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 GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ (element_info[e].step_delay_random))
#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
RND(element_info[e].ce_value_random_initial))
#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
#define CheckElementChange(x, y, e, te, ev) \
CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
#define CheckElementChangeBySide(x, y, e, te, ev, s) \
CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s) \
+ CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
static void PlayLevelSound(int, int, int);
static void PlayLevelSoundNearest(int, int, int);
static int getInvisibleActiveFromInvisibleElement(int);
static int getInvisibleFromInvisibleActiveElement(int);
+static void TestFieldAfterSnapping(int, int, int, int, int);
+
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
// for detection of endless loops, caused by custom element programming
DisplayGameControlValues();
}
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
{
UpdateGameControlValues();
}
-#endif
void DrawGameDoorValues(void)
{
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->last_removed_element = EL_UNDEFINED;
+
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
{
static int time_count_steps;
static int time, time_final;
- static int score, score_final;
+ static float score, score_final; // needed for time score < 10 for 10 seconds
static int health, health_final;
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
static int game_over_delay_3 = 0;
- int game_over_delay_value_1 = 50;
- int game_over_delay_value_2 = 25;
- int game_over_delay_value_3 = 50;
+ int time_score_base = MIN(MAX(1, level.time_score_base), 10);
+ float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
if (!game.LevelSolved_GameWon)
{
TapeStop();
- game_over_delay_1 = 0;
- game_over_delay_2 = 0;
- game_over_delay_3 = game_over_delay_value_3;
+ game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
+ game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
+ game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
score = score_final = game.score_final;
health = health_final = game.health_final;
- if (level.score[SC_TIME_BONUS] > 0)
+ if (time_score > 0)
{
+ int time_frames = 0;
+
if (TimeLeft > 0)
{
time_final = 0;
- score_final += TimeLeft * level.score[SC_TIME_BONUS];
+ time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
- score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+ time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames;
}
- time_count_steps = MAX(1, ABS(time_final - time) / 100);
+ score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
- game_over_delay_1 = game_over_delay_value_1;
+ time_count_steps = MAX(1, ABS(time_final - time) / 100);
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
health_final = 0;
- score_final += health * level.score[SC_TIME_BONUS];
-
- game_over_delay_2 = game_over_delay_value_2;
+ score_final += health * time_score;
}
game.score_final = score_final;
game.health_final = health_final;
}
- if (level_editor_test_game)
+ if (level_editor_test_game || !setup.count_score_after_game)
{
time = time_final;
score = score_final;
PlaySound(SND_GAME_WINNING);
}
- if (game_over_delay_1 > 0)
+ if (setup.count_score_after_game)
{
- game_over_delay_1--;
+ if (time != time_final)
+ {
+ if (game_over_delay_1 > 0)
+ {
+ game_over_delay_1--;
- return;
- }
+ return;
+ }
- if (time != time_final)
- {
- int time_to_go = ABS(time_final - time);
- int time_count_dir = (time < time_final ? +1 : -1);
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
- if (time_to_go < time_count_steps)
- time_count_steps = 1;
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
- time += time_count_steps * time_count_dir;
- score += time_count_steps * level.score[SC_TIME_BONUS];
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * time_score;
- game.LevelSolved_CountingTime = time;
- game.LevelSolved_CountingScore = score;
+ // set final score to correct rounding differences after counting score
+ if (time == time_final)
+ score = score_final;
- game_panel_controls[GAME_PANEL_TIME].value = time;
- game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
- DisplayGameControlValues();
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- if (time == time_final)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- else if (setup.sound_loops)
- PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
- else
- PlaySound(SND_GAME_LEVELTIME_BONUS);
+ DisplayGameControlValues();
- return;
- }
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
- if (game_over_delay_2 > 0)
- {
- game_over_delay_2--;
+ return;
+ }
- return;
- }
+ if (health != health_final)
+ {
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
- if (health != health_final)
- {
- int health_count_dir = (health < health_final ? +1 : -1);
+ return;
+ }
- health += health_count_dir;
- score += level.score[SC_TIME_BONUS];
+ int health_count_dir = (health < health_final ? +1 : -1);
- game.LevelSolved_CountingHealth = health;
- game.LevelSolved_CountingScore = score;
+ health += health_count_dir;
+ score += time_score;
- game_panel_controls[GAME_PANEL_HEALTH].value = health;
- game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game.LevelSolved_CountingHealth = health;
+ game.LevelSolved_CountingScore = score;
- DisplayGameControlValues();
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- if (health == health_final)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- else if (setup.sound_loops)
- PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
- else
- PlaySound(SND_GAME_LEVELTIME_BONUS);
+ DisplayGameControlValues();
- return;
+ if (health == health_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
+ }
}
game.panel.active = FALSE;
hi_pos = NewHiScore(last_level_nr);
- if (hi_pos >= 0 && !setup.skip_scores_after_game)
+ if (hi_pos >= 0 && setup.show_scores_after_game)
{
SetGameStatus(GAME_MODE_SCORES);
return;
if (Back[x][y])
- DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ DrawLevelElement(x, y, Back[x][y]);
else if (Store[x][y])
- DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+ DrawLevelElement(x, y, Store[x][y]);
+ else if (game.use_masked_elements)
+ DrawLevelElement(x, y, EL_EMPTY);
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- if (Back[x][y] || Store[x][y])
+ if (Back[x][y] || Store[x][y] || game.use_masked_elements)
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
DrawLevelElementThruMask(x, y, Back[x][y]);
}
else if (!IS_WALKABLE_INSIDE(Back[x][y]))
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
}
boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
boolean last_line = (newy == lev_fieldy - 1);
+ boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
- MovPos[x][y] += getElementMoveStepsize(x, y);
-
- if (pushed_by_player) // special case: moving object pushed by player
+ if (pushed_by_player) // special case: moving object pushed by player
+ {
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ }
+ else if (use_step_delay) // special case: moving object has step delay
+ {
+ if (!MovDelay[x][y])
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+
+ if (MovDelay[x][y])
+ MovDelay[x][y]--;
+ else
+ MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+ if (MovDelay[x][y])
+ {
+ TEST_DrawLevelField(x, y);
+
+ return; // element is still waiting
+ }
+ }
+ else // normal case: generically moving object
+ {
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+ }
if (ABS(MovPos[x][y]) < TILEX)
{
MovDelay[x][y]--;
if (MovDelay[x][y] <= 0)
{
+ int element = Store[x][y];
+ int move_direction = MovDir[x][y];
+ int player_index_bit = Store2[x][y];
+
+ Store[x][y] = 0;
+ Store2[x][y] = 0;
+
RemoveField(x, y);
TEST_DrawLevelField(x, y);
- TestIfElementTouchesCustomElement(x, y); // for empty space
+ TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
}
}
if (mouse_action.button)
{
int new_button = (mouse_action.button && mouse_action_last.button == 0);
+ int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
x = mouse_action.lx;
y = mouse_action.ly;
if (new_button)
{
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
- CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+ CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+ CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+ ch_button);
}
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
- CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+ CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+ CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+ ch_button);
}
SCAN_PLAYFIELD(x, y)
if (!player->is_pushing)
TestIfElementTouchesCustomElement(jx, jy); // for empty space
+ if (level.finish_dig_collect &&
+ (player->is_digging || player->is_collecting))
+ {
+ int last_element = player->last_removed_element;
+ int move_direction = player->MovDir;
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
+ CE_PLAYER_COLLECTS_X);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
+ player->index_bit, enter_side);
+
+ player->last_removed_element = EL_UNDEFINED;
+ }
+
if (!player->active)
RemovePlayer(player);
}
game.players_still_needed--;
}
-static void setFieldForSnapping(int x, int y, int element, int direction)
+static void SetFieldForSnapping(int x, int y, int element, int direction,
+ int player_index_bit)
{
struct ElementInfo *ei = &element_info[element];
int direction_bit = MV_DIR_TO_BIT(direction);
Tile[x][y] = EL_ELEMENT_SNAPPING;
MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+ MovDir[x][y] = direction;
+ Store[x][y] = element;
+ Store2[x][y] = player_index_bit;
ResetGfxAnimation(x, y);
GfxFrame[x][y] = -1;
}
+static void TestFieldAfterSnapping(int x, int y, int element, int direction,
+ int player_index_bit)
+{
+ TestIfElementTouchesCustomElement(x, y); // for empty space
+
+ if (level.finish_dig_collect)
+ {
+ int dig_side = MV_DIR_OPPOSITE(direction);
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player_index_bit, dig_side);
+ }
+}
+
/*
=============================================================================
checkDiagonalPushing()
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
- player->index_bit, dig_side);
+ // use old behaviour for old levels (digging)
+ if (!level.finish_dig_collect)
+ {
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+ player->index_bit, dig_side);
- // if digging triggered player relocation, finish digging tile
- if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
- setFieldForSnapping(x, y, element, move_direction);
+ // if digging triggered player relocation, finish digging tile
+ if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+ }
if (mode == DF_SNAP)
{
if (level.block_snap_field)
- setFieldForSnapping(x, y, element, move_direction);
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
else
- TestIfElementTouchesCustomElement(x, y); // for empty space
+ TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
- player->index_bit, dig_side);
+ // use old behaviour for old levels (snapping)
+ if (!level.finish_dig_collect)
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
}
}
else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
RaiseScoreElement(element);
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
- if (is_player)
+ // use old behaviour for old levels (collecting)
+ if (!level.finish_dig_collect && is_player)
{
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
player->index_bit, dig_side);
// if collecting triggered player relocation, finish collecting tile
if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
- setFieldForSnapping(x, y, element, move_direction);
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
}
if (mode == DF_SNAP)
{
if (level.block_snap_field)
- setFieldForSnapping(x, y, element, move_direction);
+ SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
else
- TestIfElementTouchesCustomElement(x, y); // for empty space
+ TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
- player->index_bit, dig_side);
+ // use old behaviour for old levels (snapping)
+ if (!level.finish_dig_collect)
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
}
}
else if (player_can_move_or_snap && IS_PUSHABLE(element))
{
player->is_collecting = !player->is_digging;
player->is_active = TRUE;
+
+ player->last_removed_element = element;
}
}
{
if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
- // closing door required in case of envelope style request dialogs
- if (!skip_request)
+ if (!quick_quit)
{
// prevent short reactivation of overlay buttons while closing door
SetOverlayActive(FALSE);
+ // door may still be open due to skipped or envelope style request
CloseDoor(DOOR_CLOSE_1);
}
}
}
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGame(boolean escape_key_pressed)
{
- boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
- boolean skip_request = game.all_players_gone || quick_quit;
+ boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+ boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
+ level_editor_test_game);
+ boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+ quick_quit);
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");
if (tape.playing)
TapeStop();
else
- RequestQuitGame(TRUE);
+ RequestQuitGame(FALSE);
break;