#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+
#define INIT_GFX_RANDOM() (SimpleRND(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
(condition)))
#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1)
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
-static void CheckTriggeredElementChange(int, int);
-static void CheckPlayerElementChange(int, int, int, int);
-static void ChangeElementDoIt(int, int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+
+static boolean CheckTriggeredElementChange(int, int);
+static boolean CheckElementChange(int, int, int, int);
+static void ChangeElementNow(int, int, int);
static void PlaySoundLevel(int, int, int);
static void PlaySoundLevelNearest(int, int, int);
struct ChangingElementInfo
{
- int base_element;
- int next_element;
+ int element;
+ int target_element;
int change_delay;
void (*pre_change_function)(int x, int y);
void (*change_function)(int x, int y);
}
};
-static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
+
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int gem_count;
+}
+gem_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+static boolean changing_element[MAX_NUM_ELEMENTS];
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_AUTO_CHANGING(e) (changing_element[e])
#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
IS_JUST_CHANGING(x, y))
-#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
void GetPlayerConfig()
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+ /* ---------- initialize player's initial move delay --------------------- */
+
/* 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.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* ---------- initialize changing elements ------------------------------- */
+
/* initialize changing elements information */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
+#if 1
+ element_info[i].change.pre_change_function = NULL;
+ element_info[i].change.change_function = NULL;
+ element_info[i].change.post_change_function = NULL;
+
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].change.target_element = EL_EMPTY_SPACE;
+ element_info[i].change.delay_fixed = 0;
+ element_info[i].change.delay_random = 0;
+ element_info[i].change.delay_frames = 1;
+ }
+
+ changing_element[i] = FALSE;
+#else
changing_element[i].base_element = EL_UNDEFINED;
changing_element[i].next_element = EL_UNDEFINED;
changing_element[i].change_delay = -1;
changing_element[i].pre_change_function = NULL;
changing_element[i].change_function = NULL;
changing_element[i].post_change_function = NULL;
+#endif
}
/* add changing elements from pre-defined list */
- i = 0;
- while (changing_element_list[i].base_element != EL_UNDEFINED)
+ for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
{
+ int element = changing_element_list[i].element;
struct ChangingElementInfo *ce = &changing_element_list[i];
- int element = ce->base_element;
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+#if 1
+ change->target_element = ce->target_element;
+ change->delay_fixed = ce->change_delay;
+ change->pre_change_function = ce->pre_change_function;
+ change->change_function = ce->change_function;
+ change->post_change_function = ce->post_change_function;
+ changing_element[element] = TRUE;
+#else
changing_element[element].base_element = ce->base_element;
changing_element[element].next_element = ce->next_element;
changing_element[element].change_delay = ce->change_delay;
changing_element[element].pre_change_function = ce->pre_change_function;
changing_element[element].change_function = ce->change_function;
changing_element[element].post_change_function = ce->post_change_function;
-
- i++;
+#endif
}
/* add changing elements from custom element configuration */
for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
+#if 0
struct ElementChangeInfo *change = &element_info[element].change;
+#endif
/* only add custom elements that change after fixed/random frame delay */
if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
continue;
+#if 1
+ changing_element[element] = TRUE;
+#else
changing_element[element].base_element = element;
- changing_element[element].next_element = change->successor;
+ changing_element[element].next_element = change->target_element;
changing_element[element].change_delay = (change->delay_fixed *
change->delay_frames);
+#endif
}
+ /* ---------- initialize trigger events ---------------------------------- */
+
/* initialize trigger events information */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
trigger_events[i] = EP_BITMASK_DEFAULT;
/* add trigger events from element change event properties */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
- trigger_events[element_info[i].change.trigger] |=
+ 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++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize move stepsize ----------------------------------- */
+
+ /* initialize move stepsize values to default */
+ 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++)
+ {
+ int e = move_stepsize_list[i].element;
+
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+ }
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].gem_count = 0;
+
+ /* add gem count values for all elements from pre-defined list */
+ for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[gem_count_list[i].element].gem_count =
+ gem_count_list[i].gem_count;
}
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ Pushed[x][y] = FALSE;
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
{
if (element_info[element].move_direction_initial != MV_NO_MOVING)
MovDir[x][y] = element_info[element].move_direction_initial;
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+ 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)
MovDir[x][y] = 1 << RND(4);
else if (element_info[element].move_pattern == MV_HORIZONTAL)
MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_EMPTY;
- GfxElement[x][y] = EL_UNDEFINED;
+
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
+ AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
+ Pushed[x][y] = FALSE;
+
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
}
void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
return;
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
return;
}
- else if (Feld[x][y] == EL_BLOCKED)
+ else if (element == EL_BLOCKED)
{
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
return;
}
- if (Feld[x][y] == EL_BLOCKED &&
+ if (element == EL_BLOCKED &&
(Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
- Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
- else
- Feld[oldx][oldy] = EL_EMPTY;
+ next_element = get_next_element(Feld[oldx][oldy]);
+
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- Feld[newx][newy] = EL_EMPTY;
- MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
- MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
- ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
- GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
DrawLevelField(oldx, oldy);
DrawLevelField(newx, newy);
if (element == EL_EXPLOSION)
element = Store2[x][y];
+#if 1
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(x, y);
+#endif
+
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
Store2[x][y] = element;
+#if 0
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
AmoebaCnt2[AmoebaNr[x][y]]--;
}
+#if 1
+ RemoveField(x, y);
+#else
+ MovDir[x][y] = MovPos[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+#endif
+#endif
+
Feld[x][y] = EL_EXPLOSION;
#if 1
GfxElement[x][y] = center_element;
#else
GfxElement[x][y] = EL_UNDEFINED;
#endif
- MovDir[x][y] = MovPos[x][y] = 0;
- AmoebaNr[x][y] = 0;
+
ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
void Bang(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
if (IS_PLAYER(x, y))
{
break;
}
- CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
+ CheckTriggeredElementChange(element, CE_OTHER_IS_EXPLODING);
}
void SplashAcid(int x, int y)
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
+#if 1
+ else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
+ {
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
+#else
else if (impact && CAN_CHANGE(element) &&
HAS_CHANGE_EVENT(element, CE_IMPACT))
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
- ChangeElementDoIt(x, y, element_info[element].change.successor);
+ ChangeElementNow(x, y, element);
return;
}
+#endif
if (impact && element == EL_AMOEBA_DROP)
{
{
ToggleLightSwitch(x, y + 1);
}
- else if (CAN_CHANGE(smashed) &&
- HAS_CHANGE_EVENT(smashed, CE_SMASHED))
+#if 1
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ }
+#else
+ else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
{
- ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
+ ChangeElementNow(x, y + 1, smashed);
}
+#endif
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
}
}
}
}
}
}
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+ 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)
{
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 (can_turn_left && can_turn_right)
+ if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (element_info[element].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);
else if (can_turn_left)
MovDir[x][y] = (RND(2) ? left_dir : back_dir);
#endif
}
#if 1
+#if 1
+ else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+ JustStopped[x][y] && !Pushed[x][y + 1])
+#else
else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
JustStopped[x][y])
+#endif
{
- /*
- printf("::: %d\n", MovDir[x][y]);
- */
+ /* calling "Impact()" here is not only completely unneccessary
+ (because it already gets called from "ContinueMoving()" in
+ all relevant situations), but also completely bullshit, because
+ "JustStopped" also indicates a finished *horizontal* movement;
+ we must keep this trash for backwards compatibility with older
+ tapes */
Impact(x, y);
}
}
}
- /* not "else if" because of EL_SPRING */
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
if (CAN_MOVE(element) && !started_moving)
{
int newx, newy;
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_ANY_DIRECTION) &&
+ element_info[element].move_pattern != MV_TURNING_LEFT &&
+ element_info[element].move_pattern != MV_TURNING_RIGHT)
{
TurnRound(x, y);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int horiz_move = (dx != 0);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
- struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
-#if 0
- boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
+ int nextx = newx + dx, nexty = newy + dy;
+#if 1
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
#else
- boolean pushing = (player != NULL && player->Pushing && player->is_moving);
-#endif
-
-#if 0
- if (player && player->is_moving && player->MovPos == 0)
- printf("::: !!!\n");
+ int step = (horiz_move ? dx : dy) * MOVE_STEPSIZE_NORMAL;
#endif
+ boolean pushed = Pushed[x][y];
+#if 1
+ if (CAN_FALL(element) && horiz_move &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING && horiz_move)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+#else
if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
step /= 2;
else if (element == EL_QUICKSAND_FILLING ||
#if OLD_GAME_BEHAVIOUR
else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
step*=2;
+#endif
#endif
MovPos[x][y] += step;
-#if 1
- if (pushing) /* special case: moving object pushed by player */
-#if 1
+ if (pushed) /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#else
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
-#endif
-#endif
-
-#if 0
- if (element == EL_SPRING)
- printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
- MovPos[x][y],
- pushing,
- (player?player->Pushing:-42),
- (player?player->is_moving:-42),
- (player?player->MovPos:-42),
- (player?player->GfxPos:-42));
-#endif
if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
{
Feld[x][y] = get_next_element(element);
element = Feld[newx][newy] = Store[x][y];
}
+ else if (element == EL_SOKOBAN_OBJECT)
+ {
+ if (Back[x][y])
+ Feld[x][y] = Back[x][y];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
else if (Store[x][y] == EL_ACID)
{
element = Feld[newx][newy] = EL_ACID;
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
ResetGfxAnimation(x, y); /* reset animation values for old field */
-#if 1
#if 0
+ /* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
#else
- /*
+
+#if 0
+ /* (does not work for falling objects that slide horizontally) */
if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
MovDir[newx][newy] = 0;
+#else
+ /*
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
*/
if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
MovDir[newx][newy] = 0;
#endif
#endif
DrawLevelField(x, y);
DrawLevelField(newx, newy);
-#if 0
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
-#endif
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
-#if 1
- if (!pushing)
-#endif
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ if (!pushed) /* special case: moving object pushed by player */
JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
-#if 1
if (CAN_FALL(element) && direction == MV_DOWN &&
(newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
-#else
- if (CAN_SMASH(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
-#endif
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementChange(newx, newy, element, CE_COLLISION);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
else /* still moving on */
{
DrawLevelFieldCrumbledSand(x, y);
}
-static void ChangeElementDoIt(int x, int y, int element_new)
+static void ChangeElementNowExt(int x, int y, int target_element)
{
- CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
+ if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
+ {
+ Bang(x, y);
+ return;
+ }
RemoveField(x, y);
- Feld[x][y] = element_new;
+ Feld[x][y] = target_element;
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
}
}
+static void ChangeElementNow(int x, int y, int element)
+{
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+ CheckTriggeredElementChange(Feld[x][y], CE_OTHER_IS_CHANGING);
+
+ if (change->explode)
+ {
+ Bang(x, y);
+ return;
+ }
+
+ if (change->use_content)
+ {
+ boolean complete_change = TRUE;
+ boolean can_change[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ boolean half_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int e;
+
+ can_change[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (change->content[xx][yy] == EL_EMPTY_SPACE)
+ {
+ can_change[xx][yy] = FALSE; /* do not change empty borders */
+
+ continue;
+ }
+
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+
+ continue;
+ }
+
+ e = Feld[ex][ey];
+
+ half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+ if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
+ (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+ (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+ }
+ }
+
+ if (!change->only_complete || complete_change)
+ {
+ if (change->only_complete && change->use_random_change &&
+ RND(change->random) != 0)
+ return;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+
+ if (can_change[xx][yy] && (!change->use_random_change ||
+ RND(change->random) == 0))
+ {
+ ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+ /* for symmetry reasons, stop newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE;
+ }
+ }
+
+ return;
+ }
+ }
+
+ ChangeElementNowExt(x, y, change->target_element);
+}
+
static void ChangeElement(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
+ struct ElementChangeInfo *change = &element_info[element].change;
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
+#if 1
+ ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
+ RND(change->delay_random * change->delay_frames)) + 1;
+#else
ChangeDelay[x][y] = changing_element[element].change_delay + 1;
if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
}
+#endif
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
+#if 1
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+#else
if (changing_element[element].pre_change_function)
changing_element[element].pre_change_function(x, y);
+#endif
}
ChangeDelay[x][y]--;
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 1
+ if (change->change_function)
+ change->change_function(x, y);
+#else
if (changing_element[element].change_function)
changing_element[element].change_function(x, y);
+#endif
}
else /* finish element change */
{
+#if 0
int next_element = changing_element[element].next_element;
+#endif
if (IS_MOVING(x, y)) /* never change a running system ;-) */
{
return;
}
+#if 1
+ ChangeElementNow(x, y, element);
+
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+#else
if (next_element != EL_UNDEFINED)
- ChangeElementDoIt(x, y, next_element);
+ ChangeElementNow(x, y, next_element);
else
- ChangeElementDoIt(x, y, element_info[element].change.successor);
+ ChangeElementNow(x, y, element_info[element].change.target_element);
if (changing_element[element].post_change_function)
changing_element[element].post_change_function(x, y);
+#endif
}
}
-static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
+static boolean CheckTriggeredElementChange(int trigger_element,
+ int trigger_event)
{
int i, x, y;
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
- return;
+ return FALSE;
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
- element_info[i].change.trigger != trigger_element)
+ element_info[i].change.trigger_element != trigger_element)
continue;
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
}
}
}
+
+ return TRUE;
}
-static void CheckPlayerElementChange(int x, int y, int element,
- int trigger_event)
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
{
if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
- return;
+ return FALSE;
- ChangeElementDoIt(x, y, element_info[element].change.successor);
+ if (Feld[x][y] == EL_BLOCKED)
+ Blocked2Moving(x, y, &x, &y);
+
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+
+ return TRUE;
}
static void PlayerActions(struct PlayerInfo *player, byte player_action)
}
TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
if (!player->active)
RemoveHero(player);
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+void TestIfPlayerTouchesCustomElement(int x, int y)
{
- int i, kill_x = -1, kill_y = -1;
- static int test_xy[4][2] =
+ static int xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int test_dir[4] =
+ boolean center_is_player = (IS_PLAYER(x, y));
+ int 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 (center_is_player)
+ {
+ CheckTriggeredElementChange(Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
+ }
+ else if (IS_PLAYER(xx, yy))
+ {
+ CheckTriggeredElementChange(Feld[x][y], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+
+ break;
+ }
+ }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
+ int 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 (center_is_custom &&
+ Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
+ {
+ CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
+ Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
+ {
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
+ }
+ }
+}
+
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
}
/*
+ =============================================================================
checkDiagonalPushing()
-----------------------------------------------------------------------------
check if diagonal input device direction results in pushing of object
(by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
*/
static boolean checkDiagonalPushing(struct PlayerInfo *player,
}
/*
+ =============================================================================
DigField()
-----------------------------------------------------------------------------
x, y: field next to player (non-diagonal) to try to dig to
real_dx, real_dy: direction as read from input device (can be diagonal)
+ =============================================================================
*/
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
+ int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- {
-#if 0
- if (FrameCounter == 437)
- printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
-#endif
-
return MF_NO_ACTION;
- }
#if 0
if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
element = Feld[x][y];
-#if 1
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0))
return MF_NO_ACTION;
-#endif
switch (element)
{
-#if 0
- case EL_EMPTY:
- PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
- break;
-#endif
-
-#if 0
- case EL_SAND:
- case EL_INVISIBLE_SAND:
- case EL_INVISIBLE_SAND_ACTIVE:
- case EL_TRAP:
- case EL_SP_BASE:
- case EL_SP_BUGGY_BASE:
- case EL_SP_BUGGY_BASE_ACTIVATING:
- RemoveField(x, y);
-
- if (mode != DF_SNAP && element != EL_EMPTY)
- {
- GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
- player->is_digging = TRUE;
- }
-
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
- break;
-#endif
-
- case EL_EMERALD:
- case EL_BD_DIAMOND:
- case EL_EMERALD_YELLOW:
- case EL_EMERALD_RED:
- case EL_EMERALD_PURPLE:
- case EL_DIAMOND:
- case EL_SP_INFOTRON:
- case EL_PEARL:
- case EL_CRYSTAL:
- RemoveField(x, y);
-
- if (mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
-
- local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
- element == EL_PEARL ? 5 :
- element == EL_CRYSTAL ? 8 : 1);
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
- RaiseScoreElement(element);
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_SPEED_PILL:
- RemoveField(x, y);
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
-#if 0
- case EL_ENVELOPE:
- Feld[x][y] = EL_EMPTY;
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-#endif
-
- case EL_EXTRA_TIME:
- RemoveField(x, y);
- if (level.time > 0)
- {
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- }
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_SHIELD_NORMAL:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_SHIELD_DEADLY:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
- player->shield_deadly_time_left += 10;
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_DYNAMITE:
- case EL_SP_DISK_RED:
- RemoveField(x, y);
- player->dynamite++;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
- RaiseScoreElement(EL_DYNAMITE);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_NUMBER:
- RemoveField(x, y);
- player->dynabomb_count++;
- player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMITE);
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_SIZE:
- RemoveField(x, y);
- player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMITE);
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_POWER:
- RemoveField(x, y);
- player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMITE);
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
-
- case EL_KEY_1:
- case EL_KEY_2:
- case EL_KEY_3:
- case EL_KEY_4:
- {
- int key_nr = element - EL_KEY_1;
- int graphic = el2edimg(element);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
- }
-
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- {
- int key_nr = element - EL_EM_KEY_1;
- int graphic = el2edimg(EL_KEY_1 + key_nr);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
-#if 1
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-#endif
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
- break;
- }
-
case EL_ROBOT_WHEEL:
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
return MF_ACTION;
break;
- /* the following elements cannot be pushed by "snapping" */
- case EL_ROCK:
- case EL_BOMB:
- case EL_DX_SUPABOMB:
- case EL_NUT:
- case EL_TIME_ORB_EMPTY:
- case EL_SP_ZONK:
- case EL_SP_DISK_ORANGE:
- case EL_SPRING:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- /* no "break" -- fall through to next case */
-
- /* the following elements can be pushed by "snapping" */
- case EL_BD_ROCK:
- if (dy)
- return MF_NO_ACTION;
-
- player->Pushing = TRUE;
-
-#if 0
- if (element == EL_ROCK)
- printf("::: wanna push [%d] [%d]\n",
- FrameCounter, player->push_delay_value);
-#endif
-
- if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
- return MF_NO_ACTION;
-
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
-
-
- if (player->push_delay == 0)
- player->push_delay = FrameCounter;
-
-#if 0
- printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
-#endif
-
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#endif
-
- if (mode == DF_SNAP)
- {
- InitMovingField(x, y, move_direction);
- ContinueMoving(x, y);
- }
- else
- {
-#if 1
- InitMovingField(x, y, (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP : MV_DOWN));
- MovPos[x][y] = (dx != 0 ? dx : dy);
-#else
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
-#endif
- }
-
-#if 0
- printf("pushing %d/%d ... %d [%d]\n", dx, dy,
- FrameCounter, player->push_delay_value);
-#endif
-
-#if 0
- if (element == EL_SPRING)
- {
- Feld[x + dx][y + dy] = EL_SPRING;
- MovDir[x + dx][y + dy] = move_direction;
- }
-#endif
-
- player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
-
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-
- CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
-
- break;
-
- case EL_GATE_1:
- case EL_GATE_2:
- case EL_GATE_3:
- case EL_GATE_4:
- if (!player->key[element - EL_GATE_1])
- return MF_NO_ACTION;
- break;
-
- case EL_GATE_1_GRAY:
- case EL_GATE_2_GRAY:
- case EL_GATE_3_GRAY:
- case EL_GATE_4_GRAY:
- if (!player->key[element - EL_GATE_1_GRAY])
- return MF_NO_ACTION;
- break;
-
- case EL_EM_GATE_1:
- case EL_EM_GATE_2:
- case EL_EM_GATE_3:
- case EL_EM_GATE_4:
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
- break;
-
- case EL_EM_GATE_1_GRAY:
- case EL_EM_GATE_2_GRAY:
- case EL_EM_GATE_3_GRAY:
- case EL_EM_GATE_4_GRAY:
- if (!player->key[element - EL_EM_GATE_1_GRAY])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
-#if 1
- PlaySoundLevelAction(x, y, ACTION_PASSING);
-#else
- PlaySoundLevel(x, y, SND_GATE_PASSING);
-#endif
- break;
-
- case EL_SWITCHGATE_OPEN:
- case EL_TIMEGATE_OPEN:
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
- break;
-
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
element != EL_SP_GRAVITY_PORT_DOWN &&
element != EL_SP_PORT_VERTICAL &&
element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(x + dx, y + dy) ||
- !IS_FREE(x + dx, y + dy))
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
/* automatically move to the next field with double speed */
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_PASSING);
+ PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
}
break;
- case EL_EXIT_CLOSED:
- case EL_SP_EXIT_CLOSED:
- case EL_EXIT_OPENING:
- return MF_NO_ACTION;
- break;
-
- case EL_EXIT_OPEN:
- case EL_SP_EXIT_OPEN:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- if (element == EL_EXIT_OPEN)
- PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
- else
- PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
-
- break;
-
case EL_LAMP:
Feld[x][y] = EL_LAMP_ACTIVE;
local_player->lights_still_needed--;
return MF_ACTION;
break;
-#if 0
- case EL_SOKOBAN_FIELD_EMPTY:
- break;
-#endif
-
- case EL_SOKOBAN_OBJECT:
- case EL_SOKOBAN_FIELD_FULL:
- case EL_SATELLITE:
- case EL_SP_DISK_YELLOW:
- case EL_BALLOON:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- player->Pushing = TRUE;
-
- if (!IN_LEV_FIELD(x+dx, y+dy)
- || (!IS_FREE(x+dx, y+dy)
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
- || !IS_SB_ELEMENT(element))))
- return MF_NO_ACTION;
-
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
-
- if (player->push_delay == 0)
- player->push_delay = FrameCounter;
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing && element != EL_BALLOON)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_BALLOON)
- return MF_NO_ACTION;
-#endif
+ default:
- if (IS_SB_ELEMENT(element))
+ if (IS_WALKABLE(element))
{
- if (element == EL_SOKOBAN_FIELD_FULL)
+ int sound_action = ACTION_WALKING;
+
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
{
- Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
}
- else
- RemoveField(x, y);
-
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
- local_player->sokobanfields_still_needed--;
- if (element == EL_SOKOBAN_OBJECT)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
-#else
- PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
-#endif
- else
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
}
- else
+ else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
- if (element == EL_SOKOBAN_FIELD_FULL)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
-#endif
- else
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
}
- }
- else
- {
- RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
- }
-
- player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
- DrawLevelField(x, y);
- DrawLevelField(x + dx, y + dy);
+ /* play sound from background or player, whatever is available */
+ if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+ PlaySoundLevelElementAction(x, y, element, sound_action);
+ else
+ PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
- if (IS_SB_ELEMENT(element) &&
- local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ break;
}
+ else if (IS_PASSABLE(element))
+ {
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ return MF_NO_ACTION;
- CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
-
- break;
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+ {
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
- case EL_PENGUIN:
- case EL_PIG:
- case EL_DRAGON:
- break;
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
- default:
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
- if (IS_WALKABLE(element))
- {
- PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
break;
}
else if (IS_DIGGABLE(element))
player->is_collecting = TRUE;
}
- RaiseScoreElement(element);
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ player->dynamite++;
+ player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+ player->key[key_nr] = TRUE;
+
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (element_info[element].gem_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].gem_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
+
+ RaiseScoreElement(element);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
+ CheckTriggeredElementChange(element, CE_OTHER_GETS_COLLECTED);
break;
}
else if (IS_PUSHABLE(element))
{
- if (mode == DF_SNAP)
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
return MF_NO_ACTION;
if (CAN_FALL(element) && dy)
return MF_NO_ACTION;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
+
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ return MF_NO_ACTION;
+
if (!player->Pushing &&
game.engine_version >= RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
return MF_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
player->push_delay = FrameCounter;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
return MF_NO_ACTION;
-#if 1
- InitMovingField(x, y, (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP : MV_DOWN));
- MovPos[x][y] = (dx != 0 ? dx : dy);
-#else
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
-#endif
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
+
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
+
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlaySoundLevelElementAction(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);
+ }
+ }
+ else
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+ InitMovingField(x, y, move_direction);
+
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
-#if 1
if (game.engine_version < RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#else
- player->push_delay_value = 2 + RND(8);
-#endif
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-
- CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
- CheckPlayerElementChange(x + dx, y + dy, element, CE_PUSHED_BY_PLAYER);
+ CheckTriggeredElementChange(element, CE_OTHER_GETS_PUSHED);
+ CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
break;
}
else
{
- CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ CheckTriggeredElementChange(element, CE_OTHER_GETS_PRESSED);
+ CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
}
return MF_NO_ACTION;
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
+ int snap_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
return FALSE;
if (player->snapped)
return FALSE;
- player->MovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = snap_direction;
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
+ case EL_SP_DISK_RED:
case EL_DYNABOMB_INCREASE_NUMBER:
case EL_DYNABOMB_INCREASE_SIZE:
case EL_DYNABOMB_INCREASE_POWER: