static void KillPlayerUnlessEnemyProtected(int, int);
static void KillPlayerUnlessExplosionProtected(int, int);
+static void CheckNextToConditions(int, int);
+static void TestIfPlayerNextToCustomElement(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementNextToCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static void TestIfElementHitsCustomElement(int, int, int);
void Bang(int, int);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
-void NewHighScore(int);
+void NewHighScore(int, boolean);
void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
{ EL_UNDEFINED, MV_NONE }
};
+static struct XY xy_topdown[] =
+{
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+};
+
static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
player->active = TRUE;
// remove potentially duplicate players
- if (StorePlayer[jx][jy] == Tile[x][y])
+ if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
StorePlayer[jx][jy] = 0;
StorePlayer[x][y] = Tile[x][y];
break;
case EL_STONEBLOCK:
- if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
+ if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
Tile[x][y] = EL_ACID_POOL_TOPLEFT;
- else if (x > 0 && Tile[x-1][y] == EL_ACID)
+ else if (x > 0 && Tile[x - 1][y] == EL_ACID)
Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
- else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
- else if (y > 0 && Tile[x][y-1] == EL_ACID)
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID)
Tile[x][y] = EL_ACID_POOL_BOTTOM;
- else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
break;
InitField(x, y, init_game);
}
+ else if (IS_EMPTY_ELEMENT(element))
+ {
+ GfxElementEmpty[x][y] = element;
+ Tile[x][y] = EL_EMPTY;
+
+ if (element_info[element].use_gfx_element)
+ game.use_masked_elements = TRUE;
+ }
break;
}
game_sp.time_played :
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.energy_left :
- game.no_time_limit ? TimePlayed : TimeLeft);
+ game.no_level_time_limit ? TimePlayed : TimeLeft);
int score = (game.LevelSolved ?
game.LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
int element = gpc->value;
int graphic = el2panelimg(element);
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
- sync_random_frame : INIT_GFX_RANDOM());
+ sync_random_frame :
+ graphic_info[graphic].anim_global_anim_sync ?
+ getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
int last_anim_random_frame = gfx.anim_random_frame;
int graphic = gpc->graphic;
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
- sync_random_frame : INIT_GFX_RANDOM());
+ sync_random_frame :
+ graphic_info[graphic].anim_global_anim_sync ?
+ getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
if (type == TYPE_INTEGER)
{
if (nr == GAME_PANEL_LEVEL_NUMBER ||
+ nr == GAME_PANEL_INVENTORY_COUNT ||
+ nr == GAME_PANEL_SCORE ||
+ nr == GAME_PANEL_HIGHSCORE ||
nr == GAME_PANEL_TIME)
{
boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
if (use_dynamic_size) // use dynamic number of digits
{
- int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
- int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
- int size2 = size1 + 1;
+ int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
+ nr == GAME_PANEL_INVENTORY_COUNT ||
+ nr == GAME_PANEL_TIME ? 1000 : 100000);
+ int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
+ nr == GAME_PANEL_INVENTORY_COUNT ||
+ nr == GAME_PANEL_TIME ? 1 : 2);
+ int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
+ nr == GAME_PANEL_INVENTORY_COUNT ||
+ nr == GAME_PANEL_TIME ? 3 : 5);
+ int size2 = size1 + size_add;
int font1 = pos->font;
int font2 = pos->font_alt;
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
- player->actual_frame_counter = 0;
+ player->actual_frame_counter.count = 0;
+ player->actual_frame_counter.value = 1;
player->step_counter = 0;
game.panel.active = TRUE;
- game.no_time_limit = (level.time == 0);
+ game.no_level_time_limit = (level.time == 0);
+ game.time_limit = (leveldir_current->time_limit && setup.time_limit);
game.yamyam_content_nr = 0;
game.robot_wheel_active = FALSE;
game.envelope_active = FALSE;
+ // special case: set custom artwork setting to initial value
+ game.use_masked_elements = game.use_masked_elements_initial;
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
GfxFrame[x][y] = 0;
GfxRandom[x][y] = INIT_GFX_RANDOM();
+ GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxElementEmpty[x][y] = EL_EMPTY;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
GfxRedraw[x][y] = GFX_REDRAW_NONE;
if (setup.sound_music)
PlayLevelMusic();
}
+
+ SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
static void LevelSolved_SetFinalGameValues(void)
{
- game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
game.score_time_final = (level.use_step_counter ? TimePlayed :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
game.LevelSolved = TRUE;
game.GameOver = TRUE;
+ tape.solved = TRUE;
+
// needed here to display correct panel values while player walks into exit
LevelSolved_SetFinalGameValues();
}
time_final = 0;
time_frames = time_frames_left;
}
- else if (game.no_time_limit && TimePlayed < time_final_max)
+ else if (game.no_level_time_limit && TimePlayed < time_final_max)
{
time_final = time_final_max;
time_frames = time_frames_final_max - time_frames_played;
{
// used instead of "level_nr" (needed for network games)
int last_level_nr = levelset.level_nr;
+ boolean tape_saved = FALSE;
game.LevelSolved_GameEnd = TRUE;
- if (game.LevelSolved_SaveTape)
+ if (game.LevelSolved_SaveTape && !score_info_tape_play)
{
// make sure that request dialog to save tape does not open door again
if (!global.use_envelope_request)
CloseDoor(DOOR_CLOSE_1);
- SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
+ // ask to save tape
+ tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
// set unique basename for score tape (also saved in high score table)
strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
// if no tape is to be saved, close both doors simultaneously
CloseDoor(DOOR_CLOSE_ALL);
- if (level_editor_test_game)
+ if (level_editor_test_game || score_info_tape_play)
{
SetGameStatus(GAME_MODE_MAIN);
}
// save score and score tape before potentially erasing tape below
- NewHighScore(last_level_nr);
+ NewHighScore(last_level_nr, tape_saved);
if (setup.increment_levels &&
level_nr < leveldir_current->last_level &&
if (setup.auto_play_next_level)
{
+ scores.continue_playing = TRUE;
+ scores.next_level_nr = level_nr;
+
LoadLevel(level_nr);
SaveLevelSetup_SeriesInfo();
DrawHallOfFame(last_level_nr);
}
- else if (setup.auto_play_next_level && setup.increment_levels &&
- last_level_nr < leveldir_current->last_level &&
- !network_playing)
+ else if (scores.continue_playing)
{
StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
// (special case: historic score entries have an empty tape basename entry)
if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
!strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
+ {
+ // add fields from server score entry not stored in local score entry
+ // (currently, this means setting platform, version and country fields;
+ // in rare cases, this may also correct an invalid score value, as
+ // historic scores might have been truncated to 16-bit values locally)
+ *entry = *new_entry;
+
return -1;
+ }
if (is_better || entry_is_empty)
{
}
}
- return -1;
+ // special case: new score is beyond the last high score list position
+ return MAX_SCORE_ENTRIES;
}
-void NewHighScore(int level_nr)
+void NewHighScore(int level_nr, boolean tape_saved)
{
struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
boolean one_per_name = FALSE;
scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
- if (scores.last_added >= 0)
+ if (scores.last_added >= MAX_SCORE_ENTRIES)
{
- SaveScore(level_nr);
+ scores.last_added = MAX_SCORE_ENTRIES - 1;
+ scores.force_last_added = TRUE;
+
+ scores.entry[scores.last_added] = new_entry;
// store last added local score entry (before merging server scores)
scores.last_added_local = scores.last_added;
+
+ return;
}
- if (game.LevelSolved_SaveTape)
+ if (scores.last_added < 0)
+ return;
+
+ SaveScore(level_nr);
+
+ // store last added local score entry (before merging server scores)
+ scores.last_added_local = scores.last_added;
+
+ if (!game.LevelSolved_SaveTape)
+ return;
+
+ SaveScoreTape(level_nr);
+
+ if (setup.ask_for_using_api_server)
{
- SaveScoreTape(level_nr);
- SaveServerScore(level_nr);
+ setup.use_api_server =
+ Request("Upload your score and tape to the high score server?", REQ_ASK);
+
+ if (!setup.use_api_server)
+ Request("Not using high score server! Use setup menu to enable again!",
+ REQ_CONFIRM);
+
+ runtime.use_api_server = setup.use_api_server;
+
+ // after asking for using API server once, do not ask again
+ setup.ask_for_using_api_server = FALSE;
+
+ SaveSetup_ServerSetup();
}
+
+ SaveServerScore(level_nr, tape_saved);
}
void MergeServerScore(void)
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
+ else if (graphic_info[graphic].anim_global_anim_sync)
+ GfxFrame[x][y] = getGlobalAnimSyncFrame();
else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
else if (game.use_masked_elements)
DrawLevelElement(x, y, EL_EMPTY);
- frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ frame = getGraphicAnimationFrameXY(graphic, x, y);
if (Back[x][y] || Store[x][y] || game.use_masked_elements)
DrawGraphicThruMask(sx, sy, graphic, frame);
*sy = (sy1 + sy2) / 2;
}
-static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
boolean center_screen, boolean quick_relocation)
{
unsigned int frame_delay_value_old = GetVideoFrameDelay();
}
// only visually relocate centered player
- DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
FALSE, level.instant_relocation);
TestIfPlayerTouchesBadThing(jx, jy);
return;
}
+ // this can happen if the player was just killed by an explosion
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ GfxElement[x][y] = EL_EMPTY;
+
if (phase == last_phase)
{
int element;
else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ int frame = getGraphicAnimationFrameXY(graphic, x, y);
if (phase == delay)
TEST_DrawLevelFieldCrumbled(x, y);
}
else if (IS_WALKABLE_UNDER(Back[x][y]))
{
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelGraphic(x, y, graphic, frame);
DrawLevelElementThruMask(x, y, Back[x][y]);
}
else if (!IS_WALKABLE_INSIDE(Back[x][y]))
- DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelGraphic(x, y, graphic, frame);
}
}
int dynabomb_size = 1;
boolean dynabomb_xl = FALSE;
struct PlayerInfo *player;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
if (IS_ACTIVE_BOMB(dynabomb_element))
{
{
for (j = 1; j <= dynabomb_size; j++)
{
- int x = ex + j * xy[i][0];
- int y = ey + j * xy[i][1];
+ int x = ex + j * xy[i].x;
+ int y = ey + j * xy[i].y;
int element;
if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
}
}
-static void ToggleSwitchgateSwitch(int x, int y)
+static void ToggleSwitchgateSwitch(void)
{
int xx, yy;
smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
- ToggleSwitchgateSwitch(x, y + 1);
+ ToggleSwitchgateSwitch();
}
else if (smashed == EL_LIGHT_SWITCH ||
smashed == EL_LIGHT_SWITCH_ACTIVE)
if (element == EL_PENGUIN)
{
int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int ex = x + xy[i][0];
- int ey = y + xy[i][1];
+ int ex = x + xy[i].x;
+ int ey = y + xy[i].y;
if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
Tile[ex][ey] == EL_EM_EXIT_OPEN ||
}
else if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
- static int test_xy[7][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 },
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- };
- static int test_dir[7] =
+ struct XY *test_xy = xy_topdown;
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
MV_RIGHT,
- MV_DOWN,
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
+ MV_DOWN
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; // start with very low preference
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int move_dir = test_dir[start_test + i];
+ int j = (start_test + i) % 4;
+ int move_dir = test_dir[j];
int move_dir_preference;
- xx = x + test_xy[start_test + i][0];
- yy = y + test_xy[start_test + i][1];
+ xx = x + test_xy[j].x;
+ yy = y + test_xy[j].y;
if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
(IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ int frame = getGraphicAnimationFrameXY(graphic, x, y);
GfxAction[x][y] = ACTION_ATTACKING;
if (IN_SCR_FIELD(sx, sy))
{
TEST_DrawLevelFieldCrumbled(xx, yy);
- DrawGraphic(sx, sy, flame_graphic, frame);
+ DrawScreenGraphic(sx, sy, flame_graphic, frame);
}
}
else
GfxDir[x][y] = diagonal_move_dir;
ChangeDelay[x][y] = change_delay;
+ if (Store[x][y] == EL_EMPTY)
+ Store[x][y] = GfxElementEmpty[x][y];
+
graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
GfxDir[x][y]);
int i;
int element = Tile[ax][ay];
int group_nr = 0;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int x = ax + xy[i][0];
- int y = ay + xy[i][1];
+ int x = ax + xy[i].x;
+ int y = ay + xy[i].y;
if (!IN_LEV_FIELD(x, y))
continue;
{
int i, x, y, xx, yy;
int new_group_nr = AmoebaNr[ax][ay];
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
if (new_group_nr == 0)
return;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ x = ax + xy[i].x;
+ y = ay + xy[i].y;
if (!IN_LEV_FIELD(x, y))
continue;
}
else
{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- x = ax + xy[i][0];
- y = ay + xy[i][1];
+ x = ax + xy[i].x;
+ y = ay + xy[i].y;
if (!IN_LEV_FIELD(x, y))
continue;
static void AmoebaGrowing(int x, int y)
{
- static unsigned int sound_delay = 0;
- static unsigned int sound_delay_value = 0;
+ static DelayCounter sound_delay = { 0 };
if (!MovDelay[x][y]) // start new growing cycle
{
MovDelay[x][y] = 7;
- if (DelayReached(&sound_delay, sound_delay_value))
+ if (DelayReached(&sound_delay))
{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
- sound_delay_value = 30;
+ sound_delay.value = 30;
}
}
int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6 - MovDelay[x][y]);
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+ DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
}
if (!MovDelay[x][y])
static void AmoebaShrinking(int x, int y)
{
- static unsigned int sound_delay = 0;
- static unsigned int sound_delay_value = 0;
+ static DelayCounter sound_delay = { 0 };
if (!MovDelay[x][y]) // start new shrinking cycle
{
MovDelay[x][y] = 7;
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
+ if (DelayReached(&sound_delay))
+ sound_delay.value = 30;
}
if (MovDelay[x][y]) // wait some time before shrinking
int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6 - MovDelay[x][y]);
- DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+ DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
}
if (!MovDelay[x][y])
int graphic = el2img(element);
int newax = ax, neway = ay;
boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
{
int start = RND(4);
- int x = ax + xy[start][0];
- int y = ay + xy[start][1];
+ int x = ax + xy[start].x;
+ int y = ay + xy[start].y;
if (!IN_LEV_FIELD(x, y))
return;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
int j = (start + i) % 4;
- int x = ax + xy[j][0];
- int y = ay + xy[j][1];
+ int x = ax + xy[j].x;
+ int y = ay + xy[j].y;
if (!IN_LEV_FIELD(x, y))
continue;
num_neighbours <= life_parameter[3])
{
Tile[xx][yy] = element;
- MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+ MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
if (Tile[xx][yy] != old_element)
TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
}
}
-static void MauerWaechst(int x, int y)
+static void WallGrowing(int x, int y)
{
int delay = 6;
int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelGraphic(x, y, graphic, frame);
}
if (!MovDelay[x][y])
}
}
-static void MauerAbleger(int ax, int ay)
+static void CheckWallGrowing(int ax, int ay)
{
int element = Tile[ax][ay];
int graphic = el2img(element);
- boolean oben_frei = FALSE, unten_frei = FALSE;
- boolean links_frei = FALSE, rechts_frei = FALSE;
- boolean oben_massiv = FALSE, unten_massiv = FALSE;
- boolean links_massiv = FALSE, rechts_massiv = FALSE;
- boolean new_wall = FALSE;
+ boolean free_top = FALSE;
+ boolean free_bottom = FALSE;
+ boolean free_left = FALSE;
+ boolean free_right = FALSE;
+ boolean stop_top = FALSE;
+ boolean stop_bottom = FALSE;
+ boolean stop_left = FALSE;
+ boolean stop_right = FALSE;
+ boolean new_wall = FALSE;
+
+ boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY);
+
+ boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY);
+
+ boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY);
+
+ boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL);
+
+ boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
+
+ int wall_growing = (is_steelwall ?
+ EL_EXPANDABLE_STEELWALL_GROWING :
+ EL_EXPANDABLE_WALL_GROWING);
+
+ int gfx_wall_growing_up = (is_steelwall ?
+ IMG_EXPANDABLE_STEELWALL_GROWING_UP :
+ IMG_EXPANDABLE_WALL_GROWING_UP);
+ int gfx_wall_growing_down = (is_steelwall ?
+ IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
+ IMG_EXPANDABLE_WALL_GROWING_DOWN);
+ int gfx_wall_growing_left = (is_steelwall ?
+ IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
+ IMG_EXPANDABLE_WALL_GROWING_LEFT);
+ int gfx_wall_growing_right = (is_steelwall ?
+ IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
+ IMG_EXPANDABLE_WALL_GROWING_RIGHT);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
return;
}
- if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
- oben_frei = TRUE;
- if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
- unten_frei = TRUE;
- if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
- links_frei = TRUE;
- if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
- rechts_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
+ free_top = TRUE;
+ if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
+ free_bottom = TRUE;
+ if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
+ free_left = TRUE;
+ if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
+ free_right = TRUE;
- if (element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
+ if (grow_vertical)
{
- if (oben_frei)
+ if (free_top)
{
- Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax][ay-1] = element;
- GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
- IMG_EXPANDABLE_WALL_GROWING_UP, 0);
- new_wall = TRUE;
- }
- if (unten_frei)
- {
- Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax][ay+1] = element;
- GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
- IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
- new_wall = TRUE;
- }
- }
+ Tile[ax][ay - 1] = wall_growing;
+ Store[ax][ay - 1] = element;
+ GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
- if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL ||
- element == EL_BD_EXPANDABLE_WALL)
- {
- if (links_frei)
- {
- Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax-1][ay] = element;
- GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
- IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
- new_wall = TRUE;
- }
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
+ DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
- if (rechts_frei)
- {
- Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
- Store[ax+1][ay] = element;
- GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
- IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
new_wall = TRUE;
}
- }
-
- if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- TEST_DrawLevelField(ax, ay);
-
- if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
- oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
- unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
- links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
- rechts_massiv = TRUE;
-
- if (((oben_massiv && unten_massiv) ||
- element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL) &&
- ((links_massiv && rechts_massiv) ||
- element == EL_EXPANDABLE_WALL_VERTICAL))
- Tile[ax][ay] = EL_WALL;
-
- if (new_wall)
- PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-}
-
-static void MauerAblegerStahl(int ax, int ay)
-{
- int element = Tile[ax][ay];
- int graphic = el2img(element);
- boolean oben_frei = FALSE, unten_frei = FALSE;
- boolean links_frei = FALSE, rechts_frei = FALSE;
- boolean oben_massiv = FALSE, unten_massiv = FALSE;
- boolean links_massiv = FALSE, rechts_massiv = FALSE;
- boolean new_wall = FALSE;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
-
- if (!MovDelay[ax][ay]) // start building new wall
- MovDelay[ax][ay] = 6;
-
- if (MovDelay[ax][ay]) // wait some time before building new wall
- {
- MovDelay[ax][ay]--;
- if (MovDelay[ax][ay])
- return;
- }
+ if (free_bottom)
+ {
+ Tile[ax][ay + 1] = wall_growing;
+ Store[ax][ay + 1] = element;
+ GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
- if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
- oben_frei = TRUE;
- if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
- unten_frei = TRUE;
- if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
- links_frei = TRUE;
- if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
- rechts_frei = TRUE;
+ if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
+ DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
- if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
- element == EL_EXPANDABLE_STEELWALL_ANY)
- {
- if (oben_frei)
- {
- Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
- Store[ax][ay-1] = element;
- GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
- IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
- new_wall = TRUE;
- }
- if (unten_frei)
- {
- Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
- Store[ax][ay+1] = element;
- GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
- if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
- DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
- IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
new_wall = TRUE;
}
}
- if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
- element == EL_EXPANDABLE_STEELWALL_ANY)
+ if (grow_horizontal)
{
- if (links_frei)
+ if (free_left)
{
- Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
- Store[ax-1][ay] = element;
- GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
- IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+ Tile[ax - 1][ay] = wall_growing;
+ Store[ax - 1][ay] = element;
+ GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
+
+ if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
+ DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
+
new_wall = TRUE;
}
- if (rechts_frei)
+ if (free_right)
{
- Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
- Store[ax+1][ay] = element;
- GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
- DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
- IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+ Tile[ax + 1][ay] = wall_growing;
+ Store[ax + 1][ay] = element;
+ GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
+
+ if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
+ DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
+
new_wall = TRUE;
}
}
- if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
- oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
- unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
- links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
- rechts_massiv = TRUE;
+ if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
+ TEST_DrawLevelField(ax, ay);
- if (((oben_massiv && unten_massiv) ||
- element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
- ((links_massiv && rechts_massiv) ||
- element == EL_EXPANDABLE_STEELWALL_VERTICAL))
- Tile[ax][ay] = EL_STEELWALL;
+ if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
+ stop_top = TRUE;
+ if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
+ stop_bottom = TRUE;
+ if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
+ stop_left = TRUE;
+ if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
+ stop_right = TRUE;
+
+ if (((stop_top && stop_bottom) || stop_horizontal) &&
+ ((stop_left && stop_right) || stop_vertical))
+ Tile[ax][ay] = EL_WALL;
if (new_wall)
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
{
int i, j;
boolean dragon_found = FALSE;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
for (j = 0; j < 4; j++)
{
- int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+ int xx = x + j * xy[i].x;
+ int yy = y + j * xy[i].y;
if (IN_LEV_FIELD(xx, yy) &&
(Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
{
for (j = 0; j < 3; j++)
{
- int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
-
+ int xx = x + j * xy[i].x;
+ int yy = y + j * xy[i].y;
+
if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
{
Tile[xx][yy] = EL_EMPTY;
static void WarnBuggyBase(int x, int y)
{
int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
{
DisplayGameControlValues();
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && game.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
different to element changes that affect other elements to change on the
whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
boolean check_trigger_element =
- (trigger_event == CE_TOUCHING_X ||
+ (trigger_event == CE_NEXT_TO_X ||
+ trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X ||
trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
}
}
+static void CheckLevelTime_StepCounter(void)
+{
+ int i;
+
+ TimePlayed++;
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
+
+ if (!TimeLeft && game.time_limit && !game.LevelSolved)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+ else if (game.no_level_time_limit && !game.all_players_gone)
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+ DisplayGameControlValues();
+ }
+}
+
static void CheckLevelTime(void)
{
int i;
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
+ if (TimeLeft <= 10 && game.time_limit)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && game.time_limit)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_em.lev->killed_out_of_time = TRUE;
KillPlayer(&stored_player[i]);
}
}
- else if (game.no_time_limit && !game.all_players_gone)
+ else if (game.no_level_time_limit && !game.all_players_gone)
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
}
- game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
}
}
+void AdvanceFrameCounter(void)
+{
+ FrameCounter++;
+}
+
+void AdvanceGfxFrame(void)
+{
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ GfxFrame[x][y]++;
+ }
+}
+
void StartGameActions(boolean init_network_game, boolean record_tape,
int random_seed)
{
if (record_tape)
TapeStartRecording(new_random_seed);
+ if (setup.auto_pause_on_start && !tape.pausing)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
if (init_network_game)
{
SendToServer_LevelFile();
Warn("element '%s' caused endless loop in game engine",
EL_NAME(recursion_loop_element));
- RequestQuitGameExt(FALSE, level_editor_test_game, message);
+ RequestQuitGameExt(program.headless, level_editor_test_game, message);
recursion_loop_detected = FALSE; // if game should be continued
void GameActions_EM_Main(void)
{
byte effective_action[MAX_PLAYERS];
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
int i;
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
- GameActions_EM(effective_action, warp_mode);
+ GameActions_EM(effective_action);
}
void GameActions_SP_Main(void)
{
byte effective_action[MAX_PLAYERS];
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
int i;
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
- GameActions_SP(effective_action, warp_mode);
+ GameActions_SP(effective_action);
for (i = 0; i < MAX_PLAYERS; i++)
{
void GameActions_MM_Main(void)
{
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ AdvanceGfxFrame();
- GameActions_MM(local_player->effective_mouse_action, warp_mode);
+ GameActions_MM(local_player->effective_mouse_action);
}
void GameActions_RND_Main(void)
game.centered_player_nr = game.centered_player_nr_next;
game.set_centered_player = FALSE;
- DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
DrawGameDoorValues();
}
CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
ch_button);
+
+ if (level.use_step_counter)
+ {
+ boolean counted_click = FALSE;
+
+ // element clicked that can change when clicked/pressed
+ if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+ (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+ HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
+ counted_click = TRUE;
+
+ // element clicked that can trigger change when clicked/pressed
+ if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
+ trigger_events[element][CE_MOUSE_PRESSED_ON_X])
+ counted_click = TRUE;
+
+ if (new_button && counted_click)
+ CheckLevelTime_StepCounter();
+ }
}
SCAN_PLAYFIELD(x, y)
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
last_gfx_frame = GfxFrame[x][y];
+ if (element == EL_EMPTY)
+ graphic = el2img(GfxElementEmpty[x][y]);
+
ResetGfxFrame(x, y);
if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
+ CheckNextToConditions(x, y);
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
CheckExitSP(x, y);
else if (element == EL_EXPANDABLE_WALL_GROWING ||
element == EL_EXPANDABLE_STEELWALL_GROWING)
- MauerWaechst(x, y);
+ WallGrowing(x, y);
else if (element == EL_EXPANDABLE_WALL ||
element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_VERTICAL ||
element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_BD_EXPANDABLE_WALL)
- MauerAbleger(x, y);
- else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_BD_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
element == EL_EXPANDABLE_STEELWALL_ANY)
- MauerAblegerStahl(x, y);
+ CheckWallGrowing(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT))
{
- if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
+ if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
Tile[x][y] = EL_AMOEBA_DROP;
}
if (mode == SCROLL_INIT)
{
- player->actual_frame_counter = FrameCounter;
+ player->actual_frame_counter.count = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
if (player->MovPos != 0) // player has not yet reached destination
return;
}
- else if (!FrameReached(&player->actual_frame_counter, 1))
+ else if (!FrameReached(&player->actual_frame_counter))
return;
if (player->MovPos != 0)
}
}
- player->last_jx = jx;
- player->last_jy = jy;
-
if (Tile[jx][jy] == EL_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPENING ||
LevelSolved();
}
+ player->last_jx = jx;
+ player->last_jy = jy;
+
// this breaks one level: "machine", level 000
{
int move_direction = player->MovDir;
}
if (level.use_step_counter)
- {
- int i;
-
- TimePlayed++;
-
- if (TimeLeft > 0)
- {
- TimeLeft--;
-
- if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
- PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
-
- game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
-
- DisplayGameControlValues();
-
- if (!TimeLeft && setup.time_limit && !game.LevelSolved)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillPlayer(&stored_player[i]);
- }
- else if (game.no_time_limit && !game.all_players_gone)
- {
- game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
-
- DisplayGameControlValues();
- }
- }
+ CheckLevelTime_StepCounter();
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned int screen_frame_counter = 0;
+ static DelayCounter screen_frame_counter = { 0 };
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
- screen_frame_counter = FrameCounter;
+ screen_frame_counter.count = FrameCounter;
+ screen_frame_counter.value = 1;
+
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
- else if (!FrameReached(&screen_frame_counter, 1))
+ else if (!FrameReached(&screen_frame_counter))
return;
if (ScreenMovPos)
ScreenMovDir = MV_NONE;
}
-void TestIfPlayerTouchesCustomElement(int x, int y)
+void CheckNextToConditions(int x, int y)
{
- static int xy[4][2] =
+ int element = Tile[x][y];
+
+ if (IS_PLAYER(x, y))
+ TestIfPlayerNextToCustomElement(x, y);
+
+ if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+ HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
+ TestIfElementNextToCustomElement(x, y);
+}
+
+void TestIfPlayerNextToCustomElement(int x, int y)
+{
+ struct XY *xy = xy_topdown;
+ static int trigger_sides[4][2] =
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
+ int i;
+
+ if (!IS_PLAYER(x, y))
+ return;
+
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ if (player->is_moving)
+ return;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
+ int border_side = trigger_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ continue; // center and border element not connected
+
+ border_element = Tile[xx][yy];
+
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_PLAYER_NEXT_TO_X,
+ player->index_bit, border_side);
+
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+
+ CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
+ CE_NEXT_TO_X, border_side);
+ }
+}
+
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+ struct XY *xy = xy_topdown;
static int trigger_sides[4][2] =
{
// center side border side
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
int center_side = trigger_sides[i][0];
int border_side = trigger_sides[i][1];
int border_element;
}
}
-void TestIfElementTouchesCustomElement(int x, int y)
+void TestIfElementNextToCustomElement(int x, int y)
{
- static int xy[4][2] =
+ struct XY *xy = xy_topdown;
+ static int trigger_sides[4][2] =
{
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
+ int center_element = Tile[x][y]; // should always be non-moving!
+ int i;
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ return;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
+ int border_side = trigger_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ continue; // center and border element not connected
+
+ border_element = Tile[xx][yy];
+
+ // check for change of center element (but change it only once)
+ if (CheckElementChangeBySide(x, y, center_element, border_element,
+ CE_NEXT_TO_X, border_side))
+ break;
+ }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ struct XY *xy = xy_topdown;
static int trigger_sides[4][2] =
{
// center side border side
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
int border_element;
border_element_old[i] = -1;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
int center_side = trigger_sides[i][0];
int border_element = border_element_old[i];
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
+ int xx = x + xy[i].x;
+ int yy = y + xy[i].y;
int border_side = trigger_sides[i][1];
int border_element = border_element_old[i];
int i, kill_x = -1, kill_y = -1;
int bad_element = -1;
- static int test_xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *test_xy = xy_topdown;
static int test_dir[4] =
{
MV_UP,
{
int test_x, test_y, test_move_dir, test_element;
- test_x = good_x + test_xy[i][0];
- test_y = good_y + test_xy[i][1];
+ test_x = good_x + test_xy[i].x;
+ test_y = good_y + test_xy[i].y;
if (!IN_LEV_FIELD(test_x, test_y))
continue;
{
int i, kill_x = -1, kill_y = -1;
int bad_element = Tile[bad_x][bad_y];
- static int test_xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *test_xy = xy_topdown;
static int touch_dir[4] =
{
MV_LEFT | MV_RIGHT,
{
int test_x, test_y, test_move_dir, test_element;
- test_x = bad_x + test_xy[i][0];
- test_y = bad_y + test_xy[i][1];
+ test_x = bad_x + test_xy[i].x;
+ test_y = bad_y + test_xy[i].y;
if (!IN_LEV_FIELD(test_x, test_y))
continue;
void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
int i, kill_x = bad_x, kill_y = bad_y;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
+ struct XY *xy = xy_topdown;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x, y, element;
- x = bad_x + xy[i][0];
- y = bad_y + xy[i][1];
+ x = bad_x + xy[i].x;
+ y = bad_y + xy[i].y;
if (!IN_LEV_FIELD(x, y))
continue;
if (level.finish_dig_collect)
{
int dig_side = MV_DIR_OPPOSITE(direction);
+ int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
+ CE_PLAYER_COLLECTS_X);
+ CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
+ player_index_bit, dig_side);
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player_index_bit, dig_side);
}
return MP_NO_ACTION;
}
}
-
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- player->shield_normal_time_left += level.shield_normal_time;
+ int shield_time = (element == EL_SHIELD_DEADLY ?
+ level.shield_deadly_time :
+ level.shield_normal_time);
+
+ player->shield_normal_time_left += shield_time;
if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += level.shield_deadly_time;
+ player->shield_deadly_time_left += shield_time;
}
else if (element == EL_DYNAMITE ||
element == EL_EM_DYNAMITE ||
element == EL_DC_SWITCHGATE_SWITCH_UP ||
element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
- ToggleSwitchgateSwitch(x, y);
+ ToggleSwitchgateSwitch();
}
else if (element == EL_LIGHT_SWITCH ||
element == EL_LIGHT_SWITCH_ACTIVE)
if (level.time > 0 || level.use_time_orb_bug)
{
TimeLeft += level.time_orb_time;
- game.no_time_limit = FALSE;
+ game.no_level_time_limit = FALSE;
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
{
// prevent short reactivation of overlay buttons while closing door
SetOverlayActive(FALSE);
+ UnmapGameButtons();
// door may still be open due to skipped or envelope style request
- CloseDoor(DOOR_CLOSE_1);
+ CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
}
if (network.enabled)
boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
level_editor_test_game);
boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
- quick_quit);
+ quick_quit || score_info_tape_play);
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
SaveEngineSnapshotValues_SP(&buffers);
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
- SaveEngineSnapshotValues_MM(&buffers);
+ SaveEngineSnapshotValues_MM();
// save values stored in special snapshot structure
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
int id = i;
+ // do not use touch buttons if overlay touch buttons are disabled
+ if (is_touch_button && !setup.touch.overlay_buttons)
+ continue;
+
if (gfx->bitmap == NULL)
{
game_gadget[id] = NULL;
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ {
+ if ((i == GAME_CTRL_ID_UNDO ||
+ i == GAME_CTRL_ID_REDO) &&
+ game_status != GAME_MODE_PLAYING)
+ continue;
+
if (!on_tape || gamebutton_info[i].allowed_on_tape)
MapGadget(game_gadget[i]);
+ }
UnmapGameButtonsAtSamePosition_All();
case GAME_CTRL_ID_STOP:
case GAME_CTRL_ID_PANEL_STOP:
case GAME_CTRL_ID_TOUCH_STOP:
- if (game_status == GAME_MODE_MAIN)
- break;
-
- if (tape.playing)
- TapeStop();
- else
- RequestQuitGame(FALSE);
+ TapeStopGame();
break;