ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
static void ExecuteCustomElementAction(int, int, int, int);
static boolean ChangeElement(int, int, int, int);
static void ExecuteCustomElementAction(int, int, int, int);
static boolean ChangeElement(int, int, int, int);
-static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
#define CheckTriggeredElementChange(x, y, e, ev) \
#define CheckTriggeredElementChange(x, y, e, ev) \
- CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
{
void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
{
-
- if (direction == MV_LEFT)
- oldx++;
- else if (direction == MV_RIGHT)
- oldx--;
- else if (direction == MV_UP)
- oldy++;
- else if (direction == MV_DOWN)
- oldy--;
+ int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
+ int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
int oldx, oldy;
Blocked2Moving(x, y, &oldx, &oldy);
int oldx, oldy;
Blocked2Moving(x, y, &oldx, &oldy);
}
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
// like MovingOrBlocked2Element(), but if element is moving
}
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
// like MovingOrBlocked2Element(), but if element is moving
int artwork_element, explosion_element; // set these values later
// remove things displayed in background while burning dynamite
int artwork_element, explosion_element; // set these values later
// remove things displayed in background while burning dynamite
+ if (IS_CUSTOM_ELEMENT(center_element))
+ Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
+ Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
+ Store[x][y] >= EL_PREV_CE_8 &&
+ Store[x][y] <= EL_NEXT_CE_8 ?
+ RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
+ Store[x][y]);
+
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
int frame = getGraphicAnimationFrameXY(graphic, x, y);
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
int frame = getGraphicAnimationFrameXY(graphic, x, y);
TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
- DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+ DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
- if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+ if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
TEST_DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
TEST_DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
player->index_bit, push_side);
CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
player->index_bit, push_side);
- CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+ CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
- if (change->can_change)
- {
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ // also needed if CE can not change, but has CE delay with CE action
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (change->change_function)
change->change_function(x, y);
}
if (change->change_function)
change->change_function(x, y);
}
- can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+ can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
- if (IS_CUSTOM_ELEMENT(new_element))
- CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
+ // 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)
+ {
+ 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_PLAYER_ENTERS_X,
- player->index_bit, enter_side);
+ CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+ CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+ }
CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
CE_MOVE_OF_X, move_direction);
CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
CE_MOVE_OF_X, move_direction);
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
- /* needed because pushed element has not yet reached its destination,
- so it would trigger a change event at its previous field location */
+ // needed because pushed element has not yet reached its destination,
+ // so it would trigger a change event at its previous field location
// deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
// deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
return MP_NO_ACTION; // field has no opening in this direction
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
return MP_NO_ACTION; // field has no opening in this direction
return MP_NO_ACTION; // field has no opening in this direction
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
return MP_NO_ACTION; // field has no opening in this direction
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
boolean has_started_game = hasStartedNetworkGame();
int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
int door_state = DOOR_CLOSE_1;
boolean has_started_game = hasStartedNetworkGame();
int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
int door_state = DOOR_CLOSE_1;