RND(element_info[e].push_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) + \
+ (element_info[e].move_delay_random))
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
Feld[x][y] == EL_EXIT_OPEN || \
Feld[x][y] == EL_ACID))
+#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
static boolean CheckElementSideChange(int, int, int, int, int, int);
static boolean CheckElementChange(int, int, int, int);
-static void PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
case EL_PIG:
case EL_DRAGON:
- MovDir[x][y] = 1 << RND(4);
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
#if 0
{
int i, j;
- for (i=0; i<MAX_PLAYERS; i++)
- for (j=0; j<4; j++)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ for (j = 0; j < 4; j++)
if (stored_player[i].key[j])
DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
el2edimg(EL_KEY_1 + j));
/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
- (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
INITIAL_MOVE_DELAY_OFF);
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* ---------- initialize player's initial push delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_push_delay_value =
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
- for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
}
ei->change_events = CE_BITMASK_DEFAULT;
- for (j=0; j < NUM_CHANGE_EVENTS; j++)
+ for (j = 0; j < NUM_CHANGE_EVENTS; j++)
{
ei->event_page_nr[j] = 0;
ei->event_page[j] = &ei->change_page[0];
}
/* add changing elements from pre-defined list */
- for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
struct ChangingElementInfo *ch_delay = &change_delay_list[i];
struct ElementInfo *ei = &element_info[ch_delay->element];
#if 1
/* add change events from custom element configuration */
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- for (j=0; j < ei->num_change_pages; j++)
+ for (j = 0; j < ei->num_change_pages; j++)
{
if (!ei->change_page[j].can_change)
continue;
- for (k=0; k < NUM_CHANGE_EVENTS; k++)
+ for (k = 0; k < NUM_CHANGE_EVENTS; k++)
{
/* only add event page for the first page found with this event */
if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
#else
/* add change events from custom element configuration */
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
/* ---------- initialize trigger events ---------------------------------- */
/* initialize trigger events information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
trigger_events[i] = EP_BITMASK_DEFAULT;
#if 1
/* add trigger events from element change event properties */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
- for (j=0; j < ei->num_change_pages; j++)
+ for (j = 0; j < ei->num_change_pages; j++)
{
if (!ei->change_page[j].can_change)
continue;
}
#else
/* add trigger events from element change event properties */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
trigger_events[element_info[i].change->trigger_element] |=
element_info[i].change->events;
/* ---------- initialize push delay -------------------------------------- */
/* initialize push delay values to default */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = 2;
- element_info[i].push_delay_random = 8;
+ element_info[i].push_delay_fixed = game.default_push_delay_fixed;
+ element_info[i].push_delay_random = game.default_push_delay_random;
}
}
/* set push delay value for certain elements from pre-defined list */
- for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
{
int e = push_delay_list[i].element;
/* ---------- initialize move stepsize ----------------------------------- */
/* initialize move stepsize values to default */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
/* set move stepsize value for certain elements from pre-defined list */
- for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
{
int e = move_stepsize_list[i].element;
/* ---------- initialize gem count --------------------------------------- */
/* initialize gem count values for each element */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].collect_count = 0;
/* add gem count values for all elements from pre-defined list */
- for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
element_info[collect_count_list[i].element].collect_count =
collect_count_list[i].count;
}
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
- int i, j, x, y;
+ int i, j, k, x, y;
InitGameEngine();
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
player->lights_still_needed = 0;
player->friends_still_needed = 0;
- for (j=0; j<4; j++)
+ for (j = 0; j < 4; j++)
player->key[j] = FALSE;
player->dynabomb_count = 0;
player->actual_frame_counter = 0;
+ player->step_counter = 0;
+
player->last_move_dir = MV_NO_MOVING;
player->is_waiting = FALSE;
player->is_pushing = FALSE;
player->is_switching = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->action_waiting = ACTION_DEFAULT;
+ player->last_action_waiting = ACTION_DEFAULT;
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+
+ player->num_special_action_bored = 0;
+ player->num_special_action_sleeping = 0;
+
+ /* determine number of special actions for bored and sleeping animation */
+ for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
+ {
+ boolean found = FALSE;
+
+ for (k = 0; k < NUM_DIRECTIONS; k++)
+ if (el_act_dir2img(player->element_nr, j, k) !=
+ el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+ found = TRUE;
+
+ if (found)
+ player->num_special_action_bored++;
+ else
+ break;
+ }
+ for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+ {
+ boolean found = FALSE;
+
+ for (k = 0; k < NUM_DIRECTIONS; k++)
+ if (el_act_dir2img(player->element_nr, j, k) !=
+ el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+ found = TRUE;
+
+ if (found)
+ player->num_special_action_sleeping++;
+ else
+ break;
+ }
+
player->switch_x = -1;
player->switch_y = -1;
player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
- player->push_delay_value = 5;
+ player->push_delay_value = game.initial_push_delay_value;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
game.envelope_active = FALSE;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
- for (i=0; i<MAX_NUM_AMOEBA; i++)
+ for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
+ RunnerVisit[x][y] = 0;
+ PlayerVisit[x][y] = 0;
+
GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
}
- for(y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for(x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
emulate_bd = FALSE;
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
/* correct non-moving belts to start moving left */
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
if (game.belt_dir[i] == MV_NO_MOVING)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
/* check if any connected player was not found in playfield */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
if (player->connected && !player->present)
{
- for (j=0; j<MAX_PLAYERS; j++)
+ for (j = 0; j < MAX_PLAYERS; j++)
{
struct PlayerInfo *some_player = &stored_player[j];
int jx = some_player->jx, jy = some_player->jy;
{
/* when playing a tape, eliminate all players who do not participate */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active && !tape.player_participates[i])
{
{
/* when in single player mode, eliminate all but the first active player */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active)
{
- for (j=i+1; j<MAX_PLAYERS; j++)
+ for (j = i + 1; j < MAX_PLAYERS; j++)
{
if (stored_player[j].active)
{
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
tape.player_participates[i] = TRUE;
}
if (options.debug)
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int found_rating = 0;
int found_element = EL_UNDEFINED;
- for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
int content;
if (CAN_CHANGE(element))
{
- for (i=0; i < element_info[element].num_change_pages; i++)
+ for (i = 0; i < element_info[element].num_change_pages; i++)
{
content = element_info[element].change_page[i].target_element;
is_player = ELEM_IS_PLAYER(content);
}
}
- for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
{
content = element_info[element].content[xx][yy];
is_player = ELEM_IS_PLAYER(content);
if (!CAN_CHANGE(element))
continue;
- for (i=0; i < element_info[element].num_change_pages; i++)
+ for (i = 0; i < element_info[element].num_change_pages; i++)
{
content = element_info[element].change_page[i].content[xx][yy];
is_player = ELEM_IS_PLAYER(content);
OpenDoor(DOOR_OPEN_ALL);
PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
if (setup.sound_music)
- PlayMusic(level_nr);
+ PlayLevelMusic();
KeyboardAutoRepeatOffUnlessAutoplay();
if (options.debug)
{
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
printf("Player %d %sactive.\n",
i + 1, (stored_player[i].active ? "" : "not "));
}
+
+#if 0
+ printf("::: starting game [%d]\n", FrameCounter);
+#endif
}
void InitMovDir(int x, int y)
else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
{
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int x1 = x + xy[i][0];
int y1 = y + xy[i][1];
element != EL_BD_FIREFLY)
break;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int x1 = x + xy[i][0];
int y1 = y + xy[i][1];
}
break;
}
+
+ GfxDir[x][y] = MovDir[x][y];
}
void InitAmoebaNr(int x, int y)
if (group_nr == 0)
{
- for (i=1; i<MAX_NUM_AMOEBA; i++)
+ for (i = 1; i < MAX_NUM_AMOEBA; i++)
{
if (AmoebaCnt[i] == 0)
{
Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
EL_SP_EXIT_CLOSING);
- PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
/* Hero disappears */
local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
- for (k=0; k<MAX_SCORE_ENTRIES; k++)
+ for (k = 0; k < MAX_SCORE_ENTRIES; k++)
{
if (local_player->score > highscore[k].Score)
{
int m = MAX_SCORE_ENTRIES - 1;
#ifdef ONE_PER_NAME
- for (l=k; l<MAX_SCORE_ENTRIES; l++)
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
if (!strcmp(setup.player_name, highscore[l].Name))
m = l;
if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
#endif
- for (l=m; l>k; l--)
+ for (l = m; l > k; l--)
{
strcpy(highscore[l].Name, highscore[l - 1].Name);
highscore[l].Score = highscore[l - 1].Score;
{
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
}
void InitMovingField(int x, int y, int direction)
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
GfxAction[x][y] = ACTION_MOVING;
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
void RemoveMovingField(int x, int y)
if (MovDelay[x][y] != 0)
{
DrawDynamite(x, y);
- PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
return;
}
}
#if 1
- StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
#else
if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
#if 0
/* --- This is only really needed (and now handled) in "Impact()". --- */
/* do not explode moving elements that left the explode field in time */
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
return;
#endif
if (mode == EX_NORMAL || mode == EX_CENTER)
- PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+ PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Feld[ex][ey] = center_element;
}
- for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
+ for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
{
int xx = x - ex + 1;
int yy = y - ey + 1;
#else
if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (game.engine_version < VERSION_IDENT(2,2,0,0) ||
(!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
element == EL_FLAMES)
continue;
RemoveField(x, y);
#else
MovDir[x][y] = MovPos[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y];
AmoebaNr[x][y] = 0;
#endif
#endif
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
Explode(ex, ey, EX_PHASE_START, EX_CENTER);
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
- for (j=1; j<=dynabomb_size; j++)
+ for (j = 1; j <= dynabomb_size; j++)
{
int x = ex + j * xy[i % 4][0];
int y = ey + j * xy[i % 4][1];
#if 0
#if 1
- PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+ PlayLevelSoundAction(x, y, ACTION_EXPLODING);
#else
if (game.emulation == EMU_SUPAPLEX)
- PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+ PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
else
- PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+ PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
#endif
#endif
if (element != EL_ACID_SPLASH_LEFT &&
element != EL_ACID_SPLASH_RIGHT)
{
- PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
int x, y, i, j;
/* set frame order for belt animation graphic according to belt direction */
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int belt_nr = i;
- for (j=0; j<3; j++)
+ for (j = 0; j < 3; j++)
{
int element = belt_base_active_element[belt_nr] + j;
int graphic = el2img(element);
}
}
- for(y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for(x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
{
belt_dir_nr = 1;
/* set frame order for belt animation graphic according to belt direction */
- for (i=0; i<3; i++)
+ for (i = 0; i < 3; i++)
{
int element = belt_base_active_element[belt_nr] + i;
int graphic = el2img(element);
graphic_info[graphic].anim_mode |= ANIM_REVERSE;
}
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
game.switchgate_pos = !game.switchgate_pos;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
#if 1
- PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
#endif
}
else if (element == EL_SWITCHGATE_CLOSED ||
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
#if 1
- PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
#endif
}
}
{
int x, y;
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
}
/*
MovPos[x][y + 1] <= TILEY / 2));
/* do not smash moving elements that left the smashed field in time */
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
object_hit = FALSE;
else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
return;
}
EL_BD_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
- for (yy=0; yy<lev_fieldy; yy++)
- for (xx=0; xx<lev_fieldx; xx++)
+ for (yy = 0; yy < lev_fieldy; yy++)
+ for (xx = 0; xx < lev_fieldx; xx++)
if (Feld[xx][yy] == smashed)
Feld[xx][yy] = activated_magic_wall;
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
- PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+ PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
SND_BD_MAGIC_WALL_ACTIVATING));
}
else if (smashed == EL_NUT)
{
Feld[x][y + 1] = EL_NUT_BREAKING;
- PlaySoundLevel(x, y, SND_NUT_BREAKING);
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
Feld[x][y + 1] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
Feld[x][y + 1] = EL_DIAMOND_BREAKING;
- PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+ PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
}
/* play sound of object that hits the ground */
if (lastline || object_hit)
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
{
static struct
{
};
int element = Feld[x][y];
+ int move_pattern = element_info[element].move_pattern;
+
int old_move_dir = MovDir[x][y];
int left_dir = turn[old_move_dir].left;
int right_dir = turn[old_move_dir].right;
int rnd_value = 24;
int rnd = RND(rnd_value);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+ xx, yy, Feld[xx][yy],
+ FrameCounter);
+#endif
+
+#if 1
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+#else
if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
MovDelay[x][y] = 0;
}
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int ex = x + xy[i % 4][0];
int ey = y + xy[i % 4][1];
}
}
}
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
- element_info[element].move_pattern == MV_TURNING_LEFT ||
- element_info[element].move_pattern == MV_TURNING_RIGHT)
+ else if (move_pattern == MV_ALL_DIRECTIONS ||
+ move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT)
{
boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ if (move_pattern == MV_TURNING_LEFT)
MovDir[x][y] = left_dir;
- else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+ else if (move_pattern == MV_TURNING_RIGHT)
MovDir[x][y] = right_dir;
else if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_HORIZONTAL ||
- element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_HORIZONTAL ||
+ move_pattern == MV_VERTICAL)
{
- if (element_info[element].move_pattern & old_move_dir)
+ if (move_pattern & old_move_dir)
MovDir[x][y] = back_dir;
- else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ else if (move_pattern == MV_HORIZONTAL)
MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_VERTICAL)
MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ else if (move_pattern & MV_ANY_DIRECTION)
{
- MovDir[x][y] = element_info[element].move_pattern;
+ MovDir[x][y] = move_pattern;
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+ else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
MovDir[x][y] = left_dir;
if (MovDir[x][y] != old_move_dir)
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ else if (move_pattern == MV_ALONG_RIGHT_SIDE)
{
if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
MovDir[x][y] = right_dir;
if (MovDir[x][y] != old_move_dir)
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
- element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+ else if (move_pattern == MV_TOWARDS_PLAYER ||
+ move_pattern == MV_AWAY_FROM_PLAYER)
{
int attr_x = -1, attr_y = -1;
int newx, newy;
- boolean move_away =
- (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+ boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
if (AllPlayersGone)
{
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
MovDir[x][y] = old_move_dir;
}
}
- else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
+ else if (move_pattern == MV_WHEN_PUSHED)
{
if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
}
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE ||
+ element == EL_MAZE_RUNNER)
+ {
+ static int test_xy[7][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 },
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ };
+ static int test_dir[7] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN,
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ };
+ boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+ int move_preference = -1000000; /* start with very low preference */
+ int new_move_dir = MV_NO_MOVING;
+ int start_test = RND(4);
+ int i;
+
+ for (i = 0; i < 4; i++)
+ {
+ int move_dir = test_dir[start_test + i];
+ int move_dir_preference;
+
+ xx = x + test_xy[start_test + i][0];
+ yy = y + test_xy[start_test + i][1];
+
+ if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+ (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+ {
+ new_move_dir = move_dir;
+
+ break;
+ }
+
+ if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy))
+ continue;
+
+ move_dir_preference = -1 * RunnerVisit[xx][yy];
+ if (hunter_mode && PlayerVisit[xx][yy] > 0)
+ move_dir_preference = PlayerVisit[xx][yy];
+
+ if (move_dir_preference > move_preference)
+ {
+ /* prefer field that has not been visited for the longest time */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ else if (move_dir_preference == move_preference &&
+ move_dir == old_move_dir)
+ {
+ /* prefer last direction when all directions are preferred equally */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ }
+
+ MovDir[x][y] = new_move_dir;
+ if (old_move_dir != new_move_dir)
+ MovDelay[x][y] = 9;
+ }
+}
+
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+#if 0
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ TurnRoundExt(x, y);
+
+#if 1
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+#if 1
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
}
static boolean JustBeingPushed(int x, int y)
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
void StartMoving(int x, int y)
{
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
return;
+#if 1
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#else
/* !!! this should be handled more generic (not only for mole) !!! */
if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
GfxAction[x][y] = ACTION_DEFAULT;
+#endif
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_ROCK;
#if 1
- PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+ PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
#endif
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
#endif
}
}
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+ PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
#endif
}
else if (element == EL_MAGIC_WALL_FULL)
#endif
}
#if 1
- else if ((game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
(Feld[x][y + 1] == EL_BLOCKED)) ||
- (game.engine_version >= VERSION_IDENT(3,0,7) &&
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
CAN_SMASH(element) && WasJustFalling[x][y] &&
(Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
#else
#if 1
- else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
WasJustMoving[x][y] && !Pushed[x][y + 1])
#else
/* not "else if" because of elements that can fall and move (EL_SPRING) */
if (CAN_MOVE(element) && !started_moving)
{
+ int move_pattern = element_info[element].move_pattern;
int newx, newy;
#if 1
#endif
#endif
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (!MovDelay[x][y]) /* start new movement phase */
{
/* all objects that can change their move direction after each step
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
element != EL_PACMAN &&
- !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
- element_info[element].move_pattern != MV_TURNING_LEFT &&
- element_info[element].move_pattern != MV_TURNING_RIGHT)
+ !(move_pattern & MV_ANY_DIRECTION) &&
+ move_pattern != MV_TURNING_LEFT &&
+ move_pattern != MV_TURNING_RIGHT)
{
TurnRound(x, y);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
/* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
ResetGfxAnimation(x, y);
#endif
+
+#if 0
+ if (GfxAction[x][y] != ACTION_WAITING)
+ printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
GfxAction[x][y] = ACTION_WAITING;
+#endif
}
if (element == EL_ROBOT ||
#else
DrawLevelElementAnimationIfNeeded(x, y, element);
#endif
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
DrawLevelElementAnimationIfNeeded(x, y, element);
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, -1);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+ printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
- for (i=1; i<=3; i++)
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+
+ for (i = 1; i <= 3; i++)
{
- int xx = x + i*dx, yy = y + i*dy;
- int sx = SCREENX(xx), sy = SCREENY(yy);
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
+ {
+ DrawLevelFieldCrumbledSand(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
+ }
}
else
{
if (MovDelay[x][y]) /* element still has to wait some time */
{
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
return;
}
+#if 0
/* special case of "moving" animation of waiting elements (FIX THIS !!!);
for all other elements GfxAction will be set by InitMovingField() */
if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
GfxAction[x][y] = ACTION_MOVING;
+#endif
}
/* now make next step */
Feld[x][y] = EL_EMPTY;
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
}
else if (!IS_FREE(newx, newy))
{
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_PIG_DIGGING);
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
}
else if (!IS_FREE(newx, newy))
{
return;
}
}
+ else if ((move_pattern & MV_MAZE_RUNNER_STYLE ||
+ element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy))
+ {
+ if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+ {
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+ }
+
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+#if 0
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+#endif
+ return;
+ }
+
+ RunnerVisit[x][y] = FrameCounter;
+ PlayerVisit[x][y] /= 8; /* expire player visit path */
+ }
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
else
{
boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
- int newx1 = newx+1*dx, newy1 = newy+1*dy;
- int newx2 = newx+2*dx, newy2 = newy+2*dy;
+ int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+ int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
int element1 = (IN_LEV_FIELD(newx1, newy1) ?
MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
else
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
+
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
Feld[newx1][newy1] = EL_FLAMES;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
}
else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (element == EL_MOLE)
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
- PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+ PlayLevelSound(x, y, SND_MOLE_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
{
Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
- PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
TestIfBadThingTouchesHero(x, y);
#if 0
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
#endif
return;
InitMovingField(x, y, MovDir[x][y]);
- PlaySoundLevelAction(x, y, ACTION_MOVING);
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
}
if (MovDir[x][y])
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
Pushed[x][y] = Pushed[newx][newy] = FALSE;
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN))
- MovDir[newx][newy] = 0;
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
#endif
#endif
{
TestIfBadThingTouchesHero(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
- TestIfBadThingTouchesOtherBadThing(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
#endif
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
- CE_COLLISION, -1);
+ {
+ /* !!! fix side (direction) orientation here and elsewhere !!! */
+ CheckElementSideChange(newx, newy, Feld[newx][newy],
+ direction, CE_COLLISION_ACTIVE, -1);
+
+#if 0
+ if (IN_LEV_FIELD(nextx, nexty))
+ {
+ static int opposite_directions[] =
+ {
+ MV_RIGHT,
+ MV_LEFT,
+ MV_DOWN,
+ MV_UP
+ };
+ int move_dir_bit = MV_DIR_BIT(direction);
+ int opposite_direction = opposite_directions[move_dir_bit];
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ int hitting_element = Feld[newx][newy];
+ int touched_element = MovingOrBlocked2Element(nextx, nexty);
+ boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+ MovDir[nextx][nexty] != direction ||
+ ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+ if (object_hit)
+ {
+ int i;
+
+ CheckElementSideChange(nextx, nexty, Feld[nextx][nexty],
+ opposite_direction, CE_COLLISION_PASSIVE, -1);
+
+ if (IS_CUSTOM_ELEMENT(hitting_element) &&
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE))
+ {
+ for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[hitting_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) &&
+ change->sides & touched_side &&
+ change->trigger_element == touched_element)
+ {
+ CheckElementSideChange(newx, newy, hitting_element,
+ CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i);
+ break;
+ }
+ }
+ }
+
+ if (IS_CUSTOM_ELEMENT(touched_element) &&
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE))
+ {
+ for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[touched_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) &&
+ change->sides & hitting_side &&
+ change->trigger_element == hitting_element)
+ {
+ CheckElementSideChange(nextx, nexty, touched_element,
+ CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i);
+ break;
+ }
+ }
+ }
+ }
+ }
+#endif
+ }
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int x = ax + xy[i][0];
int y = ay + xy[i][1];
if (new_group_nr == 0)
return;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
x = ax + xy[i][0];
y = ay + xy[i][1];
AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
AmoebaCnt2[old_group_nr] = 0;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
if (AmoebaNr[xx][yy] == old_group_nr)
AmoebaNr[xx][yy] = new_group_nr;
}
#endif
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
}
}
}
- PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(ax, ay);
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
x = ax + xy[i][0];
y = ay + xy[i][1];
if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
{
- PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(x, y);
}
#endif
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (AmoebaNr[x][y] == group_nr &&
(Feld[x][y] == EL_AMOEBA_DEAD ||
}
if (done)
- PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
SND_BD_AMOEBA_TURNING_TO_ROCK :
SND_BD_AMOEBA_TURNING_TO_GEM));
}
if (DelayReached(&sound_delay, sound_delay_value))
{
#if 1
- PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
#else
if (Store[x][y] == EL_BD_AMOEBA)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+ PlayLevelSound(x, y, SND_AMOEBA_GROWING);
#endif
sound_delay_value = 30;
}
int start = RND(4);
boolean waiting_for_player = FALSE;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int j = (start + i) % 4;
int x = ax + xy[j][0];
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
#if 1
- PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
#else
- PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+ PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
#endif
}
else
return;
}
- for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+ for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
int xx = ax+x1, yy = ay+y1;
int nachbarn = 0;
if (!IN_LEV_FIELD(xx, yy))
continue;
- for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+ for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
{
int x = xx+x2, y = yy+y2;
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
SND_GAME_OF_LIFE_GROWING);
}
static void RunRobotWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
}
static void StopRobotWheel(int x, int y)
static void RunTimegateWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
}
void CheckExit(int x, int y)
Feld[x][y] = EL_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
void CheckExitSP(int x, int y)
Feld[x][y] = EL_SP_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
static void CloseAllOpenTimegates()
{
int x, y;
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
#if 1
- PlaySoundLevelAction(x, y, ACTION_CLOSING);
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
#else
- PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+ PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
#endif
}
}
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
{
Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
- MovDir[ax][ay-1] = MV_UP;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
IMG_EXPANDABLE_WALL_GROWING_UP, 0);
{
Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
- MovDir[ax][ay+1] = MV_DOWN;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
{
Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
- MovDir[ax-1][ay] = MV_LEFT;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
{
Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
- MovDir[ax+1][ay] = MV_RIGHT;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
if (new_wall)
#if 1
- PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
#else
- PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+ PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
#endif
}
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
- for (j=0; j<4; j++)
+ for (j = 0; j < 4; j++)
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
if (!dragon_found)
{
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
- for (j=0; j<3; j++)
+ for (j = 0; j < 3; j++)
{
int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0], yy = y + xy[i][1];
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
break;
}
static void ActivateTrap(int x, int y)
{
- PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
}
static void ChangeActiveTrap(int x, int y)
boolean can_change[3][3];
int xx, yy;
- for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
boolean half_destructible;
int ex = x + xx - 1;
RND(100) < change->random)
return FALSE;
- for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
int ex = x + xx - 1;
int ey = y + yy - 1;
}
if (something_has_changed)
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
}
else
{
ChangeElementNowExt(x, y, change->target_element);
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
return TRUE;
if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
- for (j=0; j < element_info[element].num_change_pages; j++)
+ for (j = 0; j < element_info[element].num_change_pages; j++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[j];
if (change->can_change &&
+#if 1
+ change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
change->sides & trigger_side &&
change->trigger_element == trigger_element)
{
+#if 0
+ if (!(change->events & CH_EVENT_BIT(trigger_event)))
+ printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+ trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
change_element = TRUE;
page = j;
if (!change_element)
continue;
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
#if 0
if (x == lx && y == ly) /* do not change trigger element itself */
return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
}
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int element = player->element_nr;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
+
+ if (player->is_waiting)
+ {
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[element].sound[last_action]);
+
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ }
+}
+
+static void PlayAllPlayersSound()
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
+
+ player->last_action_waiting = player->action_waiting;
+
+ if (is_waiting)
+ {
+ if (!last_waiting) /* not waiting -> waiting */
+ {
+ player->is_waiting = TRUE;
+
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ SimpleRND(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ SimpleRND(game.player_sleeping_delay_random);
+
+ InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+ }
+
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
+
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
+
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ }
+ else if (last_waiting) /* waiting -> not waiting */
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+#endif
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+#if 0
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+#endif
+
+#if 0
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+#if 0
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+ SetPlayerWaiting(player, FALSE);
+
+#if 1
+ return player_action;
+#else
+ stored_player_action[player->index_nr] = player_action;
+#endif
+ }
+ else
+ {
+#if 0
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ return 0;
+ }
+
+#if 0
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+}
+
+#else
+
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
if (!player->active || tape.pausing)
return;
if (player_action)
{
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
if (button1)
snapped = SnapField(player, dx, dy);
else
}
else
{
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
/* no actions for this player (no input at player's configured device) */
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
if (tape.recording && num_stored_actions >= MAX_PLAYERS)
{
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
}
}
+#endif
void GameActions()
{
int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
+#if 1
+ byte tape_action[MAX_PLAYERS];
+#endif
if (game_status != GAME_MODE_PLAYING)
return;
if (tape.pausing)
return;
+#if 0
+ printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
summarized_player_action |= stored_player[i].action;
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
- PlayerActions(&stored_player[i], actual_player_action);
+ tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
+#if 1
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+#endif
+
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
FrameCounter++;
TimeFrames++;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].Frame++;
#endif
#if 1
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int x = player->jx;
}
#endif
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
Changed[x][y] = CE_BITMASK_DEFAULT;
ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
#endif
}
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#else
graphic = el2img(element);
#endif
SetRandomAnimationValue(x, y);
#if 1
- PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
#endif
if (IS_INACTIVE(element))
#if 1
/* this may take place after moving, so 'element' may have changed */
+#if 0
if (IS_CHANGING(x, y))
+#else
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
{
#if 0
ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
#endif
element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
#endif
StartMoving(x, y);
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#if 0
if (element == EL_MOLE)
printf("::: %d, %d, %d [%d]\n",
{
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 0
+ if (element == EL_BUG)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
#if 0
if (element == EL_MOLE)
printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
#endif
if (IS_BELT_ACTIVE(element))
- PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
if (game.magic_wall_active)
{
{
game.explosions_delayed = FALSE;
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
game.magic_wall_time_left--;
if (!game.magic_wall_time_left)
{
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
CloseAllOpenTimegates();
}
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
if (SHIELD_ON(player))
{
if (player->shield_deadly_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
else if (player->shield_normal_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
}
TimeFrames = 0;
TimePlayed++;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
if (!TimeLeft && setup.time_limit)
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
}
DrawAllPlayers();
+ PlayAllPlayersSound();
if (options.debug) /* calculate frames per second */
{
FrameCounter++;
TimeFrames++;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int move_frames =
MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
int min_x = x, min_y = y, max_x = x, max_y = y;
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
if (dx)
{
x = (dx == 1 ? BX1 : BX2);
- for (y=BY1; y <= BY2; y++)
+ for (y = BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
- for (x=BX1; x <= BX2; x++)
+ for (x = BX1; x <= BX2; x++)
DrawScreenField(x, y);
}
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+ player->step_counter++;
+
+ PlayerVisit[jx][jy] = FrameCounter;
+
ScrollPlayer(player, SCROLL_INIT);
#if 0
player->is_moving = FALSE;
}
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
player->LevelSolved = player->GameOver = TRUE;
}
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
if (!player->active)
RemoveHero(player);
int center_element = Feld[x][y]; /* should always be non-moving! */
int i;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
if (IS_PLAYER(x, y))
{
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
border_element = Feld[xx][yy]; /* may be moving! */
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
border_element = Feld[xx][yy];
}
else if (IS_PLAYER(xx, yy))
{
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
};
static int change_sides[4][2] =
{
- /* center side border side */
+ /* center side border side */
{ CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
{ CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
{ CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
int center_element = Feld[x][y]; /* should always be non-moving! */
int i, j;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
border_element = Feld[xx][yy]; /* may be moving! */
else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
border_element = Feld[xx][yy];
HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
!change_center_element)
{
- for (j=0; j < element_info[center_element].num_change_pages; j++)
+ for (j = 0; j < element_info[center_element].num_change_pages; j++)
{
struct ElementChangeInfo *change =
&element_info[center_element].change_page[j];
if (IS_CUSTOM_ELEMENT(border_element) &&
HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
{
- for (j=0; j < element_info[border_element].num_change_pages; j++)
+ for (j = 0; j < element_info[border_element].num_change_pages; j++)
{
struct ElementChangeInfo *change =
&element_info[border_element].change_page[j];
MV_DOWN
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int test_x, test_y, test_move_dir, test_element;
if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
return;
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int test_x, test_y, test_move_dir, test_element;
if (bad_element == EL_ROBOT && player->is_moving)
continue; /* robot does not kill player if he is moving */
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
continue; /* center and border element do not touch */
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < 4; i++)
{
int x, y, element;
return;
#if 1
- PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+ PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
#else
- PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+ PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
#endif
- PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+ PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
RemoveHero(player);
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
found = TRUE;
CH_SIDE_BOTTOM, /* moving up */
CH_SIDE_TOP, /* moving down */
};
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
#else
if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
#endif
{
int i = 0;
element = Feld[x][y];
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0))
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
switch (element)
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
+ PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
case EL_TUBE_ANY:
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
+ PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
}
break;
/* play sound from background or player, whatever is available */
if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlaySoundLevelElementAction(x, y, element, sound_action);
+ PlayLevelSoundElementAction(x, y, element, sound_action);
else
- PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
+ PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
break;
}
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevelAction(x, y, ACTION_PASSING);
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
break;
}
player->is_digging = TRUE;
}
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
{
int i;
- for (i=0; i < element_info[element].collect_count; i++)
+ for (i = 0; i < element_info[element].collect_count; i++)
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
}
RaiseScoreElement(element);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
!(element == EL_SPRING && use_spring_bug))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
+#endif
+
#if 1
/* do not push elements already moving away faster than player */
if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
return MF_NO_ACTION;
#endif
+
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+
+ /*
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+ !player_is_pushing))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ */
+#else
if (!player->is_pushing &&
- game.engine_version >= RELEASE_IDENT(2,2,0,7))
+ game.engine_version >= VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+ printf("::: push delay: %ld [%d, %d] [%d]\n",
+ player->push_delay_value, FrameCounter, game.engine_version,
+ player->is_pushing);
+#endif
player->is_pushing = TRUE;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
return MF_NO_ACTION;
+ }
+
+#if 0
+ printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
if (IS_SB_ELEMENT(element))
{
Feld[x][y] = EL_SOKOBAN_OBJECT;
if (Back[x][y] == Back[nextx][nexty])
- PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
else if (Back[x][y] != 0)
- PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
ACTION_EMPTYING);
else
- PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
if (local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
}
else
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
GfxAction[x][y] = ACTION_PUSHING;
Pushed[x][y] = TRUE;
Pushed[nextx][nexty] = TRUE;
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
CheckTriggeredElementSideChange(x, y, element, dig_side,
CE_OTHER_GETS_PUSHED);
player->switch_x = x;
player->switch_y = y;
- PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
if (element == EL_ROBOT_WHEEL)
{
{
int xx, yy;
- for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
{
if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
Bang(xx, yy);
ToggleLightSwitch(x, y);
#if 0
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
SND_LIGHT_SWITCH_ACTIVATING :
SND_LIGHT_SWITCH_DEACTIVATING);
#endif
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
}
return TRUE;
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
{
int num_sounds = getSoundListSize();
- if (loop_sound_frame != NULL)
- free(loop_sound_frame);
+ checked_free(loop_sound_frame);
+ checked_free(loop_sound_volume);
- if (loop_sound_volume != NULL)
- free(loop_sound_volume);
-
- loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
}
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
{
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
PlaySoundExt(nr, volume, stereo_position, type);
}
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
{
- PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
x > LEVELX(BX2) ? LEVELX(BX2) : x,
y < LEVELY(BY1) ? LEVELY(BY1) :
y > LEVELY(BY2) ? LEVELY(BY2) : y,
sound_action);
}
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
{
- PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+ PlayLevelSoundElementAction(x, y, Feld[x][y], action);
}
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
int sound_effect = element_info[element].sound[action];
if (sound_effect != SND_UNDEFINED)
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+ int action)
+{
+ int sound_effect = element_info[element].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ PlayLevelSound(x, y, sound_effect);
}
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
int sound_effect = element_info[Feld[x][y]].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
}
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
int sound_effect = element_info[Feld[x][y]].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+ StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+ if (levelset.music[level_nr] != MUS_UNDEFINED)
+ PlayMusic(levelset.music[level_nr]); /* from config file */
+ else
+ PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
}
void RaiseScore(int value)
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
struct GadgetInfo *gi;
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
FreeGadget(game_gadget[i]);
}
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
MapGadget(game_gadget[i]);
}
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
UnmapGadget(game_gadget[i]);
}
setup.sound = setup.sound_music = TRUE;
SetAudioMode(setup.sound);
- PlayMusic(level_nr);
+
+ PlayLevelMusic();
}
break;