#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
-#define ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, condition) \
+#define GET_TARGET_ELEMENT(e, ch) \
+ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
(condition)))
-#if 0
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
(DONT_COLLIDE_WITH(e) && \
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
-#else
+
+#if 0
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
(DONT_COLLIDE_WITH(e) && \
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
#endif
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition)))
-
#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- 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))
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+#if 1
+#define SATELLITE_CAN_ENTER_FIELD(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+#else
+#define SATELLITE_CAN_ENTER_FIELD(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
+#endif
#if 0
#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#else
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, 0)
#endif
-#define YAMYAM_CAN_ENTER_FIELD(x, y) \
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#if 1
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+ IS_FOOD_PENGUIN(Feld[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#else
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_YAMYAM) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
Feld[x][y] == EL_DIAMOND))
-#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_DARK_YAMYAM) &&\
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-#define PACMAN_CAN_ENTER_FIELD(x, y) \
+#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_PACMAN) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
IS_AMOEBOID(Feld[x][y])))
-#define PIG_CAN_ENTER_FIELD(x, y) \
+#define PIG_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_PIG) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
IS_FOOD_PIG(Feld[x][y])))
-#define PENGUIN_CAN_ENTER_FIELD(x, y) \
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_PENGUIN) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
IS_FOOD_PENGUIN(Feld[x][y]) || \
Feld[x][y] == EL_EXIT_OPEN))
-#define DRAGON_CAN_ENTER_FIELD(x, y) \
+#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_DRAGON) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID)))
-#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_MOLE) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID) || \
(condition)))
-#define SPRING_CAN_ENTER_FIELD(x, y) \
+#define SPRING_CAN_ENTER_FIELD(e, x, y) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(EL_SPRING) && \
+ (CAN_MOVE_INTO_ACID(e) && \
Feld[x][y] == EL_ACID)))
+#endif
+
#define GROUP_NR(e) ((e) - EL_GROUP_START)
#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
#endif
#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static void TestIfElementHitsCustomElement(int, int, int);
+#if 0
+static void TestIfElementSmashesCustomElement(int, int, int);
+#endif
static void ChangeElement(int, int, int);
static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
#define CheckTriggeredElementChange(x, y, e, ev) \
- CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
+ CH_SIDE_ANY, -1)
#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
#define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
- CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1)
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
#define CheckTriggeredElementChangePage(x, y, e, ev, p) \
- CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
+ CH_SIDE_ANY, p)
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, ev) \
- CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
#define CheckElementChangePlayer(x, y, e, ev, p, s) \
- CheckElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckElementChangeSide(x, y, e, ev, s) \
- CheckElementChangeExt(x, y, e, ev, -1, s, -1)
-#define CheckElementChangePage(x, y, e, ev, p) \
- CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
+ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+#define CheckElementChangeSide(x, y, e, te, ev, s) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
+#define CheckElementChangePage(x, y, e, te, ev, p) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
static void PlayLevelSound(int, int, int);
static void PlayLevelSoundNearest(int, int, int);
InitField(x, y, init_game);
/* not needed to call InitMovDir() -- already done by InitField()! */
- if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
CAN_MOVE(Feld[x][y]))
InitMovDir(x, y);
}
InitField(x, y, init_game);
/* not needed to call InitMovDir() -- already done by InitField()! */
- if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
CAN_MOVE(old_element) &&
(old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
InitMovDir(x, y);
}
#endif
+ /* ---------- initialize run-time trigger player and element ------------- */
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].actual_trigger_element = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ }
+ }
+
/* ---------- initialize trigger events ---------------------------------- */
/* initialize trigger events information */
}
/* set push delay value for Supaplex elements for newer engine versions */
- if (game.engine_version >= VERSION_IDENT(3,0,9,0))
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
{
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (IS_SP_ELEMENT(i))
{
- element_info[i].push_delay_fixed = 6;
- element_info[i].push_delay_random = 0;
+ element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
+ element_info[i].push_delay_random = 0; /* ... from falling zonk */
}
}
}
player->use_murphy_graphic = FALSE;
player->block_last_field = FALSE;
+ player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
{
if (!IS_CUSTOM_ELEMENT(i))
{
- int num_phase = 9;
- int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
- int last_phase = num_phase * delay;
+ int num_phase = 8;
+ int delay = ((IS_SP_ELEMENT(i) &&
+ game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+ game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = (num_phase + 1) * delay;
int half_phase = (num_phase / 2) * delay;
- element_info[i].explosion_delay = last_phase;
+ element_info[i].explosion_delay = last_phase - 1;
element_info[i].ignition_delay = half_phase;
+#if 0
+ if (i == EL_BLACK_ORB)
+ element_info[i].ignition_delay = 0;
+#else
if (i == EL_BLACK_ORB)
element_info[i].ignition_delay = 1;
+#endif
}
- if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
- element_info[i].explosion_delay = 2;
+#if 0
+ if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
+ element_info[i].explosion_delay = 1;
if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
element_info[i].ignition_delay = 1;
+#endif
}
/* correct non-moving belts to start moving left */
some_player->present = FALSE;
some_player->active = FALSE;
+#if 0
+ player->element_nr = some_player->element_nr;
+#endif
+
StorePlayer[jx][jy] = player->element_nr;
player->jx = player->last_jx = jx;
player->jy = player->last_jy = jy;
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- content = element_info[element].change_page[i].content[xx][yy];
+ content= element_info[element].change_page[i].target_content[xx][yy];
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 1 || element < found_element))
boolean no_delay = (tape.index_search);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int old_jx, old_jy;
if (player->GameOver) /* do not reanimate dead player */
return;
-#if 1
RemoveField(x, y); /* temporarily remove newly placed player */
DrawLevelField(x, y);
-#endif
if (player->present)
{
player->is_moving = FALSE;
}
+ old_jx = player->jx;
+ old_jy = player->jy;
+
Feld[x][y] = element;
InitPlayerField(x, y, element, TRUE);
- if (player == local_player)
+ if (player != local_player) /* do not visually relocate other players */
+ return;
+
+ if (level.instant_relocation)
+ {
+#if 1
+ int offset = (setup.scroll_delay ? 3 : 0);
+ int jx = local_player->jx;
+ int jy = local_player->jy;
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+ }
+ else
+ {
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+ scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+ scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ }
+#else
+ scroll_x += (local_player->jx - old_jx);
+ scroll_y += (local_player->jy - old_jy);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
{
+#if 1
+ int offset = (setup.scroll_delay ? 3 : 0);
+ int jx = local_player->jx;
+ int jy = local_player->jy;
+ int scroll_xx = -999, scroll_yy = -999;
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+#if 1
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+#else
+ if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+ break;
+#endif
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+#else
int scroll_xx = -999, scroll_yy = -999;
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
while (scroll_xx != scroll_x || scroll_yy != scroll_y)
{
int dx = 0, dy = 0;
dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+#if 1
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+#else
+ if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+ break;
+#endif
+
scroll_x -= dx;
scroll_y -= dy;
BackToFront();
Delay(wait_delay_value);
}
+#endif
}
}
{
int center_element = Feld[ex][ey];
+#if 0
+ printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
+
#if 0
/* --- This is only really needed (and now handled) in "Impact()". --- */
/* do not explode moving elements that left the explode field in time */
}
#if 1
+
+#if 1
+ last_phase = element_info[center_element].explosion_delay + 1;
+#else
last_phase = element_info[center_element].explosion_delay;
#endif
+#if 0
+ printf("::: %d -> %d\n", center_element, last_phase);
+#endif
+#endif
+
for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
{
int xx = x - ex + 1;
break;
}
+#if 1
+ if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+ Store[x][y] = EL_EMPTY;
+#else
if (game.emulation == EMU_SUPAPLEX)
Store[x][y] = EL_EMPTY;
+#endif
}
else if (center_element == EL_MOLE)
Store[x][y] = EL_EMERALD_RED;
#if 1
ExplodeDelay[x][y] = last_phase;
#endif
+
+#if 0
+#if 1
+ GfxFrame[x][y] = 0; /* animation does not start until next frame */
+#else
+ GfxFrame[x][y] = -1; /* animation does not start until next frame */
+#endif
+#endif
+
Stop[x][y] = TRUE;
}
x = ex;
y = ey;
+#if 1
+ if (phase == 1)
+ GfxFrame[x][y] = 0; /* restart explosion animation */
+#endif
+
+#if 0
+ printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
#if 1
last_phase = ExplodeDelay[x][y];
#endif
if (IS_PLAYER(x, y))
border_element = StorePlayer[x][y];
+#if 0
+ printf("::: phase == %d\n", phase);
+#endif
+
if (phase == element_info[border_element].ignition_delay ||
phase == last_phase)
{
{
int element;
+#if 0
+ printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
+#endif
+
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
#if 1
/* !!! not needed !!! */
#if 1
- if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
InitMovDir(x, y);
#else
stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
IMG_SP_EXPLOSION);
#endif
+#if 1
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+#else
int frame = getGraphicAnimationFrame(graphic, phase - delay);
+#endif
+
+#if 0
+ printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
+#if 0
+ printf("::: %d / %d [%d - %d]\n",
+ GfxFrame[x][y], phase - delay, phase, delay);
+#endif
#if 0
printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
boolean object_hit = FALSE;
boolean impact = (lastline || object_hit);
int element = Feld[x][y];
- int smashed = EL_UNDEFINED;
+ int smashed = EL_STEELWALL;
if (!lastline) /* check if element below was hit */
{
PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
- else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
{
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
else
{
- CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+#if 0
+ TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
CheckTriggeredElementChangeSide(x, y + 1, smashed,
CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
- CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
+ CheckElementChangeSide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
}
}
else
{
- CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
}
}
}
else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
MovDelay[x][y] = 1;
}
+#if 0
else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
{
else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
MovDelay[x][y] = 1;
}
+#else
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
+ MovDelay[x][y] = 1;
+ }
+ else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
+#endif
else if (element == EL_YAMYAM)
{
- boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_DARK_YAMYAM)
{
- boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_PACMAN)
{
- boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_PIG)
{
- boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
- boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
boolean should_turn_left, should_turn_right, should_move_on;
int rnd_value = 24;
int rnd = RND(rnd_value);
}
else if (element == EL_DRAGON)
{
- boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(right_x, right_y);
- boolean can_move_on = DRAGON_CAN_ENTER_FIELD(move_x, move_y);
+ boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
int rnd_value = 24;
int rnd = RND(rnd_value);
else if (element == EL_MOLE)
{
boolean can_move_on =
- (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
IS_AMOEBOID(Feld[move_x][move_y]) ||
Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
boolean can_turn_left =
- (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
IS_AMOEBOID(Feld[left_x][left_y])));
boolean can_turn_right =
- (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
IS_AMOEBOID(Feld[right_x][right_y])));
if (can_turn_left && can_turn_right)
{
#if 0
if (MovDir[x][y] & MV_HORIZONTAL &&
- !SPRING_CAN_ENTER_FIELD(move_x, move_y))
+ !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = MV_NO_MOVING;
#else
if (MovDir[x][y] & MV_HORIZONTAL &&
- (!SPRING_CAN_ENTER_FIELD(move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(x, y + 1)))
+ (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
MovDir[x][y] = MV_NO_MOVING;
#endif
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
return;
MovDir[x][y] =
new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
return;
MovDir[x][y] = old_move_dir;
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] =
new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] = old_move_dir;
#endif
#if 1
- if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
(Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
{
else if (CAN_MOVE_INTO_ACID(element) &&
IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
(MovDir[x][y] == MV_DOWN ||
- game.engine_version > VERSION_IDENT(3,0,8,0)))
+ game.engine_version >= VERSION_IDENT(3,1,0,0)))
#else
else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
change->trigger_element == touched_element)
{
CheckElementChangePage(newx, newy, hitting_element,
- CE_OTHER_IS_HITTING, i);
+ touched_element, CE_OTHER_IS_HITTING, i);
break;
}
}
change->trigger_element == hitting_element)
{
CheckElementChangePage(nextx, nexty, touched_element,
- CE_OTHER_GETS_HIT, i);
+ hitting_element, CE_OTHER_GETS_HIT, i);
break;
}
}
static boolean ChangeElementNow(int x, int y, int element, int page)
{
struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ int target_element;
/* always use default change event to prevent running into a loop */
if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+ if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+ {
+ /* reset actual trigger element and player */
+ change->actual_trigger_element = EL_EMPTY;
+ change->actual_trigger_player = EL_PLAYER_1;
+ }
+
/* do not change already changed elements with same change event */
#if 0
if (Changed[x][y] & ChangeEvent[x][y])
return TRUE;
}
- if (change->use_content)
+ if (change->use_target_content)
{
- boolean complete_change = TRUE;
- boolean can_change[3][3];
+ boolean complete_replace = TRUE;
+ boolean can_replace[3][3];
int xx, yy;
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
- boolean half_destructible;
+ boolean is_empty;
+ boolean is_diggable;
+ boolean is_destructible;
int ex = x + xx - 1;
int ey = y + yy - 1;
+ int content_element = change->target_content[xx][yy];
int e;
- can_change[xx][yy] = TRUE;
+ can_replace[xx][yy] = TRUE;
if (ex == x && ey == y) /* do not check changing element itself */
continue;
- if (change->content[xx][yy] == EL_EMPTY_SPACE)
+ if (content_element == EL_EMPTY_SPACE)
{
- can_change[xx][yy] = FALSE; /* do not change empty borders */
+ can_replace[xx][yy] = FALSE; /* do not replace border with space */
continue;
}
if (!IN_LEV_FIELD(ex, ey))
{
- can_change[xx][yy] = FALSE;
- complete_change = FALSE;
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
continue;
}
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
e = MovingOrBlocked2Element(ex, ey);
+#if 1
+ is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
+ IS_WALKABLE(content_element)));
+ is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+
+ can_replace[xx][yy] =
+ ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+ (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+ (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
+
+ if (!can_replace[xx][yy])
+ complete_replace = FALSE;
+#else
+ empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
+ IS_WALKABLE(content_element)));
+#if 1
+ half_destructible = (empty_for_element || IS_DIGGABLE(e));
+#else
half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+#endif
- 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)))
+ if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
+ (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
+ (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
{
- can_change[xx][yy] = FALSE;
- complete_change = FALSE;
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
}
+#endif
}
- if (!change->only_complete || complete_change)
+ if (!change->only_if_complete || complete_replace)
{
boolean something_has_changed = FALSE;
- if (change->only_complete && change->use_random_change &&
- RND(100) < change->random)
+ if (change->only_if_complete && change->use_random_replace &&
+ RND(100) < change->random_percentage)
return FALSE;
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
int ex = x + xx - 1;
int ey = y + yy - 1;
+ int content_element;
- if (can_change[xx][yy] && (!change->use_random_change ||
- RND(100) < change->random))
+ if (can_replace[xx][yy] && (!change->use_random_replace ||
+ RND(100) < change->random_percentage))
{
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
RemoveMovingField(ex, ey);
ChangeEvent[ex][ey] = ChangeEvent[x][y];
- ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+ content_element = change->target_content[xx][yy];
+ target_element = GET_TARGET_ELEMENT(content_element, change);
+
+ ChangeElementNowExt(ex, ey, target_element);
something_has_changed = TRUE;
}
else
{
- ChangeElementNowExt(x, y, change->target_element);
+ target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+ ChangeElementNowExt(x, y, target_element);
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
{
page = ChangePage[x][y];
ChangePage[x][y] = -1;
+
+ change = &ei->change_page[page];
}
#if 0
int trigger_page)
{
int i, j, x, y;
+ int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
change->events & CH_EVENT_BIT(trigger_event) &&
change->trigger_side & trigger_side &&
change->trigger_player & trigger_player &&
- change->trigger_page & (1 << trigger_page) &&
+ change->trigger_page & trigger_page_bits &&
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
#if 0
change_element = TRUE;
page = j;
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
break;
}
}
static boolean CheckElementChangeExt(int x, int y,
int element,
+ int trigger_element,
int trigger_event,
int trigger_player,
int trigger_side,
change_element = TRUE;
trigger_page = i;
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
break;
}
}
if (!change_element)
return FALSE;
}
+ else
+ {
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1; /* unused */
+ }
#else
#if 0
/* !!! TEST !!! */
- CheckGravityMovement(player);
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
#endif
if (button1)
snapped = SnapField(player, dx, dy);
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
#if 1
+ if (recorded_player_action == NULL && tape.pausing)
+ return;
+#endif
+
+#if 0
+ printf("::: %d\n", stored_player[0].action);
+#endif
+
+#if 0
if (recorded_player_action != NULL)
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].action = recorded_player_action[i];
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
+#if 1
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
+#endif
+
+#if 1
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ tape_action[i] = stored_player[i].effective_action;
+
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ }
+
+ /* only save actions from input devices, but not programmed actions */
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+#endif
+
for (i = 0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
#if 1
- /* OLD: overwrite programmed action with tape action (BAD!!!) */
+ /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
+ - rnd_equinox_tetrachloride 048
+ - rnd_equinox_tetrachloride_ii 096
+ - rnd_emanuel_schmieg 002
+ - doctor_sloan_ww 001, 020
+ */
+ if (stored_player[i].MovPos == 0)
+ CheckGravityMovement(&stored_player[i]);
+#endif
+
+#if 1
+ /* overwrite programmed action with tape action */
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
#endif
+#if 0
+ if (stored_player[i].programmed_action)
+ printf("::: %d\n", stored_player[i].programmed_action);
+#endif
+
if (recorded_player_action)
{
#if 0
}
#if 0
- /* NEW: overwrite tape action with programmed action */
+ /* overwrite tape action with programmed action */
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
#endif
+#if 0
+ if (i == 0)
+ printf("::: action: %d: %x [%d]\n",
+ stored_player[i].MovPos, actual_player_action, FrameCounter);
+#endif
+
+#if 1
+ PlayerActions(&stored_player[i], actual_player_action);
+#else
tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
if (tape.recording && tape_action[i] && !tape.player_participates[i])
tape.player_participates[i] = TRUE; /* player just appeared from CE */
+#endif
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
-#if 1
+#if 0
if (tape.recording)
TapeRecordAction(tape_action);
#endif
{
if (game.gravity && !player->programmed_action)
{
- int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
- int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
+#if 1
+ int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+ int move_dir_vertical = player->effective_action & MV_VERTICAL;
+#else
+ int move_dir_horizontal = player->action & MV_HORIZONTAL;
+ int move_dir_vertical = player->action & MV_VERTICAL;
+#endif
int move_dir =
- (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+ (player->last_move_dir & MV_HORIZONTAL ?
(move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
(move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
int jx = player->jx, jy = player->jy;
int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
int new_jx = jx + dx, new_jy = jy + dy;
- boolean field_under_player_is_free =
- (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+#if 1
+ boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+ boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
+#if 1
+ boolean player_can_fall_down =
+ (IN_LEV_FIELD(jx, jy + 1) &&
+ (IS_FREE(jx, jy + 1) ||
+ (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
+#else
+ boolean player_can_fall_down =
+ (IN_LEV_FIELD(jx, jy + 1) &&
+ (IS_FREE(jx, jy + 1)));
+#endif
boolean player_is_moving_to_valid_field =
- (IN_LEV_FIELD(new_jx, new_jy) &&
+ (
+#if 1
+ !player_is_snapping &&
+#endif
+ IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND ||
(IS_SP_PORT(Feld[new_jx][new_jy]) &&
(IS_WALKABLE(Feld[jx][jy]) &&
!(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
- if (field_under_player_is_free &&
+#if 0
+ printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
+ player_can_fall_down,
+ player_is_standing_on_valid_field,
+ player_is_moving_to_valid_field,
+ (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
+#endif
+
+ if (player_can_fall_down &&
!player_is_standing_on_valid_field &&
!player_is_moving_to_valid_field)
+ {
+#if 0
+ printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
+ jx, jy, FrameCounter);
+#endif
+
player->programmed_action = MV_DOWN;
+ }
}
}
player->move_delay_value = original_move_delay_value;
}
- if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+ if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
(player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
/* don't scroll against the player's moving direction */
- if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
(player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
scroll_x = old_scroll_x;
}
else /* player has moved vertically */
{
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
(player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
/* don't scroll against the player's moving direction */
- if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
(player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
scroll_y = old_scroll_y;
}
player->is_dropping = FALSE;
-#if 1
+#if 0
+ /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
{
static int trigger_sides[4][2] =
{
player->LevelSolved = player->GameOver = TRUE;
}
+#if 1
+ /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+ /* this breaks one level: "machine", level 000 */
+ {
+ static int trigger_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int move_direction = player->MovDir;
+ int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+ int old_jx = last_jx;
+ int old_jy = last_jy;
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+ {
+ CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+ CE_OTHER_GETS_LEFT,
+ player->index_bit, leave_side);
+ CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+ CE_OTHER_GETS_ENTERED,
+ player->index_bit, enter_side);
+ CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+ }
+#endif
+
+ }
+#endif
+
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
boolean change_center_element = FALSE;
int center_element_change_page = 0;
int center_element = Feld[x][y]; /* should always be non-moving! */
+ int border_trigger_element;
int i, j;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
change_center_element = TRUE;
center_element_change_page = j;
+ border_trigger_element = border_element;
break;
}
#endif
)
{
- CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING,
- j);
+#if 0
+ printf("::: border_element %d, %d\n", x, y);
+#endif
+
+ CheckElementChangePage(xx, yy, border_element, center_element,
+ CE_OTHER_IS_TOUCHING, j);
break;
}
}
}
if (change_center_element)
- CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING,
- center_element_change_page);
+ {
+#if 0
+ printf("::: center_element %d, %d\n", x, y);
+#endif
+
+ CheckElementChangePage(x, y, center_element, border_trigger_element,
+ CE_OTHER_IS_TOUCHING, center_element_change_page);
+ }
}
void TestIfElementHitsCustomElement(int x, int y, int direction)
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int hitx = x + dx, hity = y + dy;
int hitting_element = Feld[x][y];
+ int touched_element;
#if 0
boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
!IS_FREE(hitx, hity) &&
return;
#endif
- CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING,
- direction);
+ touched_element = (IN_LEV_FIELD(hitx, hity) ?
+ MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+ CheckElementChangeSide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
if (IN_LEV_FIELD(hitx, hity))
{
int opposite_direction = MV_DIR_OPPOSITE(direction);
int hitting_side = direction;
int touched_side = opposite_direction;
+#if 0
int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
#if 1
boolean object_hit = (!IS_MOVING(hitx, hity) ||
MovDir[hitx][hity] != direction ||
{
int i;
- CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING,
- opposite_direction);
+ CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
if (IS_CUSTOM_ELEMENT(hitting_element) &&
HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
#endif
)
{
- CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING,
- i);
+ CheckElementChangePage(x, y, hitting_element, touched_element,
+ CE_OTHER_IS_HITTING, i);
break;
}
}
)
{
CheckElementChangePage(hitx, hity, touched_element,
- CE_OTHER_GETS_HIT, i);
+ hitting_element, CE_OTHER_GETS_HIT, i);
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+#if 0
+void TestIfElementSmashesCustomElement(int x, int y, int direction)
+{
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int hitx = x + dx, hity = y + dy;
+ int hitting_element = Feld[x][y];
+ int touched_element;
+#if 0
+ boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+ !IS_FREE(hitx, hity) &&
+ (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
+
+ if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+ return;
+
+#if 0
+ if (IN_LEV_FIELD(hitx, hity) && !object_hit)
+ return;
+#endif
+
+ touched_element = (IN_LEV_FIELD(hitx, hity) ?
+ MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+ CheckElementChangeSide(x, y, hitting_element, touched_element,
+ EP_CAN_SMASH_EVERYTHING, direction);
+
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+#if 0
+ int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
+#if 1
+ boolean object_hit = (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2);
+
+ object_hit = TRUE;
+#endif
+
+ if (object_hit)
+ {
+ int i;
+
+ CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
+ CE_SMASHED_BY_SOMETHING, opposite_direction);
+
+ if (IS_CUSTOM_ELEMENT(hitting_element) &&
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
+ {
+ for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[hitting_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
+ change->trigger_side & touched_side &&
+
+#if 1
+ IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+ change->trigger_element == touched_element
+#endif
+ )
+ {
+ CheckElementChangePage(x, y, hitting_element, touched_element,
+ CE_OTHER_IS_SMASHING, i);
+ break;
+ }
+ }
+ }
+
+ if (IS_CUSTOM_ELEMENT(touched_element) &&
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+ {
+ for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[touched_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
+ change->trigger_side & hitting_side &&
+#if 1
+ IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+ change->trigger_element == hitting_element
+#endif
+ )
+ {
+ CheckElementChangePage(hitx, hity, touched_element,
+ hitting_element, CE_OTHER_GETS_SMASHED, i);
break;
}
}
}
}
}
+#endif
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
DOUBLE_PLAYER_SPEED(player);
#endif
+#if 0
+ printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+#endif
+
PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
+#if 0
+ if (player->MovPos)
+ return FALSE;
+#else
if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
+#endif
if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
#if 1
TestIfElementHitsCustomElement(jx, jy, direction);
#else
- CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING,
- direction);
+ CheckElementChangeSide(jx, jy, new_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
#endif
}
}
else
{
+
+#if 1
+ if (tape.playing && tape.index_search)
+ {
+ SetDrawDeactivationMask(REDRAW_NONE);
+ audio.sound_deactivated = FALSE;
+ }
+#endif
+
OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+#if 1
+ if (tape.playing && tape.index_search)
+ {
+ SetDrawDeactivationMask(REDRAW_FIELD);
+ audio.sound_deactivated = TRUE;
+ }
+#endif
+
}
}