)
+ if (tape.playing && tape.warp_forward && !tape.pausing)
action_delay_value = 0;
/* ---------- main game synchronization point ---------- */
#endif
*/
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
stored_player[i].effective_action = stored_player[i].action;
}
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
Changed[x][y] = CE_BITMASK_DEFAULT;
ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ /* this must be handled before main playfield loop */
+ if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ RemoveField(x, y);
+ }
+
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
{
WasJustMoving[x][y]--;
if (WasJustFalling[x][y] > 0)
WasJustFalling[x][y]--;
+ if (CheckCollision[x][y] > 0)
+ CheckCollision[x][y]--;
GfxFrame[x][y]++;
CheckDynamite(x, y);
#if 0
else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
#endif
else if (element == EL_AMOEBA_GROWING)
AmoebeWaechst(x, y);
#endif
element = Feld[x][y];
+#if 1
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_EMPTY ||
+ CAN_GROW_INTO(element) ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
+ }
+#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
(IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
Feld[x][y] = EL_AMOEBA_DROP;
}
+#endif
random = random * 129 + 1;
}
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_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
- ExplodeField[x][y] = EX_NO_EXPLOSION;
+ ExplodeField[x][y] = EX_TYPE_NONE;
}
game.explosions_delayed = TRUE;
TimeFrames = 0;
TapeTime++;
- if (!level.use_step_counter)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- TimePlayed++;
+ struct PlayerInfo *player = &stored_player[i];
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (SHIELD_ON(player))
{
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
+ player->shield_normal_time_left--;
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
+ }
+
+ if (!level.use_step_counter)
+ {
+ TimePlayed++;
if (TimeLeft > 0)
{
stored_player[0].StepFrame);
#endif
-#if 1
+#if USE_NEW_MOVE_DELAY
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+#else
FrameCounter++;
TimeFrames++;
if (stored_player[i].MovPos != 0)
stored_player[i].StepFrame += move_frames;
+#if USE_NEW_MOVE_DELAY
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
+#endif
+
if (stored_player[i].drop_delay > 0)
stored_player[i].drop_delay--;
}
redraw_mask |= REDRAW_FIELD;
}
+#if 0
static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
{
int nextx = x + dx, nexty = y + dy;
return TRUE;
}
+#endif
+
+static boolean canFallDown(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+
+ return (IN_LEV_FIELD(jx, jy + 1) &&
+ (IS_FREE(jx, jy + 1) ||
+ (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+ IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+}
+
+static boolean canPassField(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int nextx = x + dx;
+ int nexty = y + dy;
+ int element = Feld[x][y];
+
+ return (IS_PASSABLE_FROM(element, opposite_dir) &&
+ !CAN_MOVE(element) &&
+ IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+ IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+ (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+}
+
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int newx = x + dx;
+ int newy = y + dy;
+#if 0
+ int nextx = newx + dx;
+ int nexty = newy + dy;
+#endif
+
+#if 1
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+#if 0
+ (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
+#endif
+ (IS_DIGGABLE(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
+#else
+#if 1
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+ (IS_DIGGABLE(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
+#else
+#if 1
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
+#else
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ (IS_DIGGABLE(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
+ !CAN_MOVE(Feld[newx][newy]) &&
+ IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+ IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+ (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
+#endif
+#endif
+#endif
+}
static void CheckGravityMovement(struct PlayerInfo *player)
{
int move_dir_horizontal = player->action & MV_HORIZONTAL;
int move_dir_vertical = player->action & MV_VERTICAL;
#endif
+
+#if 1
+ boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+ boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
+
+ int jx = player->jx, jy = player->jy;
+
+ boolean player_is_moving_to_valid_field =
+ (!player_is_snapping &&
+ (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+ canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+
+#if 0
int move_dir =
(player->last_move_dir & MV_HORIZONTAL ?
(move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
(move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
- int jx = player->jx, jy = player->jy;
+#endif
+
+#if 0
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
int new_jx = jx + dx, new_jy = jy + dy;
-#if 1
- boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
-#else
- boolean player_is_snapping = player->action & JOY_BUTTON_1;
+ int nextx = new_jx + dx, nexty = new_jy + dy;
#endif
+
#if 1
+
+#if 1
+ boolean player_can_fall_down = canFallDown(player);
+#else
boolean player_can_fall_down =
(IN_LEV_FIELD(jx, jy + 1) &&
(IS_FREE(jx, jy + 1) ||
(Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
+#endif
+
#else
boolean player_can_fall_down =
(IN_LEV_FIELD(jx, jy + 1) &&
(IS_FREE(jx, jy + 1)));
#endif
+
+#if 0
boolean player_is_moving_to_valid_field =
(
#if 1
!player_is_snapping &&
#endif
+
+#if 1
+ IN_LEV_FIELD(new_jx, new_jy) &&
+ (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
+ (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+ element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
+ IN_LEV_FIELD(nextx, nexty) &&
+ element_info[Feld[nextx][nexty]].access_direction & move_dir))
+#else
IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND ||
(IS_SP_PORT(Feld[new_jx][new_jy]) &&
- canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
+ canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
/* !!! extend EL_SAND to anything diggable !!! */
+#endif
+ );
+#endif
+#if 0
boolean player_is_standing_on_valid_field =
(IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
- (IS_WALKABLE(Feld[jx][jy]) &&
- !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+ (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
+#endif
#if 0
printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
#endif
if (player_can_fall_down &&
+#if 0
!player_is_standing_on_valid_field &&
+#endif
!player_is_moving_to_valid_field)
{
#if 0
player->step_counter++;
+#if 0
player->drop_delay = 0;
+#endif
PlayerVisit[jx][jy] = FrameCounter;
#if 0
if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
{
- CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
- leave_side);
- CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
+ CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
+ leave_side);
+ CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
}
if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
{
- CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_OTHER_GETS_ENTERED, enter_side);
- CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_ENTERED_BY_PLAYER, enter_side);
+ CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+ CE_OTHER_GETS_ENTERED, enter_side);
+ CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+ CE_ENTERED_BY_PLAYER, enter_side);
}
#endif
#else
#if 1
+
+#if 0
+ printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
+ player->move_delay + player->move_delay_value);
+#endif
+
+#if USE_NEW_MOVE_DELAY
+ if (player->move_delay > 0)
+#else
if (!FrameReached(&player->move_delay, player->move_delay_value))
+#endif
+ {
+#if 0
+ printf("::: can NOT move\n");
+#endif
+
return FALSE;
+ }
#else
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0))
#endif
+#if 0
+ printf("::: COULD move now\n");
+#endif
+
+#if USE_NEW_MOVE_DELAY
+ player->move_delay = -1; /* set to "uninitialized" value */
+#endif
+
+ /* store if player is automatically moved to next field */
+ player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+
/* remove the last programmed player action */
player->programmed_action = 0;
{
ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if USE_NEW_MOVE_DELAY
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
FrameCounter++;
+#endif
+
DrawAllPlayers();
BackToFront();
}
if (moved & MF_MOVING)
{
+#if 0
+ printf("::: REALLY moves now\n");
+#endif
+
if (old_jx != jx && old_jy == jy)
player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
else if (old_jx == jx && old_jy != jy)
#if 0
/* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+
+#if 1
+ if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
{
+ int move_direction = player->MovDir;
+#if 1
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int leave_side = move_direction;
+#else
static int trigger_sides[4][2] =
{
/* enter side leave side */
{ CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
{ CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
};
- int move_direction = player->MovDir;
int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
+ int old_element = Feld[old_jx][old_jy];
+ int new_element = Feld[jx][jy];
#if 1
- if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
- {
- CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+ /* !!! TEST ONLY !!! */
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
CE_OTHER_GETS_LEFT,
player->index_bit, leave_side);
- CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
- }
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+ if (IS_CUSTOM_ELEMENT(new_element))
+ CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
CE_OTHER_GETS_ENTERED,
player->index_bit, enter_side);
- CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
- }
#endif
}
player->last_move_dir = MV_NO_MOVING;
*/
player->is_moving = FALSE;
+
+#if USE_NEW_MOVE_STYLE
+ /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
+ /* ensure that the player is also allowed to move in the next frame */
+ /* (currently, the player is forced to wait eight frames before he can try
+ again!!!) */
+
+ player->move_delay = 0; /* allow direct movement in the next frame */
+#endif
}
+#if USE_NEW_MOVE_DELAY
+ if (player->move_delay == -1) /* not yet initialized by DigField() */
+ player->move_delay = player->move_delay_value;
+#endif
+
if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+#if USE_NEW_BLOCK_STYLE
+ if (player->block_delay_value > 0 &&
+ Feld[last_jx][last_jy] == EL_EMPTY)
+ {
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 1
+ MovDelay[last_jx][last_jy] = player->block_delay_value + 1;
+#else
+ ChangeDelay[last_jx][last_jy] = player->block_last_field_delay;
+#endif
+ }
+#else
+#if USE_NEW_MOVE_STYLE
+ if (player->block_last_field &&
+ Feld[last_jx][last_jy] == EL_EMPTY)
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#else
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#endif
+#endif
#if 0
DrawPlayer(player);
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+#if USE_NEW_BLOCK_STYLE
+#else
if (!player->block_last_field &&
Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+#if 1
+ RemoveField(last_jx, last_jy);
+#else
Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
+#endif
/* before DrawPlayer() to draw correct player graphic for this case */
if (player->MovPos == 0)
}
#endif
+#if USE_NEW_BLOCK_STYLE
+#else
if (player->block_last_field &&
Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+#if 1
+ RemoveField(last_jx, last_jy);
+#else
Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
+#endif
player->last_jx = jx;
player->last_jy = jy;
#if 1
/* !!! ENABLE THIS FOR NEW VERSIONS !!! */
/* this breaks one level: "machine", level 000 */
+#if 0
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
{
+ int move_direction = player->MovDir;
+#if 1
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int leave_side = move_direction;
+#else
static int trigger_sides[4][2] =
{
/* enter side leave side */
{ CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
{ CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
};
- int move_direction = player->MovDir;
int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
int old_jx = last_jx;
int old_jy = last_jy;
+ int old_element = Feld[old_jx][old_jy];
+ int new_element = Feld[jx][jy];
#if 1
- if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
- {
- CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+ /* !!! TEST ONLY !!! */
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
CE_OTHER_GETS_LEFT,
player->index_bit, leave_side);
- CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
- }
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+ if (IS_CUSTOM_ELEMENT(new_element))
+ CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
CE_OTHER_GETS_ENTERED,
player->index_bit, enter_side);
- CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
- }
#endif
}
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
#if 1
- TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#if 1
+ /* needed because pushed element has not yet reached its destination,
+ so it would trigger a change event at its previous field location */
+ if (!player->is_pushing)
+#endif
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
#endif
if (!player->active)
TimePlayed++;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
-
if (TimeLeft > 0)
{
TimeLeft--;
else
continue; /* center and border element do not touch */
- CheckTriggeredElementChangePlayer(xx, yy, border_element,
- CE_OTHER_GETS_TOUCHED,
- player->index_bit, border_side);
- CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, border_side);
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_OTHER_GETS_TOUCHED,
+ player->index_bit, border_side);
+#else
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_OTHER_GETS_TOUCHED,
+ player->index_bit, border_side);
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, border_side);
+#endif
}
else if (IS_PLAYER(xx, yy))
{
continue; /* center and border element do not touch */
}
- CheckTriggeredElementChangePlayer(x, y, center_element,
- CE_OTHER_GETS_TOUCHED,
- player->index_bit, center_side);
- CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, center_side);
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, center_side);
+ CheckTriggeredElementChangeByPlayer(x, y, center_element,
+ CE_OTHER_GETS_TOUCHED,
+ player->index_bit, center_side);
+#else
+ CheckTriggeredElementChangeByPlayer(x, y, center_element,
+ CE_OTHER_GETS_TOUCHED,
+ player->index_bit, center_side);
+ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, center_side);
+#endif
break;
}
boolean change_center_element = FALSE;
int center_element_change_page = 0;
int center_element = Feld[x][y]; /* should always be non-moving! */
- int border_trigger_element;
+ int border_trigger_element = EL_UNDEFINED;
int i, j;
for (i = 0; i < NUM_DIRECTIONS; i++)
printf("::: border_element %d, %d\n", x, y);
#endif
- CheckElementChangePage(xx, yy, border_element, center_element,
- CE_OTHER_IS_TOUCHING, j);
+ CheckElementChangeByPage(xx, yy, border_element, center_element,
+ CE_OTHER_IS_TOUCHING, j);
break;
}
}
printf("::: center_element %d, %d\n", x, y);
#endif
- CheckElementChangePage(x, y, center_element, border_trigger_element,
- CE_OTHER_IS_TOUCHING, center_element_change_page);
+ CheckElementChangeByPage(x, y, center_element, border_trigger_element,
+ CE_OTHER_IS_TOUCHING, center_element_change_page);
}
}
touched_element = (IN_LEV_FIELD(hitx, hity) ?
MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
- CheckElementChangeSide(x, y, hitting_element, touched_element,
- CE_HITTING_SOMETHING, direction);
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
if (IN_LEV_FIELD(hitx, hity))
{
{
int i;
- CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
#endif
)
{
- CheckElementChangePage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_HITTING, i);
+ CheckElementChangeByPage(x, y, hitting_element, touched_element,
+ CE_OTHER_IS_HITTING, i);
break;
}
}
#endif
)
{
- CheckElementChangePage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_HIT, i);
+ CheckElementChangeByPage(hitx, hity, touched_element,
+ hitting_element, CE_OTHER_GETS_HIT, i);
break;
}
}
touched_element = (IN_LEV_FIELD(hitx, hity) ?
MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
- CheckElementChangeSide(x, y, hitting_element, touched_element,
- EP_CAN_SMASH_EVERYTHING, direction);
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ EP_CAN_SMASH_EVERYTHING, direction);
if (IN_LEV_FIELD(hitx, hity))
{
{
int i;
- CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_SMASHED_BY_SOMETHING, opposite_direction);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
#endif
)
{
- CheckElementChangePage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, i);
+ CheckElementChangeByPage(x, y, hitting_element, touched_element,
+ CE_OTHER_IS_SMASHING, i);
break;
}
}
#endif
)
{
- CheckElementChangePage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_SMASHED, i);
+ CheckElementChangeByPage(hitx, hity, touched_element,
+ hitting_element, CE_OTHER_GETS_SMASHED,i);
break;
}
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
+ int bad_element = -1;
static int test_xy[4][2] =
{
{ 0, -1 },
test_x = good_x + test_xy[i][0];
test_y = good_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
{
kill_x = test_x;
kill_y = test_y;
+ bad_element = test_element;
+
break;
}
}
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
+#if 1
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
+ KillHero(player);
+#else
if (player->shield_deadly_time_left > 0)
Bang(kill_x, kill_y);
else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
KillHero(player);
+#endif
}
else
Bang(good_x, good_y);
{
struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+#if 1
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillHero(player);
+#else
if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
KillHero(player);
+#endif
}
else
Bang(kill_x, kill_y);
int oldx, int oldy, int x, int y,
int real_dx, int real_dy, int mode)
{
- static int trigger_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
#if 0
boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
#endif
+ boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+ boolean player_was_pushing = player->is_pushing;
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+#if 1
+ int dig_side = MV_DIR_OPPOSITE(move_direction);
+#else
+ static int trigger_sides[4] =
+ {
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
+ };
int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
+#endif
int old_element = Feld[jx][jy];
int element;
- if (player->MovPos == 0)
+ if (is_player) /* function can also be called by EL_PENGUIN */
{
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
- if (player->MovPos == 0) /* last pushing move finished */
- player->is_pushing = FALSE;
+ if (player->MovPos == 0) /* last pushing move finished */
+ player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
- {
- player->is_switching = FALSE;
- player->push_delay = 0;
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ {
+ player->is_switching = FALSE;
+#if USE_NEW_PUSH_DELAY
+ player->push_delay = -1;
+#else
+ player->push_delay = 0;
+#endif
- return MF_NO_ACTION;
+ return MF_NO_ACTION;
+ }
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
#endif
- if (IS_WALKABLE(old_element) &&
- !(element_info[old_element].access_direction & move_direction))
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MF_NO_ACTION; /* field has no opening in this direction */
+
+ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
return MF_NO_ACTION; /* field has no opening in this direction */
element = Feld[x][y];
+ if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ return MF_NO_ACTION;
+
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
+#if 1
+ if (game.gravity && is_player && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN &&
+ !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+ return MF_NO_ACTION; /* player cannot walk here due to gravity */
+#endif
+
+#if 0
+ if (element == EL_EMPTY_SPACE &&
+ game.gravity && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN)
+ return MF_NO_ACTION; /* player cannot walk here due to gravity */
+#endif
+
switch (element)
{
+#if 0
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
+#endif
#if 0
case EL_TUBE_ANY:
default:
+#if 1
+ if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+#else
if (IS_WALKABLE(element))
+#endif
{
+ int sound_element = SND_ELEMENT(element);
int sound_action = ACTION_WALKING;
- if (!(element_info[element].access_direction & opposite_direction))
+#if 0
+ if (!ACCESS_FROM(element, opposite_direction))
return MF_NO_ACTION; /* field not accessible from this direction */
+#endif
- if (element >= EL_GATE_1 && element <= EL_GATE_4)
+#if 0
+ if (element == EL_EMPTY_SPACE &&
+ game.gravity && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN)
+ return MF_NO_ACTION; /* player cannot walk here due to gravity */
+#endif
+
+ if (IS_GATE(element))
{
if (!player->key[element - EL_GATE_1])
return MF_NO_ACTION;
}
- else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+ else if (IS_GATE_GRAY(element))
{
if (!player->key[element - EL_GATE_1_GRAY])
return MF_NO_ACTION;
}
/* play sound from background or player, whatever is available */
- if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlayLevelSoundElementAction(x, y, element, sound_action);
+ if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, sound_element, sound_action);
else
PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
break;
}
+#if 1
+ else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+#else
else if (IS_PASSABLE(element))
+#endif
{
+#if 0
+ if (!canPassField(x, y, move_direction))
+ return MF_NO_ACTION;
+#else
+
+#if 0
+#if 1
+ if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
+ !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
+ (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
+ return MF_NO_ACTION;
+#else
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+#endif
+#endif
+#if 1
+ if (!ACCESS_FROM(element, opposite_direction))
+ return MF_NO_ACTION; /* field not accessible from this direction */
+#else
if (IS_CUSTOM_ELEMENT(element) &&
- !(element_info[element].access_direction & opposite_direction))
+ !ACCESS_FROM(element, opposite_direction))
return MF_NO_ACTION; /* field not accessible from this direction */
+#endif
#if 1
if (CAN_MOVE(element)) /* only fixed elements can be passed! */
return MF_NO_ACTION;
#endif
- if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+#endif
+
+ if (IS_EM_GATE(element))
{
if (!player->key[element - EL_EM_GATE_1])
return MF_NO_ACTION;
}
- else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ else if (IS_EM_GATE_GRAY(element))
{
if (!player->key[element - EL_EM_GATE_1_GRAY])
return MF_NO_ACTION;
}
+ else if (IS_SP_PORT(element))
+ {
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ game.gravity = !game.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)
+ game.gravity = TRUE;
+ 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)
+ game.gravity = FALSE;
+ }
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
- player->index_bit, CH_SIDE_ANY);
+ CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
+ player->index_bit, dig_side);
#if 1
if (mode == DF_SNAP)
{
RemoveField(x, y);
- if (mode != DF_SNAP)
+ if (is_player && mode != DF_SNAP)
{
GfxElement[x][y] = element;
player->is_collecting = TRUE;
ShowEnvelope(element - EL_ENVELOPE_1);
#endif
}
- else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ else if (IS_DROPPABLE(element) ||
+ IS_THROWABLE(element)) /* can be collected and dropped */
{
int i;
RaiseScoreElement(element);
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChangePlayer(x, y, element,
- CE_OTHER_GETS_COLLECTED,
- player->index_bit, CH_SIDE_ANY);
+ if (is_player)
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_OTHER_GETS_COLLECTED,
+ player->index_bit, dig_side);
#if 1
if (mode == DF_SNAP)
#endif
#if 1
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else 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(3,0,7,1))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+#endif
else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
{
if (!player->is_pushing)
#endif
#if 0
- printf("::: push delay: %ld [%d, %d] [%d]\n",
- player->push_delay_value, FrameCounter, game.engine_version,
- player->is_pushing);
+ printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
+ player->push_delay, player->push_delay_value,
+ FrameCounter, game.engine_version,
+ player_was_pushing, player->is_pushing,
+ element, element_info[element].token_name,
+ GET_NEW_PUSH_DELAY(element));
#endif
player->is_pushing = TRUE;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MF_NO_ACTION;
+#if USE_NEW_PUSH_DELAY
+
+#if 0
+ if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
+ printf("::: ALERT: %d, %d [%d / %d]\n",
+ player->push_delay, player->push_delay2,
+ FrameCounter, FrameCounter / 50);
+#endif
+
+ if (player->push_delay == -1) /* new pushing; restart delay */
+ player->push_delay = 0;
+#else
if (player->push_delay == 0) /* new pushing; restart delay */
player->push_delay = FrameCounter;
+#endif
+
+#if USE_NEW_PUSH_DELAY
+#if 0
+ if ( (player->push_delay > 0) != (!xxx_fr) )
+ printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
+ player->push_delay,
+ xxx_pdv2, player->push_delay2, player->push_delay_value,
+ FrameCounter, FrameCounter / 50);
+#endif
+
+#if 0
+ if (player->push_delay > 0 &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+#else
+ /* !!! */
+ if (player->push_delay < player->push_delay_value &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+#endif
+#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING && element != EL_BALLOON)
+#endif
{
/* make sure that there is no move delay before next try to push */
+#if USE_NEW_MOVE_DELAY
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = 0;
+#else
if (game.engine_version >= VERSION_IDENT(3,0,7,1))
player->move_delay = INITIAL_MOVE_DELAY_OFF;
+#endif
return MF_NO_ACTION;
}
else
player->push_delay_value = -1; /* get new value later */
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
- player->index_bit, dig_side);
+#if 1
+ /* check for element change _after_ element has been pushed! */
+#else
+
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+ player->index_bit, dig_side);
+#else
+ CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+ player->index_bit, dig_side);
+ CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+#endif
+#endif
break;
}
else if (IS_SWITCHABLE(element))
{
if (PLAYER_SWITCHING(player, x, y))
+ {
+ CheckTriggeredElementChangeByPlayer(x,y, element,
+ CE_OTHER_GETS_PRESSED,
+ player->index_bit, dig_side);
+
return MF_ACTION;
+ }
player->is_switching = TRUE;
player->switch_x = x;
#endif
}
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_OTHER_IS_SWITCHING,
+ player->index_bit, dig_side);
+
+ CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ player->index_bit, dig_side);
+
return MF_ACTION;
}
else
player->switch_x = x;
player->switch_y = y;
- CheckTriggeredElementChangePlayer(x, y, element,
- CE_OTHER_IS_SWITCHING,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_SWITCHED,
- player->index_bit, dig_side);
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_OTHER_IS_SWITCHING,
+ player->index_bit, dig_side);
+#else
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_OTHER_IS_SWITCHING,
+ player->index_bit, dig_side);
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+ player->index_bit, dig_side);
+#endif
}
- CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
- player->index_bit, dig_side);
- CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
- player->index_bit, dig_side);
+#if 1
+ /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
+ CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ player->index_bit, dig_side);
+#else
+ CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+ player->index_bit, dig_side);
+ CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+ player->index_bit, dig_side);
+#endif
}
return MF_NO_ACTION;
}
+#if USE_NEW_PUSH_DELAY
+ player->push_delay = -1;
+#else
player->push_delay = 0;
+#endif
if (Feld[x][y] != element) /* really digged/collected something */
player->is_collecting = !player->is_digging;
dy == +1 ? MV_DOWN : MV_NO_MOVING);
#if 0
- if (player->MovPos)
+ if (player->MovPos != 0)
return FALSE;
#else
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
#endif
player->is_collecting = FALSE;
}
+#if 1
+ if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
+ DrawLevelField(player->last_jx, player->last_jy);
+#endif
+
DrawLevelField(x, y);
+
+#if 0
BackToFront();
+#endif
return TRUE;
}
boolean DropElement(struct PlayerInfo *player)
{
- int jx = player->jx, jy = player->jy;
- int old_element = Feld[jx][jy];
- int new_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);
+ int old_element, new_element;
+ int dropx = player->jx, dropy = player->jy;
+ int drop_direction = player->MovDir;
+#if 1
+ int drop_side = drop_direction;
+#else
+ static int trigger_sides[4] =
+ {
+ CH_SIDE_LEFT, /* dropping left */
+ CH_SIDE_RIGHT, /* dropping right */
+ CH_SIDE_TOP, /* dropping up */
+ CH_SIDE_BOTTOM, /* dropping down */
+ };
+ int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
+#endif
+ 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);
+
+ if (IS_THROWABLE(drop_element))
+ {
+ dropx += GET_DX_FROM_DIR(drop_direction);
+ dropy += GET_DY_FROM_DIR(drop_direction);
+
+ if (!IN_LEV_FIELD(dropx, dropy))
+ return FALSE;
+ }
+
+ old_element = Feld[dropx][dropy]; /* old element at dropping position */
+ new_element = drop_element; /* default: no change when dropping */
/* check if player is active, not moving and ready to drop */
if (!player->active || player->MovPos || player->drop_delay > 0)
#endif
if (old_element != EL_EMPTY)
- Back[jx][jy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; /* store old element on this field */
- ResetGfxAnimation(jx, jy);
- ResetRandomAnimationValue(jx, jy);
+ ResetGfxAnimation(dropx, dropy);
+ ResetRandomAnimationValue(dropx, dropy);
if (player->inventory_size > 0 ||
player->inventory_infinite_element != EL_UNDEFINED)
new_element = EL_SP_DISK_RED_ACTIVE;
}
- Feld[jx][jy] = new_element;
+ Feld[dropx][dropy] = new_element;
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
- PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
#if 1
/* needed if previous element just changed to "empty" in the last frame */
- Changed[jx][jy] = 0; /* allow another change */
+ Changed[dropx][dropy] = 0; /* allow another change */
#endif
- CheckTriggeredElementChangePlayer(jx, jy, new_element,
- CE_OTHER_GETS_DROPPED,
- player->index_bit, CH_SIDE_ANY);
- CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
- player->index_bit, CH_SIDE_ANY);
+#if 1
+ /* !!! TEST ONLY !!! */
+ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+ player->index_bit, drop_side);
+ CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+ CE_OTHER_GETS_DROPPED,
+ player->index_bit, drop_side);
+#else
+ CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+ CE_OTHER_GETS_DROPPED,
+ player->index_bit, drop_side);
+ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+ player->index_bit, drop_side);
+#endif
- TestIfElementTouchesCustomElement(jx, jy);
+ TestIfElementTouchesCustomElement(dropx, dropy);
}
else /* player is dropping a dyna bomb */
{
new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
#endif
- Feld[jx][jy] = new_element;
+ Feld[dropx][dropy] = new_element;
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
- PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
#if 1
- if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
+ if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
{
#if 1
- InitField_WithBug1(jx, jy, FALSE);
+ InitField_WithBug1(dropx, dropy, FALSE);
#else
- InitField(jx, jy, FALSE);
- if (CAN_MOVE(Feld[jx][jy]))
- InitMovDir(jx, jy);
+ InitField(dropx, dropy, FALSE);
+ if (CAN_MOVE(Feld[dropx][dropy]))
+ InitMovDir(dropx, dropy);
#endif
}
- new_element = Feld[jx][jy];
+ new_element = Feld[dropx][dropy]; /* element might have changed */
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
+#if 0
int move_stepsize = element_info[new_element].move_stepsize;
- int direction, dx, dy, nextx, nexty;
+#endif
+ int move_direction, nextx, nexty;
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
- MovDir[jx][jy] = player->MovDir;
+ MovDir[dropx][dropy] = drop_direction;
+
+ move_direction = MovDir[dropx][dropy];
+ nextx = dropx + GET_DX_FROM_DIR(move_direction);
+ nexty = dropy + GET_DY_FROM_DIR(move_direction);
- direction = MovDir[jx][jy];
- dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- nextx = jx + dx;
- nexty = jy + dy;
+#if 1
+ Changed[dropx][dropy] = 0; /* allow another change */
+ CheckCollision[dropx][dropy] = 2;
+#else
- if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
+ if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
{
#if 0
- WasJustMoving[jx][jy] = 3;
+ WasJustMoving[dropx][dropy] = 3;
#else
- InitMovingField(jx, jy, direction);
- ContinueMoving(jx, jy);
+#if 1
+ InitMovingField(dropx, dropy, move_direction);
+ ContinueMoving(dropx, dropy);
+#endif
#endif
}
+#if 0
+ /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
else
{
- Changed[jx][jy] = 0; /* allow another change */
+ Changed[dropx][dropy] = 0; /* allow another change */
#if 1
- TestIfElementHitsCustomElement(jx, jy, direction);
+ TestIfElementHitsCustomElement(dropx, dropy, move_direction);
#else
- CheckElementChangeSide(jx, jy, new_element, touched_element,
- CE_HITTING_SOMETHING, direction);
+ CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
+ CE_HITTING_SOMETHING, move_direction);
#endif
}
+#endif
+
+#endif
+#if 0
player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
}
#if 0
player->drop_delay = 8 + 8 + 8;
#endif
+#if 1
+ player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
#endif
player->is_dropping = TRUE;
static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED)
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
StopSound(sound_effect);
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_StopPlaying();
else
{
#if 1
- if (tape.playing && tape.index_search)
- {
- SetDrawDeactivationMask(REDRAW_NONE);
- audio.sound_deactivated = FALSE;
- }
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOff(TRUE);
#endif
OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
#if 1
- if (tape.playing && tape.index_search)
- {
- SetDrawDeactivationMask(REDRAW_FIELD);
- audio.sound_deactivated = TRUE;
- }
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOn();
#endif
}
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_ContinuePlaying();
else