#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
+#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
+#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
+#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
+#define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
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_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+#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))
#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
RND((c)->delay_random * (c)->delay_frames))
#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
RND((c)->delay_random))
+
#if 1
#define GET_VALID_RUNTIME_ELEMENT(e) \
((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
#endif
-#define GET_TARGET_ELEMENT(e, ch) \
- ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
- (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
- (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : (e))
+#define GET_TARGET_ELEMENT(e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : (e))
#define CAN_GROW_INTO(e) \
((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
boolean SnapField(struct PlayerInfo *, int, int);
boolean DropElement(struct PlayerInfo *);
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
boolean init_game)
{
+ int player_nr = player->index_nr;
int move_delay = get_move_delay_from_stepsize(move_stepsize);
boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
if (init_game)
{
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
player->move_delay_value_next = -1;
return belt_move_dir[belt_dir_nr];
}
+static int get_element_from_group_element(int element)
+{
+ if (IS_GROUP_ELEMENT(element))
+ {
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ group->choice_pos++;
+
+ element = group->element_resolved[element_pos];
+ }
+
+ return element;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
}
break;
+#if !USE_BOTH_SWITCHGATE_SWITCHES
case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
if (init_game)
Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
break;
+#endif
case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
case EL_EMC_MAGIC_BALL:
if (game.ball_state)
Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
#if USE_NEW_CUSTOM_VALUE
if (!element_info[element].use_last_ce_value || init_game)
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
#endif
}
#else
#endif
else if (IS_GROUP_ELEMENT(element))
{
+#if 1
+ Feld[x][y] = get_element_from_group_element(element);
+
+ InitField(x, y, init_game);
+#else
struct ElementGroupInfo *group = element_info[element].group;
int last_anim_random_frame = gfx.anim_random_frame;
int element_pos;
Feld[x][y] = group->element_resolved[element_pos];
InitField(x, y, init_game);
+#endif
}
break;
}
#if USE_NEW_CUSTOM_VALUE
#if 1
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
#else
CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
#endif
inline void DrawGameValue_Emeralds(int value)
{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+ int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
}
inline void DrawGameValue_Dynamite(int value)
{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+ int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
}
inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
inline void DrawGameValue_Score(int value)
{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+ int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
}
inline void DrawGameValue_Time(int value)
{
+ int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+ int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2;
+
+ /* clear background if value just changed its size */
+ if (value == 999 || value == 1000)
+ ClearRectangle(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+
if (value < 1000)
- DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+ DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2);
else
- DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+ DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
}
inline void DrawGameValue_Level(int value)
#if 1
/* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- get_move_delay_from_stepsize(level.initial_player_stepsize);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay_value[i] =
+ get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
#else
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
#endif
/* dynamically adjust player properties according to game engine version */
- game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
- game.initial_move_delay_value : 0);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay[i] =
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+ game.initial_move_delay_value[i] : 0);
/* ---------- initialize player's initial push delay --------------------- */
ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
+ ei->change_page[j].actual_trigger_ce_score = 0;
}
}
{
if (!IS_CUSTOM_ELEMENT(i))
{
+#if 1
+ /* set default push delay values (corrected since version 3.0.7-1) */
+ if (game.engine_version < VERSION_IDENT(3,0,7,1))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ else
+ {
+ element_info[i].push_delay_fixed = 8;
+ element_info[i].push_delay_random = 8;
+ }
+#else
element_info[i].push_delay_fixed = game.default_push_delay_fixed;
element_info[i].push_delay_random = game.default_push_delay_random;
+#endif
}
}
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->gravity = level.initial_player_gravity[i];
+
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
player->last_move_dir = MV_NONE;
+ player->is_active = FALSE;
+
player->is_waiting = FALSE;
player->is_moving = FALSE;
player->is_auto_moving = FALSE;
player->show_envelope = 0;
#if 1
- SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
+ SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
#else
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
+
+#if !USE_PLAYER_GRAVITY
+#if 1
+ game.gravity = FALSE;
+#else
game.gravity = level.initial_gravity;
+#endif
game.explosions_delayed = TRUE;
+#endif
game.lenses_time_left = 0;
game.magnify_time_left = 0;
game.envelope_active = FALSE;
- game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */
+ /* set focus to local player for network games, else to all players */
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
+ if (network_playing && tape.recording)
+ {
+ /* store client dependent player focus when recording network games */
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
+#if 0
+ printf("::: focus set to player %d [%d]\n",
+ game.centered_player_nr, local_player->index_nr);
+#endif
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
LoadScore(level_nr);
- if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
#ifdef ONE_PER_NAME
for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (!strcmp(setup.player_name, highscore[l].Name))
+ if (strEqual(setup.player_name, highscore[l].Name))
m = l;
if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
}
}
-static void ResetRandomAnimationValue(int x, int y)
+#if USE_GFX_RESET_GFX_ANIMATION
+static void ResetGfxFrame(int x, int y, boolean redraw)
{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
+ int element = Feld[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic);
}
+#endif
static void ResetGfxAnimation(int x, int y)
{
int element, graphic;
#endif
- GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
#if 0
element = Feld[x][y];
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxFrame(x, y, FALSE);
#endif
}
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
#endif
/* this is needed for CEs with property "can move" / "not moving" */
{
int element = Feld[xx][yy];
+#if !USE_BOTH_SWITCHGATE_SWITCHES
if (element == EL_SWITCHGATE_SWITCH_UP ||
element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
DrawLevelField(xx, yy);
}
+#else
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ DrawLevelField(xx, yy);
+ }
+#endif
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
static void TurnRound(int x, int y)
{
int direction = MovDir[x][y];
-#if 1
+#if 0
int element, graphic;
#endif
GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
#if 1
+ ResetGfxFrame(x, y, FALSE);
+#else
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
#endif
}
{
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
action_type == CA_SET_LEVEL_GEMS ? 999 :
action_type == CA_SET_LEVEL_TIME ? 9999 :
action_type == CA_SET_LEVEL_SCORE ? 99999 :
- action_type == CA_SET_CE_SCORE ? 9999 :
action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
CA_ARG_MAX);
int action_arg_number_reset =
- (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
action_type == CA_SET_LEVEL_TIME ? level.time :
action_type == CA_SET_LEVEL_SCORE ? 0 :
- action_type == CA_SET_CE_SCORE ? 0 :
#if 1
- action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
#else
action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
#endif
+ action_type == CA_SET_CE_SCORE ? 0 :
0);
int action_arg_number =
action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
- action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
#if USE_NEW_CUSTOM_VALUE
action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
#else
action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
#endif
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
- action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
+ action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
-1);
(action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
action_type == CA_SET_LEVEL_TIME ? TimeLeft :
action_type == CA_SET_LEVEL_SCORE ? local_player->score :
- action_type == CA_SET_CE_SCORE ? ei->collect_score :
action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
0);
int action_arg_number_new =
break;
}
+#if !USE_PLAYER_GRAVITY
case CA_SET_LEVEL_GRAVITY:
{
game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
game.gravity);
break;
}
+#endif
case CA_SET_LEVEL_WIND:
{
action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
CA_MODE_MULTIPLY);
}
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
move_stepsize =
getModifiedActionNumber(move_stepsize,
break;
}
+#if USE_PLAYER_GRAVITY
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
+ }
+
+ break;
+ }
+#endif
+
case CA_SET_PLAYER_ARTWORK:
{
for (i = 0; i < MAX_PLAYERS; i++)
/* ---------- CE actions ---------------------------------------------- */
- case CA_SET_CE_SCORE:
+ case CA_SET_CE_VALUE:
{
- ei->collect_score = action_arg_number_new;
+#if USE_NEW_CUSTOM_VALUE
+ int last_ce_value = CustomValue[x][y];
+
+ CustomValue[x][y] = action_arg_number_new;
+
+#if 0
+ printf("::: CE value == %d\n", CustomValue[x][y]);
+#endif
+
+ if (CustomValue[x][y] != last_ce_value)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+ if (CustomValue[x][y] == 0)
+ {
+#if 0
+ printf("::: CE_VALUE_GETS_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+
+#if 0
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+#endif
+ }
+ }
+
+#endif
break;
}
- case CA_SET_CE_VALUE:
+ case CA_SET_CE_SCORE:
{
#if USE_NEW_CUSTOM_VALUE
- int last_custom_value = CustomValue[x][y];
+ int last_ce_score = ei->collect_score;
- CustomValue[x][y] = action_arg_number_new;
+ ei->collect_score = action_arg_number_new;
#if 0
- printf("::: Count == %d\n", CustomValue[x][y]);
+ printf("::: CE score == %d\n", ei->collect_score);
#endif
- if (CustomValue[x][y] == 0 && last_custom_value > 0)
+ if (ei->collect_score != last_ce_score)
{
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
+
+ if (ei->collect_score == 0)
+ {
#if 0
- printf("::: CE_VALUE_GETS_ZERO\n");
+ printf("::: CE_SCORE_GETS_ZERO\n");
#endif
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
- CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
#if 0
- printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
#endif
+ }
}
+
#endif
break;
static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
+ int old_element = Feld[x][y];
+ int new_element = get_element_from_group_element(element);
int previous_move_direction = MovDir[x][y];
#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
#endif
- boolean add_player = (ELEM_IS_PLAYER(element) &&
- IS_WALKABLE(Feld[x][y]));
+ boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
- /* check if element under player changes from accessible to unaccessible
+#if 0
+ /* check if element under the player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
Bang(x, y);
return;
}
+#endif
- if (!add_player)
+ if (!add_player_onto_element)
{
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
RemoveMovingField(x, y);
else
RemoveField(x, y);
- Feld[x][y] = element;
+ Feld[x][y] = new_element;
+#if !USE_GFX_RESET_GFX_ANIMATION
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
+#endif
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
#if USE_NEW_CUSTOM_VALUE
- if (element_info[Feld[x][y]].use_last_ce_value)
+ if (element_info[new_element].use_last_ce_value)
CustomValue[x][y] = last_ce_value;
#endif
InitField_WithBug1(x, y, FALSE);
+ new_element = Feld[x][y]; /* element may have changed */
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+#endif
+
DrawLevelField(x, y);
- if (GFX_CRUMBLED(Feld[x][y]))
+ if (GFX_CRUMBLED(new_element))
DrawLevelFieldCrumbledSandNeighbours(x, y);
}
+#if 1
+ /* check if element under the player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ /* (must be checked after creating new element for walkable group elements) */
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#endif
+
/* "ChangeCount" not set yet to allow "entered by player" change one time */
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
if (is_change)
ChangeCount[x][y]++; /* count number of changes in the same frame */
static boolean ChangeElement(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
int target_element;
int old_element = Feld[x][y];
change->actual_trigger_player = EL_PLAYER_1;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
}
/* do not change elements more than a specified maximum number of changes */
ChangeEvent[ex][ey] = ChangeEvent[x][y];
content_element = change->target_content.e[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
+ target_element = GET_TARGET_ELEMENT(content_element, change,
+ ce_value, ce_score);
CreateElementFromChange(ex, ey, target_element);
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
+ target_element = GET_TARGET_ELEMENT(change->target_element, change,
+ ce_value, ce_score);
if (element == EL_DIAGONAL_GROWING ||
element == EL_DIAGONAL_SHRINKING)
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
if ((change->can_change && !change_done) || change->has_action)
{
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[x][y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
/* special case: trigger element not at (x,y) position for some events */
if (check_trigger_element)
int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
}
if (change->can_change && !change_done)
{
int i;
+#if 0
+ Error(ERR_NETWORK_CLIENT, "advancing frame counter from %d to %d",
+ FrameCounter, FrameCounter + 1);
+#endif
+
/* advance frame counters (global frame counter and time frame counter) */
FrameCounter++;
TimeFrames++;
void StartGameActions(boolean init_network_game, boolean record_tape,
long random_seed)
{
-#if 1
unsigned long new_random_seed = InitRND(random_seed);
if (record_tape)
TapeStartRecording(new_random_seed);
-#else
- if (record_tape)
- TapeStartRecording(random_seed);
-#endif
#if defined(NETWORK_AVALIABLE)
if (init_network_game)
game_status = GAME_MODE_PLAYING;
-#if 0
- InitRND(random_seed);
-#endif
-
InitGame();
}
if (!network_player_action_received)
return; /* failed to get network player actions in time */
+
+ /* do not yet reset "network_player_action_received" (for tape.pausing) */
}
if (tape.pausing)
return;
+ /* at this point we know that we really continue executing the game */
+
+#if 1
+ network_player_action_received = FALSE;
+#endif
+
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
if (tape.set_centered_player)
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
+#if 0
network_player_action_received = FALSE;
+#endif
ScrollScreen(NULL, SCROLL_GO_ON);
printf("::: Yo man! Rocks can fall!\n");
#endif
+#if 1
+ ResetGfxFrame(x, y, TRUE);
+#else
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
#endif
DrawLevelGraphicAnimation(x, y, graphic);
}
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ {
+ int old_gfx_frame = GfxFrame[x][y];
+
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+#if 1
+ if (GfxFrame[x][y] != old_gfx_frame)
+#endif
+ DrawLevelGraphicAnimation(x, y, graphic);
+ }
+#endif
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
static void CheckGravityMovement(struct PlayerInfo *player)
{
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && !player->programmed_action)
+#else
if (game.gravity && !player->programmed_action)
+#endif
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
{
return CheckGravityMovement(player);
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && !player->programmed_action)
+#else
if (game.gravity && !player->programmed_action)
+#endif
{
int jx = player->jx, jy = player->jy;
boolean field_under_player_is_free =
player->move_delay_value = original_move_delay_value;
}
+ player->is_active = FALSE;
+
if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
+#if USE_FIXED_BORDER_RUNNING_GFX
+ if (!moved && !player->is_active)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+#endif
+
jx = player->jx;
jy = player->jy;
last_field_block_delay += player->move_delay_value;
/* when blocking enabled, prevent moving up despite gravity */
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && player->MovDir == MV_UP)
+ block_delay_adjustment = -1;
+#else
if (game.gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
+#endif
}
/* add block delay adjustment (also possible when not blocking) */
game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
+ /* checking here causes player to move into acid even if the current field
+ cannot be left to that direction */
#if 0
#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
#endif
#endif
+#if 1 /* ------------------------------ NEW ------------------------------ */
+
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
+
+ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
+
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+ {
+ SplashAcid(x, y);
+#if 1
+ Feld[jx][jy] = player->artwork_element;
+#else
+ Feld[jx][jy] = EL_PLAYER_1;
+#endif
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+
+#else /* ------------------------------ OLD ------------------------------ */
+
#if 1
#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
return MP_NO_ACTION; /* field has no opening in this direction */
+ /* checking here causes player to explode when moving into acid */
#if 1
#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
#endif
#endif
+#endif /* ------------------------------ END ------------------------------ */
+
#if 0
#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
return MP_NO_ACTION;
}
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && is_player && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN &&
+ !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+ return MP_NO_ACTION; /* player cannot walk here due to gravity */
+#else
if (game.gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
return MP_NO_ACTION; /* player cannot walk here due to gravity */
+#endif
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
return MP_NO_ACTION;
}
+ else if (IS_EMC_GATE(element))
+ {
+ if (!player->key[EMC_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
else if (IS_SP_PORT(element))
{
if (element == EL_SP_GRAVITY_PORT_LEFT ||
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = !player->gravity;
+#else
game.gravity = !game.gravity;
+#endif
else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
element == EL_SP_GRAVITY_ON_PORT_UP ||
element == EL_SP_GRAVITY_ON_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = TRUE;
+#else
game.gravity = TRUE;
+#endif
else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
element == EL_SP_GRAVITY_OFF_PORT_UP ||
element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = FALSE;
+#else
game.gravity = FALSE;
+#endif
}
/* automatically move to the next field with double speed */
}
player->is_pushing = TRUE;
+ player->is_active = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (is_player) /* function can also be called by EL_PENGUIN */
{
if (Feld[x][y] != element) /* really digged/collected something */
+ {
player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
}
return MP_MOVING;
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
if (player->MovPos == 0)
{
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
- SendToServer_StopPlaying();
+ SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
else
#endif
{
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(TRUE);
break;
case GAME_CTRL_ID_PAUSE:
#endif
{
tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
}
}
break;