#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF (TRUE * 1)
+#define USE_NEW_STUFF ( * 1)
-#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_ANIM (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
+#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
/* for DigField() */
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+#if USE_NEW_ALL_SLIPPERY
+ /* initialize type of slippery elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ /* default: elements slip down either to the left or right randomly */
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ /* SP style elements prefer to slip down on the left side */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ /* BD style elements prefer to slip down on the left side */
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+#endif
+
/* initialize explosion and ignition delay */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
- /* Hero disappears */
+ /* player disappears */
if (ExitX >= 0 && ExitY >= 0)
DrawLevelField(ExitX, ExitY);
if (player == local_player) /* only visually relocate local player */
DrawRelocatePlayer(player);
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
if (IS_CUSTOM_ELEMENT(element))
if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
!PLAYER_EXPLOSION_PROTECTED(x, y))
{
- KillHeroUnlessExplosionProtected(x, y);
+ KillPlayerUnlessExplosionProtected(x, y);
border_explosion = TRUE;
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
if (impact && element == EL_AMOEBA_DROP)
{
if (object_hit && IS_PLAYER(x, y + 1))
- KillHeroUnlessEnemyProtected(x, y + 1);
+ KillPlayerUnlessEnemyProtected(x, y + 1);
else if (object_hit && smashed == EL_PENGUIN)
Bang(x, y + 1);
else
{
if (CAN_SMASH_PLAYER(element))
{
- KillHeroUnlessEnemyProtected(x, y + 1);
+ KillPlayerUnlessEnemyProtected(x, y + 1);
return;
}
}
Feld[x + 1][y + 1] == EL_ACID));
boolean can_fall_any = (can_fall_left || can_fall_right);
boolean can_fall_both = (can_fall_left && can_fall_right);
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+ if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
if (slippery_type == SLIPPERY_ONLY_LEFT)
can_fall_right = FALSE;
else if (slippery_type == SLIPPERY_ONLY_RIGHT)
can_fall_any = (can_fall_left || can_fall_right);
can_fall_both = (can_fall_left && can_fall_right);
}
+#endif
+#if USE_NEW_ALL_SLIPPERY
+#else
#if USE_NEW_SP_SLIPPERY
/* !!! better use the same properties as for custom elements here !!! */
else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
can_fall_both = FALSE;
}
#endif
+#endif
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_both)
+ {
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+
+ can_fall_both = FALSE;
+ }
+#else
if (can_fall_both)
{
if (game.emulation == EMU_BOULDERDASH ||
can_fall_both = FALSE;
}
+#endif
if (can_fall_any)
{
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_ENEMY_PROTECTED(newx, newy))
{
- TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
return;
}
DrawLevelElementAnimation(x, y, element);
if (DONT_TOUCH(element))
- TestIfBadThingTouchesHero(x, y);
+ TestIfBadThingTouchesPlayer(x, y);
return;
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesPlayer(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
if (!IS_CUSTOM_ELEMENT(element))
static int getModifiedActionNumber(int value_old, int operator, int operand,
int value_min, int value_max)
{
- int value_new = (operator == CA_MODE_ADD ? value_old + operand :
+ int value_new = (operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_ADD ? value_old + operand :
operator == CA_MODE_SUBTRACT ? value_old - operand :
operator == CA_MODE_MULTIPLY ? value_old * operand :
operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
- operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
value_old);
return (value_new < value_min ? value_min :
{
for (i = 0; i < MAX_PLAYERS; i++)
if (action_arg_player_bits & (1 << i))
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
break;
}
{
int move_stepsize = TILEX / stored_player[i].move_delay_value;
+ if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
+ {
+ /* translate "+" and "-" to "*" and "/" with powers of two */
+ action_arg_number = 1 << action_arg_number;
+ action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
+ CA_MODE_DIVIDE);
+ }
+
move_stepsize =
getModifiedActionNumber(move_stepsize,
action_mode,
stored_player[i].move_delay_value = TILEX / move_stepsize;
#if 0
- printf("::: move_delay_value == %d\n",
- stored_player[i].move_delay_value);
+ printf("::: move_delay_value == %d [%d]\n",
+ stored_player[i].move_delay_value, action_arg_number);
#endif
}
}
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
}
break;
Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
#endif
- TestIfBadThingTouchesHero(x, y);
+ TestIfBadThingTouchesPlayer(x, y);
TestIfPlayerTouchesCustomElement(x, y);
TestIfElementTouchesCustomElement(x, y);
}
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
- BuryHero(player);
+ BuryPlayer(player);
}
else
- TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
return MF_MOVING;
}
if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
}
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
return moved;
}
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || !player->MovPos)
+#if USE_NEW_PLAYER_SPEED
+ if (!player->active)
return;
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
+ return;
+#else
+ if (!player->active || player->MovPos == 0)
+ return;
+#endif
+
if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
+#if USE_NEW_PLAYER_SPEED
+ if (player->MovPos != 0) /* player has not yet reached destination */
+ return;
+#else
return;
+#endif
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
+#if 0
+ printf("::: player->MovPos: %d -> %d\n",
+ player->MovPos,
+ player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
+#endif
+
+#if USE_NEW_PLAYER_SPEED
+ if (player->MovPos != 0)
+ {
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+ }
+#else
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
/* before DrawPlayer() to draw correct player graphic for this case */
if (player->MovPos == 0)
CheckGravityMovement(player);
+#endif
if (player->MovPos == 0) /* player reached destination field */
{
+#if 0
+ printf("::: player reached destination field\n");
+#endif
+
if (player->move_delay_reset_counter > 0)
{
player->move_delay_reset_counter--;
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
DrawPlayer(player); /* needed here only to cleanup last field */
- RemoveHero(player);
+ RemovePlayer(player);
if (local_player->friends_still_needed == 0 ||
IS_SP_ELEMENT(Feld[jx][jy]))
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
/* needed because pushed element has not yet reached its destination,
TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
}
if (level.use_step_counter)
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
!IS_INDESTRUCTIBLE(bad_element))
Bang(kill_x, kill_y);
else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(good_x, good_y);
!IS_INDESTRUCTIBLE(bad_element))
Bang(bad_x, bad_y);
else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(kill_x, kill_y);
}
}
-void TestIfHeroTouchesBadThing(int x, int y)
+void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
}
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
{
TestIfGoodThingHitsBadThing(x, y, move_dir);
}
-void TestIfBadThingTouchesHero(int x, int y)
+void TestIfBadThingTouchesPlayer(int x, int y)
{
TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
{
TestIfBadThingHitsGoodThing(x, y, move_dir);
}
Bang(bad_x, bad_y);
}
-void KillHero(struct PlayerInfo *player)
+void KillPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
player->shield_deadly_time_left = 0;
Bang(jx, jy);
- BuryHero(player);
+ BuryPlayer(player);
}
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
{
if (!PLAYER_ENEMY_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
{
if (!PLAYER_EXPLOSION_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
- RemoveHero(player);
+ RemovePlayer(player);
}
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int i, found = FALSE;
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
+ if (player->is_moving)
+ DrawLevelField(player->last_jx, player->last_jy);
+
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
found = TRUE;