-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* game.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
#include "libgame/libgame.h"
#include "init.h"
#include "tools.h"
#include "screens.h"
+#include "events.h"
#include "files.h"
#include "tape.h"
#include "network.h"
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR FALSE
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER 1
+#define DEBUG_PLAYER_ACTIONS 0
/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF (TRUE * 1)
-
-#define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1)
-#define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-#if 0
-#define USE_BLOCK_DELAY_BUGFIX (TRUE * USE_NEW_STUFF * 1)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
+#define USE_QUICKSAND_IMPACT_BUGFIX 0
+#define USE_DELAYED_GFX_REDRAW 0
+#define USE_NEW_PLAYER_ASSIGNMENTS 1
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y) \
+ DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y) \
+ DrawTwinkleOnField(x, y)
#endif
-#define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1)
-#define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0)
-
-#define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-#define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-
-#define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1)
/* for DigField() */
#define DF_SNAP 2
/* for MovePlayer() */
-#define MF_NO_ACTION 0
-#define MF_MOVING 1
-#define MF_ACTION 2
+#define MP_NO_ACTION 0
+#define MP_MOVING 1
+#define MP_ACTION 2
+#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
/* for ScrollPlayer() */
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
-/* for Explode() */
+/* for Bang()/Explode() */
#define EX_PHASE_START 0
#define EX_TYPE_NONE 0
#define EX_TYPE_NORMAL (1 << 0)
#define EX_TYPE_CENTER (1 << 1)
#define EX_TYPE_BORDER (1 << 2)
#define EX_TYPE_CROSS (1 << 3)
+#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL 37
-#define YY_LEVEL 20
-#define XX_EMERALDS 29
-#define YY_EMERALDS 54
-#define XX_DYNAMITE 29
-#define YY_DYNAMITE 89
-#define XX_KEYS 18
-#define YY_KEYS 123
-#define XX_SCORE 15
-#define YY_SCORE 159
-#define XX_TIME1 29
-#define XX_TIME2 30
-#define YY_TIME 194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL (DX + XX_LEVEL)
-#define DY_LEVEL (DY + YY_LEVEL)
-#define DX_EMERALDS (DX + XX_EMERALDS)
-#define DY_EMERALDS (DY + YY_EMERALDS)
-#define DX_DYNAMITE (DX + XX_DYNAMITE)
-#define DY_DYNAMITE (DY + YY_DYNAMITE)
-#define DX_KEYS (DX + XX_KEYS)
-#define DY_KEYS (DY + YY_KEYS)
-#define DX_SCORE (DX + XX_SCORE)
-#define DY_SCORE (DY + YY_SCORE)
-#define DX_TIME1 (DX + XX_TIME1)
-#define DX_TIME2 (DX + XX_TIME2)
-#define DY_TIME (DY + YY_TIME)
+#define PANEL_OFF() (local_player->LevelSolved_PanelOff)
+#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
+
+/* game panel display and control definitions */
+#define GAME_PANEL_LEVEL_NUMBER 0
+#define GAME_PANEL_GEMS 1
+#define GAME_PANEL_INVENTORY_COUNT 2
+#define GAME_PANEL_INVENTORY_FIRST_1 3
+#define GAME_PANEL_INVENTORY_FIRST_2 4
+#define GAME_PANEL_INVENTORY_FIRST_3 5
+#define GAME_PANEL_INVENTORY_FIRST_4 6
+#define GAME_PANEL_INVENTORY_FIRST_5 7
+#define GAME_PANEL_INVENTORY_FIRST_6 8
+#define GAME_PANEL_INVENTORY_FIRST_7 9
+#define GAME_PANEL_INVENTORY_FIRST_8 10
+#define GAME_PANEL_INVENTORY_LAST_1 11
+#define GAME_PANEL_INVENTORY_LAST_2 12
+#define GAME_PANEL_INVENTORY_LAST_3 13
+#define GAME_PANEL_INVENTORY_LAST_4 14
+#define GAME_PANEL_INVENTORY_LAST_5 15
+#define GAME_PANEL_INVENTORY_LAST_6 16
+#define GAME_PANEL_INVENTORY_LAST_7 17
+#define GAME_PANEL_INVENTORY_LAST_8 18
+#define GAME_PANEL_KEY_1 19
+#define GAME_PANEL_KEY_2 20
+#define GAME_PANEL_KEY_3 21
+#define GAME_PANEL_KEY_4 22
+#define GAME_PANEL_KEY_5 23
+#define GAME_PANEL_KEY_6 24
+#define GAME_PANEL_KEY_7 25
+#define GAME_PANEL_KEY_8 26
+#define GAME_PANEL_KEY_WHITE 27
+#define GAME_PANEL_KEY_WHITE_COUNT 28
+#define GAME_PANEL_SCORE 29
+#define GAME_PANEL_HIGHSCORE 30
+#define GAME_PANEL_TIME 31
+#define GAME_PANEL_TIME_HH 32
+#define GAME_PANEL_TIME_MM 33
+#define GAME_PANEL_TIME_SS 34
+#define GAME_PANEL_FRAME 35
+#define GAME_PANEL_SHIELD_NORMAL 36
+#define GAME_PANEL_SHIELD_NORMAL_TIME 37
+#define GAME_PANEL_SHIELD_DEADLY 38
+#define GAME_PANEL_SHIELD_DEADLY_TIME 39
+#define GAME_PANEL_EXIT 40
+#define GAME_PANEL_EMC_MAGIC_BALL 41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
+#define GAME_PANEL_LIGHT_SWITCH 43
+#define GAME_PANEL_LIGHT_SWITCH_TIME 44
+#define GAME_PANEL_TIMEGATE_SWITCH 45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
+#define GAME_PANEL_SWITCHGATE_SWITCH 47
+#define GAME_PANEL_EMC_LENSES 48
+#define GAME_PANEL_EMC_LENSES_TIME 49
+#define GAME_PANEL_EMC_MAGNIFIER 50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 51
+#define GAME_PANEL_BALLOON_SWITCH 52
+#define GAME_PANEL_DYNABOMB_NUMBER 53
+#define GAME_PANEL_DYNABOMB_SIZE 54
+#define GAME_PANEL_DYNABOMB_POWER 55
+#define GAME_PANEL_PENGUINS 56
+#define GAME_PANEL_SOKOBAN_OBJECTS 57
+#define GAME_PANEL_SOKOBAN_FIELDS 58
+#define GAME_PANEL_ROBOT_WHEEL 59
+#define GAME_PANEL_CONVEYOR_BELT_1 60
+#define GAME_PANEL_CONVEYOR_BELT_2 61
+#define GAME_PANEL_CONVEYOR_BELT_3 62
+#define GAME_PANEL_CONVEYOR_BELT_4 63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
+#define GAME_PANEL_MAGIC_WALL 68
+#define GAME_PANEL_MAGIC_WALL_TIME 69
+#define GAME_PANEL_GRAVITY_STATE 70
+#define GAME_PANEL_GRAPHIC_1 71
+#define GAME_PANEL_GRAPHIC_2 72
+#define GAME_PANEL_GRAPHIC_3 73
+#define GAME_PANEL_GRAPHIC_4 74
+#define GAME_PANEL_GRAPHIC_5 75
+#define GAME_PANEL_GRAPHIC_6 76
+#define GAME_PANEL_GRAPHIC_7 77
+#define GAME_PANEL_GRAPHIC_8 78
+#define GAME_PANEL_ELEMENT_1 79
+#define GAME_PANEL_ELEMENT_2 80
+#define GAME_PANEL_ELEMENT_3 81
+#define GAME_PANEL_ELEMENT_4 82
+#define GAME_PANEL_ELEMENT_5 83
+#define GAME_PANEL_ELEMENT_6 84
+#define GAME_PANEL_ELEMENT_7 85
+#define GAME_PANEL_ELEMENT_8 86
+#define GAME_PANEL_ELEMENT_COUNT_1 87
+#define GAME_PANEL_ELEMENT_COUNT_2 88
+#define GAME_PANEL_ELEMENT_COUNT_3 89
+#define GAME_PANEL_ELEMENT_COUNT_4 90
+#define GAME_PANEL_ELEMENT_COUNT_5 91
+#define GAME_PANEL_ELEMENT_COUNT_6 92
+#define GAME_PANEL_ELEMENT_COUNT_7 93
+#define GAME_PANEL_ELEMENT_COUNT_8 94
+#define GAME_PANEL_CE_SCORE_1 95
+#define GAME_PANEL_CE_SCORE_2 96
+#define GAME_PANEL_CE_SCORE_3 97
+#define GAME_PANEL_CE_SCORE_4 98
+#define GAME_PANEL_CE_SCORE_5 99
+#define GAME_PANEL_CE_SCORE_6 100
+#define GAME_PANEL_CE_SCORE_7 101
+#define GAME_PANEL_CE_SCORE_8 102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 110
+#define GAME_PANEL_PLAYER_NAME 111
+#define GAME_PANEL_LEVEL_NAME 112
+#define GAME_PANEL_LEVEL_AUTHOR 113
+
+#define NUM_GAME_PANEL_CONTROLS 114
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
+
+struct GamePanelControlInfo
+{
+ int nr;
+
+ struct TextPosInfo *pos;
+ int type;
+
+ int value, last_value;
+ int frame, last_frame;
+ int gfx_frame;
+ int gfx_random;
+};
+
+static struct GamePanelControlInfo game_panel_controls[] =
+{
+ {
+ GAME_PANEL_LEVEL_NUMBER,
+ &game.panel.level_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GEMS,
+ &game.panel.gems,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_INVENTORY_COUNT,
+ &game.panel.inventory_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_1,
+ &game.panel.inventory_first[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_2,
+ &game.panel.inventory_first[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_3,
+ &game.panel.inventory_first[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_4,
+ &game.panel.inventory_first[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_5,
+ &game.panel.inventory_first[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_6,
+ &game.panel.inventory_first[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_7,
+ &game.panel.inventory_first[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_8,
+ &game.panel.inventory_first[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_1,
+ &game.panel.inventory_last[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_2,
+ &game.panel.inventory_last[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_3,
+ &game.panel.inventory_last[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_4,
+ &game.panel.inventory_last[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_5,
+ &game.panel.inventory_last[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_6,
+ &game.panel.inventory_last[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_7,
+ &game.panel.inventory_last[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_8,
+ &game.panel.inventory_last[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_1,
+ &game.panel.key[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_2,
+ &game.panel.key[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_3,
+ &game.panel.key[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_4,
+ &game.panel.key[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_5,
+ &game.panel.key[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_6,
+ &game.panel.key[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_7,
+ &game.panel.key[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_8,
+ &game.panel.key[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE,
+ &game.panel.key_white,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE_COUNT,
+ &game.panel.key_white_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SCORE,
+ &game.panel.score,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME,
+ &game.panel.time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_HH,
+ &game.panel.time_hh,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_MM,
+ &game.panel.time_mm,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_SS,
+ &game.panel.time_ss,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL,
+ &game.panel.shield_normal,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL_TIME,
+ &game.panel.shield_normal_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY,
+ &game.panel.shield_deadly,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY_TIME,
+ &game.panel.shield_deadly_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EXIT,
+ &game.panel.exit,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL,
+ &game.panel.emc_magic_ball,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+ &game.panel.emc_magic_ball_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH,
+ &game.panel.light_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH_TIME,
+ &game.panel.light_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH,
+ &game.panel.timegate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH_TIME,
+ &game.panel.timegate_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SWITCHGATE_SWITCH,
+ &game.panel.switchgate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES,
+ &game.panel.emc_lenses,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES_TIME,
+ &game.panel.emc_lenses_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER,
+ &game.panel.emc_magnifier,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER_TIME,
+ &game.panel.emc_magnifier_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_BALLOON_SWITCH,
+ &game.panel.balloon_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_DYNABOMB_NUMBER,
+ &game.panel.dynabomb_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_SIZE,
+ &game.panel.dynabomb_size,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_POWER,
+ &game.panel.dynabomb_power,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PENGUINS,
+ &game.panel.penguins,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_OBJECTS,
+ &game.panel.sokoban_objects,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_FIELDS,
+ &game.panel.sokoban_fields,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ROBOT_WHEEL,
+ &game.panel.robot_wheel,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_switch[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_switch[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_switch[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_switch[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL,
+ &game.panel.magic_wall,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL_TIME,
+ &game.panel.magic_wall_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GRAVITY_STATE,
+ &game.panel.gravity_state,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1,
+ &game.panel.ce_score[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2,
+ &game.panel.ce_score[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3,
+ &game.panel.ce_score[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4,
+ &game.panel.ce_score[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5,
+ &game.panel.ce_score[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6,
+ &game.panel.ce_score[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7,
+ &game.panel.ce_score[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8,
+ &game.panel.ce_score[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1_ELEMENT,
+ &game.panel.ce_score_element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2_ELEMENT,
+ &game.panel.ce_score_element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3_ELEMENT,
+ &game.panel.ce_score_element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4_ELEMENT,
+ &game.panel.ce_score_element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5_ELEMENT,
+ &game.panel.ce_score_element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6_ELEMENT,
+ &game.panel.ce_score_element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7_ELEMENT,
+ &game.panel.ce_score_element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8_ELEMENT,
+ &game.panel.ce_score_element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PLAYER_NAME,
+ &game.panel.player_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_NAME,
+ &game.panel.level_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_AUTHOR,
+ &game.panel.level_author,
+ TYPE_STRING,
+ },
+
+ {
+ -1,
+ NULL,
+ -1,
+ }
+};
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING 3
+#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION 2
+#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
/* values for initial player move delay (initial delay counter value) */
#define INITIAL_MOVE_DELAY_OFF -1
#define INITIAL_MOVE_DELAY_ON 0
/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED 32
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
+#define MOVE_DELAY_MAX_SPEED 1
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
-#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
/* values for other actions */
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN (1)
+#define MOVE_STEPSIZE_MAX (TILEX)
#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
-#define INIT_GFX_RANDOM() (SimpleRND(1000000))
+#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
RND(element_info[e].push_delay_random))
RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
-
-#define GET_TARGET_ELEMENT(e, ch) \
- ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
- (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
-
-#define GET_VALID_PLAYER_ELEMENT(e) \
- ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
+#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+ RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
+#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
+ RND((c)->delay_random * (c)->delay_frames))
+#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
+ RND((c)->delay_random))
+
+
+#define GET_VALID_RUNTIME_ELEMENT(e) \
+ ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+
+#define RESOLVED_REFERENCE_ELEMENT(be, e) \
+ ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
+ (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
+ (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : \
+ (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ RESOLVED_REFERENCE_ELEMENT(be, e) : \
+ (e))
#define CAN_GROW_INTO(e) \
((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
-#if 0
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition) || \
- (DONT_COLLIDE_WITH(e) && \
- IS_PLAYER(x, y) && \
- !PLAYER_ENEMY_PROTECTED(x, y))))
-#endif
-
#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-#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))
-#endif
+#define ANDROID_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
+ CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
#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)
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 ||\
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+ Feld[x][y] == EL_EM_EXIT_OPEN || \
+ Feld[x][y] == EL_STEEL_EXIT_OPEN || \
+ Feld[x][y] == EL_EM_STEEL_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 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(e) && \
- Feld[x][y] == EL_ACID) || \
- Feld[x][y] == EL_DIAMOND))
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_FOOD_DARK_YAMYAM(Feld[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(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_AMOEBOID(Feld[x][y])))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- IS_FOOD_PIG(Feld[x][y])))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (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(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID)))
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID) || \
- (condition)))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (CAN_MOVE_INTO_ACID(e) && \
- Feld[x][y] == EL_ACID)))
-
-#endif
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
+ Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
-#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)
-#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
-
-#define IS_EQUAL_OR_IN_GROUP(e, ge) \
- (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-#if 0
-#define CE_ENTER_FIELD_COND(e, x, y) \
- (!IS_PLAYER(x, y) && \
- (Feld[x][y] == EL_ACID || \
- IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
-#else
#define CE_ENTER_FIELD_COND(e, x, y) \
(!IS_PLAYER(x, y) && \
IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
-#endif
#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define GAME_CTRL_ID_PLAY 2
-#define SOUND_CTRL_ID_MUSIC 3
-#define SOUND_CTRL_ID_LOOPS 4
-#define SOUND_CTRL_ID_SIMPLE 5
+#define GAME_CTRL_ID_UNDO 3
+#define GAME_CTRL_ID_REDO 4
+#define GAME_CTRL_ID_SAVE 5
+#define GAME_CTRL_ID_PAUSE2 6
+#define GAME_CTRL_ID_LOAD 7
+#define SOUND_CTRL_ID_MUSIC 8
+#define SOUND_CTRL_ID_LOOPS 9
+#define SOUND_CTRL_ID_SIMPLE 10
-#define NUM_GAME_BUTTONS 6
+#define NUM_GAME_BUTTONS 11
/* forward declaration for internal use */
+static void CreateField(int, int, int);
+
+static void ResetGfxAnimation(int, int);
+
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
static void ScrollPlayer(struct PlayerInfo *, int);
static void ScrollScreen(struct PlayerInfo *, int);
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
static void InitBeltMovement(void);
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);
static void TestIfElementHitsCustomElement(int, int, int);
-#if 0
-static void TestIfElementSmashesCustomElement(int, int, int);
-#endif
-static void ChangeElement(int, int, int);
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
#define CheckTriggeredElementChange(x, y, e, ev) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- CH_SIDE_ANY, -1)
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- 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, int);
+static boolean CheckElementChangeExt(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)
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
- CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
#define CheckElementChangeBySide(x, y, e, te, ev, s) \
- CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
-#define CheckElementChangeByPage(x, y, e, te, ev, p) \
- CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
static void PlayLevelSound(int, int, int);
static void PlayLevelSoundNearest(int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
-static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+/* for detection of endless loops, caused by custom element programming */
+/* (using maximal playfield width x 10 is just a rough approximation) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc) \
+{ \
+ if (recursion_loop_detected) \
+ return (rc); \
+ \
+ if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
+ { \
+ recursion_loop_detected = TRUE; \
+ recursion_loop_element = (e); \
+ } \
+ \
+ recursion_loop_depth++; \
+}
+
+#define RECURSION_LOOP_DETECTION_END() \
+{ \
+ recursion_loop_depth--; \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
/* ------------------------------------------------------------------------- */
/* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
struct ChangingElementInfo
{
NULL,
NULL
},
+ {
+ EL_STEEL_EXIT_OPENING,
+ EL_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_CLOSING,
+ EL_STEEL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_OPENING,
+ EL_EM_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_CLOSING,
+ EL_EMPTY,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_OPENING,
+ EL_EM_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_CLOSING,
+ EL_STEELWALL,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
{
EL_SP_EXIT_OPENING,
EL_SP_EXIT_OPEN,
RunTimegateWheel,
NULL
},
+ {
+ EL_DC_TIMEGATE_SWITCH_ACTIVE,
+ EL_DC_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
+ {
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ 0,
+ InitMagicBallDelay,
+ NULL,
+ ActivateMagicBall
+ },
+ {
+ EL_EMC_SPRING_BUMPER_ACTIVE,
+ EL_EMC_SPRING_BUMPER,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_SHRINKING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_GROWING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL,
+ },
{
EL_UNDEFINED,
{ EL_AMOEBA_DROPPING, 2 },
{ EL_QUICKSAND_FILLING, 1 },
{ EL_QUICKSAND_EMPTYING, 1 },
+ { EL_QUICKSAND_FAST_FILLING, 2 },
+ { EL_QUICKSAND_FAST_EMPTYING, 2 },
{ EL_MAGIC_WALL_FILLING, 2 },
- { EL_BD_MAGIC_WALL_FILLING, 2 },
{ EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
{ EL_BD_MAGIC_WALL_EMPTYING, 2 },
+ { EL_DC_MAGIC_WALL_FILLING, 2 },
+ { EL_DC_MAGIC_WALL_EMPTYING, 2 },
{ EL_UNDEFINED, 0 },
};
{ EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
{ EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
- { EL_UNDEFINED, MV_NO_MOVING }
+ { EL_UNDEFINED, MV_NONE }
};
static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
+/* static variables for playfield scan mode (scanning forward or backward) */
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
+ (y) >= 0 && (y) <= lev_fieldy - 1; \
+ (y) += playfield_scan_delta_y) \
+ for ((x) = playfield_scan_start_x; \
+ (x) >= 0 && (x) <= lev_fieldx - 1; \
+ (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+ int i;
+
+ for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+ if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+ local_player->inventory_element[local_player->inventory_size++] =
+ EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars()
+{
+ if (game.use_reverse_scan_direction)
+ {
+ playfield_scan_start_x = lev_fieldx - 1;
+ playfield_scan_start_y = lev_fieldy - 1;
+
+ playfield_scan_delta_x = -1;
+ playfield_scan_delta_y = -1;
+ }
+ else
+ {
+ playfield_scan_start_x = 0;
+ playfield_scan_start_y = 0;
+
+ playfield_scan_delta_x = 1;
+ playfield_scan_delta_y = 1;
+ }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+ game.use_reverse_scan_direction =
+ (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+ InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+ move_stepsize =
+ MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+ /* make sure that stepsize value is always a power of 2 */
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+ boolean init_game)
+{
+ int player_nr = player->index_nr;
+ int move_delay = get_move_delay_from_stepsize(move_stepsize);
+ boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+ /* do no immediately change move delay -- the player might just be moving */
+ player->move_delay_value_next = move_delay;
+
+ /* information if player can move must be set separately */
+ player->cannot_move = cannot_move;
+
+ if (init_game)
+ {
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+ player->move_delay_value_next = -1;
+
+ player->move_delay_reset_counter = 0;
+ }
+}
void GetPlayerConfig()
{
+ GameFrameDelay = setup.game_frame_delay;
+
if (!audio.sound_available)
setup.sound_simple = FALSE;
InitJoysticks();
}
-static int getBeltNrFromBeltElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
+int GetElementFromGroupElement(int element)
{
- return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
- static int belt_base_element[4] =
+ if (IS_GROUP_ELEMENT(element))
{
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = element - belt_base_element[belt_nr];
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
- return (belt_dir_nr % 3);
-}
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
-static int getBeltDirFromBeltSwitchElement(int element)
-{
- static int belt_move_dir[3] =
- {
- MV_LEFT,
- MV_NO_MOVING,
- MV_RIGHT
- };
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+ group->choice_pos++;
+
+ element = group->element_resolved[element_pos];
+ }
- return belt_move_dir[belt_dir_nr];
+ return element;
}
static void InitPlayerField(int x, int y, int element, boolean init_game)
}
else
{
- stored_player[0].use_murphy_graphic = TRUE;
+ stored_player[0].initial_element = element;
+ stored_player[0].use_murphy = TRUE;
+
+ if (!level.use_artwork_element[0])
+ stored_player[0].artwork_element = EL_SP_MURPHY;
}
Feld[x][y] = EL_PLAYER_1;
level.sp_block_last_field :
level.block_last_field);
-#if USE_NEW_BLOCK_STYLE
-#if 1
-
/* ---------- initialize player's last field block delay --------------- */
/* always start with reliable default value (no adjustment needed) */
if (game.use_block_last_field_bug)
player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
-#if 0
- /* blocking the last field when moving was corrected in version 3.1.1 */
- if (game.use_block_last_field_bug)
- {
- /* even "not blocking" was blocking the last field for one frame */
- level.block_delay = (level.block_last_field ? 7 : 1);
- level.sp_block_delay = (level.sp_block_last_field ? 7 : 1);
-
- level.block_last_field = TRUE;
- level.sp_block_last_field = TRUE;
- }
-#endif
-
-#if 0 /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */
- level.block_delay = 8; /* when blocking, block 8 frames */
- level.sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */
-#endif
-
-#if 0
- printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
-#endif
-
-#else
-
-#if 1
- player->block_delay = (player->block_last_field ?
- (element == EL_SP_MURPHY ?
- level.sp_block_delay :
- level.block_delay) : 0);
-#else
- player->block_delay = (element == EL_SP_MURPHY ?
- (player->block_last_field ? 7 : 1) :
- (player->block_last_field ? 7 : 1));
-#endif
-
-#endif
-
-#if 0
- printf("::: block_last_field == %d, block_delay = %d\n",
- player->block_last_field, player->block_delay);
-#endif
-#endif
-
if (!options.network || player->connected)
{
player->active = TRUE;
StorePlayer[x][y] = Feld[x][y];
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
+ printf("- player element %d activated", player->element_nr);
+ printf(" (local player is %d and currently %s)\n",
local_player->element_nr,
local_player->active ? "active" : "not active");
}
}
+#endif
Feld[x][y] = EL_EMPTY;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
+
+ if (!init_game)
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ }
}
static void InitField(int x, int y, boolean init_game)
Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
break;
+ case EL_BUG:
case EL_BUG_RIGHT:
case EL_BUG_UP:
case EL_BUG_LEFT:
case EL_BUG_DOWN:
- case EL_BUG:
+ case EL_SPACESHIP:
case EL_SPACESHIP_RIGHT:
case EL_SPACESHIP_UP:
case EL_SPACESHIP_LEFT:
case EL_SPACESHIP_DOWN:
- case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
case EL_BD_BUTTERFLY_RIGHT:
case EL_BD_BUTTERFLY_UP:
case EL_BD_BUTTERFLY_LEFT:
case EL_BD_BUTTERFLY_DOWN:
- case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
case EL_BD_FIREFLY_RIGHT:
case EL_BD_FIREFLY_UP:
case EL_BD_FIREFLY_LEFT:
case EL_BD_FIREFLY_DOWN:
- case EL_BD_FIREFLY:
case EL_PACMAN_RIGHT:
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_PACMAN_DOWN:
case EL_YAMYAM:
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
case EL_DARK_YAMYAM:
case EL_ROBOT:
case EL_PACMAN:
case EL_SP_SNIKSNAK:
case EL_SP_ELECTRON:
+ case EL_MOLE:
case EL_MOLE_LEFT:
case EL_MOLE_RIGHT:
case EL_MOLE_UP:
case EL_MOLE_DOWN:
- case EL_MOLE:
InitMovDir(x, y);
break;
MovDelay[x][y] = 96;
break;
+ case EL_EM_DYNAMITE_ACTIVE:
+ MovDelay[x][y] = 32;
+ break;
+
case EL_LAMP:
local_player->lights_still_needed++;
break;
GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
-#if 0
- case EL_SP_EMPTY:
- Feld[x][y] = EL_EMPTY;
- break;
-#endif
-
-#if 0
- case EL_EM_KEY_1_FILE:
- Feld[x][y] = EL_EM_KEY_1;
- break;
- case EL_EM_KEY_2_FILE:
- Feld[x][y] = EL_EM_KEY_2;
- break;
- case EL_EM_KEY_3_FILE:
- Feld[x][y] = EL_EM_KEY_3;
- break;
- case EL_EM_KEY_4_FILE:
- Feld[x][y] = EL_EM_KEY_4;
- break;
-#endif
-
case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
}
break;
- case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
- break;
-
case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
- default:
- if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
- InitMovDir(x, y);
- else if (IS_GROUP_ELEMENT(element))
- {
- struct ElementGroupInfo *group = element_info[element].group;
- int last_anim_random_frame = gfx.anim_random_frame;
- int element_pos;
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = RND(group->num_elements_resolved);
+ case EL_EMC_MAGIC_BALL:
+ if (game.ball_state)
+ Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+ break;
- element_pos = getAnimationFrame(group->num_elements_resolved, 1,
- group->choice_mode, 0,
- group->choice_pos);
+ case EL_EMC_MAGIC_BALL_SWITCH:
+ if (game.ball_state)
+ Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+ break;
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
+ case EL_TRIGGER_PLAYER:
+ case EL_TRIGGER_ELEMENT:
+ case EL_TRIGGER_CE_VALUE:
+ case EL_TRIGGER_CE_SCORE:
+ case EL_SELF:
+ case EL_ANY_ELEMENT:
+ case EL_CURRENT_CE_VALUE:
+ case EL_CURRENT_CE_SCORE:
+ case EL_PREV_CE_1:
+ case EL_PREV_CE_2:
+ case EL_PREV_CE_3:
+ case EL_PREV_CE_4:
+ case EL_PREV_CE_5:
+ case EL_PREV_CE_6:
+ case EL_PREV_CE_7:
+ case EL_PREV_CE_8:
+ case EL_NEXT_CE_1:
+ case EL_NEXT_CE_2:
+ case EL_NEXT_CE_3:
+ case EL_NEXT_CE_4:
+ case EL_NEXT_CE_5:
+ case EL_NEXT_CE_6:
+ case EL_NEXT_CE_7:
+ case EL_NEXT_CE_8:
+ /* reference elements should not be used on the playfield */
+ Feld[x][y] = EL_EMPTY;
+ break;
- group->choice_pos++;
+ default:
+ if (IS_CUSTOM_ELEMENT(element))
+ {
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
- Feld[x][y] = group->element_resolved[element_pos];
+ if (!element_info[element].use_last_ce_value || init_game)
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
+ }
+ else if (IS_GROUP_ELEMENT(element))
+ {
+ Feld[x][y] = GetElementFromGroupElement(element);
InitField(x, y, init_game);
}
+
break;
}
+
+ if (!init_game)
+ CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+inline static void InitField_WithBug1(int x, int y, boolean init_game)
{
InitField(x, y, init_game);
InitMovDir(x, y);
}
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+inline static void InitField_WithBug2(int x, int y, boolean init_game)
{
int old_element = Feld[x][y];
*/
}
-inline void DrawGameValue_Emeralds(int value)
+static int get_key_element_from_nr(int key_nr)
{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+ int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ EL_EM_KEY_1 : EL_KEY_1);
+
+ return key_base_element + key_nr;
}
-inline void DrawGameValue_Dynamite(int value)
+static int get_next_dropped_element(struct PlayerInfo *player)
{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+ return (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
}
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
- int i;
+ /* pos >= 0: get element from bottom of the stack;
+ pos < 0: get element from top of the stack */
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- if (key[i])
- DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + i));
-}
+ if (pos < 0)
+ {
+ int min_inventory_size = -pos;
+ int inventory_pos = player->inventory_size - min_inventory_size;
+ int min_dynabombs_left = min_inventory_size - player->inventory_size;
-inline void DrawGameValue_Score(int value)
-{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+ return (player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ EL_UNDEFINED);
+ }
+ else
+ {
+ int min_dynabombs_left = pos + 1;
+ int min_inventory_size = pos + 1 - player->dynabombs_left;
+ int inventory_pos = pos - player->dynabombs_left;
+
+ return (player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ EL_UNDEFINED);
+ }
}
-inline void DrawGameValue_Time(int value)
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
{
- if (value < 1000)
- DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
else
- DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
}
-inline void DrawGameValue_Level(int value)
+void InitGameControlValues()
{
- if (level_nr < 100)
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
- else
+ int i;
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
{
- /* misuse area for displaying emeralds to draw bigger level number */
- DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
- int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
+ int nr = gpc->nr;
+ int type = gpc->type;
- /* now copy it to the area for displaying level number */
- BlitBitmap(drawto, drawto,
- DX_EMERALDS, DY_EMERALDS + 1,
- getFontWidth(FONT_LEVEL_NUMBER) * 3,
- getFontHeight(FONT_LEVEL_NUMBER) - 1,
- DX_LEVEL - 1, DY_LEVEL + 1);
+ if (nr != i)
+ {
+ Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+ Error(ERR_EXIT, "this should not happen -- please debug");
+ }
- /* restore the area for displaying emeralds */
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ /* force update of game controls after initialization */
+ gpc->value = gpc->last_value = -1;
+ gpc->frame = gpc->last_frame = -1;
+ gpc->gfx_frame = -1;
+
+ /* determine panel value width for later calculation of alignment */
+ if (type == TYPE_INTEGER || type == TYPE_STRING)
+ {
+ pos->width = pos->size * getFontWidth(pos->font);
+ pos->height = getFontHeight(pos->font);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ pos->width = pos->size;
+ pos->height = pos->size;
+ }
- /* yes, this is all really ugly :-) */
+ /* fill structure for game panel draw order */
+ gpo->nr = gpc->nr;
+ gpo->sort_priority = pos->sort_priority;
}
+
+ /* sort game panel controls according to sort_priority and control number */
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
- int key_bits)
+void UpdatePlayfieldElementCount()
{
- int key[MAX_NUM_KEYS];
- int i;
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ /* first check if it is needed at all to calculate playfield element count */
+ for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+ if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+ use_element_count = TRUE;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Feld[x][y]].element_count++;
+ }
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+ int i, k;
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
+ game.no_time_limit ? TimePlayed : TimeLeft);
+ int score = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->score :
+ local_player->score);
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed :
+ local_player->gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+ local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0);
+
+ UpdatePlayfieldElementCount();
+
+ /* update game panel control values */
+
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
for (i = 0; i < MAX_NUM_KEYS; i++)
- key[i] = key_bits & (1 << i);
+ game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
- DrawGameValue_Level(level_nr);
+ if (game.centered_player_nr == -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ /* only one player in Supaplex game engine */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
- DrawGameValue_Emeralds(emeralds);
- DrawGameValue_Dynamite(dynamite);
- DrawGameValue_Score(score);
- DrawGameValue_Time(time);
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
- DrawGameValue_Keys(key);
-}
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[i]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[i].inventory_size;
-void DrawGameDoorValues()
-{
- int i;
+ if (stored_player[i].num_white_keys > 0)
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+ EL_DC_KEY_WHITE;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+ stored_player[i].num_white_keys;
+ }
+ }
+ else
{
- DrawGameDoorValues_EM();
+ int player_nr = game.centered_player_nr;
- return;
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[player_nr].inventory_size;
+
+ if (stored_player[player_nr].num_white_keys > 0)
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+ stored_player[player_nr].num_white_keys;
}
- DrawGameValue_Level(level_nr);
+ for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+ {
+ game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+ get_inventory_element_from_pos(local_player, i);
+ game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+ get_inventory_element_from_pos(local_player, -i - 1);
+ }
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- DrawGameValue_Dynamite(local_player->inventory_size);
- DrawGameValue_Score(local_player->score);
- DrawGameValue_Time(TimeLeft);
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
- for (i = 0; i < MAX_PLAYERS; i++)
- DrawGameValue_Keys(stored_player[i].key);
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+
+ game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+ game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+ game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+ (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+ local_player->shield_normal_time_left;
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+ (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+ local_player->shield_deadly_time_left;
+
+ game_panel_controls[GAME_PANEL_EXIT].value =
+ (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+ (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+ (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ EL_EMC_MAGIC_BALL_SWITCH);
+
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+ (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+ game.light_time_left;
+
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+ (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+ game.timegate_time_left;
+
+ game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+ EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+ game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+ (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+ game.lenses_time_left;
+
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+ (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+ game.magnify_time_left;
+
+ game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+ (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
+ game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+ game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
+ game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
+ EL_BALLOON_SWITCH_NONE);
+
+ game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+ local_player->dynabomb_count;
+ game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+ local_player->dynabomb_size;
+ game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+ (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+ game_panel_controls[GAME_PANEL_PENGUINS].value =
+ local_player->friends_still_needed;
+
+ game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+ local_player->sokobanfields_still_needed;
+ game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+ local_player->sokobanfields_still_needed;
+
+ game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+ (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+ (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+ EL_CONVEYOR_BELT_1_MIDDLE) + i;
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+ getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+ }
+
+ game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+ (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+ game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+ game.magic_wall_time_left;
+
+ game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+ local_player->gravity;
+
+ for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+ game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+ (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+ game.panel.element[i].id : EL_UNDEFINED);
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+ (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+ element_info[game.panel.element_count[i].id].element_count : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
+
+ game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+ /* update game panel control frames */
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (gpc->type == TYPE_ELEMENT)
+ {
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
+
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
+
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
+
+ gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+ gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ }
}
-static void resolve_group_element(int group_element, int recursion_depth)
+void DisplayGameControlValues()
{
- static int group_nr;
- static struct ElementGroupInfo *group;
- struct ElementGroupInfo *actual_group = element_info[group_element].group;
+ boolean redraw_panel = FALSE;
int i;
- if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
{
- Error(ERR_WARN, "recursion too deep when resolving group element %d",
- group_element - EL_GROUP_START + 1);
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
- /* replace element which caused too deep recursion by question mark */
- group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+ if (PANEL_DEACTIVATED(gpc->pos))
+ continue;
- return;
+ if (gpc->value == gpc->last_value &&
+ gpc->frame == gpc->last_frame)
+ continue;
+
+ redraw_panel = TRUE;
}
- if (recursion_depth == 0) /* initialization */
- {
- group = element_info[group_element].group;
- group_nr = group_element - EL_GROUP_START;
+ if (!redraw_panel)
+ return;
- group->num_elements_resolved = 0;
- group->choice_pos = 0;
- }
+ /* copy default game door content to main double buffer */
+
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
+
+ /* redraw game control buttons */
+ RedrawGameButtons();
+
+ game_status = GAME_MODE_PSEUDO_PANEL;
- for (i = 0; i < actual_group->num_elements; i++)
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
- int element = actual_group->element[i];
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+ struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
+ int value = gpc->value;
+ int frame = gpc->frame;
+ int size = pos->size;
+ int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
- if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
- break;
+ if (PANEL_DEACTIVATED(pos))
+ continue;
- if (IS_GROUP_ELEMENT(element))
- resolve_group_element(element, recursion_depth + 1);
- else
+ gpc->last_value = value;
+ gpc->last_frame = frame;
+
+ if (type == TYPE_INTEGER)
{
- group->element_resolved[group->num_elements_resolved++] = element;
- element_info[element].in_group[group_nr] = TRUE;
+ if (nr == GAME_PANEL_LEVEL_NUMBER ||
+ 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 font1 = pos->font;
+ int font2 = pos->font_alt;
+
+ size = (value < value_change ? size1 : size2);
+ font = (value < value_change ? font1 : font2);
+ }
+ }
+
+ /* correct text size if "digits" is zero or less */
+ if (size <= 0)
+ size = strlen(int2str(value, size));
+
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
}
- }
+ else if (type == TYPE_ELEMENT)
+ {
+ int element, graphic;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
-#if 0
- if (recursion_depth == 0 && group_element <= EL_GROUP_4)
- {
- printf("::: group %d: %d resolved elements\n",
- group_element - EL_GROUP_START, group->num_elements_resolved);
- for (i = 0; i < group->num_elements_resolved; i++)
- printf("::: - %d ['%s']\n", group->element_resolved[i],
- element_info[group->element_resolved[i]].token_name);
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+ else if (type == TYPE_STRING)
+ {
+ boolean active = (value != 0);
+ char *state_normal = "off";
+ char *state_active = "on";
+ char *state = (active ? state_active : state_normal);
+ char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+ nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
+ nr == GAME_PANEL_LEVEL_NAME ? level.name :
+ nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
+
+ if (nr == GAME_PANEL_GRAVITY_STATE)
+ {
+ int font1 = pos->font; /* (used for normal state) */
+ int font2 = pos->font_alt; /* (used for active state) */
+
+ font = (active ? font2 : font1);
+ }
+
+ if (s != NULL)
+ {
+ char *s_cut;
+
+ if (size <= 0)
+ {
+ /* don't truncate output if "chars" is zero or less */
+ size = strlen(s);
+
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+ }
+
+ s_cut = getStringCopyN(s, size);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
+
+ free(s_cut);
+ }
+ }
+
+ redraw_mask |= REDRAW_DOOR_1;
}
-#endif
+
+ game_status = GAME_MODE_PLAYING;
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+ if (tape.deactivate_display)
+ return;
+
+ UpdateGameControlValues();
+ DisplayGameControlValues();
+}
+
+void UpdateGameDoorValues()
+{
+ UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
+ DisplayGameControlValues();
}
static void InitGameEngine()
{
- int i, j, k, l;
+ int i, j, k, l, x, y;
/* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* set single or multi-player game mode (needed for re-playing tapes) */
+ game.team_mode = setup.team_mode;
+
+ if (tape.playing)
+ {
+ int num_players = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ /* multi-player tapes contain input data for more than one player */
+ game.team_mode = (num_players > 1);
+ }
+
/* ---------------------------------------------------------------------- */
/* set flags for bugs and changes according to active game engine version */
/* ---------------------------------------------------------------------- */
/* ---------------------------------------------------------------------- */
+ /* set maximal allowed number of custom element changes per game frame */
+ game.max_num_changes_per_frame = 1;
+
+ /* default scan direction: scan playfield from top/left to bottom/right */
+ InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+
/* dynamically adjust element properties according to game engine version */
InitElementPropertiesEngine(game.engine_version);
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
- /* ---------- recursively resolve group elements ------------------------- */
-
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
- element_info[i].in_group[j] = FALSE;
-
- for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
- resolve_group_element(EL_GROUP_START + i, 0);
-
/* ---------- initialize player's initial move delay --------------------- */
-#if USE_NEW_MOVE_DELAY
/* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay_value[i] =
+ get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
/* dynamically adjust player properties according to game engine version */
- game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
- game.initial_move_delay_value : 0);
-#else
- /* dynamically adjust player properties according to game engine version */
- game.initial_move_delay =
- (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
- INITIAL_MOVE_DELAY_OFF);
-
- /* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay[i] =
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+ game.initial_move_delay_value[i] : 0);
/* ---------- initialize player's initial push delay --------------------- */
ei->change->change_function = ch_delay->change_function;
ei->change->post_change_function = ch_delay->post_change_function;
+ ei->change->can_change = TRUE;
+ ei->change->can_change_or_has_action = TRUE;
+
ei->has_change_event[CE_DELAY] = TRUE;
-#if 1
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-#endif
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+ }
+
+ /* ---------- initialize internal run-time variables --------------------- */
+
+ 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].can_change_or_has_action =
+ (ei->change_page[j].can_change |
+ ei->change_page[j].has_action);
+ }
}
-#if 1
/* add change events from custom element configuration */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
for (k = 0; k < NUM_CHANGE_EVENTS; k++)
}
}
-#else
+ /* ---------- initialize reference elements in change conditions --------- */
- /* add change events from custom element configuration */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
- /* only add custom elements that change after fixed/random frame delay */
- if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- element_info[element].has_change_event[CE_DELAY] = TRUE;
- }
-#endif
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ int trigger_element = ei->change_page[j].initial_trigger_element;
- /* ---------- initialize run-time trigger player and element ------------- */
+ if (trigger_element >= EL_PREV_CE_8 &&
+ trigger_element <= EL_NEXT_CE_8)
+ trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+ ei->change_page[j].trigger_element = trigger_element;
+ }
+ }
+
+ /* ---------- initialize run-time trigger player and element ------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; 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;
+ ei->change_page[j].actual_trigger_player = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
+ ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
+ ei->change_page[j].actual_trigger_ce_value = 0;
+ ei->change_page[j].actual_trigger_ce_score = 0;
}
}
for (j = 0; j < NUM_CHANGE_EVENTS; j++)
trigger_events[i][j] = FALSE;
-#if 1
/* add trigger events from element change event properties */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
for (l = 0; l < group->num_elements_resolved; l++)
trigger_events[group->element_resolved[l]][k] = TRUE;
}
+ else if (trigger_element == EL_ANY_ELEMENT)
+ for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+ trigger_events[l][k] = TRUE;
else
trigger_events[trigger_element][k] = TRUE;
}
}
}
}
-#else
- /* add trigger events from element change event properties */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
- for (j = 0; j < NUM_CHANGE_EVENTS; j++)
- if (element_info[i].change->has_event[j])
- trigger_events[element_info[i].change->trigger_element][j] = TRUE;
-#endif
/* ---------- initialize push delay -------------------------------------- */
{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = game.default_push_delay_fixed;
- element_info[i].push_delay_random = game.default_push_delay_random;
+ /* set default push delay values (corrected since version 3.0.7-1) */
+ if (game.engine_version < VERSION_IDENT(3,0,7,1))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ else
+ {
+ element_info[i].push_delay_fixed = 8;
+ element_info[i].push_delay_random = 8;
+ }
}
}
{
if (IS_SP_ELEMENT(i))
{
-#if USE_NEW_MOVE_STYLE
/* set SP push delay to just enough to push under a falling zonk */
int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
element_info[i].push_delay_fixed = delay;
element_info[i].push_delay_random = 0;
-#else
- element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
- element_info[i].push_delay_random = 0; /* ... from falling zonk */
-#endif
}
}
}
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
-#if 0
- /* ---------- initialize move dig/leave ---------------------------------- */
+ /* ---------- initialize collect score ----------------------------------- */
+ /* initialize collect score values for custom elements from initial value */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- element_info[i].can_leave_element = FALSE;
- element_info[i].can_leave_element_last = FALSE;
- }
-#endif
+ if (IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_score = element_info[i].collect_score_initial;
- /* ---------- initialize gem count --------------------------------------- */
+ /* ---------- initialize collect count ----------------------------------- */
- /* initialize gem count values for each element */
+ /* initialize collect count values for non-custom elements */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].collect_count = 0;
+ element_info[i].collect_count_initial = 0;
- /* add gem count values for all elements from pre-defined list */
+ /* add collect count values for all elements from pre-defined list */
for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
- element_info[collect_count_list[i].element].collect_count =
+ element_info[collect_count_list[i].element].collect_count_initial =
collect_count_list[i].count;
/* ---------- initialize access direction -------------------------------- */
for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
element_info[access_direction_list[i].element].access_direction =
access_direction_list[i].direction;
+
+ /* ---------- initialize explosion content ------------------------------- */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (IS_CUSTOM_ELEMENT(i))
+ continue;
+
+ for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+ {
+ /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+
+ element_info[i].content.e[x][y] =
+ (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
+ i == EL_PLAYER_2 ? EL_EMERALD_RED :
+ i == EL_PLAYER_3 ? EL_EMERALD :
+ i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
+ i == EL_MOLE ? EL_EMERALD_RED :
+ i == EL_PENGUIN ? EL_EMERALD_PURPLE :
+ i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
+ i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
+ i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
+ i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
+ i == EL_WALL_EMERALD ? EL_EMERALD :
+ i == EL_WALL_DIAMOND ? EL_DIAMOND :
+ i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
+ i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
+ i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
+ i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
+ i == EL_WALL_PEARL ? EL_PEARL :
+ i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
+ EL_EMPTY);
+ }
+ }
+
+ /* ---------- initialize recursion detection ------------------------------ */
+ recursion_loop_depth = 0;
+ recursion_loop_detected = FALSE;
+ recursion_loop_element = EL_UNDEFINED;
+
+ /* ---------- initialize graphics engine ---------------------------------- */
+ game.scroll_delay_value =
+ (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ setup.scroll_delay ? setup.scroll_delay_value : 0);
+ game.scroll_delay_value =
+ MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+
+ /* ---------- initialize game engine snapshots ---------------------------- */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.snapshot.last_action[i] = 0;
+ game.snapshot.changed_action = FALSE;
+ game.snapshot.mode =
+ (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+ SNAPSHOT_MODE_EVERY_STEP :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+ SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
+}
+
+int get_num_special_action(int element, int action_first, int action_last)
+{
+ int num_special_action = 0;
+ int i, j;
+
+ for (i = action_first; i <= action_last; i++)
+ {
+ boolean found = FALSE;
+
+ for (j = 0; j < NUM_DIRECTIONS; j++)
+ if (el_act_dir2img(element, i, j) !=
+ el_act_dir2img(element, ACTION_DEFAULT, j))
+ found = TRUE;
+
+ if (found)
+ num_special_action++;
+ else
+ break;
+ }
+
+ return num_special_action;
}
void InitGame()
{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int fade_mask = REDRAW_FIELD;
+
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
- int i, j, k, x, y;
+ int initial_move_dir = MV_DOWN;
+ int i, j, x, y;
- InitGameEngine();
+ // required here to update video display before fading (FIX THIS)
+ DrawMaskedBorder(REDRAW_DOOR_2);
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
- printf("Using new amoeba code.\n");
-#else
- printf("Using old amoeba code.\n");
-#endif
-#endif
-#endif
+ game_status = GAME_MODE_PLAYING;
+
+ if (!game.restart_level)
+ CloseDoor(DOOR_CLOSE_1);
+
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
+ else
+ FadeSetEnterScreen();
+
+ if (CheckIfGlobalBorderHasChanged())
+ fade_mask = REDRAW_ALL;
+
+ FadeOut(fade_mask);
+
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
+ ClearField();
+
+ DrawCompleteVideoDisplay();
+
+ InitGameEngine();
+ InitGameControlValues();
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
player->present = FALSE;
player->active = FALSE;
+ player->mapped = FALSE;
+
+ player->killed = FALSE;
+ player->reanimated = FALSE;
player->action = 0;
player->effective_action = 0;
player->programmed_action = 0;
player->score = 0;
+ player->score_final = 0;
+
player->gems_still_needed = level.gems_needed;
player->sokobanfields_still_needed = 0;
player->lights_still_needed = 0;
for (j = 0; j < MAX_NUM_KEYS; j++)
player->key[j] = FALSE;
+ player->num_white_keys = 0;
+
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NO_MOVING;
+ player->MovDir = initial_move_dir;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NO_MOVING;
+ player->GfxDir = initial_move_dir;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy_graphic = FALSE;
+ player->initial_element = player->element_nr;
+ player->artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ player->element_nr);
+ player->use_murphy = FALSE;
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->gravity = level.initial_player_gravity[i];
+
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
player->step_counter = 0;
- player->last_move_dir = MV_NO_MOVING;
+ player->last_move_dir = initial_move_dir;
+
+ player->is_active = FALSE;
player->is_waiting = FALSE;
player->is_moving = FALSE;
player->is_pushing = FALSE;
player->is_switching = FALSE;
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
player->is_bored = FALSE;
player->is_sleeping = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
+ player->dir_waiting = initial_move_dir;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->special_action_sleeping = ACTION_DEFAULT;
- player->num_special_action_bored = 0;
- player->num_special_action_sleeping = 0;
-
- /* determine number of special actions for bored and sleeping animation */
- for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
- {
- boolean found = FALSE;
-
- for (k = 0; k < NUM_DIRECTIONS; k++)
- if (el_act_dir2img(player->element_nr, j, k) !=
- el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
- found = TRUE;
-
- if (found)
- player->num_special_action_bored++;
- else
- break;
- }
- for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
- {
- boolean found = FALSE;
-
- for (k = 0; k < NUM_DIRECTIONS; k++)
- if (el_act_dir2img(player->element_nr, j, k) !=
- el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
- found = TRUE;
-
- if (found)
- player->num_special_action_sleeping++;
- else
- break;
- }
-
player->switch_x = -1;
player->switch_y = -1;
-#if USE_DROP_BUGFIX
player->drop_x = -1;
player->drop_y = -1;
-#endif
player->show_envelope = 0;
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
-
- player->move_delay_reset_counter = 0;
+ SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
-#if USE_NEW_PUSH_DELAY
player->push_delay = -1; /* initialized when pushing starts */
player->push_delay_value = game.initial_push_delay_value;
-#else
- player->push_delay = 0;
- player->push_delay_value = game.initial_push_delay_value;
-#endif
player->drop_delay = 0;
+ player->drop_pressed_delay = 0;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ player->last_jx = -1;
+ player->last_jy = -1;
+ player->jx = -1;
+ player->jy = -1;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
player->LevelSolved = FALSE;
player->GameOver = FALSE;
+
+ player->LevelSolved_GameWon = FALSE;
+ player->LevelSolved_GameEnd = FALSE;
+ player->LevelSolved_PanelOff = FALSE;
+ player->LevelSolved_SaveTape = FALSE;
+ player->LevelSolved_SaveScore = FALSE;
+ player->LevelSolved_CountingTime = 0;
+ player->LevelSolved_CountingScore = 0;
+
+ map_player_action[i] = i;
}
network_player_action_received = FALSE;
#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
- SendToServer_MovePlayer(MV_NO_MOVING);
+ SendToServer_MovePlayer(MV_NONE);
#endif
ZX = ZY = -1;
TimeLeft = level.time;
TapeTime = 0;
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
ScreenMovPos = 0;
ScreenGfxPos = 0;
AllPlayersGone = FALSE;
+ game.no_time_limit = (level.time == 0);
+
game.yamyam_content_nr = 0;
+ game.robot_wheel_active = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
- game.balloon_dir = MV_NO_MOVING;
- game.gravity = level.initial_gravity;
- game.explosions_delayed = TRUE;
+ game.wind_direction = level.wind_direction_initial;
+
+ game.lenses_time_left = 0;
+ game.magnify_time_left = 0;
+
+ game.ball_state = level.ball_state_initial;
+ game.ball_content_nr = 0;
game.envelope_active = FALSE;
+ /* set focus to local player for network games, else to all players */
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ /* store client dependent player focus when recording network games */
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
for (i = 0; i < NUM_BELTS; i++)
{
- game.belt_dir[i] = MV_NO_MOVING;
+ game.belt_dir[i] = MV_NONE;
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
- for (x = 0; x < lev_fieldx; x++)
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
{
- for (y = 0; y < lev_fieldy; y++)
- {
- Feld[x][y] = level.field[x][y];
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
- AmoebaNr[x][y] = 0;
- WasJustMoving[x][y] = 0;
- WasJustFalling[x][y] = 0;
- CheckCollision[x][y] = 0;
- Stop[x][y] = FALSE;
- Pushed[x][y] = FALSE;
+ printf("Player status at level initialization:\n");
+ }
+#endif
- Changed[x][y] = FALSE;
- ChangeEvent[x][y] = -1;
+ SCAN_PLAYFIELD(x, y)
+ {
+ Feld[x][y] = level.field[x][y];
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ CustomValue[x][y] = 0; /* initialized in InitField() */
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
+ CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
+ Stop[x][y] = FALSE;
+ Pushed[x][y] = FALSE;
+
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
- ExplodePhase[x][y] = 0;
- ExplodeDelay[x][y] = 0;
- ExplodeField[x][y] = EX_TYPE_NONE;
+ ExplodePhase[x][y] = 0;
+ ExplodeDelay[x][y] = 0;
+ ExplodeField[x][y] = EX_TYPE_NONE;
- RunnerVisit[x][y] = 0;
- PlayerVisit[x][y] = 0;
+ RunnerVisit[x][y] = 0;
+ PlayerVisit[x][y] = 0;
- GfxFrame[x][y] = 0;
- GfxRandom[x][y] = INIT_GFX_RANDOM();
- GfxElement[x][y] = EL_UNDEFINED;
- GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
- }
+ GfxFrame[x][y] = 0;
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NONE;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
- for (y = 0; y < lev_fieldy; y++)
+ SCAN_PLAYFIELD(x, y)
{
- for (x = 0; x < lev_fieldx; x++)
- {
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
- emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
- emulate_sb = FALSE;
- if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
- emulate_sp = FALSE;
+ if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+ emulate_bd = FALSE;
+ if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+ emulate_sb = FALSE;
+ if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+ emulate_sp = FALSE;
- InitField(x, y, TRUE);
- }
+ InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
}
InitBeltMovement();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ /* set number of special actions for bored and sleeping animation */
+ player->num_special_action_bored =
+ get_num_special_action(player->artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ player->num_special_action_sleeping =
+ get_num_special_action(player->artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ }
+
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ /* 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;
+ }
+ }
+
/* initialize explosion and ignition delay */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
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 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 */
for (i = 0; i < NUM_BELTS; i++)
- if (game.belt_dir[i] == MV_NO_MOVING)
+ if (game.belt_dir[i] == MV_NONE)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ /* choose default local player */
+ local_player = &stored_player[0];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = FALSE;
+
+ local_player->connected = TRUE;
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+ if (tape.playing)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = tape.player_participates[i];
+ }
+ else if (game.team_mode && !options.network)
+ {
+ /* try to guess locally connected team mode players (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
+ }
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status after level initialization:\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+ }
+#endif
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("Reassigning players ...\n");
+#endif
+
/* check if any connected player was not found in playfield */
for (i = 0; i < MAX_PLAYERS; i++)
{
if (player->connected && !player->present)
{
+ struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- looking for field player for player %d ...\n", i + 1);
+#endif
+
+ /* assign first free player found that is present in the playfield */
+
+ /* first try: look for unmapped playfield player that is not connected */
for (j = 0; j < MAX_PLAYERS; j++)
- {
- struct PlayerInfo *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
- /* assign first free player found that is present in the playfield */
- if (some_player->present && !some_player->connected)
- {
- player->present = TRUE;
- player->active = TRUE;
+ /* second try: look for *any* unmapped playfield player */
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
- some_player->present = FALSE;
- some_player->active = FALSE;
+ if (field_player != NULL)
+ {
+ int jx = field_player->jx, jy = field_player->jy;
-#if 0
- player->element_nr = some_player->element_nr;
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- found player %d\n", field_player->index_nr + 1);
#endif
-#if USE_NEW_BLOCK_STYLE
- player->block_last_field = some_player->block_last_field;
- player->block_delay_adjustment = some_player->block_delay_adjustment;
-#endif
+ player->present = FALSE;
+ player->active = FALSE;
- StorePlayer[jx][jy] = player->element_nr;
- player->jx = player->last_jx = jx;
- player->jy = player->last_jy = jy;
+ field_player->present = TRUE;
+ field_player->active = TRUE;
- break;
- }
- }
- }
- }
+ /*
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
- if (tape.playing)
- {
- /* when playing a tape, eliminate all players which do not participate */
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+ */
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- if (stored_player[i].active && !tape.player_participates[i])
- {
- struct PlayerInfo *player = &stored_player[i];
- int jx = player->jx, jy = player->jy;
+ StorePlayer[jx][jy] = field_player->element_nr;
- player->active = FALSE;
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
- }
- else if (!options.network && !setup.team_mode) /* && !tape.playing */
- {
- /* when in single player mode, eliminate all but the first active player */
+ field_player->jx = field_player->last_jx = jx;
+ field_player->jy = field_player->last_jy = jy;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- if (stored_player[i].active)
- {
- for (j = i + 1; j < MAX_PLAYERS; j++)
- {
- if (stored_player[j].active)
- {
- struct PlayerInfo *player = &stored_player[j];
- int jx = player->jx, jy = player->jy;
+ if (local_player == player)
+ local_player = field_player;
- player->active = FALSE;
- player->present = FALSE;
+ map_player_action[field_player->index_nr] = i;
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
+ field_player->mapped = TRUE;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- map_player_action[%d] == %d\n",
+ field_player->index_nr + 1, i + 1);
+#endif
}
}
- }
- /* when recording the game, store which players take part in the game */
- if (tape.recording)
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- tape.player_participates[i] = TRUE;
+ if (player->connected && player->present)
+ player->mapped = TRUE;
}
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
+ printf("Player status after player assignment (first stage):\n");
+
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
- printf("Player %d: present == %d, connected == %d, active == %d.\n",
- i+1,
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
player->present,
player->connected,
player->active);
+
if (local_player == player)
- printf("Player %d is local player.\n", i+1);
+ printf(" (local player)");
+
+ printf("\n");
}
}
+#endif
- if (BorderElement == EL_EMPTY)
- {
- SBX_Left = 0;
- SBX_Right = lev_fieldx - SCR_FIELDX;
+#else
+
+ /* check if any connected player was not found in playfield */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ for (j = 0; j < MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *field_player = &stored_player[j];
+ int jx = field_player->jx, jy = field_player->jy;
+
+ /* assign first free player found that is present in the playfield */
+ if (field_player->present && !field_player->connected)
+ {
+ player->present = TRUE;
+ player->active = TRUE;
+
+ field_player->present = FALSE;
+ field_player->active = FALSE;
+
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
+
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+
+ StorePlayer[jx][jy] = player->element_nr;
+
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
+
+ break;
+ }
+ }
+ }
+ }
+#endif
+
+#if 0
+ printf("::: local_player->present == %d\n", local_player->present);
+#endif
+
+ if (tape.playing)
+ {
+ /* when playing a tape, eliminate all players who do not participate */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+ if (!game.team_mode)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+
+#else
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[i])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+#endif
+ }
+ else if (!options.network && !game.team_mode) /* && !tape.playing */
+ {
+ /* when in single player mode, eliminate all but the first active player */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ for (j = i + 1; j < MAX_PLAYERS; j++)
+ {
+ if (stored_player[j].active)
+ {
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ player->present = FALSE;
+
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+ }
+ }
+
+ /* when recording the game, store which players take part in the game */
+ if (tape.recording)
+ {
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected)
+ tape.player_participates[i] = TRUE;
+#else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ tape.player_participates[i] = TRUE;
+#endif
+ }
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status after player assignment (final stage):\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+ }
+#endif
+
+ if (BorderElement == EL_EMPTY)
+ {
+ SBX_Left = 0;
+ SBX_Right = lev_fieldx - SCR_FIELDX;
SBY_Upper = 0;
SBY_Lower = lev_fieldy - SCR_FIELDY;
}
SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
}
- if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+ if (full_lev_fieldx <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
-
- if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+ if (full_lev_fieldy <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+ SBY_Upper--;
+
/* if local player not found, look for custom element that might create
the player (make some assumptions about the right custom element) */
if (!local_player->present)
int start_x = 0, start_y = 0;
int found_rating = 0;
int found_element = EL_UNDEFINED;
+ int player_nr = local_player->index_nr;
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ SCAN_PLAYFIELD(x, y)
{
int element = Feld[x][y];
int content;
int xx, yy;
boolean is_player;
+ if (level.use_start_element[player_nr] &&
+ level.start_element[player_nr] == element &&
+ found_rating < 4)
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 4;
+ found_element = element;
+ }
+
if (!IS_CUSTOM_ELEMENT(element))
continue;
{
for (i = 0; i < element_info[element].num_change_pages; i++)
{
+ /* check for player created from custom element as single target */
content = element_info[element].change_page[i].target_element;
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 3 || element < found_element))
+ if (is_player && (found_rating < 3 ||
+ (found_rating == 3 && element < found_element)))
{
start_x = x;
start_y = y;
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
{
- content = element_info[element].content[xx][yy];
+ /* check for player created from custom element as explosion content */
+ content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 2 || element < found_element))
+ if (is_player && (found_rating < 2 ||
+ (found_rating == 2 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- content= element_info[element].change_page[i].target_content[xx][yy];
+ /* check for player created from custom element as extended target */
+ content =
+ element_info[element].change_page[i].target_content.e[xx][yy];
+
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 1 || element < found_element))
+ if (is_player && (found_rating < 1 ||
+ (found_rating == 1 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
}
else
{
-#if 1
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
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
-#endif
}
- CloseDoor(DOOR_CLOSE_1);
-
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+ }
else
{
- DrawLevel();
+ DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+ }
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap(backbuffer);
+ /* !!! FIX THIS (END) !!! */
+
+ DrawMaskedBorder(fade_mask);
+
+ FadeIn(fade_mask);
+
+#if 1
+ // full screen redraw is required at this point in the following cases:
+ // - special editor door undrawn when game was started from level editor
+ // - drawing area (playfield) was changed and has to be removed completely
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+#endif
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+ if (!game.restart_level)
+ {
+ /* copy default game door content to main double buffer */
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- FadeToFront();
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
}
- /* !!! FIX THIS (END) !!! */
- /* copy default game door content to main double buffer */
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
- DrawGameDoorValues();
+ UpdateAndDisplayGameControlValues();
- UnmapGameButtons();
- UnmapTapeButtons();
- game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
- game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
- game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
- MapGameButtons();
- MapTapeButtons();
+ if (!game.restart_level)
+ {
+ UnmapGameButtons();
+ UnmapTapeButtons();
- /* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, bitmap_db_door,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+ FreeGameButtons();
+ CreateGameButtons();
- OpenDoor(DOOR_OPEN_ALL);
+ game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+ game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+ game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+ MapGameButtons();
+ MapTapeButtons();
- if (setup.sound_music)
- PlayLevelMusic();
+ /* copy actual game door content to door double buffer for OpenDoor() */
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
- KeyboardAutoRepeatOffUnlessAutoplay();
+ OpenDoor(DOOR_OPEN_ALL);
- if (options.debug)
+ PlaySound(SND_GAME_STARTING);
+
+ if (setup.sound_music)
+ PlayLevelMusic();
+
+ KeyboardAutoRepeatOffUnlessAutoplay();
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status (final):\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+ }
+#endif
+ }
+
+ UnmapAllGadgets();
+
+ MapGameButtons();
+ MapTapeButtons();
+
+ if (!game.restart_level && !tape.playing)
{
- for (i = 0; i < MAX_PLAYERS; i++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
+ LevelStats_incPlayed(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
}
-#if 0
- printf("::: starting game [%d]\n", FrameCounter);
-#endif
+ game.restart_level = FALSE;
+
+ SaveEngineSnapshotToListInitial();
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
{ MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
- switch(element)
+ switch (element)
{
case EL_BUG_RIGHT:
case EL_BUG_UP:
MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
break;
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ Feld[x][y] = EL_YAMYAM;
+ MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+ break;
+
case EL_SP_SNIKSNAK:
MovDir[x][y] = MV_UP;
break;
if (move_direction_initial == MV_START_PREVIOUS)
{
- if (MovDir[x][y] != MV_NO_MOVING)
+ if (MovDir[x][y] != MV_NONE)
return;
move_direction_initial = MV_START_AUTOMATIC;
else if (move_pattern == MV_ALONG_LEFT_SIDE ||
move_pattern == MV_ALONG_RIGHT_SIDE)
{
-#if 1
/* use random direction as default start direction */
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
MovDir[x][y] = 1 << RND(4);
-#endif
for (i = 0; i < NUM_DIRECTIONS; i++)
{
AmoebaCnt2[group_nr]++;
}
-void GameWon()
+static void PlayerWins(struct PlayerInfo *player)
{
- int hi_pos;
- boolean raise_level = FALSE;
-
- if (local_player->MovPos)
- return;
+ player->LevelSolved = TRUE;
+ player->GameOver = TRUE;
-#if 1
- if (tape.auto_play) /* tape might already be stopped here */
- tape.auto_play_level_solved = TRUE;
-#else
- if (tape.playing && tape.auto_play)
- tape.auto_play_level_solved = TRUE;
-#endif
+ player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score : player->score);
- local_player->LevelSolved = FALSE;
+ player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+ TimeLeft);
+ player->LevelSolved_CountingScore = player->score_final;
+}
- PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+void GameWon()
+{
+ static int time, time_final;
+ static int score, score_final;
+ static int game_over_delay_1 = 0;
+ static int game_over_delay_2 = 0;
+ int game_over_delay_value_1 = 50;
+ int game_over_delay_value_2 = 50;
- if (TimeLeft)
+ if (!local_player->LevelSolved_GameWon)
{
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ int i;
- while (TimeLeft > 0)
+ /* do not start end game actions before the player stops moving (to exit) */
+ if (local_player->MovPos)
+ return;
+
+ local_player->LevelSolved_GameWon = TRUE;
+ local_player->LevelSolved_SaveTape = tape.recording;
+ local_player->LevelSolved_SaveScore = !tape.playing;
+
+ if (!tape.playing)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
- if (TimeLeft > 0 && !(TimeLeft % 10))
- RaiseScore(level.score[SC_TIME_BONUS]);
- if (TimeLeft > 100 && !(TimeLeft % 10))
- TimeLeft -= 10;
- else
- TimeLeft--;
+ LevelStats_incSolved(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+ }
- DrawGameValue_Time(TimeLeft);
+ if (tape.auto_play) /* tape might already be stopped here */
+ tape.auto_play_level_solved = TRUE;
- BackToFront();
+ TapeStop();
+
+ game_over_delay_1 = game_over_delay_value_1;
+ game_over_delay_2 = game_over_delay_value_2;
- if (!tape.playing)
- Delay(10);
+ time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ score = score_final = local_player->score_final;
+
+ if (TimeLeft > 0)
+ {
+ time_final = 0;
+ score_final += TimeLeft * level.score[SC_TIME_BONUS];
+ }
+ else if (game.no_time_limit && TimePlayed < 999)
+ {
+ time_final = 999;
+ score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- }
- else if (level.time == 0) /* level without time limit */
- {
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ local_player->score_final = score_final;
- while (TimePlayed < 999)
+ if (level_editor_test_game)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
- if (TimePlayed < 999 && !(TimePlayed % 10))
- RaiseScore(level.score[SC_TIME_BONUS]);
- if (TimePlayed < 900 && !(TimePlayed % 10))
- TimePlayed += 10;
- else
- TimePlayed++;
+ time = time_final;
+ score = score_final;
- DrawGameValue_Time(TimePlayed);
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
- BackToFront();
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- if (!tape.playing)
- Delay(10);
+ DisplayGameControlValues();
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- }
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
+ {
+ /* close exit door after last player */
+ if ((AllPlayersGone &&
+ (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
+ Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
+ {
+ int element = Feld[ExitX][ExitY];
- /* close exit door after last player */
- if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
- {
- int element = Feld[ExitX][ExitY];
+ Feld[ExitX][ExitY] =
+ (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
+ EL_EM_STEEL_EXIT_CLOSING);
- Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ }
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
- }
+ /* player disappears */
+ DrawLevelField(ExitX, ExitY);
+ }
- /* Hero disappears */
- if (ExitX >= 0 && ExitY >= 0)
- DrawLevelField(ExitX, ExitY);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- BackToFront();
+ if (player->present)
+ {
+ RemovePlayer(player);
- if (tape.playing)
- return;
+ /* player disappears */
+ DrawLevelField(player->jx, player->jy);
+ }
+ }
+ }
- CloseDoor(DOOR_CLOSE_1);
+ PlaySound(SND_GAME_WINNING);
+ }
- if (tape.recording)
+ if (game_over_delay_1 > 0)
{
- TapeStop();
- SaveTape(tape.level_nr); /* Ask to save tape */
+ game_over_delay_1--;
+
+ return;
}
- if (level_nr == leveldir_current->handicap_level)
+ if (time != time_final)
{
- leveldir_current->handicap_level++;
- SaveLevelSetup_SeriesInfo();
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
+ int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
+
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * level.score[SC_TIME_BONUS];
+
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+ DisplayGameControlValues();
+
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
}
- if (level_editor_test_game)
- local_player->score = -1; /* no highscore when playing from editor */
- else if (level_nr < leveldir_current->last_level)
- raise_level = TRUE; /* advance to next level */
+ local_player->LevelSolved_PanelOff = TRUE;
- if ((hi_pos = NewHiScore()) >= 0)
+ if (game_over_delay_2 > 0)
{
- game_status = GAME_MODE_SCORES;
- DrawHallOfFame(hi_pos);
- if (raise_level)
+ game_over_delay_2--;
+
+ return;
+ }
+
+ GameEnd();
+}
+
+void GameEnd()
+{
+ int hi_pos;
+ boolean raise_level = FALSE;
+
+ local_player->LevelSolved_GameEnd = TRUE;
+
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
+
+ if (local_player->LevelSolved_SaveTape)
+ {
+ SaveTapeChecked(tape.level_nr); /* ask to save tape */
+ }
+
+ CloseDoor(DOOR_CLOSE_ALL);
+
+ if (level_editor_test_game)
+ {
+ game_status = GAME_MODE_MAIN;
+
+ DrawMainMenu();
+
+ return;
+ }
+
+ if (!local_player->LevelSolved_SaveScore)
+ {
+ FadeOut(REDRAW_FIELD);
+
+ game_status = GAME_MODE_MAIN;
+
+ DrawMainMenu();
+
+ return;
+ }
+
+ if (level_nr == leveldir_current->handicap_level)
+ {
+ leveldir_current->handicap_level++;
+
+ SaveLevelSetup_SeriesInfo();
+ }
+
+ if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
+
+ if ((hi_pos = NewHiScore()) >= 0)
+ {
+ game_status = GAME_MODE_SCORES;
+
+ DrawHallOfFame(hi_pos);
+
+ if (raise_level)
{
level_nr++;
TapeErase();
}
else
{
+ FadeOut(REDRAW_FIELD);
+
game_status = GAME_MODE_MAIN;
+
if (raise_level)
{
level_nr++;
TapeErase();
}
+
DrawMainMenu();
}
-
- BackToFront();
}
int NewHiScore()
LoadScore(level_nr);
- if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
- local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+ local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
for (k = 0; k < MAX_SCORE_ENTRIES; k++)
{
- if (local_player->score > highscore[k].Score)
+ if (local_player->score_final > highscore[k].Score)
{
/* player has made it to the hall of fame */
#ifdef ONE_PER_NAME
for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (!strcmp(setup.player_name, highscore[l].Name))
+ if (strEqual(setup.player_name, highscore[l].Name))
m = l;
if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
#endif
strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
- highscore[k].Score = local_player->score;
+ highscore[k].Score = local_player->score_final;
position = k;
break;
}
return position;
}
-inline static int getElementMoveStepsize(int x, int y)
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
{
int element = Feld[x][y];
- int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int horiz_move = (dx != 0);
/* special values for move stepsize for spring and things on conveyor belt */
if (horiz_move)
{
-#if 0
- if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
- else if (CAN_FALL(element) && !CAN_MOVE(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
-#else
if (CAN_FALL(element) &&
y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
step = sign * MOVE_STEPSIZE_NORMAL / 2;
else if (element == EL_SPRING)
step = sign * MOVE_STEPSIZE_NORMAL * 2;
-#endif
}
return step;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
if (player->GfxAction != action || player->GfxDir != dir)
{
-#if 0
- printf("Player frame reset! (%d => %d, %d => %d)\n",
- player->GfxAction, action, player->GfxDir, dir);
-#endif
-
player->GfxAction = action;
player->GfxDir = dir;
player->Frame = 0;
}
}
-static void ResetRandomAnimationValue(int x, int y)
+static void ResetGfxFrame(int x, int y, boolean redraw)
{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
+ int element = Feld[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic);
}
static void ResetGfxAnimation(int x, int y)
{
- GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
+
+ ResetGfxFrame(x, y, FALSE);
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
}
void InitMovingField(int x, int y, int direction)
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx;
int newy = y + dy;
+ boolean is_moving_before, is_moving_after;
- if (!WasJustMoving[x][y] || direction != MovDir[x][y])
- ResetGfxAnimation(x, y);
+ /* check if element was/is moving or being moved before/after mode change */
+ is_moving_before = (WasJustMoving[x][y] != 0);
+ is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
-#if USE_CAN_MOVE_NOT_MOVING
+ /* reset animation only for moving elements which change direction of moving
+ or which just started or stopped moving
+ (else CEs with property "can move" / "not moving" are reset each frame) */
+ if (is_moving_before != is_moving_after ||
+ direction != MovDir[x][y])
+ ResetGfxAnimation(x, y);
MovDir[x][y] = direction;
GfxDir[x][y] = direction;
- GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+
+ GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+ direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
- if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ /* this is needed for CEs with property "can move" / "not moving" */
+
+ if (is_moving_after)
{
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
MovDir[newx][newy] = MovDir[x][y];
+
+ CustomValue[newx][newy] = CustomValue[x][y];
+
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
GfxAction[newx][newy] = GfxAction[x][y];
GfxDir[newx][newy] = GfxDir[x][y];
}
-
-#else
-
- MovDir[newx][newy] = MovDir[x][y] = direction;
- GfxDir[x][y] = direction;
-
- if (Feld[newx][newy] == EL_EMPTY)
- Feld[newx][newy] = EL_BLOCKED;
-
- if (direction == MV_DOWN && CAN_FALL(element))
- GfxAction[x][y] = ACTION_FALLING;
- else
- GfxAction[x][y] = ACTION_MOVING;
-
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
- GfxDir[newx][newy] = GfxDir[x][y];
-#endif
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
{
int direction = MovDir[x][y];
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+ int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
*goes_to_x = newx;
*goes_to_y = newy;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+ CustomValue[x][y] = 0;
+
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
-#if 0
- ExplodeField[x][y] = EX_TYPE_NONE;
-#endif
-
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
}
void RemoveMovingField(int x, int y)
if (IS_MOVING(x, y))
{
Moving2Blocked(x, y, &newx, &newy);
-#if 0
- if (Feld[newx][newy] != EL_BLOCKED)
- return;
-#else
+
if (Feld[newx][newy] != EL_BLOCKED)
{
/* element is moving, but target field is not free (blocked), but
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(oldx, oldy);
return;
}
-#endif
}
else if (element == EL_BLOCKED)
{
if (element == EL_BLOCKED &&
(Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
next_element = get_next_element(Feld[oldx][oldy]);
if (next_element != EL_UNDEFINED)
Feld[oldx][oldy] = next_element;
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 1
if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
- else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-#endif
}
void CheckDynamite(int x, int y)
}
}
-#if 1
StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
- Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
- StopSound(SND_DYNAMITE_ACTIVE);
- else
- StopSound(SND_DYNABOMB_ACTIVE);
-#endif
Bang(x, y);
}
-void DrawRelocatePlayer(struct PlayerInfo *player)
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+ boolean num_checked_players = 0;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ int sx = stored_player[i].jx;
+ int sy = stored_player[i].jy;
+
+ if (num_checked_players == 0)
+ {
+ *sx1 = *sx2 = sx;
+ *sy1 = *sy2 = sy;
+ }
+ else
+ {
+ *sx1 = MIN(*sx1, sx);
+ *sy1 = MIN(*sy1, sy);
+ *sx2 = MAX(*sx2, sx);
+ *sy2 = MAX(*sy2, sy);
+ }
+
+ num_checked_players++;
+ }
+ }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ return (sx2 - sx1 < SCR_FIELDX &&
+ sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
+
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
- if (level.instant_relocation)
+ if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
{
-#if 1
- int offset = (setup.scroll_delay ? 3 : 0);
-
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ RedrawPlayfield();
+ }
+ else if (quick_relocation)
+ {
+ if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ if (!level.shifted_relocation || center_screen)
+ {
+ /* quick relocation (without scrolling), with centering of screen */
+
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* quick relocation (without scrolling), but do not center screen */
+
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
+
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
+
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
+
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - 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 (!level.shifted_relocation || center_screen)
+ {
+ /* quick relocation (without scrolling), with centering of screen */
- 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_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- /* 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);
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* quick relocation (without scrolling), but do not center screen */
- /* 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);
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- /* 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);
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- /* 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
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- RedrawPlayfield(TRUE, 0,0,0,0);
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
+
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
+ }
+
+ RedrawPlayfield();
}
else
{
-#if 1
-#if 0
- int offset = (setup.scroll_delay ? 3 : 0);
-#endif
- int scroll_xx = -999, scroll_yy = -999;
-
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ int scroll_xx, scroll_yy;
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ if (!level.shifted_relocation || center_screen)
{
- 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);
+ /* visible relocation (with scrolling), with centering of screen */
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- 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_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* visible relocation (with scrolling), but do not center screen */
- scroll_x -= dx;
- scroll_y -= dy;
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- /* 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_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
}
-#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)
+ while (scroll_x != scroll_xx || scroll_y != scroll_yy)
{
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;
/* 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);
}
-#endif
- DrawPlayer(player);
+ DrawAllPlayers();
BackToFront();
Delay(wait_delay_value);
}
void RelocatePlayer(int jx, int jy, int el_player_raw)
{
-#if 1
- int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-#else
- int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
-#endif
- struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+ int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+ int player_nr = GET_PLAYER_NR(el_player);
+ struct PlayerInfo *player = &stored_player[player_nr];
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
-#if 1
int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
int leave_side_horiz = move_dir_horiz;
int leave_side_vert = move_dir_vert;
-#else
- 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 enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
- int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
- int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
- int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
-#endif
int enter_side = enter_side_horiz | enter_side_vert;
int leave_side = leave_side_horiz | leave_side_vert;
ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
-#if USE_NEW_MOVE_DELAY
AdvanceFrameAndPlayerCounters(player->index_nr);
-#else
- FrameCounter++;
-#endif
DrawPlayer(player);
player->is_moving = FALSE;
}
-#if 1
if (IS_CUSTOM_ELEMENT(old_element))
CheckElementChangeByPlayer(old_jx, old_jy, old_element,
CE_LEFT_BY_PLAYER,
CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
CE_PLAYER_LEAVES_X,
player->index_bit, leave_side);
-#endif
Feld[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
+ /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+ possible that the relocation target field did not contain a player element,
+ but a walkable element, to which the new player was relocated -- in this
+ case, restore that (already initialized!) element on the player field */
if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
{
- Feld[jx][jy] = element;
- InitField(jx, jy, FALSE);
+ Feld[jx][jy] = element; /* restore previously existing element */
}
-#if 1
- if (player == local_player) /* only visually relocate local player */
- DrawRelocatePlayer(player);
-#endif
+ /* only visually relocate centered player */
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ FALSE, level.instant_relocation);
-#if 1
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
-#endif
-
-#if 0
- printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
-#endif
-
-#if 0
-#if 0
- /* needed to allow change of walkable custom element by entering player */
- if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
- Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
-#else
- /* needed to allow change of walkable custom element by entering player */
- Changed[jx][jy] = 0; /* allow another change */
-#endif
-#endif
-
-#if 0
- printf("::: player entering %d, %d from %s ...\n", jx, jy,
- enter_side == MV_LEFT ? "left" :
- enter_side == MV_RIGHT ? "right" :
- enter_side == MV_UP ? "top" :
- enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
-#endif
-#if 1
if (IS_CUSTOM_ELEMENT(element))
CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
player->index_bit, enter_side);
- CheckTriggeredElementChangeByPlayer(jx, jy, element,
- CE_PLAYER_ENTERS_X,
+ CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
-#endif
+
+ if (player->is_switching)
+ {
+ /* ensure that relocation while still switching an element does not cause
+ a new element to be treated as also switched directly after relocation
+ (this is important for teleporter switches that teleport the player to
+ a place where another teleporter switch is in the same direction, which
+ would then incorrectly be treated as immediately switched before the
+ direction key that caused the switch was released) */
+
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
+ }
}
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
-#if 0
- int num_phase = 9;
-#endif
+ int last_phase;
+ int border_element;
/* !!! eliminate this variable !!! */
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-#if 1
- int last_phase;
-#else
- int last_phase = num_phase * delay;
- int half_phase = (num_phase / 2) * delay;
- int first_phase_after_start = EX_PHASE_START + 1;
-#endif
- int border_element;
-
if (game.explosions_delayed)
{
ExplodeField[ex][ey] = mode;
if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
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 (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- center_element == EL_EMPTY &&
- (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
- return;
-#endif
-
-#if 1
- if (mode == EX_TYPE_NORMAL ||
- mode == EX_TYPE_CENTER ||
- mode == EX_TYPE_CROSS)
- PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#else
- if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
- PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#endif
+ int artwork_element, explosion_element; /* set these values later */
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Feld[ex][ey] = center_element;
}
-#if 1
+ /* now "center_element" is finally determined -- set related values now */
+ artwork_element = center_element; /* for custom player artwork */
+ explosion_element = center_element; /* for custom player artwork */
-#if 1
- last_phase = element_info[center_element].explosion_delay + 1;
-#else
- last_phase = element_info[center_element].explosion_delay;
-#endif
+ if (IS_PLAYER(ex, ey))
+ {
+ int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
-#if 0
- printf("::: %d -> %d\n", center_element, last_phase);
-#endif
-#endif
+ artwork_element = stored_player[player_nr].artwork_element;
+
+ if (level.use_explosion_element[player_nr])
+ {
+ explosion_element = level.explosion_element[player_nr];
+ artwork_element = explosion_element;
+ }
+ }
+
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+
+ last_phase = element_info[explosion_element].explosion_delay + 1;
for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
{
int yy = y - ey + 1;
int element;
-#if 1
-#if 1
if (!IN_LEV_FIELD(x, y) ||
(mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
(mode == EX_TYPE_CROSS && (x != ex && y != ey)))
continue;
-#else
- if (!IN_LEV_FIELD(x, y) ||
- (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
- continue;
-#endif
-#else
- if (!IN_LEV_FIELD(x, y) ||
- ((mode != EX_TYPE_NORMAL ||
- center_element == EL_AMOEBA_TO_DIAMOND) &&
- (x != ex || y != ey)))
- continue;
-#endif
element = Feld[x][y];
RemoveMovingField(x, y);
}
-#if 1
-
-#if 0
- if (IS_EXPLOSION_PROOF(element))
- continue;
-#else
/* indestructible elements can only explode in center (but not flames) */
-#if 1
if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
mode == EX_TYPE_BORDER)) ||
element == EL_FLAMES)
continue;
-#else
- if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
- element == EL_FLAMES)
- continue;
-#endif
-#endif
-
-#else
- if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0,0) ||
- (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
- element == EL_FLAMES)
- continue;
-#endif
/* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
behaviour, for example when touching a yamyam that explodes to rocks
if (IS_ACTIVE_BOMB(element))
{
/* re-activate things under the bomb like gate or penguin */
-#if 1
Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
Back[x][y] = 0;
-#else
- Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
- Store[x][y] = 0;
-#endif
-
-#if 0
- printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
- element_info[Feld[x][y]].token_name,
- Store[x][y], Store2[x][y]);
-#endif
}
continue;
}
/* save walkable background elements while explosion on same tile */
-#if 0
- if (IS_INDESTRUCTIBLE(element))
- Back[x][y] = element;
-#else
-#if 1
-#if 1
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
(x != ex || y != ey || mode == EX_TYPE_BORDER))
Back[x][y] = element;
-#else
- if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
- (x != ex || y != ey))
- Back[x][y] = element;
-#endif
-#else
- if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
- Back[x][y] = element;
-#endif
-#endif
/* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
element = Store2[x][y];
-#if 1
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
}
RemoveField(x, y);
-#endif
if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
- switch(StorePlayer[ex][ey])
- {
- case EL_PLAYER_2:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
- break;
- case EL_PLAYER_3:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
- break;
- case EL_PLAYER_4:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
- break;
- case EL_PLAYER_1:
- default:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
- break;
- }
+ int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
-#if 1
- if (PLAYERINFO(ex, ey)->use_murphy_graphic)
- Store[x][y] = EL_EMPTY;
-#else
- if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+
+ if (PLAYERINFO(ex, ey)->use_murphy)
Store[x][y] = EL_EMPTY;
-#endif
}
- else if (center_element == EL_MOLE)
- Store[x][y] = EL_EMERALD_RED;
- else if (center_element == EL_PENGUIN)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (center_element == EL_BUG)
- Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
- else if (center_element == EL_BD_BUTTERFLY)
- Store[x][y] = EL_BD_DIAMOND;
- else if (center_element == EL_SP_ELECTRON)
- Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_AMOEBA_TO_DIAMOND)
- Store[x][y] = level.amoeba_content;
+
+ /* !!! check this case -- currently needed for rnd_rado_negundo_v,
+ !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+ else if (ELEM_IS_PLAYER(center_element))
+ Store[x][y] = EL_EMPTY;
else if (center_element == EL_YAMYAM)
- Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
- else if (IS_CUSTOM_ELEMENT(center_element) &&
- element_info[center_element].content[xx][yy] != EL_EMPTY)
- Store[x][y] = element_info[center_element].content[xx][yy];
- else if (element == EL_WALL_EMERALD)
- Store[x][y] = EL_EMERALD;
- else if (element == EL_WALL_DIAMOND)
- Store[x][y] = EL_DIAMOND;
- else if (element == EL_WALL_BD_DIAMOND)
- Store[x][y] = EL_BD_DIAMOND;
- else if (element == EL_WALL_EMERALD_YELLOW)
- Store[x][y] = EL_EMERALD_YELLOW;
- else if (element == EL_WALL_EMERALD_RED)
- Store[x][y] = EL_EMERALD_RED;
- else if (element == EL_WALL_EMERALD_PURPLE)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (element == EL_WALL_PEARL)
- Store[x][y] = EL_PEARL;
- else if (element == EL_WALL_CRYSTAL)
- Store[x][y] = EL_CRYSTAL;
- else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
- Store[x][y] = element_info[element].content[1][1];
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
+ else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content.e[xx][yy];
+#if 1
+ /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ otherwise) -- FIX THIS !!! */
+ else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
+ Store[x][y] = element_info[element].content.e[1][1];
+#else
+ else if (!CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content.e[1][1];
+#endif
else
Store[x][y] = EL_EMPTY;
center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
-#if 0
- printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
- element_info[Store2[x][y]].token_name);
-#endif
-
-#if 0
- if (AmoebaNr[x][y] &&
- (element == EL_AMOEBA_FULL ||
- element == EL_BD_AMOEBA ||
- element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
-
-#if 1
- RemoveField(x, y);
-#else
- MovDir[x][y] = MovPos[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y];
- AmoebaNr[x][y] = 0;
-#endif
-#endif
-
Feld[x][y] = EL_EXPLOSION;
-#if 1
- GfxElement[x][y] = center_element;
-#else
- GfxElement[x][y] = EL_UNDEFINED;
-#endif
+ GfxElement[x][y] = artwork_element;
ExplodePhase[x][y] = 1;
-#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;
}
game.yamyam_content_nr =
(game.yamyam_content_nr + 1) % level.num_yamyam_contents;
-#if 0
- printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
- element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
-#endif
-
return;
}
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
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
-#ifdef DEBUG
-
- /* activate this even in non-DEBUG version until cause for crash in
- getGraphicAnimationFrame() (see below) is found and eliminated */
-#endif
-#if 1
-
+ /* this can happen if the player leaves an explosion just in time */
if (GfxElement[x][y] == EL_UNDEFINED)
- {
- printf("\n\n");
- printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
- printf("Explode(): This should never happen!\n");
- printf("\n\n");
-
GfxElement[x][y] = EL_EMPTY;
- }
-#endif
-
-#if 1
border_element = Store2[x][y];
-#if 1
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
border_element = StorePlayer[x][y];
-#else
- if (IS_PLAYER(x, y))
- border_element = StorePlayer[x][y];
-#endif
-
-#if 0
- printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
- element_info[border_element].token_name, Store2[x][y]);
-#endif
-
-#if 0
- printf("::: phase == %d\n", phase);
-#endif
if (phase == element_info[border_element].ignition_delay ||
phase == last_phase)
{
boolean border_explosion = FALSE;
-#if 1
-#if 1
if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
!PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
- if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
-#endif
-#else
- if (IS_PLAYER(x, y))
-#endif
{
- KillHeroUnlessExplosionProtected(x, y);
+ KillPlayerUnlessExplosionProtected(x, y);
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: IS_PLAYER\n");
-#endif
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
-#if 0
- printf("::: %d,%d: %d %s\n", x, y, border_element,
- element_info[border_element].token_name);
-#endif
-
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
-#endif
}
else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
AmoebeUmwandeln(x, y);
Store2[x][y] = 0;
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
- element_info[border_element].explosion_delay,
- element_info[border_element].ignition_delay,
- phase);
-#endif
}
-#if 1
/* if an element just explodes due to another explosion (chain-reaction),
do not immediately end the new explosion when it was the last frame of
the explosion (as it would be done in the following "if"-statement!) */
if (border_explosion && phase == last_phase)
return;
-#endif
- }
-
-#else
-
- if (phase == first_phase_after_start)
- {
- int element = Store2[x][y];
-
- if (element == EL_BLACK_ORB)
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- }
- }
- else if (phase == half_phase)
- {
- int element = Store2[x][y];
-
- if (IS_PLAYER(x, y))
- KillHeroUnlessExplosionProtected(x, y);
- else if (CAN_EXPLODE_BY_EXPLOSION(element))
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- }
- else if (element == EL_AMOEBA_TO_DIAMOND)
- AmoebeUmwandeln(x, y);
}
-#endif
if (phase == last_phase)
{
int element;
-#if 0
- printf("::: done: phase == %d\n", phase);
-#endif
-
-#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;
/* player can escape from explosions and might therefore be still alive */
if (element >= EL_PLAYER_IS_EXPLODING_1 &&
element <= EL_PLAYER_IS_EXPLODING_4)
- Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
- EL_EMPTY :
- element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
- element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
- element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
- EL_EMERALD_PURPLE);
+ {
+ int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+ int explosion_element = EL_PLAYER_1 + player_nr;
+ int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+ int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+
+ if (level.use_explosion_element[player_nr])
+ explosion_element = level.explosion_element[player_nr];
+
+ Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ element_info[explosion_element].content.e[xx][yy]);
+ }
/* restore probably existing indestructible background element */
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
-#if 1
+ CustomValue[x][y] = 0;
+
InitField_WithBug2(x, y, FALSE);
-#else
- InitField(x, y, FALSE);
-#if 1
- /* !!! not needed !!! */
-#if 1
- if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
- CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
- InitMovDir(x, y);
-#else
- if (CAN_MOVE(element))
- InitMovDir(x, y);
-#endif
-#endif
-#endif
- DrawLevelField(x, y);
+
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
if (ELEM_IS_PLAYER(element))
RelocatePlayer(x, y, element);
}
-#if 1
else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#else
- else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#endif
{
-#if 1
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
- int stored = Store[x][y];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- 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],
- element_info[GfxElement[x][y]].token_name,
- graphic);
-#endif
if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
-#if 1
-#if 1
if (element != EL_EMPTY && element != EL_EXPLOSION &&
!IS_DIGGABLE(element) && !dynabomb_xl)
break;
-#else
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- !CAN_GROW_INTO(element) && !dynabomb_xl)
- break;
-#endif
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- element != EL_SAND && !dynabomb_xl)
- break;
-#endif
}
}
}
void Bang(int x, int y)
{
-#if 1
int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
-#endif
+ int explosion_type = EX_TYPE_NORMAL;
-#if 1
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
- if (IS_PLAYER(x, y))
-#endif
{
struct PlayerInfo *player = PLAYERINFO(x, y);
- element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
- player->element_nr);
- }
+ element = Feld[x][y] = player->initial_element;
-#if 0
-#if 1
- PlayLevelSoundAction(x, y, ACTION_EXPLODING);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
- else
- PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
+ if (level.use_explosion_element[player->index_nr])
+ {
+ int explosion_element = level.explosion_element[player->index_nr];
-#if 0
- if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
- element = EL_EMPTY;
-#endif
+ if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+ explosion_type = EX_TYPE_CROSS;
+ else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+ explosion_type = EX_TYPE_CENTER;
+ }
+ }
- switch(element)
+ switch (element)
{
case EL_BUG:
case EL_SPACESHIP:
case EL_PACMAN:
case EL_MOLE:
RaiseScoreElement(element);
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
break;
+
case EL_DYNABOMB_PLAYER_1_ACTIVE:
case EL_DYNABOMB_PLAYER_2_ACTIVE:
case EL_DYNABOMB_PLAYER_3_ACTIVE:
case EL_DYNABOMB_INCREASE_NUMBER:
case EL_DYNABOMB_INCREASE_SIZE:
case EL_DYNABOMB_INCREASE_POWER:
- DynaExplode(x, y);
+ explosion_type = EX_TYPE_DYNA;
+ break;
+
+ case EL_DC_LANDMINE:
+ explosion_type = EX_TYPE_CENTER;
break;
+
case EL_PENGUIN:
case EL_LAMP:
case EL_LAMP_ACTIVE:
-#if 1
case EL_AMOEBA_TO_DIAMOND:
-#endif
- if (IS_PLAYER(x, y))
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
- else
- Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
+ if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
+ explosion_type = EX_TYPE_CENTER;
break;
+
default:
-#if 1
if (element_info[element].explosion_type == EXPLODES_CROSS)
-#else
- if (CAN_EXPLODE_CROSS(element))
-#endif
-#if 1
- Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
-#else
- DynaExplode(x, y);
-#endif
-#if 1
+ explosion_type = EX_TYPE_CROSS;
else if (element_info[element].explosion_type == EXPLODES_1X1)
-#else
- else if (CAN_EXPLODE_1X1(element))
-#endif
- Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
- else
- Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
+ explosion_type = EX_TYPE_CENTER;
break;
}
+ if (explosion_type == EX_TYPE_DYNA)
+ DynaExplode(x, y);
+ else
+ Explode(x, y, EX_PHASE_START, explosion_type);
+
CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
void SplashAcid(int x, int y)
{
-#if 1
if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
(!IN_LEV_FIELD(x - 1, y - 2) ||
!CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
PlayLevelSound(x, y, SND_ACID_SPLASHING);
-#else
- /* input: position of element entering acid (obsolete) */
-
- int element = Feld[x][y];
-
- if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
- return;
-
- if (element != EL_ACID_SPLASH_LEFT &&
- element != EL_ACID_SPLASH_RIGHT)
- {
- PlayLevelSound(x, y, SND_ACID_SPLASHING);
-
- if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
- (!IN_LEV_FIELD(x - 1, y - 1) ||
- !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
- Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
-
- if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
- (!IN_LEV_FIELD(x + 1, y - 1) ||
- !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
- Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
- }
-#endif
}
static void InitBeltMovement()
for (j = 0; j < NUM_BELT_PARTS; j++)
{
int element = belt_base_active_element[belt_nr] + j;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (game.belt_dir[i] == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
}
- for (y = 0; y < lev_fieldy; y++)
+ SCAN_PLAYFIELD(x, y)
{
- for (x = 0; x < lev_fieldx; x++)
- {
- int element = Feld[x][y];
+ int element = Feld[x][y];
- for (i = 0; i < NUM_BELTS; i++)
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
{
- if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
- {
- int e_belt_nr = getBeltNrFromBeltElement(element);
- int belt_nr = i;
+ int e_belt_nr = getBeltNrFromBeltElement(element);
+ int belt_nr = i;
- if (e_belt_nr == belt_nr)
- {
- int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[x][y] - belt_base_element[belt_nr];
- Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
- }
+ Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
}
}
}
static int belt_move_dir[4] =
{
MV_LEFT,
- MV_NO_MOVING,
+ MV_NONE,
MV_RIGHT,
- MV_NO_MOVING,
+ MV_NONE,
};
int element = Feld[x][y];
for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (belt_dir == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
- for (yy = 0; yy < lev_fieldy; yy++)
+ SCAN_PLAYFIELD(xx, yy)
{
- for (xx = 0; xx < lev_fieldx; xx++)
+ int element = Feld[xx][yy];
+
+ if (IS_BELT_SWITCH(element))
{
- int element = Feld[xx][yy];
+ int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
- if (IS_BELT_SWITCH(element))
+ if (e_belt_nr == belt_nr)
{
- int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
-
- if (e_belt_nr == belt_nr)
- {
- Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
- }
+ Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ TEST_DrawLevelField(xx, yy);
}
- else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
- {
- int e_belt_nr = getBeltNrFromBeltElement(element);
+ }
+ else if (IS_BELT(element) && belt_dir != MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltElement(element);
- if (e_belt_nr == belt_nr)
- {
- int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
- Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
- }
+ Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
}
- else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
- {
- int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+ }
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+ {
+ int e_belt_nr = getBeltNrFromBeltActiveElement(element);
- if (e_belt_nr == belt_nr)
- {
- int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+ if (e_belt_nr == belt_nr)
+ {
+ int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
- }
+ Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ TEST_DrawLevelField(xx, yy);
}
}
}
game.switchgate_pos = !game.switchgate_pos;
- for (yy = 0; yy < lev_fieldy; yy++)
+ SCAN_PLAYFIELD(xx, yy)
{
- for (xx = 0; xx < lev_fieldx; xx++)
+ int element = Feld[xx][yy];
+
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_OPEN ||
+ element == EL_SWITCHGATE_OPENING)
{
- int element = Feld[xx][yy];
+ Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
- if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
- }
- else if (element == EL_SWITCHGATE_OPEN ||
- element == EL_SWITCHGATE_OPENING)
- {
- Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
- PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
- }
- else if (element == EL_SWITCHGATE_CLOSED ||
- element == EL_SWITCHGATE_CLOSING)
- {
- Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
- PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
- }
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+ }
+ else if (element == EL_SWITCHGATE_CLOSED ||
+ element == EL_SWITCHGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
}
}
}
{
int x, y;
- for (y = 0; y < lev_fieldy; y++)
+ SCAN_PLAYFIELD(x, y)
{
- for (x = 0; x < lev_fieldx; x++)
+ int element = Feld[x][y];
+
+ if (element == EL_LIGHT_SWITCH &&
+ game.light_time_left > 0)
{
- int element = Feld[x][y];
+ Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_LIGHT_SWITCH;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.light_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- if (element == EL_LIGHT_SWITCH &&
- game.light_time_left > 0)
- {
- Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawLevelField(x, y);
- }
- else if (element == EL_LIGHT_SWITCH_ACTIVE &&
- game.light_time_left == 0)
- {
- Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL ||
- element == EL_INVISIBLE_WALL ||
- element == EL_INVISIBLE_SAND)
- {
- if (game.light_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ TEST_DrawLevelField(x, y);
- DrawLevelField(x, y);
+ /* uncrumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.light_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- /* uncrumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
- element == EL_INVISIBLE_WALL_ACTIVE ||
- element == EL_INVISIBLE_SAND_ACTIVE)
- {
- if (game.light_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+ TEST_DrawLevelField(x, y);
- DrawLevelField(x, y);
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ }
+}
- /* re-crumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
+static void RedrawAllInvisibleElementsForLenses()
+{
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_DRIPPER &&
+ game.lenses_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.lenses_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL ||
+ element == EL_INVISIBLE_WALL ||
+ element == EL_INVISIBLE_SAND)
+ {
+ if (game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+ TEST_DrawLevelField(x, y);
+
+ /* uncrumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+ element == EL_INVISIBLE_WALL_ACTIVE ||
+ element == EL_INVISIBLE_SAND_ACTIVE)
+ {
+ if (game.lenses_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ TEST_DrawLevelField(x, y);
+
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+ }
+ }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_FAKE_GRASS &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY(element) &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+ element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+ IS_EM_GATE_GRAY(element) ?
+ element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+ IS_EMC_GATE_GRAY(element) ?
+ element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
+ element);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (IS_GATE_GRAY_ACTIVE(element) &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+ element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+ IS_EM_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+ IS_EMC_GATE_GRAY_ACTIVE(element) ?
+ element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
+ element);
+ TEST_DrawLevelField(x, y);
}
}
}
game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
- for (yy = 0; yy < lev_fieldy; yy++)
+ SCAN_PLAYFIELD(xx, yy)
{
- for (xx = 0; xx < lev_fieldx; xx++)
- {
- int element = Feld[xx][yy];
-
- if (element == EL_TIMEGATE_CLOSED ||
- element == EL_TIMEGATE_CLOSING)
- {
- Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
- }
+ int element = Feld[xx][yy];
- /*
- else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
- {
- Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
- }
- */
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+ }
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+ TEST_DrawLevelField(xx, yy);
}
+ */
+
}
- Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+ Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+ EL_DC_TIMEGATE_SWITCH_ACTIVE);
}
void Impact(int x, int y)
int element = Feld[x][y];
int smashed = EL_STEELWALL;
-#if 0
- printf("IMPACT!\n");
-#endif
-
if (!last_line) /* check if element below was hit */
{
if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
-#if 0
- object_hit = !IS_FREE(x, y + 1);
-#endif
-
/* do not smash moving elements that left the smashed field in time */
if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
object_hit = FALSE;
+#if USE_QUICKSAND_IMPACT_BUGFIX
+ if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
+
+ object_hit = TRUE;
+ }
+
+ if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+ {
+ RemoveMovingField(x, y + 1);
+ Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 2] = EL_ROCK;
+ TEST_DrawLevelField(x, y + 2);
+
+ object_hit = TRUE;
+ }
+#endif
+
if (object_hit)
smashed = MovingOrBlocked2Element(x, y + 1);
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
if (impact && CAN_EXPLODE_IMPACT(element))
Bang(x, y);
return;
}
- else if (impact && element == EL_PEARL)
+ else if (impact && element == EL_PEARL &&
+ smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
{
ResetGfxAnimation(x, y);
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 (object_hit) /* check which object was hit */
{
- if (CAN_PASS_MAGIC_WALL(element) &&
- (smashed == EL_MAGIC_WALL ||
- smashed == EL_BD_MAGIC_WALL))
+ if ((CAN_PASS_MAGIC_WALL(element) &&
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ smashed == EL_DC_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
(smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
- EL_BD_MAGIC_WALL_ACTIVE);
+ smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+ EL_DC_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
- for (yy = 0; yy < lev_fieldy; yy++)
- for (xx = 0; xx < lev_fieldx; xx++)
- if (Feld[xx][yy] == smashed)
- Feld[xx][yy] = activated_magic_wall;
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
+ }
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
- SND_BD_MAGIC_WALL_ACTIVATING));
+ smashed == EL_BD_MAGIC_WALL ?
+ SND_BD_MAGIC_WALL_ACTIVATING :
+ SND_DC_MAGIC_WALL_ACTIVATING));
}
if (IS_PLAYER(x, y + 1))
{
if (CAN_SMASH_PLAYER(element))
{
- KillHeroUnlessEnemyProtected(x, y + 1);
+ KillPlayerUnlessEnemyProtected(x, y + 1);
return;
}
}
Bang(x, y + 1);
return;
}
-#if 0
- else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
- {
- Bang(x, y + 1);
- return;
- }
-#endif
else if (CAN_SMASH_EVERYTHING(element))
{
if (IS_CLASSIC_ENEMY(smashed) ||
ToggleBeltSwitch(x, y + 1);
}
else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
- smashed == EL_SWITCHGATE_SWITCH_DOWN)
+ smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
ToggleSwitchgateSwitch(x, y + 1);
}
}
else
{
-#if 0
- TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
-
CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeBySide(x, y + 1, smashed, element,
- CE_SWITCHED, CH_SIDE_TOP);
- CheckTriggeredElementChangeBySide(x, y + 1, smashed,
- CE_SWITCH_OF_X, CH_SIDE_TOP);
-#else
- CheckTriggeredElementChangeBySide(x, y + 1, smashed,
- CE_SWITCH_OF_X, CH_SIDE_TOP);
CheckElementChangeBySide(x, y + 1, smashed, element,
CE_SWITCHED, CH_SIDE_TOP);
-#endif
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+ CH_SIDE_TOP);
}
}
else
/* play sound of magic wall / mill */
if (!last_line &&
(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
{
if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+ else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
return;
}
{
static struct
{
- int x, y;
+ int dx, dy;
} move_xy[] =
{
{ 0, 0 },
int right_dir = turn[old_move_dir].right;
int back_dir = turn[old_move_dir].back;
- int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
- int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
- int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
- int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+ int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
+ int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
+ int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
+ int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
int left_x = x + left_dx, left_y = y + left_dy;
int right_x = x + right_dx, right_y = y + right_dy;
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)
- {
- 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 ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON)
- && 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
else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
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(element, left_x, left_y);
else
MovDir[x][y] = back_dir;
- xx = x + move_xy[MovDir[x][y]].x;
- yy = y + move_xy[MovDir[x][y]].y;
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
-#if 1
- /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
if (!IN_LEV_FIELD(xx, yy) ||
(!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
MovDir[x][y] = old_move_dir;
-#else
- if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
- MovDir[x][y] = old_move_dir;
-#endif
MovDelay[x][y] = 0;
}
int rnd_value = 24;
int rnd = RND(rnd_value);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
-
if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
else
MovDir[x][y] = back_dir;
- xx = x + move_xy[MovDir[x][y]].x;
- yy = y + move_xy[MovDir[x][y]].y;
-
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
- xx, yy, Feld[xx][yy],
- FrameCounter);
-#endif
+ xx = x + move_xy[MovDir[x][y]].dx;
+ yy = y + move_xy[MovDir[x][y]].dy;
-#if 1
if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
-#else
- if (!IS_FREE(xx, yy))
- MovDir[x][y] = old_move_dir;
-#endif
-
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
MovDelay[x][y] = 0;
}
}
else if (element == EL_BALLOON)
{
- MovDir[x][y] = game.balloon_dir;
+ MovDir[x][y] = game.wind_direction;
MovDelay[x][y] = 0;
}
else if (element == EL_SPRING)
{
-#if 0
- if (MovDir[x][y] & MV_HORIZONTAL &&
- !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(element, move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
- MovDir[x][y] = MV_NO_MOVING;
-#endif
+ if (MovDir[x][y] & MV_HORIZONTAL)
+ {
+ if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+ !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ {
+ Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ ResetGfxAnimation(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
+
+ MovDir[x][y] = back_dir;
+ }
+ else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ MovDir[x][y] = MV_NONE;
+ }
MovDelay[x][y] = 0;
}
else if (element == EL_ROBOT ||
element == EL_SATELLITE ||
- element == EL_PENGUIN)
+ element == EL_PENGUIN ||
+ element == EL_EMC_ANDROID)
{
int attr_x = -1, attr_y = -1;
}
}
-#if 1
if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
(Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
game.engine_version < VERSION_IDENT(3,1,0,0)))
-#else
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
-#endif
{
attr_x = ZX;
attr_y = ZY;
int ex = x + xy[i][0];
int ey = y + xy[i][1];
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+ Feld[ex][ey] == EL_EM_EXIT_OPEN ||
+ Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
+ Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
{
attr_x = ex;
attr_y = ey;
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(element, 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(EL_PENGUIN, newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
return;
MovDir[x][y] = old_move_dir;
return;
}
}
- else /* (element == EL_SATELLITE) */
+ else if (element == EL_SATELLITE)
{
int newx, newy;
return;
}
}
+ else if (element == EL_EMC_ANDROID)
+ {
+ static int check_pos[16] =
+ {
+ -1, /* 0 => (invalid) */
+ 7, /* 1 => MV_LEFT */
+ 3, /* 2 => MV_RIGHT */
+ -1, /* 3 => (invalid) */
+ 1, /* 4 => MV_UP */
+ 0, /* 5 => MV_LEFT | MV_UP */
+ 2, /* 6 => MV_RIGHT | MV_UP */
+ -1, /* 7 => (invalid) */
+ 5, /* 8 => MV_DOWN */
+ 6, /* 9 => MV_LEFT | MV_DOWN */
+ 4, /* 10 => MV_RIGHT | MV_DOWN */
+ -1, /* 11 => (invalid) */
+ -1, /* 12 => (invalid) */
+ -1, /* 13 => (invalid) */
+ -1, /* 14 => (invalid) */
+ -1, /* 15 => (invalid) */
+ };
+ static struct
+ {
+ int dx, dy;
+ int dir;
+ } check_xy[8] =
+ {
+ { -1, -1, MV_LEFT | MV_UP },
+ { 0, -1, MV_UP },
+ { +1, -1, MV_RIGHT | MV_UP },
+ { +1, 0, MV_RIGHT },
+ { +1, +1, MV_RIGHT | MV_DOWN },
+ { 0, +1, MV_DOWN },
+ { -1, +1, MV_LEFT | MV_DOWN },
+ { -1, 0, MV_LEFT },
+ };
+ int start_pos, check_order;
+ boolean can_clone = FALSE;
+ int i;
+
+ /* check if there is any free field around current position */
+ for (i = 0; i < 8; i++)
+ {
+ int newx = x + check_xy[i].dx;
+ int newy = y + check_xy[i].dy;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+
+ if (can_clone) /* randomly find an element to clone */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+
+ if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+ {
+ element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+ element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+
+ Store[x][y] = Feld[newx][newy];
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* randomly find a direction to move */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_clone_time * 8 + 1;
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* cloning and moving successful */
+ return;
+
+ /* cannot clone -- try to move towards player */
+
+ start_pos = check_pos[MovDir[x][y] & 0x0f];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 3; i++)
+ {
+ /* first check start_pos, then previous/next or (next/previous) pos */
+ int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IS_PLAYER(newx, newy))
+ break;
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+ break;
+ }
+ }
+ }
}
else if (move_pattern == MV_TURNING_LEFT ||
move_pattern == MV_TURNING_RIGHT ||
boolean can_turn_right =
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
-#if USE_CAN_MOVE_NOT_MOVING
- if (element_info[element].move_stepsize == 0) /* not moving */
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
return;
-#endif
if (move_pattern == MV_TURNING_LEFT)
MovDir[x][y] = left_dir;
MovDir[x][y] = move_pattern;
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
+ else if (move_pattern & MV_WIND_DIRECTION)
+ {
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
-#if USE_CAN_MOVE_NOT_MOVING
- if (element_info[element].move_stepsize == 0) /* not moving */
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
{
first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
return;
}
-#endif
MovDir[x][y] =
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
move_pattern == MV_WHEN_DROPPED)
{
if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
MovDelay[x][y] = 0;
}
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; /* start with very low preference */
- int new_move_dir = MV_NO_MOVING;
+ int new_move_dir = MV_NONE;
int start_test = RND(4);
int i;
MovDir[x][y] = new_move_dir;
if (old_move_dir != new_move_dir)
- {
-#if 1
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-#else
- MovDelay[x][y] = 9;
-#endif
- }
}
}
{
int direction = MovDir[x][y];
-#if 0
- GfxDir[x][y] = MovDir[x][y];
-#endif
-
TurnRoundExt(x, y);
-#if 1
GfxDir[x][y] = MovDir[x][y];
-#endif
if (direction != MovDir[x][y])
GfxFrame[x][y] = 0;
-#if 1
- if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
-#else
if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_WAITING;
-#endif
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+ ResetGfxFrame(x, y, FALSE);
}
static boolean JustBeingPushed(int x, int y)
void StartMoving(int x, int y)
{
-#if 0
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
return;
-#if 1
if (MovDelay[x][y] == 0)
GfxAction[x][y] = ACTION_DEFAULT;
-#else
- /* !!! this should be handled more generic (not only for mole) !!! */
- if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
- GfxAction[x][y] = ACTION_DEFAULT;
-#endif
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
started_moving = TRUE;
Feld[x][y] = EL_QUICKSAND_EMPTYING;
- Store[x][y] = EL_ROCK;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
#else
- PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
+ Store[x][y] = EL_ROCK;
#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
Feld[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
-#if 1
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ }
+ else if (element == EL_QUICKSAND_FAST_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+ if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+ Store[x][y] = EL_ROCK;
#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+ Store[x][y] = EL_ROCK;
#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
-#if 1
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+ Store[x][y] = element;
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
}
else if (element == EL_MAGIC_WALL_FULL)
{
else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
started_moving = TRUE;
Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
- Store[x][y] = EL_CHANGED2(Store[x][y]);
+ Store[x][y] = EL_CHANGED_BD(Store[x][y]);
}
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
- Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+ Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_DC_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+ }
+ else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+ Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
Store[x][y] = 0;
}
}
- else if (CAN_PASS_MAGIC_WALL(element) &&
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+ else if ((CAN_PASS_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
+
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] =
(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
- EL_BD_MAGIC_WALL_FILLING);
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+ EL_DC_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
-#if 0
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
{
SplashAcid(x, y + 1);
started_moving = TRUE;
Store[x][y] = EL_ACID;
-#if 0
- /* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
}
-#if 1
- else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-
-#if USE_IMPACT_BUGFIX
+ else if (
+ (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
(game.engine_version >= VERSION_IDENT(3,0,7,0) &&
CAN_FALL(element) && WasJustFalling[x][y] &&
(Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
(game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
(Feld[x][y + 1] == EL_BLOCKED)))
-#else
- (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
- CAN_SMASH(element) && WasJustFalling[x][y] &&
- (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
-
- (game.engine_version < VERSION_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
- (Feld[x][y + 1] == EL_BLOCKED)))
-#endif
-
-#else
-#if 1
- else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y])
-#endif
-#endif
-
{
/* this is needed for a special case not covered by calling "Impact()"
from "ContinueMoving()": if an element moves to a tile directly below
element; also, the case of the player being the element to smash was
simply not covered here... :-/ ) */
-#if 0
- WasJustMoving[x][y] = 0;
- WasJustFalling[x][y] = 0;
-#endif
-
CheckCollision[x][y] = 0;
-
-#if 0
- if (IS_PLAYER(x, y + 1))
- printf("::: we ARE now killing the player [%d]\n", FrameCounter);
-#endif
+ CheckImpact[x][y] = 0;
Impact(x, y);
}
else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
- if (MovDir[x][y] == MV_NO_MOVING)
+ if (MovDir[x][y] == MV_NONE)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
- /* Store[x][y + 1] must be zero, because:
- (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
- */
-#if 0
-#if OLD_GAME_BEHAVIOUR
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
-#else
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
- !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
- element != EL_DX_SUPABOMB)
-#endif
-#else
else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
(IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
!IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
{
boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
(IS_FREE(x - 1, y + 1) ||
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 (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-
- if (slippery_type == SLIPPERY_ONLY_LEFT)
+ if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
can_fall_left = FALSE;
- else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
can_fall_left = FALSE;
can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = (can_fall_left && can_fall_right);
- }
-
-#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 && IS_SP_ELEMENT(Feld[x][y + 1]))
- {
- can_fall_right = FALSE; /* slip down on left side */
can_fall_both = FALSE;
}
-#endif
-#if 1
if (can_fall_both)
{
- if (game.emulation == EMU_BOULDERDASH ||
- element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ 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;
}
-#endif
if (can_fall_any)
{
-#if 0
- if (can_fall_both &&
- (game.emulation != EMU_BOULDERDASH &&
- element != EL_BD_ROCK && element != EL_BD_DIAMOND))
- can_fall_left = !(can_fall_right = RND(2));
-#endif
-
/* if not determined otherwise, prefer left side for slipping down */
InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
-#if 0
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
{
-#if 1
int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
-#endif
InitMovingField(x, y, belt_dir);
started_moving = TRUE;
-#if 1
Pushed[x][y] = TRUE;
Pushed[nextx][y] = TRUE;
-#endif
GfxAction[x][y] = ACTION_DEFAULT;
}
}
/* not "else if" because of elements that can fall and move (EL_SPRING) */
-#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
-#else
if (CAN_MOVE(element) && !started_moving)
-#endif
{
int move_pattern = element_info[element].move_pattern;
int newx, newy;
-#if 0
-#if DEBUG
- if (MovDir[x][y] == MV_NO_MOVING)
- {
- printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
- x, y, element, element_info[element].token_name);
- printf("StartMoving(): This should never happen!\n");
- }
-#endif
-#endif
-
Moving2Blocked(x, y, &newx, &newy);
-#if 1
if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
return;
-#else
- if ((element == EL_SATELLITE ||
- element == EL_BALLOON ||
- element == EL_SPRING)
- && JustBeingPushed(x, y))
- return;
-#endif
-
-#if 1
-#if 1
if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-#else
- 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)))
-#endif
{
-#if 0
- printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
- element, element_info[element].token_name,
- WasJustMoving[x][y],
- HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
- HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
- HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X),
- HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
-#endif
-
-#if 1
WasJustMoving[x][y] = 0;
-#endif
-
CheckCollision[x][y] = 0;
TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
-#if 0
- if (Feld[x][y] != element) /* element has changed */
- {
- element = Feld[x][y];
- move_pattern = element_info[element].move_pattern;
-
- if (!CAN_MOVE(element))
- return;
- }
-#else
if (Feld[x][y] != element) /* element has changed */
return;
-#endif
- }
-#endif
-
-#if 0
-#if 0
- if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
- Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- {
- Moving2Blocked(x, y, &newx, &newy);
- if (Feld[newx][newy] == EL_BLOCKED)
- Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
}
-#endif
-#endif
-
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
if (!MovDelay[x][y]) /* start new movement phase */
{
{
TurnRound(x, y);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
-
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
{
MovDelay[x][y]--;
-#if 0
- if (element == EL_YAMYAM)
- {
- printf("::: %d\n",
- el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
- DrawLevelElementAnimation(x, y, element);
- }
-#endif
-
- if (MovDelay[x][y]) /* element still has to wait some time */
- {
-#if 0
- /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
- ResetGfxAnimation(x, y);
-#endif
-
-#if 0
- if (GfxAction[x][y] != ACTION_WAITING)
- printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
-
- GfxAction[x][y] = ACTION_WAITING;
-#endif
- }
-
if (element == EL_ROBOT ||
-#if 0
- element == EL_PACMAN ||
-#endif
element == EL_YAMYAM ||
element == EL_DARK_YAMYAM)
{
-#if 0
- DrawLevelElementAnimation(x, y, element);
-#else
DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
PlayLevelSoundAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 0
- printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
-
GfxAction[x][y] = ACTION_ATTACKING;
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
{
int flamed = MovingOrBlocked2Element(xx, yy);
- /* !!! */
-#if 0
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
- Bang(xx, yy);
- else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
- RemoveMovingField(xx, yy);
- else
- RemoveField(xx, yy);
-#else
if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
-#endif
-#if 0
- if (ChangeDelay[xx][yy])
- printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
- Feld[xx][yy] == EL_BLOCKED));
-#endif
-
-#if 1
ChangeDelay[xx][yy] = 0;
-#endif
+
Feld[xx][yy] = EL_FLAMES;
+
if (IN_SCR_FIELD(sx, sy))
{
- DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbled(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
return;
}
-
-#if 0
- /* special case of "moving" animation of waiting elements (FIX THIS !!!);
- for all other elements GfxAction will be set by InitMovingField() */
- if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
- GfxAction[x][y] = ACTION_MOVING;
-#endif
}
/* now make next step */
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_ENEMY_PROTECTED(newx, newy))
{
-#if 1
- TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
return;
-#else
- /* player killed by element which is deadly when colliding with */
- MovDir[x][y] = 0;
- KillHero(PLAYERINFO(newx, newy));
- return;
-#endif
-
}
-#if 1
-#if 1
+
else if (CAN_MOVE_INTO_ACID(element) &&
IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ !IS_MV_DIAGONAL(MovDir[x][y]) &&
(MovDir[x][y] == MV_DOWN ||
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)
-#endif
-#else
-
- else if ((element == EL_PENGUIN ||
- element == EL_ROBOT ||
- element == EL_SATELLITE ||
- element == EL_BALLOON ||
- IS_CUSTOM_ELEMENT(element)) &&
- IN_LEV_FIELD(newx, newy) &&
- MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
-#endif
{
SplashAcid(newx, newy);
Store[x][y] = EL_ACID;
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (Feld[newx][newy] == EL_EXIT_OPEN)
+ if (Feld[newx][newy] == EL_EXIT_OPEN ||
+ Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+ Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+ Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
-#if 1
RemoveField(x, y);
- DrawLevelField(x, y);
-#else
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
-#endif
+ TEST_DrawLevelField(x, y);
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
!local_player->GameOver && AllPlayersGone)
- local_player->LevelSolved = local_player->GameOver = TRUE;
+ PlayerWins(local_player);
return;
}
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
- if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
- DrawLevelField(newx, newy);
+ if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+ TEST_DrawLevelField(newx, newy);
else
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
else if (!IS_FREE(newx, newy))
{
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_PIG_DIGGING);
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
}
+ else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+ {
+ if (Store[x][y] != EL_EMPTY)
+ {
+ boolean can_clone = FALSE;
+ int xx, yy;
-#if 1
+ /* check if element to clone is still there */
+ for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+ {
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+ {
+ can_clone = TRUE;
- /*
- else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
- */
+ break;
+ }
+ }
- else if (IS_CUSTOM_ELEMENT(element) &&
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+ /* cannot clone or target field not free anymore -- do not clone */
+ if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ Store[x][y] = EL_EMPTY;
+ }
-#if 0
- &&
- !IS_FREE(newx, newy)
-#endif
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (IS_MV_DIAGONAL(MovDir[x][y]))
+ {
+ int diagonal_move_dir = MovDir[x][y];
+ int stored = Store[x][y];
+ int change_delay = 8;
+ int graphic;
-)
- {
- int new_element = Feld[newx][newy];
+ /* android is moving diagonally */
-#if 0
- printf("::: '%s' digs '%s' [%d]\n",
- element_info[element].token_name,
- element_info[Feld[newx][newy]].token_name,
- StorePlayer[newx][newy]);
-#endif
+ CreateField(x, y, EL_DIAGONAL_SHRINKING);
- if (!IS_FREE(newx, newy))
- {
- int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
- IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
- ACTION_BREAKING);
+ Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+ GfxElement[x][y] = EL_EMC_ANDROID;
+ GfxAction[x][y] = ACTION_SHRINKING;
+ GfxDir[x][y] = diagonal_move_dir;
+ ChangeDelay[x][y] = change_delay;
- /* no element can dig solid indestructible elements */
- if (IS_INDESTRUCTIBLE(new_element) &&
- !IS_DIGGABLE(new_element) &&
- !IS_COLLECTIBLE(new_element))
- return;
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+ GfxDir[x][y]);
- if (AmoebaNr[newx][newy] &&
- (new_element == EL_AMOEBA_FULL ||
- new_element == EL_BD_AMOEBA ||
- new_element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- }
+ DrawLevelGraphicAnimation(x, y, graphic);
+ PlayLevelSoundAction(x, y, ACTION_SHRINKING);
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
+ if (Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(newx, newy);
+
+ return;
+ }
+
+ CreateField(newx, newy, EL_DIAGONAL_GROWING);
+
+ Store[newx][newy] = EL_EMC_ANDROID;
+ GfxElement[newx][newy] = EL_EMC_ANDROID;
+ GfxAction[newx][newy] = ACTION_GROWING;
+ GfxDir[newx][newy] = diagonal_move_dir;
+ ChangeDelay[newx][newy] = change_delay;
+
+ graphic = el_act_dir2img(GfxElement[newx][newy],
+ GfxAction[newx][newy], GfxDir[newx][newy]);
+
+ DrawLevelGraphicAnimation(newx, newy, graphic);
+ PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+ return;
+ }
else
{
- RemoveField(newx, newy);
- DrawLevelField(newx, newy);
- }
-
- /* if digged element was about to explode, prevent the explosion */
- ExplodeField[newx][newy] = EX_TYPE_NONE;
+ Feld[newx][newy] = EL_EMPTY;
+ TEST_DrawLevelField(newx, newy);
- PlayLevelSoundAction(x, y, action);
+ PlayLevelSoundAction(x, y, ACTION_DIGGING);
+ }
}
-
-#if 1
-#if 1
- Store[newx][newy] = EL_EMPTY;
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ else if (!IS_FREE(newx, newy))
{
-#if USE_CHANGE_TO_TRIGGERED
- int move_leave_element = element_info[element].move_leave_element;
-
- Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
- new_element : move_leave_element);
-#else
- Store[newx][newy] = element_info[element].move_leave_element;
-#endif
+ return;
}
-#else
- Store[newx][newy] = EL_EMPTY;
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
- element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
- Store[newx][newy] = element_info[element].move_leave_element;
-#endif
-#else
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- element_info[element].can_leave_element = TRUE;
-#endif
+ }
+ else if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (!DigFieldByCE(newx, newy, element))
+ return;
if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
PlayerVisit[x][y] /= 8; /* expire player visit path */
}
}
-
-#endif
-
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
-#if 1
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_ATTACKING;
-#endif
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
- /* !!! */
-#if 0
- RemoveField(newx, newy);
-#endif
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx1, newy1);
-#endif
Feld[newx1][newy1] = EL_FLAMES;
- }
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx2, newy2);
-#endif
Feld[newx2][newy2] = EL_FLAMES;
- }
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
-#if 0
- /* !!! test !!! */
- if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-#else
if (IS_MOVING(newx, newy))
-#endif
{
RemoveMovingField(newx, newy);
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
TurnRound(x, y);
-#if 0
- if (move_pattern & MV_ANY_DIRECTION &&
- move_pattern == MovDir[x][y])
- {
- int blocking_element =
- (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
-
-#if 0
- printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
- element_info[element].token_name,
- element_info[blocking_element].token_name,
- x, y, newx, newy);
-#endif
-
- CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
- MovDir[x][y]);
-
- element = Feld[x][y]; /* element might have changed */
- }
-#endif
-
-#if 1
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
-#else
- if (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK)
- DrawLevelField(x, y);
- else if (element == EL_MOLE)
- DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY ||
- element == EL_BD_FIREFLY)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SATELLITE)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
if (DONT_TOUCH(element))
- TestIfBadThingTouchesHero(x, y);
-
-#if 0
- PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
+ TestIfBadThingTouchesPlayer(x, y);
return;
}
ContinueMoving(x, y);
}
-void dummy()
-{
-}
-
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
- int stored = Store[x][y];
struct ElementInfo *ei = &element_info[element];
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx, newy = y + dy;
-#if 0
- int nextx = newx + dx, nexty = newy + dy;
-#endif
-#if 1
+ int stored = Store[x][y];
+ int stored_new = Store[newx][newy];
boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
-#else
- boolean pushed_by_player = Pushed[x][y];
-#endif
boolean last_line = (newy == lev_fieldy - 1);
MovPos[x][y] += getElementMoveStepsize(x, y);
-#if 0
- if (pushed_by_player && IS_PLAYER(x, y))
- {
- /* special case: moving object pushed by player */
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
- }
-#else
if (pushed_by_player) /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#endif
if (ABS(MovPos[x][y]) < TILEX)
{
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return; /* element is still moving */
}
Feld[newx][newy] = element;
MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
-#if 1
if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
{
element = Feld[newx][newy] = EL_ACID;
}
-#endif
else if (element == EL_MOLE)
{
Feld[x][y] = EL_SAND;
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
Feld[x][y] = get_next_element(element);
element = Feld[newx][newy] = Store[x][y];
}
+ else if (element == EL_QUICKSAND_FAST_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_FAST_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
else if (element == EL_MAGIC_WALL_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
+
+ InitField(newx, newy, FALSE);
}
else if (element == EL_BD_MAGIC_WALL_FILLING)
{
if (!game.magic_wall_active)
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
+
+ InitField(newx, newy, FALSE);
}
- else if (element == EL_AMOEBA_DROPPING)
+ else if (element == EL_DC_MAGIC_WALL_FILLING)
{
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
- }
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+
+ InitField(newx, newy, FALSE);
+ }
+ else if (element == EL_AMOEBA_DROPPING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
else if (element == EL_SOKOBAN_OBJECT)
{
if (Back[x][y])
Back[x][y] = Back[newx][newy] = 0;
}
-#if 0
- else if (Store[x][y] == EL_ACID)
- {
- element = Feld[newx][newy] = EL_ACID;
- }
-#endif
-#if 0
- else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
- Store[x][y] != EL_EMPTY))
- {
- /* some elements can leave other elements behind after moving */
-
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
-
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
-#endif
Store[x][y] = EL_EMPTY;
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
MovDelay[newx][newy] = 0;
- if (CAN_CHANGE(element))
+ if (CAN_CHANGE_OR_HAS_ACTION(element))
{
/* copy element change control values to new field */
ChangeDelay[newx][newy] = ChangeDelay[x][y];
ChangePage[newx][newy] = ChangePage[x][y];
- Changed[newx][newy] = Changed[x][y];
+ ChangeCount[newx][newy] = ChangeCount[x][y];
ChangeEvent[newx][newy] = ChangeEvent[x][y];
}
+ CustomValue[newx][newy] = CustomValue[x][y];
+
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
- Changed[x][y] = FALSE;
+ ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
+ CustomValue[x][y] = 0;
+
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
Pushed[x][y] = Pushed[newx][newy] = FALSE;
-#if 0
- /* do this after checking for left-behind element */
- ResetGfxAnimation(x, y); /* reset animation values for old field */
-#endif
-
-#if 1
/* some elements can leave other elements behind after moving */
-#if 1
- if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+ if (ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
(!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#else
- if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
- !IS_PLAYER(x, y))
-#endif
{
int move_leave_element = ei->move_leave_element;
-#if USE_CHANGE_TO_TRIGGERED
- if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
- ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
Feld[x][y] = move_leave_element;
-#if USE_PREVIOUS_MOVE_DIR
if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = direction;
-#endif
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
}
-#endif
-
-#if 0
- /* some elements can leave other elements behind after moving */
- if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
- ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
- ei->can_leave_element_last))
- {
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
-
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- ei->can_leave_element_last = ei->can_leave_element;
- ei->can_leave_element = FALSE;
-#endif
-
-#if 1
/* do this after checking for left-behind element */
ResetGfxAnimation(x, y); /* reset animation values for old field */
-#endif
-
-#if 0
- /* 2.1.1 (does not work correctly for spring) */
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 0;
-#else
-
-#if 0
- /* (does not work for falling objects that slide horizontally) */
- if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
- MovDir[newx][newy] = 0;
-#else
- /*
- if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
- MovDir[newx][newy] = 0;
- */
-#if 0
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && direction == MV_DOWN))
- GfxDir[x][y] = MovDir[newx][newy] = 0;
-#else
if (!CAN_MOVE(element) ||
(CAN_FALL(element) && direction == MV_DOWN &&
(element == EL_SPRING ||
element_info[element].move_pattern == MV_WHEN_PUSHED ||
element_info[element].move_pattern == MV_WHEN_DROPPED)))
GfxDir[x][y] = MovDir[newx][newy] = 0;
-#endif
-
-#endif
-#endif
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
-#if 1
/* prevent elements on conveyor belt from moving on in last direction */
if (pushed_by_conveyor && CAN_FALL(element) &&
direction & MV_HORIZONTAL)
- {
-#if 0
- if (CAN_MOVE(element))
- InitMovDir(newx, newy);
- else
- MovDir[newx][newy] = 0;
-#else
MovDir[newx][newy] = 0;
-#endif
- }
-#endif
if (!pushed_by_player)
{
int nextx = newx + dx, nexty = newy + dy;
boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
- WasJustMoving[newx][newy] = 3;
+ WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
if (CAN_FALL(element) && direction == MV_DOWN)
- WasJustFalling[newx][newy] = 3;
+ WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
- CheckCollision[newx][newy] = 2;
+ CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
+
+ if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+ CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
}
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))
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
-#if USE_NEW_MOVE_STYLE
-#if 0
- if (CAN_FALL(element) && direction == MV_DOWN &&
- !last_line && IS_PLAYER(x, newy + 1))
- printf("::: we would now kill the player [%d]\n", FrameCounter);
-#endif
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
/* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
(!IS_PLAYER(x, newy + 1) ||
game.engine_version < VERSION_IDENT(3,1,1,0)))))
Impact(x, newy);
-#else
- if (CAN_FALL(element) && direction == MV_DOWN &&
- (last_line || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
-#endif
-
-#if 1
-#if USE_PUSH_BUGFIX
-#if 1
if (pushed_by_player && !game.use_change_when_pushing_bug)
-#else
- if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
-#else
- if (pushed_by_player)
-#endif
-
{
-#if 1
- int dig_side = MV_DIR_OPPOSITE(direction);
-#else
- static int trigger_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
- int dig_side = trigger_sides[MV_DIR_BIT(direction)];
-#endif
+ int push_side = MV_DIR_OPPOSITE(direction);
struct PlayerInfo *player = PLAYERINFO(x, y);
CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
- player->index_bit, dig_side);
+ player->index_bit, push_side);
CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
- player->index_bit, dig_side);
+ player->index_bit, push_side);
}
-#endif
-
-#if 1
- TestIfElementTouchesCustomElement(x, y); /* empty or new element */
-#endif
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
+ if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
+ MovDelay[newx][newy] = 1;
-#if 1
+ CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
TestIfElementHitsCustomElement(newx, newy, direction);
-
-#else
-
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- {
- int hitting_element = Feld[newx][newy];
-
- /* !!! fix side (direction) orientation here and elsewhere !!! */
- CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
- direction);
-
-#if 0
- if (IN_LEV_FIELD(nextx, nexty))
- {
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
- int touched_element = MovingOrBlocked2Element(nextx, nexty);
- boolean object_hit = (!IS_MOVING(nextx, nexty) ||
- MovDir[nextx][nexty] != direction ||
- ABS(MovPos[nextx][nexty]) <= TILEY / 2);
-
- if (object_hit)
- {
- int i;
-
- CheckElementChangeBySide(nextx, nexty, touched_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
-
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
- {
- 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->has_event[CE_HITTING_X] &&
- change->trigger_side & touched_side &&
- change->trigger_element == touched_element)
- {
- CheckElementChangeByPage(newx, newy, hitting_element,
- touched_element, CE_HITTING_X, i);
- break;
- }
- }
- }
-
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
- {
- 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->has_event[CE_HIT_BY_X] &&
- change->trigger_side & hitting_side &&
- change->trigger_element == hitting_element)
- {
- CheckElementChangeByPage(nextx, nexty, touched_element,
- hitting_element, CE_HIT_BY_X,i);
- break;
- }
- }
- }
- }
- }
-#endif
- }
-#endif
-
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
+
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
+ IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
+ CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
+ MV_DIR_OPPOSITE(direction));
}
int AmoebeNachbarNr(int ax, int ay)
AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
AmoebaCnt2[old_group_nr] = 0;
- for (yy = 0; yy < lev_fieldy; yy++)
+ SCAN_PLAYFIELD(xx, yy)
{
- for (xx = 0; xx < lev_fieldx; xx++)
- {
- if (AmoebaNr[xx][yy] == old_group_nr)
- AmoebaNr[xx][yy] = new_group_nr;
- }
+ if (AmoebaNr[xx][yy] == old_group_nr)
+ AmoebaNr[xx][yy] = new_group_nr;
}
}
}
}
#endif
- for (y = 0; y < lev_fieldy; y++)
+ SCAN_PLAYFIELD(x, y)
{
- for (x = 0; x < lev_fieldx; x++)
+ if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
- if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
- }
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
}
}
+
PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
}
#endif
- for (y = 0; y < lev_fieldy; y++)
+ SCAN_PLAYFIELD(x, y)
{
- for (x = 0; x < lev_fieldx; x++)
+ if (AmoebaNr[x][y] == group_nr &&
+ (Feld[x][y] == EL_AMOEBA_DEAD ||
+ Feld[x][y] == EL_BD_AMOEBA ||
+ Feld[x][y] == EL_AMOEBA_GROWING))
{
- if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBA_DEAD ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_GROWING))
- {
- AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
- InitField(x, y, FALSE);
- DrawLevelField(x, y);
- done = TRUE;
- }
+ AmoebaNr[x][y] = 0;
+ Feld[x][y] = new_element;
+ InitField(x, y, FALSE);
+ TEST_DrawLevelField(x, y);
+ done = TRUE;
}
}
void AmoebeWaechst(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
if (DelayReached(&sound_delay, sound_delay_value))
{
-#if 1
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
- if (Store[x][y] == EL_BD_AMOEBA)
- PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
- else
- PlayLevelSound(x, y, SND_AMOEBA_GROWING);
-#endif
sound_delay_value = 30;
}
}
{
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
void AmoebaDisappearing(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new shrinking cycle */
{
if (!MovDelay[x][y])
{
Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* don't let mole enter this field in this cycle;
(give priority to objects falling to this field from above) */
int element = Feld[ax][ay];
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 },
{ 0, +1 }
};
- if (!level.amoeba_speed)
+ if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
return;
}
return;
}
- if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
+ if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
{
int start = RND(4);
int x = ax + xy[start][0];
if (!IN_LEV_FIELD(x, y))
return;
-#if 1
if (IS_FREE(x, y) ||
CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (IS_FREE(x, y) ||
- Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
}
-#endif
if (newax == ax && neway == ay)
return;
if (!IN_LEV_FIELD(x, y))
continue;
-#if 1
if (IS_FREE(x, y) ||
CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
- {
- newax = x;
- neway = y;
- break;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (IS_FREE(x, y) ||
- Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
break;
}
-#endif
else if (IS_PLAYER(x, y))
waiting_for_player = TRUE;
}
if (newax == ax && neway == ay) /* amoeba cannot grow */
{
-#if 1
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
-#else
- if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
-#endif
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
}
}
- if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+ if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
Store[newax][neway] = element;
}
- else if (neway == ay)
+ else if (neway == ay || element == EL_EMC_DRIPPER)
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
-#if 1
+
PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
- PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
-#endif
}
else
{
return;
}
- DrawLevelField(newax, neway);
+ TEST_DrawLevelField(newax, neway);
}
void Life(int ax, int ay)
{
int x1, y1, x2, y2;
- static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
int life_time = 40;
int element = Feld[ax][ay];
int graphic = el2img(element);
+ int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+ level.biomaze);
boolean changed = FALSE;
if (IS_ANIMATED(graphic))
if (xx == ax && yy == ay) /* field in the middle */
{
- if (nachbarn < life[0] || nachbarn > life[1])
+ if (nachbarn < life_parameter[0] ||
+ nachbarn > life_parameter[1])
{
Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
}
-#if 1
else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
{ /* free border field */
- if (nachbarn >= life[2] && nachbarn <= life[3])
- {
- Feld[xx][yy] = element;
- MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
- Stop[xx][yy] = TRUE;
- changed = TRUE;
- }
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
- { /* free border field */
- if (nachbarn >= life[2] && nachbarn <= life[3])
+ if (nachbarn >= life_parameter[2] &&
+ nachbarn <= life_parameter[3])
{
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
}
-#endif
}
if (changed)
static void StopRobotWheel(int x, int y)
{
if (ZX == x && ZY == y)
+ {
ZX = ZY = -1;
+
+ game.robot_wheel_active = FALSE;
+ }
}
static void InitTimegateWheel(int x, int y)
{
-#if 1
ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
-#else
- /* another brainless, "type style" bug ... :-( */
- ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-#endif
}
static void RunTimegateWheel(int x, int y)
{
- PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
+
+static void InitMagicBallDelay(int x, int y)
+{
+ ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+}
+
+static void ActivateMagicBall(int bx, int by)
+{
+ int x, y;
+
+ if (level.ball_random)
+ {
+ int pos_border = RND(8); /* select one of the eight border elements */
+ int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+ int xx = pos_content % 3;
+ int yy = pos_content / 3;
+
+ x = bx - 1 + xx;
+ y = by - 1 + yy;
+
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
+ else
+ {
+ for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+ {
+ int xx = x - bx + 1;
+ int yy = y - by + 1;
+
+ if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+ }
+ }
+
+ game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}
void CheckExit(int x, int y)
PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
-void CheckExitSP(int x, int y)
+void CheckExitEM(int x, int y)
{
- if (local_player->gems_still_needed > 0)
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
{
int element = Feld[x][y];
int graphic = el2img(element);
if (AllPlayersGone) /* do not re-open exit door closed after last player */
return;
- Feld[x][y] = EL_SP_EXIT_OPENING;
+ Feld[x][y] = EL_EM_EXIT_OPENING;
- PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
}
-static void CloseAllOpenTimegates()
+void CheckExitSteel(int x, int y)
{
- int x, y;
-
- for (y = 0; y < lev_fieldy; y++)
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
{
- for (x = 0; x < lev_fieldx; x++)
- {
- int element = Feld[x][y];
+ int element = Feld[x][y];
+ int graphic = el2img(element);
- if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
- {
- Feld[x][y] = EL_TIMEGATE_CLOSING;
-#if 1
- PlayLevelSoundAction(x, y, ACTION_CLOSING);
-#else
- PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
-#endif
- }
- }
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSteelEM(int x, int y)
+{
+ if (local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSP(int x, int y)
+{
+ if (local_player->gems_still_needed > 0)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_SP_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
+
+static void CloseAllOpenTimegates()
+{
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
+ }
}
}
-void EdelsteinFunkeln(int x, int y)
+void DrawTwinkleOnField(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
return;
if (MovDelay[x][y] == 0) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
+ MovDelay[x][y] = 11 * !GetSimpleRandom(500);
if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
DrawLevelElementAnimation(x, y, Feld[x][y]);
if (MovDelay[x][y] != 0)
10 - MovDelay[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
}
}
}
if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
- DrawLevelField(x - 1, y);
+ TEST_DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
- DrawLevelField(x + 1, y);
+ TEST_DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
- DrawLevelField(x, y - 1);
+ TEST_DrawLevelField(x, y - 1);
}
else
{
if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
- DrawLevelField(x, y + 1);
+ TEST_DrawLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
- DrawLevelField(x, y);
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+ TEST_DrawLevelField(x, y);
}
}
}
if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL)
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL)
{
if (links_frei)
{
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
Feld[ax][ay] = EL_WALL;
if (new_wall)
-#if 1
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
- PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
+}
+
+void MauerAblegerStahl(int ax, int ay)
+{
+ int element = Feld[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 (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 (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ {
+ if (oben_frei)
+ {
+ Feld[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)
+ {
+ Feld[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 (links_frei)
+ {
+ Feld[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);
+ new_wall = TRUE;
+ }
+
+ if (rechts_frei)
+ {
+ Feld[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);
+ new_wall = TRUE;
+ }
+ }
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+ rechts_massiv = TRUE;
+
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+ Feld[ax][ay] = EL_STEELWALL;
+
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
void CheckForDragon(int x, int y)
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else
break;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
- if (IS_PLAYER(xx, yy))
+ if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
{
PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
}
-static void ChangeElementNowExt(int x, int y, int target_element)
+static int getSpecialActionElement(int element, int number, int base_element)
{
- int previous_move_direction = MovDir[x][y];
-#if 1
- boolean add_player = (ELEM_IS_PLAYER(target_element) &&
- IS_WALKABLE(Feld[x][y]));
-#else
- boolean add_player = (ELEM_IS_PLAYER(target_element) &&
- IS_WALKABLE(Feld[x][y]) &&
- !IS_MOVING(x, y));
-#endif
+ return (element != EL_EMPTY ? element :
+ number != -1 ? base_element + number - 1 :
+ EL_EMPTY);
+}
- /* check if element under player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
- {
-#if 0
- printf("::: BOOOM! [%d, '%s']\n", target_element,
- element_info[target_element].token_name);
-#endif
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+ int value_min, int value_max)
+{
+ 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_MODULO ? value_old % MAX(1, operand) :
+ value_old);
- Bang(x, y);
- return;
- }
+ return (value_new < value_min ? value_min :
+ value_new > value_max ? value_max :
+ value_new);
+}
-#if 1
- if (!add_player)
-#endif
- {
-#if 1
- if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
- RemoveMovingField(x, y);
- else
- RemoveField(x, y);
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
+ int action_type = change->action_type;
+ int action_mode = change->action_mode;
+ int action_arg = change->action_arg;
+ int action_element = change->action_element;
+ int i;
- Feld[x][y] = target_element;
-#else
- RemoveField(x, y);
- Feld[x][y] = target_element;
-#endif
+ if (!change->has_action)
+ return;
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ /* ---------- determine action paramater values -------------------------- */
+
+ int level_time_value =
+ (level.time > 0 ? TimeLeft :
+ TimePlayed);
+
+ int action_arg_element_raw =
+ (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
+ action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
+ EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+ int action_arg_direction =
+ (action_arg >= CA_ARG_DIRECTION_LEFT &&
+ action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+ action_arg == CA_ARG_DIRECTION_TRIGGER ?
+ change->actual_trigger_side :
+ action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+ MV_DIR_OPPOSITE(change->actual_trigger_side) :
+ MV_NONE);
+
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+ CA_ARG_MIN);
+
+ int action_arg_number_max =
+ (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
+ action_type == CA_SET_LEVEL_GEMS ? 999 :
+ action_type == CA_SET_LEVEL_TIME ? 9999 :
+ action_type == CA_SET_LEVEL_SCORE ? 99999 :
+ action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
+ CA_ARG_MAX);
+
+ int action_arg_number_reset =
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
+ action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+ action_type == CA_SET_LEVEL_TIME ? level.time :
+ action_type == CA_SET_LEVEL_SCORE ? 0 :
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+ action_type == CA_SET_CE_SCORE ? 0 :
+ 0);
+
+ int action_arg_number =
+ (action_arg <= CA_ARG_MAX ? action_arg :
+ action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+ action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+ action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+ action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+ action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+ action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
+ action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+ action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+ action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+ action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+ action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+ action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+ action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
+ action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
+ -1);
+
+ int action_arg_number_old =
+ (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+ action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+ action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+ action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
+ 0);
+
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
+
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
+
+ int action_arg_player_bits =
+ (action_arg >= CA_ARG_PLAYER_1 &&
+ action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+ action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
+ PLAYER_BITS_ANY);
+
+ /* ---------- execute action -------------------------------------------- */
+
+ switch (action_type)
+ {
+ case CA_NO_ACTION:
+ {
+ return;
+ }
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
- MovDir[x][y] = previous_move_direction;
+ /* ---------- level actions ------------------------------------------- */
-#if 1
- InitField_WithBug1(x, y, FALSE);
-#else
- InitField(x, y, FALSE);
- if (CAN_MOVE(Feld[x][y]))
- InitMovDir(x, y);
-#endif
+ case CA_RESTART_LEVEL:
+ {
+ game.restart_level = TRUE;
- DrawLevelField(x, y);
+ break;
+ }
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
+ case CA_SHOW_ENVELOPE:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
-#if 0
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
-#endif
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
-#if 0
- TestIfBadThingTouchesHero(x, y);
- TestIfPlayerTouchesCustomElement(x, y);
- TestIfElementTouchesCustomElement(x, y);
-#endif
+ break;
+ }
- /* "Changed[][]" not set yet to allow "entered by player" change one time */
- if (ELEM_IS_PLAYER(target_element))
- RelocatePlayer(x, y, target_element);
+ case CA_SET_LEVEL_TIME:
+ {
+ if (level.time > 0) /* only modify limited time value */
+ {
+ TimeLeft = action_arg_number_new;
-#if 1
- Changed[x][y] = TRUE; /* ignore all further changes in this frame */
-#else
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
-#endif
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
-#if 1
- TestIfBadThingTouchesHero(x, y);
- TestIfPlayerTouchesCustomElement(x, y);
- TestIfElementTouchesCustomElement(x, y);
-#endif
-}
+ DisplayGameControlValues();
-static boolean ChangeElementNow(int x, int y, int element, int page)
-{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
- int target_element;
- int old_element = Feld[x][y];
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
- /* always use default change event to prevent running into a loop */
- if (ChangeEvent[x][y] == -1)
- ChangeEvent[x][y] = CE_DELAY;
+ break;
+ }
- if (ChangeEvent[x][y] == CE_DELAY)
- {
- /* reset actual trigger element and player */
- change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
- }
+ case CA_SET_LEVEL_SCORE:
+ {
+ local_player->score = action_arg_number_new;
-#if 1
- /* do not change any elements that have already changed in this frame */
- if (Changed[x][y])
- return FALSE;
-#else
- /* do not change already changed elements with same change event */
- if (Changed[x][y] & ChangeEvent[x][y])
- return FALSE;
-#endif
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
-#if 1
- Changed[x][y] = TRUE; /* ignore all further changes in this frame */
-#else
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
-#endif
+ DisplayGameControlValues();
-#if 0
- /* !!! indirect change before direct change !!! */
- CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
-#endif
+ break;
+ }
- if (change->explode)
- {
- Bang(x, y);
+ case CA_SET_LEVEL_GEMS:
+ {
+ local_player->gems_still_needed = action_arg_number_new;
- return TRUE;
- }
+ game_panel_controls[GAME_PANEL_GEMS].value =
+ local_player->gems_still_needed;
- if (change->use_target_content)
- {
- boolean complete_replace = TRUE;
- boolean can_replace[3][3];
- int xx, yy;
+ DisplayGameControlValues();
- for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ break;
+ }
+
+ case CA_SET_LEVEL_WIND:
{
- boolean is_empty;
- boolean is_walkable;
- boolean is_diggable;
- boolean is_collectible;
- boolean is_removable;
- boolean is_destructible;
- int ex = x + xx - 1;
- int ey = y + yy - 1;
- int content_element = change->target_content[xx][yy];
- int e;
+ game.wind_direction = action_arg_direction;
- can_replace[xx][yy] = TRUE;
+ break;
+ }
- if (ex == x && ey == y) /* do not check changing element itself */
- continue;
+ case CA_SET_LEVEL_RANDOM_SEED:
+ {
+ /* ensure that setting a new random seed while playing is predictable */
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
- if (content_element == EL_EMPTY_SPACE)
- {
- can_replace[xx][yy] = FALSE; /* do not replace border with space */
+ break;
+ }
- continue;
- }
+ /* ---------- player actions ------------------------------------------ */
- if (!IN_LEV_FIELD(ex, ey))
- {
- can_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
+ case CA_MOVE_PLAYER:
+ {
+ /* automatically move to the next field in specified direction */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (trigger_player_bits & (1 << i))
+ stored_player[i].programmed_action = action_arg_direction;
- continue;
- }
+ break;
+ }
-#if 0
- if (Changed[ex][ey]) /* do not change already changed elements */
- {
- can_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
+ case CA_EXIT_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ PlayerWins(&stored_player[i]);
- continue;
- }
-#endif
+ break;
+ }
- e = Feld[ex][ey];
+ case CA_KILL_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillPlayer(&stored_player[i]);
- if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
- e = MovingOrBlocked2Element(ex, ey);
+ break;
+ }
-#if 1
+ case CA_SET_PLAYER_KEYS:
+ {
+ int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
-#if 0
- is_empty = (IS_FREE(ex, ey) ||
- (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
- (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
- !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
-#else
+ if (IS_KEY(element))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].key[KEY_NR(element)] = key_state;
-#if 0
- is_empty = (IS_FREE(ex, ey) ||
- (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#else
- is_empty = (IS_FREE(ex, ey) ||
- (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#endif
+ DrawGameDoorValues();
+ }
+ }
+ }
-#endif
+ break;
+ }
- is_walkable = (is_empty || IS_WALKABLE(e));
- is_diggable = (is_empty || IS_DIGGABLE(e));
- is_collectible = (is_empty || IS_COLLECTIBLE(e));
- is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
- is_removable = (is_diggable || is_collectible);
+ case CA_SET_PLAYER_SPEED:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
- can_replace[xx][yy] =
- (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
- (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
- (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
- (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
- (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
- (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
- !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+ if (action_arg == CA_ARG_SPEED_FASTER &&
+ stored_player[i].cannot_move)
+ {
+ action_arg_number = STEPSIZE_VERY_SLOW;
+ }
+ else if (action_arg == CA_ARG_SPEED_SLOWER ||
+ action_arg == CA_ARG_SPEED_FASTER)
+ {
+ action_arg_number = 2;
+ action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+ CA_MODE_MULTIPLY);
+ }
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
- 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
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
- 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_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
+ SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+ }
}
-#endif
+
+ break;
}
- if (!change->only_if_complete || complete_replace)
+ case CA_SET_PLAYER_SHIELD:
{
- boolean something_has_changed = FALSE;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ if (action_arg == CA_ARG_SHIELD_OFF)
+ {
+ stored_player[i].shield_normal_time_left = 0;
+ stored_player[i].shield_deadly_time_left = 0;
+ }
+ else if (action_arg == CA_ARG_SHIELD_NORMAL)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ }
+ else if (action_arg == CA_ARG_SHIELD_DEADLY)
+ {
+ stored_player[i].shield_normal_time_left = 999999;
+ stored_player[i].shield_deadly_time_left = 999999;
+ }
+ }
+ }
- if (change->only_if_complete && change->use_random_replace &&
- RND(100) < change->random_percentage)
- return FALSE;
+ break;
+ }
- for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- int ex = x + xx - 1;
- int ey = y + yy - 1;
- int content_element;
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
+ }
- if (can_replace[xx][yy] && (!change->use_random_replace ||
- RND(100) < change->random_percentage))
+ break;
+ }
+
+ case CA_SET_PLAYER_ARTWORK:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
{
- if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
- RemoveMovingField(ex, ey);
+ int artwork_element = action_arg_element;
- ChangeEvent[ex][ey] = ChangeEvent[x][y];
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ stored_player[i].element_nr);
- content_element = change->target_content[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
+ if (stored_player[i].artwork_element != artwork_element)
+ stored_player[i].Frame = 0;
- ChangeElementNowExt(ex, ey, target_element);
+ stored_player[i].artwork_element = artwork_element;
- something_has_changed = TRUE;
+ SetPlayerWaiting(&stored_player[i], FALSE);
- /* for symmetry reasons, freeze newly created border elements */
- if (ex != x || ey != y)
- Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ /* set number of special actions for bored and sleeping animation */
+ stored_player[i].num_special_action_bored =
+ get_num_special_action(artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ stored_player[i].num_special_action_sleeping =
+ get_num_special_action(artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
}
}
- if (something_has_changed)
- PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ break;
}
- }
- else
- {
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
- ChangeElementNowExt(x, y, target_element);
+ case CA_SET_PLAYER_INVENTORY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
- PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
- }
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
-#if 1
- /* this uses direct change before indirect change */
- CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
-#endif
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
- return TRUE;
-}
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
-static void ChangeElement(int x, int y, int page)
-{
- int element = MovingOrBlocked2Element(x, y);
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[page];
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
-#ifdef DEBUG
- if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
- {
- printf("\n\n");
- printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("ChangeElement(): This should never happen!\n");
- printf("\n\n");
- }
-#endif
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
- /* this can happen with classic bombs on walkable, changing elements */
- if (!CAN_CHANGE(element))
- {
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
- return;
- }
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
- if (ChangeDelay[x][y] == 0) /* initialize element change */
- {
- ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
- RND(change->delay_random * change->delay_frames)) + 1;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ break;
+ }
- if (change->pre_change_function)
- change->pre_change_function(x, y);
- }
+ /* ---------- CE actions ---------------------------------------------- */
- ChangeDelay[x][y]--;
+ case CA_SET_CE_VALUE:
+ {
+ int last_ce_value = CustomValue[x][y];
- if (ChangeDelay[x][y] != 0) /* continue element change */
- {
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ CustomValue[x][y] = action_arg_number_new;
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ if (CustomValue[x][y] != last_ce_value)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
- if (change->change_function)
- change->change_function(x, y);
- }
- else /* finish element change */
- {
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
- {
- page = ChangePage[x][y];
- ChangePage[x][y] = -1;
+ if (CustomValue[x][y] == 0)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ }
+ }
- change = &ei->change_page[page];
+ break;
}
-#if 0
- if (IS_MOVING(x, y) && !change->explode)
-#else
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
-#endif
+ case CA_SET_CE_SCORE:
{
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
+ int last_ce_score = ei->collect_score;
- return;
- }
+ ei->collect_score = action_arg_number_new;
- if (ChangeElementNow(x, y, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(x, y);
- }
- }
-}
-
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
- int trigger_element,
- int trigger_event,
- int trigger_player,
- int trigger_side,
- 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][trigger_event]))
- return FALSE;
+ if (ei->collect_score != last_ce_score)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- int element = EL_CUSTOM_START + i;
+ if (ei->collect_score == 0)
+ {
+ int xx, yy;
- boolean change_element = FALSE;
- int page = 0;
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+ /*
+ This is a very special case that seems to be a mixture between
+ CheckElementChange() and CheckTriggeredElementChange(): while
+ the first one only affects single elements that are triggered
+ directly, the second one affects multiple elements in the playfield
+ that are triggered indirectly by another element. This is a third
+ case: Changing the CE score always affects multiple identical CEs,
+ so every affected CE must be checked, not only the single CE for
+ which the CE score was changed in the first place (as every instance
+ of that CE shares the same CE score, and therefore also can change)!
+ */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+ }
+ }
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
- continue;
+ break;
+ }
- for (j = 0; j < element_info[element].num_change_pages; j++)
+ case CA_SET_CE_ARTWORK:
{
- struct ElementChangeInfo *change = &element_info[element].change_page[j];
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
- if (change->can_change &&
- change->has_event[trigger_event] &&
- change->trigger_side & trigger_side &&
- change->trigger_player & trigger_player &&
- change->trigger_page & trigger_page_bits &&
- IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
- {
-#if 0
- if (!(change->has_event[trigger_event]))
- printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
- trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
-#endif
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
- change_element = TRUE;
- page = j;
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ ei->gfx_element = artwork_element;
- break;
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
+
+ TEST_DrawLevelField(xx, yy);
+ }
}
+
+ break;
}
- if (!change_element)
- continue;
+ /* ---------- engine actions ------------------------------------------ */
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ case CA_SET_ENGINE_SCAN_MODE:
{
-#if 0
- if (x == lx && y == ly) /* do not change trigger element itself */
- continue;
-#endif
+ InitPlayfieldScanMode(action_arg);
- if (Feld[x][y] == element)
- {
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
- ChangeElement(x, y, page);
- }
+ break;
}
- }
- return TRUE;
+ default:
+ break;
+ }
}
-static boolean CheckElementChangeExt(int x, int y,
- int element,
- int trigger_element,
- int trigger_event,
- int trigger_player,
- int trigger_side,
- int trigger_page)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
- return FALSE;
+ int old_element = Feld[x][y];
+ int new_element = GetElementFromGroupElement(element);
+ int previous_move_direction = MovDir[x][y];
+ int last_ce_value = CustomValue[x][y];
+ boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+ boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
- if (Feld[x][y] == EL_BLOCKED)
+ if (!add_player_onto_element)
{
- Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
- }
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
-#if 1
- if (Feld[x][y] != element) /* check if element has already changed */
- {
-#if 0
- printf("::: %d ('%s') != %d ('%s') [%d]\n",
- Feld[x][y], element_info[Feld[x][y]].token_name,
- element, element_info[element].token_name,
- trigger_event);
-#endif
+ Feld[x][y] = new_element;
- return FALSE;
- }
-#endif
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
-#if 1
- if (trigger_page < 0)
- {
- boolean change_element = FALSE;
- int i;
+ if (element_info[new_element].use_last_ce_value)
+ CustomValue[x][y] = last_ce_value;
- for (i = 0; i < element_info[element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change = &element_info[element].change_page[i];
+ InitField_WithBug1(x, y, FALSE);
- if (change->can_change &&
- change->has_event[trigger_event] &&
- change->trigger_side & trigger_side &&
- change->trigger_player & trigger_player)
- {
- change_element = TRUE;
- trigger_page = i;
+ new_element = Feld[x][y]; /* element may have changed */
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
- break;
- }
- }
+ TEST_DrawLevelField(x, y);
- if (!change_element)
- return FALSE;
+ if (GFX_CRUMBLED(new_element))
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
- else
+
+ /* check if element under the player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ /* (must be checked after creating new element for walkable group elements) */
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+ Bang(x, y);
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1; /* unused */
+ return;
}
-#else
-
- /* !!! this check misses pages with same event, but different side !!! */
-
- if (trigger_page < 0)
- trigger_page = element_info[element].event_page_nr[trigger_event];
+ /* "ChangeCount" not set yet to allow "entered by player" change one time */
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
- if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
- return FALSE;
-#endif
+ if (is_change)
+ ChangeCount[x][y]++; /* count number of changes in the same frame */
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
- ChangeElement(x, y, trigger_page);
+ TestIfBadThingTouchesPlayer(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+}
- return TRUE;
+static void CreateField(int x, int y, int element)
+{
+ CreateFieldExt(x, y, element, FALSE);
}
-static void PlayPlayerSound(struct PlayerInfo *player)
+static void CreateElementFromChange(int x, int y, int element)
{
- int jx = player->jx, jy = player->jy;
- int element = player->element_nr;
- int last_action = player->last_action_waiting;
- int action = player->action_waiting;
+ element = GET_VALID_RUNTIME_ELEMENT(element);
- if (player->is_waiting)
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
- if (action != last_action)
- PlayLevelSoundElementAction(jx, jy, element, action);
- else
- PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
- }
- else
- {
- if (action != last_action)
- StopSound(element_info[element].sound[last_action]);
+ int old_element = Feld[x][y];
- if (last_action == ACTION_SLEEPING)
- PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ /* prevent changed element from moving in same engine frame
+ unless both old and new element can either fall or move */
+ if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+ (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+ Stop[x][y] = TRUE;
}
-}
-
-static void PlayAllPlayersSound()
-{
- int i;
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- PlayPlayerSound(&stored_player[i]);
+ CreateFieldExt(x, y, element, TRUE);
}
-static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+static boolean ChangeElement(int x, int y, int element, int page)
{
- boolean last_waiting = player->is_waiting;
- int move_dir = player->MovDir;
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
+ int target_element;
+ int old_element = Feld[x][y];
- player->last_action_waiting = player->action_waiting;
+ /* always use default change event to prevent running into a loop */
+ if (ChangeEvent[x][y] == -1)
+ ChangeEvent[x][y] = CE_DELAY;
- if (is_waiting)
+ if (ChangeEvent[x][y] == CE_DELAY)
{
- if (!last_waiting) /* not waiting -> waiting */
- {
- player->is_waiting = TRUE;
+ /* reset actual trigger element, trigger player and action element */
+ change->actual_trigger_element = EL_EMPTY;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
+ change->actual_trigger_side = CH_SIDE_NONE;
+ change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
+ }
- player->frame_counter_bored =
- FrameCounter +
- game.player_boring_delay_fixed +
- SimpleRND(game.player_boring_delay_random);
- player->frame_counter_sleeping =
- FrameCounter +
- game.player_sleeping_delay_fixed +
- SimpleRND(game.player_sleeping_delay_random);
+ /* do not change elements more than a specified maximum number of changes */
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+ return FALSE;
- InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
- }
+ ChangeCount[x][y]++; /* count number of changes in the same frame */
- if (game.player_sleeping_delay_fixed +
- game.player_sleeping_delay_random > 0 &&
- player->anim_delay_counter == 0 &&
- player->post_delay_counter == 0 &&
- FrameCounter >= player->frame_counter_sleeping)
- player->is_sleeping = TRUE;
- else if (game.player_boring_delay_fixed +
- game.player_boring_delay_random > 0 &&
- FrameCounter >= player->frame_counter_bored)
- player->is_bored = TRUE;
+ if (change->explode)
+ {
+ Bang(x, y);
- player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
- player->is_bored ? ACTION_BORING :
- ACTION_WAITING);
+ return TRUE;
+ }
- if (player->is_sleeping)
+ if (change->use_target_content)
+ {
+ boolean complete_replace = TRUE;
+ boolean can_replace[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
- if (player->num_special_action_sleeping > 0)
- {
- if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
- {
- int last_special_action = player->special_action_sleeping;
- int num_special_action = player->num_special_action_sleeping;
- int special_action =
- (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
- last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
- last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
- last_special_action + 1 : ACTION_SLEEPING);
- int special_graphic =
- el_act_dir2img(player->element_nr, special_action, move_dir);
+ boolean is_empty;
+ boolean is_walkable;
+ boolean is_diggable;
+ boolean is_collectible;
+ boolean is_removable;
+ boolean is_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int content_element = change->target_content.e[xx][yy];
+ int e;
- player->anim_delay_counter =
- graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
- player->post_delay_counter =
- graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ can_replace[xx][yy] = TRUE;
- player->special_action_sleeping = special_action;
- }
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
- if (player->anim_delay_counter > 0)
- {
- player->action_waiting = player->special_action_sleeping;
- player->anim_delay_counter--;
- }
- else if (player->post_delay_counter > 0)
- {
- player->post_delay_counter--;
- }
+ if (content_element == EL_EMPTY_SPACE)
+ {
+ can_replace[xx][yy] = FALSE; /* do not replace border with space */
+
+ continue;
}
- }
- else if (player->is_bored)
- {
- if (player->num_special_action_bored > 0)
+
+ if (!IN_LEV_FIELD(ex, ey))
{
- if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
- {
- int special_action =
- ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
- int special_graphic =
- el_act_dir2img(player->element_nr, special_action, move_dir);
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
- player->anim_delay_counter =
- graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
- player->post_delay_counter =
- graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ continue;
+ }
- player->special_action_bored = special_action;
- }
+ e = Feld[ex][ey];
- if (player->anim_delay_counter > 0)
- {
- player->action_waiting = player->special_action_bored;
- player->anim_delay_counter--;
- }
- else if (player->post_delay_counter > 0)
- {
- player->post_delay_counter--;
- }
- }
- }
- }
- else if (last_waiting) /* waiting -> not waiting */
- {
- player->is_waiting = FALSE;
- player->is_bored = FALSE;
- player->is_sleeping = FALSE;
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
- player->frame_counter_bored = -1;
- player->frame_counter_sleeping = -1;
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
- player->anim_delay_counter = 0;
- player->post_delay_counter = 0;
+ is_walkable = (is_empty || IS_WALKABLE(e));
+ is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_collectible = (is_empty || IS_COLLECTIBLE(e));
+ is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+ is_removable = (is_diggable || is_collectible);
- player->action_waiting = ACTION_DEFAULT;
+ can_replace[xx][yy] =
+ (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+ (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
+ (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+ (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
+ (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
+ (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+ !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
- player->special_action_bored = ACTION_DEFAULT;
- player->special_action_sleeping = ACTION_DEFAULT;
- }
-}
+ if (!can_replace[xx][yy])
+ complete_replace = FALSE;
+ }
-#if 1
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
-{
-#if 0
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
-#endif
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
+ if (!change->only_if_complete || complete_replace)
+ {
+ boolean something_has_changed = FALSE;
-#if 0
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
-#endif
+ if (change->only_if_complete && change->use_random_replace &&
+ RND(100) < change->random_percentage)
+ return FALSE;
-#if 0
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+ 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 (!player->active || tape.pausing)
- return 0;
+ 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);
-#if 0
- printf("::: [%d %d %d %d] [%d %d]\n",
- left, right, up, down, button1, button2);
-#endif
+ ChangeEvent[ex][ey] = ChangeEvent[x][y];
- if (player_action)
- {
-#if 0
- printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
-#endif
+ content_element = change->target_content.e[xx][yy];
+ target_element = GET_TARGET_ELEMENT(element, content_element, change,
+ ce_value, ce_score);
-#if 0
- /* !!! TEST !!! */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
-#endif
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
- {
- if (button2)
- dropped = DropElement(player);
+ CreateElementFromChange(ex, ey, target_element);
- moved = MovePlayer(player, dx, dy);
- }
+ something_has_changed = TRUE;
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
+ /* for symmetry reasons, freeze newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ }
+ }
+
+ if (something_has_changed)
{
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
}
-
- SetPlayerWaiting(player, FALSE);
-
-#if 1
- return player_action;
-#else
- stored_player_action[player->index_nr] = player_action;
-#endif
}
else
{
-#if 0
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-#endif
-
- /* no actions for this player (no input at player's configured device) */
-
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovementWhenNotMoving(player);
+ target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+ ce_value, ce_score);
- if (player->MovPos == 0)
- SetPlayerWaiting(player, TRUE);
+ if (element == EL_DIAGONAL_GROWING ||
+ element == EL_DIAGONAL_SHRINKING)
+ {
+ target_element = Store[x][y];
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
+ Store[x][y] = EL_EMPTY;
+ }
- player->is_dropping = FALSE;
+ CreateElementFromChange(x, y, target_element);
- return 0;
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
-#if 0
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
- {
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+ /* this uses direct change before indirect change */
+ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-#endif
+ return TRUE;
}
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static void HandleElementChange(int x, int y, int page)
{
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
-
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
+ int element = MovingOrBlocked2Element(x, y);
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#ifdef DEBUG
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+ !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+ {
+ printf("\n\n");
+ printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("HandleElementChange(): This should never happen!\n");
+ printf("\n\n");
+ }
+#endif
- if (!player->active || tape.pausing)
+ /* this can happen with classic bombs on walkable, changing elements */
+ if (!CAN_CHANGE_OR_HAS_ACTION(element))
+ {
return;
+ }
- if (player_action)
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
{
- printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
+ if (change->can_change)
{
- if (button2)
- dropped = DropElement(player);
+ /* !!! not clear why graphic animation should be reset at all here !!! */
+ /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+ /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
- moved = MovePlayer(player, dx, dy);
- }
+ /*
+ GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+ When using an animation frame delay of 1 (this only happens with
+ "sp_zonk.moving.left/right" in the classic graphics), the default
+ (non-moving) animation shows wrong animation frames (while the
+ moving animation, like "sp_zonk.moving.left/right", is correct,
+ so this graphical bug never shows up with the classic graphics).
+ For an animation with 4 frames, this causes wrong frames 0,0,1,2
+ be drawn instead of the correct frames 0,1,2,3. This is caused by
+ "GfxFrame[][]" being reset *twice* (in two successive frames) after
+ an element change: First when the change delay ("ChangeDelay[][]")
+ counter has reached zero after decrementing, then a second time in
+ the next frame (after "GfxFrame[][]" was already incremented) when
+ "ChangeDelay[][]" is reset to the initial delay value again.
+
+ This causes frame 0 to be drawn twice, while the last frame won't
+ be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+ As some animations may already be cleverly designed around this bug
+ (at least the "Snake Bite" snake tail animation does this), it cannot
+ simply be fixed here without breaking such existing animations.
+ Unfortunately, it cannot easily be detected if a graphics set was
+ designed "before" or "after" the bug was fixed. As a workaround,
+ a new graphics set option "game.graphics_engine_version" was added
+ to be able to specify the game's major release version for which the
+ graphics set was designed, which can then be used to decide if the
+ bugfix should be used (version 4 and above) or not (version 3 or
+ below, or if no version was specified at all, as with old sets).
+
+ (The wrong/fixed animation frames can be tested with the test level set
+ "test_gfxframe" and level "000", which contains a specially prepared
+ custom element at level position (x/y) == (11/9) which uses the zonk
+ animation mentioned above. Using "game.graphics_engine_version: 4"
+ fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+ This can also be seen from the debug output for this test element.)
+ */
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
+ /* when a custom element is about to change (for example by change delay),
+ do not reset graphic animation when the custom element is moving */
+ if (game.graphics_engine_version < 4 &&
+ !IS_MOVING(x, y))
{
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
}
+
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
}
+ }
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
+ {
+ if (change->can_change)
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- stored_player_action[player->index_nr] = player_action;
+ if (change->change_function)
+ change->change_function(x, y);
+ }
}
- else
+ else /* finish element change */
{
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
- /* no actions for this player (no input at player's configured device) */
+ change = &ei->change_page[page];
+ }
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovementWhenNotMoving(player);
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+ ChangePage[x][y] = page; /* remember page to use for change */
- if (player->MovPos == 0)
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+ return;
+ }
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
- }
+ /* special case: set new level random seed before changing element */
+ if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+ handle_action_before_change = TRUE;
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
- {
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+
+ if (change->can_change)
+ {
+ if (ChangeElement(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
+ if (change->has_action && !handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
}
}
-#endif
-void AdvanceFrameAndPlayerCounters(int player_nr)
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side,
+ int trigger_page)
{
+ boolean change_done_any = FALSE;
+ int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
int i;
- /* advance frame counters (global frame counter and time frame counter) */
- FrameCounter++;
- TimeFrames++;
+ if (!(trigger_events[trigger_element][trigger_event]))
+ return FALSE;
- /* advance player counters (counters for move delay, move animation etc.) */
- for (i = 0; i < MAX_PLAYERS; i++)
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
- boolean advance_player_counters = (player_nr == -1 || player_nr == i);
- int move_frames =
- MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+ int element = EL_CUSTOM_START + i;
+ boolean change_done = FALSE;
+ int p;
- if (!advance_player_counters) /* not all players may be affected */
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
- stored_player[i].Frame += move_frames;
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- if (stored_player[i].MovPos != 0)
- stored_player[i].StepFrame += move_frames;
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ change->trigger_page & trigger_page_bits &&
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+ {
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
-#if USE_NEW_MOVE_DELAY
- if (stored_player[i].move_delay > 0)
- stored_player[i].move_delay--;
-#endif
+ if ((change->can_change && !change_done) || change->has_action)
+ {
+ int x, y;
-#if USE_NEW_PUSH_DELAY
- /* due to bugs in previous versions, counter must count up, not down */
- if (stored_player[i].push_delay != -1)
- stored_player[i].push_delay++;
-#endif
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (Feld[x][y] == element)
+ {
+ if (change->can_change && !change_done)
+ {
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+
+ HandleElementChange(x, y, p);
+ }
+ else if (change->has_action)
+ {
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+ }
+ }
- if (stored_player[i].drop_delay > 0)
- stored_player[i].drop_delay--;
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
+ }
+ }
+ }
}
+
+ RECURSION_LOOP_DETECTION_END();
+
+ return change_done_any;
}
-void GameActions()
+static boolean CheckElementChangeExt(int x, int y,
+ int element,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side)
{
- static unsigned long game_frame_delay = 0;
- unsigned long game_frame_delay_value;
- int magic_wall_x = 0, magic_wall_y = 0;
- int i, x, y, element, graphic;
- byte *recorded_player_action;
- byte summarized_player_action = 0;
-#if 1
- byte tape_action[MAX_PLAYERS];
-#endif
+ boolean change_done = FALSE;
+ int p;
- if (game_status != GAME_MODE_PLAYING)
- return;
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
- game_frame_delay_value =
- (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+ if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
- if (tape.playing && tape.warp_forward && !tape.pausing)
- game_frame_delay_value = 0;
+ /* check if element has already changed or is about to change after moving */
+ if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+ Feld[x][y] != element) ||
- /* ---------- main game synchronization point ---------- */
+ (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+ (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+ ChangePage[x][y] != -1)))
+ return FALSE;
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
- if (network_playing && !network_player_action_received)
+ for (p = 0; p < element_info[element].num_change_pages; p++)
{
- /*
-#ifdef DEBUG
- printf("DEBUG: try to get network player actions in time\n");
-#endif
- */
-
-#if defined(NETWORK_AVALIABLE)
- /* last chance to get network player actions without main loop delay */
- HandleNetworking();
-#endif
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- if (game_status != GAME_MODE_PLAYING)
- return;
+ /* check trigger element for all events where the element that is checked
+ for changing interacts with a directly adjacent element -- this is
+ 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_HITTING_X ||
+ trigger_event == CE_HIT_BY_X ||
+ trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
- if (!network_player_action_received)
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ (!check_trigger_element ||
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
- /*
-#ifdef DEBUG
- printf("DEBUG: failed to get network player actions in time\n");
-#endif
- */
- return;
- }
- }
-
- if (tape.pausing)
- return;
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[x][y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
-#if 0
- printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
-
- recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+ /* special case: trigger element not at (x,y) position for some events */
+ if (check_trigger_element)
+ {
+ static struct
+ {
+ int dx, dy;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
-#if 1
- /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
- if (recorded_player_action == NULL && tape.pausing)
- return;
-#endif
+ int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+ int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
-#if 0
- printf("::: %d\n", stored_player[0].action);
-#endif
+ change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+ }
-#if 0
- if (recorded_player_action != NULL)
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].action = recorded_player_action[i];
-#endif
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- summarized_player_action |= stored_player[i].action;
+ HandleElementChange(x, y, p);
- if (!network_playing)
- stored_player[i].effective_action = stored_player[i].action;
+ change_done = TRUE;
+ }
+ else if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+ }
}
-#if defined(NETWORK_AVALIABLE)
- if (network_playing)
- SendToServer_MovePlayer(summarized_player_action);
-#endif
+ RECURSION_LOOP_DETECTION_END();
- if (!options.network && !setup.team_mode)
- local_player->effective_action = summarized_player_action;
+ return change_done;
+}
-#if 1
- if (recorded_player_action != NULL)
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action = recorded_player_action[i];
-#endif
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int sound_element = player->artwork_element;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
-#if 1
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (player->is_waiting)
{
- tape_action[i] = stored_player[i].effective_action;
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, sound_element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[sound_element].sound[last_action]);
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
}
+}
- /* only save actions from input devices, but not programmed actions */
- if (tape.recording)
- TapeRecordAction(tape_action);
-#endif
+static void PlayAllPlayersSound()
+{
+ int i;
for (i = 0; i < MAX_PLAYERS; i++)
- {
- int actual_player_action = stored_player[i].effective_action;
-
-#if 1
- /* !!! 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 (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
-#if 1
- /* overwrite programmed action with tape action */
- if (stored_player[i].programmed_action)
- actual_player_action = stored_player[i].programmed_action;
-#endif
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
-#if 0
- if (stored_player[i].programmed_action)
- printf("::: %d\n", stored_player[i].programmed_action);
-#endif
+ player->dir_waiting = move_dir;
+ player->last_action_waiting = player->action_waiting;
- if (recorded_player_action)
+ if (is_waiting)
+ {
+ if (!last_waiting) /* not waiting -> waiting */
{
-#if 0
- if (stored_player[i].programmed_action &&
- stored_player[i].programmed_action != recorded_player_action[i])
- printf("::: %d: %d <-> %d\n", i,
- stored_player[i].programmed_action, recorded_player_action[i]);
-#endif
+ player->is_waiting = TRUE;
-#if 0
- actual_player_action = recorded_player_action[i];
-#endif
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ GetSimpleRandom(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ GetSimpleRandom(game.player_sleeping_delay_random);
+
+ InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
}
-#if 0
- /* overwrite tape action with programmed action */
- if (stored_player[i].programmed_action)
- actual_player_action = stored_player[i].programmed_action;
-#endif
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
-#if 0
- if (i == 0)
- printf("::: action: %d: %x [%d]\n",
- stored_player[i].MovPos, actual_player_action, FrameCounter);
-#endif
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
-#if 1
- PlayerActions(&stored_player[i], actual_player_action);
-#else
- tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+ if (player->is_sleeping && player->use_murphy)
+ {
+ /* special case for sleeping Murphy when leaning against non-free tile */
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
-#endif
+ if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+ (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx - 1, player->jy)))
+ move_dir = MV_LEFT;
+ else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+ (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx + 1, player->jy)))
+ move_dir = MV_RIGHT;
+ else
+ player->is_sleeping = FALSE;
- ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
- }
+ player->dir_waiting = move_dir;
+ }
-#if 0
- if (tape.recording)
- TapeRecordAction(tape_action);
-#endif
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
- network_player_action_received = FALSE;
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
- ScrollScreen(NULL, SCROLL_GO_ON);
+ player->special_action_sleeping = special_action;
+ }
-#if 0
- FrameCounter++;
- TimeFrames++;
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].Frame++;
-#endif
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
-#if 1
- /* for backwards compatibility, the following code emulates a fixed bug that
- occured when pushing elements (causing elements that just made their last
- pushing step to already (if possible) make their first falling step in the
- same game frame, which is bad); this code is also needed to use the famous
- "spring push bug" which is used in older levels and might be wanted to be
- used also in newer levels, but in this case the buggy pushing code is only
- affecting the "spring" element and no other elements */
+ player->special_action_bored = special_action;
+ }
-#if 1
- if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
-#else
- if (game.engine_version < VERSION_IDENT(2,2,0,7))
-#endif
- {
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
- int x = player->jx;
- int y = player->jy;
-
-#if 1
- if (player->active && player->is_pushing && player->is_moving &&
- IS_MOVING(x, y) &&
- (game.engine_version < VERSION_IDENT(2,2,0,7) ||
- Feld[x][y] == EL_SPRING))
-#else
- if (player->active && player->is_pushing && player->is_moving &&
- IS_MOVING(x, y))
-#endif
- {
- ContinueMoving(x, y);
-
- /* continue moving after pushing (this is actually a bug) */
- if (!IS_MOVING(x, y))
+ if (player->anim_delay_counter > 0)
{
- Stop[x][y] = FALSE;
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
}
}
}
}
-#endif
+ else if (last_waiting) /* waiting -> not waiting */
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->dir_waiting = player->MovDir;
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
+}
+
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
+{
+ static boolean player_was_moving = FALSE;
+ static boolean player_was_snapping = FALSE;
+ static boolean player_was_dropping = FALSE;
+
+ if ((!player->is_moving && player_was_moving) ||
+ (player->MovPos == 0 && player_was_moving) ||
+ (player->is_snapping && !player_was_snapping) ||
+ (player->is_dropping && !player_was_dropping))
{
- Changed[x][y] = FALSE;
- ChangeEvent[x][y] = -1;
+ if (!SaveEngineSnapshotToList())
+ return;
-#if USE_NEW_BLOCK_STYLE
- /* this must be handled before main playfield loop */
- if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+ player_was_moving = FALSE;
+ player_was_snapping = TRUE;
+ player_was_dropping = TRUE;
+ }
+ else
+ {
+ if (player->is_moving)
+ player_was_moving = TRUE;
+
+ if (!player->is_snapping)
+ player_was_snapping = FALSE;
+
+ if (!player->is_dropping)
+ player_was_dropping = FALSE;
+ }
+}
+
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ /* as it is called "single step mode", just return to pause mode when the
+ player stopped moving after one tile (or never starts moving at all) */
+ if (!player->is_moving && !player->is_pushing)
{
- MovDelay[x][y]--;
- if (MovDelay[x][y] <= 0)
- RemoveField(x, y);
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
}
-#endif
+ }
-#if DEBUG
- if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+ CheckSaveEngineSnapshot(player);
+}
+
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+ if (button1)
+ SnapField(player, dx, dy);
+ else
{
- printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
- printf("GameActions(): This should never happen!\n");
+ if (button2)
+ DropElement(player);
- ChangePage[x][y] = -1;
+ MovePlayer(player, dx, dy);
}
-#endif
- Stop[x][y] = FALSE;
- if (WasJustMoving[x][y] > 0)
- WasJustMoving[x][y]--;
- if (WasJustFalling[x][y] > 0)
- WasJustFalling[x][y]--;
- if (CheckCollision[x][y] > 0)
- CheckCollision[x][y]--;
+ CheckSingleStepMode(player);
- GfxFrame[x][y]++;
+ SetPlayerWaiting(player, FALSE);
-#if 1
- /* reset finished pushing action (not done in ContinueMoving() to allow
- continous pushing animation for elements with zero push delay) */
- if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ return player_action;
+ }
+ else
+ {
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovementWhenNotMoving(player);
+
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
+ CheckSingleStepMode(player);
+
+ return 0;
+ }
+}
+
+static void CheckLevelTime()
+{
+ int i;
+
+ /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->lev->home == 0) /* all players at home */
{
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ PlayerWins(local_player);
+
+ AllPlayersGone = TRUE;
+
+ level.native_em_level->lev->home = -1;
}
-#endif
-#if DEBUG
- if (IS_BLOCKED(x, y))
+ if (level.native_em_level->ply[0]->alive == 0 &&
+ level.native_em_level->ply[1]->alive == 0 &&
+ level.native_em_level->ply[2]->alive == 0 &&
+ level.native_em_level->ply[3]->alive == 0) /* all dead */
+ AllPlayersGone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
{
- int oldx, oldy;
+ PlayerWins(local_player);
- Blocked2Moving(x, y, &oldx, &oldy);
- if (!IS_MOVING(oldx, oldy))
- {
- printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
- printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
- printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
- printf("GameActions(): This should never happen!\n");
- }
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
}
-#endif
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
}
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ if (TimeFrames >= FRAMES_PER_SECOND)
{
- element = Feld[x][y];
-#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
- graphic = el2img(element);
-#endif
+ TimeFrames = 0;
+ TapeTime++;
-#if 0
- if (element == -1)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
- element = graphic = 0;
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
}
-#endif
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
+ if (!local_player->LevelSolved && !level.use_step_counter)
+ {
+ TimePlayed++;
- if (ANIM_MODE(graphic) == ANIM_RANDOM &&
- IS_NEXT_FRAME(GfxFrame[x][y], graphic))
- ResetRandomAnimationValue(x, y);
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
- SetRandomAnimationValue(x, y);
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
-#if 1
- PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
+ /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+ is reset from other values in UpdateGameDoorValues() -- FIX THIS */
- if (IS_INACTIVE(element))
- {
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- continue;
+ if (!TimeLeft && setup.time_limit)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ level.native_em_level->lev->killed_out_of_time = TRUE;
+ else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+ }
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+ }
+
+ level.native_em_level->lev->time =
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
-#if 1
- /* this may take place after moving, so 'element' may have changed */
-#if 0
- if (IS_CHANGING(x, y))
-#else
- if (IS_CHANGING(x, y) &&
- (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
- {
-#if 0
- ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
- element_info[element].event_page_nr[CE_DELAY]);
-#else
- ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
-#endif
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ }
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- }
-#endif
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
- if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
- {
- StartMoving(x, y);
+ UpdateAndDisplayGameControlValues();
+}
-#if 1
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d, %d [%d]\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
- GfxAction[x][y]);
-#endif
-#if 0
- if (element == EL_YAMYAM)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+ int i;
- if (IS_ANIMATED(graphic) &&
- !IS_MOVING(x, y) &&
- !Stop[x][y])
- {
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ /* advance frame counters (global frame counter and time frame counter) */
+ FrameCounter++;
+ TimeFrames++;
-#if 0
- if (element == EL_BUG)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
+ /* advance player counters (counters for move delay, move animation etc.) */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_delay_value = stored_player[i].move_delay_value;
+ int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
- }
+ if (!advance_player_counters) /* not all players may be affected */
+ continue;
- if (IS_GEM(element) || element == EL_SP_INFOTRON)
- EdelsteinFunkeln(x, y);
+ if (move_frames == 0) /* less than one move per game frame */
+ {
+ int stepsize = TILEX / move_delay_value;
+ int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+ int count = (stored_player[i].is_moving ?
+ ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+ if (count % delay == 0)
+ move_frames = 1;
}
- else if ((element == EL_ACID ||
- element == EL_EXIT_OPEN ||
- element == EL_SP_EXIT_OPEN ||
- element == EL_SP_TERMINAL ||
- element == EL_SP_TERMINAL_ACTIVE ||
- element == EL_EXTRA_TIME ||
- element == EL_SHIELD_NORMAL ||
- element == EL_SHIELD_DEADLY) &&
- IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- else if (IS_MOVING(x, y))
- ContinueMoving(x, y);
- else if (IS_ACTIVE_BOMB(element))
- CheckDynamite(x, y);
-#if 0
- else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#endif
- else if (element == EL_AMOEBA_GROWING)
- AmoebeWaechst(x, y);
- else if (element == EL_AMOEBA_SHRINKING)
- AmoebaDisappearing(x, y);
-#if !USE_NEW_AMOEBA_CODE
- else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x, y);
-#endif
+ stored_player[i].Frame += move_frames;
- else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
- Life(x, y);
- else if (element == EL_EXIT_CLOSED)
- CheckExit(x, y);
- else if (element == EL_SP_EXIT_CLOSED)
- CheckExitSP(x, y);
- else if (element == EL_EXPANDABLE_WALL_GROWING)
- MauerWaechst(x, y);
- else if (element == EL_EXPANDABLE_WALL ||
- element == EL_EXPANDABLE_WALL_HORIZONTAL ||
- element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
- MauerAbleger(x, y);
- else if (element == EL_FLAMES)
- CheckForDragon(x, y);
-#if 0
- else if (IS_AUTO_CHANGING(element))
- ChangeElement(x, y);
-#endif
- else if (element == EL_EXPLOSION)
- ; /* drawing of correct explosion animation is handled separately */
- else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
-#if 0
- /* this may take place after moving, so 'element' may have changed */
- if (IS_AUTO_CHANGING(Feld[x][y]))
- ChangeElement(x, y);
-#endif
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
- if (IS_BELT_ACTIVE(element))
- PlayLevelSoundAction(x, y, ACTION_ACTIVE);
+ /* due to bugs in previous versions, counter must count up, not down */
+ if (stored_player[i].push_delay != -1)
+ stored_player[i].push_delay++;
- if (game.magic_wall_active)
- {
- int jx = local_player->jx, jy = local_player->jy;
+ if (stored_player[i].drop_delay > 0)
+ stored_player[i].drop_delay--;
- /* play the element sound at the position nearest to the player */
- if ((element == EL_MAGIC_WALL_FULL ||
- element == EL_MAGIC_WALL_ACTIVE ||
- element == EL_MAGIC_WALL_EMPTYING ||
- element == EL_BD_MAGIC_WALL_FULL ||
- element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
- {
- magic_wall_x = x;
- magic_wall_y = y;
- }
- }
+ if (stored_player[i].is_dropping_pressed)
+ stored_player[i].drop_pressed_delay++;
}
+}
-#if USE_NEW_AMOEBA_CODE
- /* new experimental amoeba growth stuff */
-#if 1
- if (!(FrameCounter % 8))
-#endif
- {
- static unsigned long random = 1684108901;
+void StartGameActions(boolean init_network_game, boolean record_tape,
+ int random_seed)
+{
+ unsigned int new_random_seed = InitRND(random_seed);
- for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
- {
-#if 0
- x = (random >> 10) % lev_fieldx;
- y = (random >> 20) % lev_fieldy;
-#else
- x = RND(lev_fieldx);
- y = RND(lev_fieldy);
-#endif
- element = Feld[x][y];
+ if (record_tape)
+ TapeStartRecording(new_random_seed);
-#if 1
- if (!IS_PLAYER(x,y) &&
- (element == EL_EMPTY ||
- CAN_GROW_INTO(element) ||
- element == EL_QUICKSAND_EMPTY ||
- element == EL_ACID_SPLASH_LEFT ||
- element == EL_ACID_SPLASH_RIGHT))
- {
- if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
- Feld[x][y] = EL_AMOEBA_DROP;
- }
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (!IS_PLAYER(x,y) &&
- (element == EL_EMPTY ||
- element == EL_SAND ||
- element == EL_QUICKSAND_EMPTY ||
- element == EL_ACID_SPLASH_LEFT ||
- element == EL_ACID_SPLASH_RIGHT))
- {
- if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
- Feld[x][y] = EL_AMOEBA_DROP;
- }
-#endif
+#if defined(NETWORK_AVALIABLE)
+ if (init_network_game)
+ {
+ SendToServer_StartPlaying();
- random = random * 129 + 1;
- }
+ return;
}
#endif
-#if 0
- if (game.explosions_delayed)
-#endif
+ InitGame();
+}
+
+void GameActions()
+{
+ static unsigned int game_frame_delay = 0;
+ unsigned int game_frame_delay_value;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
+ byte tape_action[MAX_PLAYERS];
+ int i;
+
+ /* detect endless loops, caused by custom element programming */
+ if (recursion_loop_detected && recursion_loop_depth == 0)
{
- game.explosions_delayed = FALSE;
+ char *message = getStringCat3("Internal Error! Element ",
+ EL_NAME(recursion_loop_element),
+ " caused endless loop! Quit the game?");
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
- element = Feld[x][y];
+ Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
- if (ExplodeField[x][y])
- Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (element == EL_EXPLOSION)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
- ExplodeField[x][y] = EX_TYPE_NONE;
- }
+ recursion_loop_detected = FALSE; /* if game should be continued */
+
+ free(message);
- game.explosions_delayed = TRUE;
+ return;
}
- if (game.magic_wall_active)
+ if (game.restart_level)
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+
+ /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- if (!(game.magic_wall_time_left % 4))
+ if (level.native_em_level->lev->home == 0) /* all players at home */
{
- int element = Feld[magic_wall_x][magic_wall_y];
+ PlayerWins(local_player);
- if (element == EL_BD_MAGIC_WALL_FULL ||
- element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_EMPTYING)
- PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
- else
- PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ AllPlayersGone = TRUE;
+
+ level.native_em_level->lev->home = -1;
}
- if (game.magic_wall_time_left > 0)
+ if (level.native_em_level->ply[0]->alive == 0 &&
+ level.native_em_level->ply[1]->alive == 0 &&
+ level.native_em_level->ply[2]->alive == 0 &&
+ level.native_em_level->ply[3]->alive == 0) /* all dead */
+ AllPlayersGone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
{
- game.magic_wall_time_left--;
- if (!game.magic_wall_time_left)
- {
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
- element = Feld[x][y];
+ PlayerWins(local_player);
- if (element == EL_MAGIC_WALL_ACTIVE ||
- element == EL_MAGIC_WALL_FULL)
- {
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
- }
- else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_FULL)
- {
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
- }
- }
+ game_sp.GameOver = TRUE;
- game.magic_wall_active = FALSE;
- }
+ AllPlayersGone = TRUE;
}
- }
-
- if (game.light_time_left > 0)
- {
- game.light_time_left--;
- if (game.light_time_left == 0)
- RedrawAllLightSwitchesAndInvisibleElements();
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
}
- if (game.timegate_time_left > 0)
- {
- game.timegate_time_left--;
+ if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+ GameWon();
- if (game.timegate_time_left == 0)
- CloseAllOpenTimegates();
- }
+ if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+ TapeStop();
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ if (game_status != GAME_MODE_PLAYING) /* status might have changed */
+ return;
- if (SHIELD_ON(player))
- {
- if (player->shield_deadly_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
- else if (player->shield_normal_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
- }
- }
+ game_frame_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- if (TimeFrames >= FRAMES_PER_SECOND)
- {
- TimeFrames = 0;
- TapeTime++;
+ if (tape.playing && tape.warp_forward && !tape.pausing)
+ game_frame_delay_value = 0;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+#if 0
+ /* ---------- main game synchronization point ---------- */
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
+ printf("::: skip == %d\n", skip);
- if (!level.use_step_counter)
- {
- TimePlayed++;
+#else
+ /* ---------- main game synchronization point ---------- */
- if (TimeLeft > 0)
- {
- TimeLeft--;
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (network_playing && !network_player_action_received)
+ {
+ /* try to get network player actions in time */
- DrawGameValue_Time(TimeLeft);
+#if defined(NETWORK_AVALIABLE)
+ /* last chance to get network player actions without main loop delay */
+ HandleNetworking();
+#endif
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
- }
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
- }
+ /* game was quit by network peer */
+ if (game_status != GAME_MODE_PLAYING)
+ return;
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ if (!network_player_action_received)
+ return; /* failed to get network player actions in time */
+
+ /* do not yet reset "network_player_action_received" (for tape.pausing) */
}
- DrawAllPlayers();
- PlayAllPlayersSound();
+ if (tape.pausing)
+ return;
- if (options.debug) /* calculate frames per second */
- {
- static unsigned long fps_counter = 0;
- static int fps_frames = 0;
- unsigned long fps_delay_ms = Counter() - fps_counter;
+ /* at this point we know that we really continue executing the game */
- fps_frames++;
+ network_player_action_received = FALSE;
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
- {
- global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+ /* when playing tape, read previously recorded player input from tape data */
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- fps_frames = 0;
- fps_counter = Counter();
- }
+ /* TapePlayAction() may return NULL when toggling to "pause before death" */
+ if (tape.pausing)
+ return;
- redraw_mask |= REDRAW_FPS;
+ if (tape.set_centered_player)
+ {
+ game.centered_player_nr_next = tape.centered_player_nr_next;
+ game.set_centered_player = TRUE;
}
-#if 0
- if (stored_player[0].jx != stored_player[0].last_jx ||
- stored_player[0].jy != stored_player[0].last_jy)
- printf("::: %d, %d, %d, %d, %d\n",
- stored_player[0].MovDir,
- stored_player[0].MovPos,
- stored_player[0].GfxPos,
- stored_player[0].Frame,
- stored_player[0].StepFrame);
-#endif
-
-#if USE_NEW_MOVE_DELAY
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
-#else
- FrameCounter++;
- TimeFrames++;
-
for (i = 0; i < MAX_PLAYERS; i++)
{
- int move_frames =
- MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
-
- stored_player[i].Frame += move_frames;
+ summarized_player_action |= stored_player[i].action;
- if (stored_player[i].MovPos != 0)
- stored_player[i].StepFrame += move_frames;
+ if (!network_playing && (game.team_mode || tape.playing))
+ stored_player[i].effective_action = stored_player[i].action;
+ }
-#if USE_NEW_MOVE_DELAY
- if (stored_player[i].move_delay > 0)
- stored_player[i].move_delay--;
+#if defined(NETWORK_AVALIABLE)
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
#endif
- if (stored_player[i].drop_delay > 0)
- stored_player[i].drop_delay--;
+ if (!options.network && !game.team_mode)
+ local_player->effective_action = summarized_player_action;
+
+ if (tape.recording &&
+ setup.team_mode &&
+ setup.input_on_focus &&
+ game.centered_player_nr != -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action =
+ (i == game.centered_player_nr ? summarized_player_action : 0);
}
-#endif
-#if 1
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+ tape_action[i] = stored_player[i].effective_action;
- local_player->show_envelope = 0;
+ /* (this may happen in the RND game engine if a player was not present on
+ the playfield on level start, but appeared later from a custom element */
+ if (setup.team_mode &&
+ tape.recording &&
+ tape_action[i] &&
+ !tape.player_participates[i])
+ tape.player_participates[i] = TRUE;
}
-#endif
-
-#if USE_NEW_RANDOMIZE
- /* use random number generator in every frame to make it less predictable */
- if (game.engine_version >= VERSION_IDENT(3,1,1,0))
- RND(1);
-#endif
-}
-static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
-{
- int min_x = x, min_y = y, max_x = x, max_y = y;
- int i;
+ /* only record actions from input devices, but not programmed actions */
+ if (tape.recording)
+ TapeRecordAction(tape_action);
- for (i = 0; i < MAX_PLAYERS; i++)
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ // !!! also map player actions in single player mode !!!
+ // if (game.team_mode)
{
- int jx = stored_player[i].jx, jy = stored_player[i].jy;
+ byte mapped_action[MAX_PLAYERS];
- if (!stored_player[i].active || &stored_player[i] == player)
- continue;
+#if DEBUG_PLAYER_ACTIONS
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+#endif
- min_x = MIN(min_x, jx);
- min_y = MIN(min_y, jy);
- max_x = MAX(max_x, jx);
- max_y = MAX(max_y, jy);
- }
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
- return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
-}
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
-static boolean AllPlayersInVisibleScreen()
-{
- int i;
+#if DEBUG_PLAYER_ACTIONS
+ printf(" =>");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+#endif
+ }
+#if DEBUG_PLAYER_ACTIONS
+ else
+ {
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+ }
+#endif
+#endif
for (i = 0; i < MAX_PLAYERS; i++)
{
- int jx = stored_player[i].jx, jy = stored_player[i].jy;
+ // allow engine snapshot in case of changed movement attempt
+ if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+ (stored_player[i].effective_action & KEY_MOTION))
+ game.snapshot.changed_action = TRUE;
- if (!stored_player[i].active)
- continue;
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (stored_player[i].effective_action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
- return FALSE;
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
}
- return TRUE;
-}
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ GameActions_EM_Main();
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
+ else
+ {
+ GameActions_RND_Main();
+ }
-void ScrollLevel(int dx, int dy)
-{
- int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
- int x, y;
+ BlitScreenToBitmap(backbuffer);
- BlitBitmap(drawto_field, drawto_field,
- FX + TILEX * (dx == -1) - softscroll_offset,
- FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
+ CheckLevelTime();
- if (dx)
- {
- x = (dx == 1 ? BX1 : BX2);
- for (y = BY1; y <= BY2; y++)
- DrawScreenField(x, y);
- }
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
- if (dy)
+ if (options.debug) /* calculate frames per second */
{
- y = (dy == 1 ? BY1 : BY2);
- for (x = BX1; x <= BX2; x++)
- DrawScreenField(x, y);
- }
+ static unsigned int fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
- redraw_mask |= REDRAW_FIELD;
-}
+ fps_frames++;
-#if 0
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
-{
- int nextx = x + dx, nexty = y + dy;
- int element = Feld[x][y];
+ if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ {
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return FALSE;
+ fps_frames = 0;
+ fps_counter = Counter();
+ }
- return TRUE;
+ redraw_mask |= REDRAW_FPS;
+ }
}
-#endif
-static boolean canFallDown(struct PlayerInfo *player)
+void GameActions_EM_Main()
{
- int jx = player->jx, jy = player->jy;
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
- return (IN_LEV_FIELD(jx, jy + 1) &&
- (IS_FREE(jx, jy + 1) ||
-#if USE_NEW_BLOCK_STYLE
-#if USE_GRAVITY_BUGFIX_OLD
- Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
-#endif
-#endif
- (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
- IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
- !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_EM(effective_action, warp_mode);
}
-static boolean canPassField(int x, int y, int move_dir)
+void GameActions_SP_Main()
{
- int opposite_dir = MV_DIR_OPPOSITE(move_dir);
- 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 nextx = x + dx;
- int nexty = y + dy;
- int element = Feld[x][y];
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
- return (IS_PASSABLE_FROM(element, opposite_dir) &&
- !CAN_MOVE(element) &&
- IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
- IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
- (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_SP(effective_action, warp_mode);
}
-static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+void GameActions_RND_Main()
{
- int opposite_dir = MV_DIR_OPPOSITE(move_dir);
- 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 newx = x + dx;
- int newy = y + dy;
-#if 0
- int nextx = newx + dx;
- int nexty = newy + dy;
-#endif
-
-#if 1
- return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
-#if 0
- (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
-#endif
- (IS_DIGGABLE(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
- canPassField(newx, newy, move_dir)));
-#else
-#if 1
- return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
- (IS_DIGGABLE(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
- canPassField(newx, newy, move_dir)));
-#else
-#if 1
- return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
- canPassField(newx, newy, move_dir)));
-#else
- return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
- (IS_DIGGABLE(Feld[newx][newy]) ||
- IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
- (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
- !CAN_MOVE(Feld[newx][newy]) &&
- IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
- IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
- (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
-#endif
-#endif
-#endif
+ GameActions_RND();
}
-static void CheckGravityMovement(struct PlayerInfo *player)
+void GameActions_RND()
{
- if (game.gravity && !player->programmed_action)
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
+
+ InitPlayfieldScanModeVars();
+
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
-#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
+ SCAN_PLAYFIELD(x, y)
+ {
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -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 (game.set_centered_player)
+ {
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
- int jx = player->jx, jy = player->jy;
+ /* switching to "all players" only possible if all players fit to screen */
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
- boolean player_is_moving_to_valid_field =
- (!player_is_snapping &&
- (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
- canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+ /* do not switch focus to non-existing (or non-active) player */
+ if (game.centered_player_nr_next >= 0 &&
+ !stored_player[game.centered_player_nr_next].active)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+ }
-#if 0
- int move_dir =
- (player->last_move_dir & MV_HORIZONTAL ?
- (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
- (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-#endif
+ if (game.set_centered_player &&
+ ScreenMovPos == 0) /* screen currently aligned at tile position */
+ {
+ int sx, sy;
-#if 0
- int opposite_dir = MV_DIR_OPPOSITE(move_dir);
- 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;
- int nextx = new_jx + dx, nexty = new_jy + dy;
-#endif
+ if (game.centered_player_nr_next == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = stored_player[game.centered_player_nr_next].jx;
+ sy = stored_player[game.centered_player_nr_next].jy;
+ }
-#if 1
+ game.centered_player_nr = game.centered_player_nr_next;
+ game.set_centered_player = FALSE;
-#if 1
- boolean player_can_fall_down = canFallDown(player);
-#else
- 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)));
-#endif
+ DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawGameDoorValues();
+ }
-#else
- boolean player_can_fall_down =
- (IN_LEV_FIELD(jx, jy + 1) &&
- (IS_FREE(jx, jy + 1)));
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int actual_player_action = stored_player[i].effective_action;
-#if 0
- boolean player_is_moving_to_valid_field =
- (
#if 1
- !player_is_snapping &&
+ /* !!! 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
- IN_LEV_FIELD(new_jx, new_jy) &&
- (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
- (IS_SP_PORT(Feld[new_jx][new_jy]) &&
- element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
- IN_LEV_FIELD(nextx, nexty) &&
- element_info[Feld[nextx][nexty]].access_direction & move_dir))
-#else
- 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]) &&
- canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
- /* !!! extend EL_SAND to anything diggable !!! */
-#endif
- );
-#endif
-
-#if 0
- boolean player_is_standing_on_valid_field =
- (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
- (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
-#endif
-
-#if 0
- printf("::: checking gravity NOW [%d, %d, %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),
- player->effective_action,
- player->can_fall_into_acid);
-#endif
+ /* overwrite programmed action with tape action */
+ if (stored_player[i].programmed_action)
+ actual_player_action = stored_player[i].programmed_action;
- if (player_can_fall_down &&
-#if 0
- !player_is_standing_on_valid_field &&
-#endif
- !player_is_moving_to_valid_field)
- {
-#if 0
- printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
- jx, jy, FrameCounter);
-#endif
+ PlayerActions(&stored_player[i], actual_player_action);
- player->programmed_action = MV_DOWN;
- }
+ ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
-}
-static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
-{
-#if 1
- return CheckGravityMovement(player);
-#endif
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ /* for backwards compatibility, the following code emulates a fixed bug that
+ occured when pushing elements (causing elements that just made their last
+ pushing step to already (if possible) make their first falling step in the
+ same game frame, which is bad); this code is also needed to use the famous
+ "spring push bug" which is used in older levels and might be wanted to be
+ used also in newer levels, but in this case the buggy pushing code is only
+ affecting the "spring" element and no other elements */
- if (game.gravity && !player->programmed_action)
+ if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
{
- int jx = player->jx, jy = player->jy;
- boolean field_under_player_is_free =
- (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
- boolean player_is_standing_on_valid_field =
- (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
- (IS_WALKABLE(Feld[jx][jy]) &&
- !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int x = player->jx;
+ int y = player->jy;
- if (field_under_player_is_free && !player_is_standing_on_valid_field)
- player->programmed_action = MV_DOWN;
- }
-}
+ if (player->active && player->is_pushing && player->is_moving &&
+ IS_MOVING(x, y) &&
+ (game.engine_version < VERSION_IDENT(2,2,0,7) ||
+ Feld[x][y] == EL_SPRING))
+ {
+ ContinueMoving(x, y);
-/*
- MovePlayerOneStep()
- -----------------------------------------------------------------------------
- dx, dy: direction (non-diagonal) to try to move the player to
- real_dx, real_dy: direction as read from input device (can be diagonal)
-*/
+ /* continue moving after pushing (this is actually a bug) */
+ if (!IS_MOVING(x, y))
+ Stop[x][y] = FALSE;
+ }
+ }
+ }
-boolean MovePlayerOneStep(struct PlayerInfo *player,
- int dx, int dy, int real_dx, int real_dy)
-{
-#if 0
- static int trigger_sides[4][2] =
+ SCAN_PLAYFIELD(x, y)
{
- /* 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 = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
- int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
- int jx = player->jx, jy = player->jy;
- int new_jx = jx + dx, new_jy = jy + dy;
- int element;
- int can_move;
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
- if (!player->active || (!dx && !dy))
- return MF_NO_ACTION;
+ /* this must be handled before main playfield loop */
+ if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ RemoveField(x, y);
+ }
- player->MovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ {
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
- if (!IN_LEV_FIELD(new_jx, new_jy))
- return MF_NO_ACTION;
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ }
+ }
- if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MF_NO_ACTION;
+#if DEBUG
+ if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+ {
+ printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+ printf("GameActions(): This should never happen!\n");
-#if 0
- element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
- element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+ ChangePage[x][y] = -1;
+ }
#endif
- if (DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(new_jx, new_jy);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryHero(player);
- }
- else
- TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+ Stop[x][y] = FALSE;
+ if (WasJustMoving[x][y] > 0)
+ WasJustMoving[x][y]--;
+ if (WasJustFalling[x][y] > 0)
+ WasJustFalling[x][y]--;
+ if (CheckCollision[x][y] > 0)
+ CheckCollision[x][y]--;
+ if (CheckImpact[x][y] > 0)
+ CheckImpact[x][y]--;
- return MF_MOVING;
- }
+ GfxFrame[x][y]++;
- can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
- if (can_move != MF_MOVING)
- return can_move;
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continuous pushing animation for elements with zero push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
- /* check if DigField() has caused relocation of the player */
- if (player->jx != jx || player->jy != jy)
- return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
+#if DEBUG
+ if (IS_BLOCKED(x, y))
+ {
+ int oldx, oldy;
- StorePlayer[jx][jy] = 0;
- player->last_jx = jx;
- player->last_jy = jy;
- player->jx = new_jx;
- player->jy = new_jy;
- StorePlayer[new_jx][new_jy] = player->element_nr;
+ Blocked2Moving(x, y, &oldx, &oldy);
+ if (!IS_MOVING(oldx, oldy))
+ {
+ printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
+ printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
+ printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
+ printf("GameActions(): This should never happen!\n");
+ }
+ }
+#endif
+ }
- player->MovPos =
- (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- player->step_counter++;
+ ResetGfxFrame(x, y, TRUE);
-#if 0
- player->drop_delay = 0;
-#endif
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
- PlayerVisit[jx][jy] = FrameCounter;
+ SetRandomAnimationValue(x, y);
- ScrollPlayer(player, SCROLL_INIT);
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#if 0
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
- leave_side);
- CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
- }
+ if (IS_INACTIVE(element))
+ {
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
- if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
- {
- CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_PLAYER_ENTERS_X, enter_side);
- CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
- CE_ENTERED_BY_PLAYER, enter_side);
- }
-#endif
+ continue;
+ }
- return MF_MOVING;
-}
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+ {
+ int page = element_info[element].event_page_nr[CE_DELAY];
-boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
-{
- int jx = player->jx, jy = player->jy;
- int old_jx = jx, old_jy = jy;
- int moved = MF_NO_ACTION;
+ HandleElementChange(x, y, page);
-#if 1
- if (!player->active)
- return FALSE;
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ }
- if (!dx && !dy)
- {
- if (player->MovPos == 0)
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- player->is_snapping = FALSE;
- player->is_pushing = FALSE;
- }
+ StartMoving(x, y);
- return FALSE;
- }
-#else
- if (!player->active || (!dx && !dy))
- return FALSE;
-#endif
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !tape.playing)
- return FALSE;
-#else
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ TEST_DrawTwinkleOnField(x, y);
+ }
+ else if ((element == EL_ACID ||
+ element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
+ element == EL_SP_TERMINAL ||
+ element == EL_SP_TERMINAL_ACTIVE ||
+ element == EL_EXTRA_TIME ||
+ element == EL_SHIELD_NORMAL ||
+ element == EL_SHIELD_DEADLY) &&
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else if (IS_ACTIVE_BOMB(element))
+ CheckDynamite(x, y);
+ else if (element == EL_AMOEBA_GROWING)
+ AmoebeWaechst(x, y);
+ else if (element == EL_AMOEBA_SHRINKING)
+ AmoebaDisappearing(x, y);
-#if 0
- printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
- player->move_delay + player->move_delay_value);
+#if !USE_NEW_AMOEBA_CODE
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x, y);
#endif
-#if USE_NEW_MOVE_DELAY
- if (player->move_delay > 0)
-#else
- if (!FrameReached(&player->move_delay, player->move_delay_value))
-#endif
- {
-#if 0
- printf("::: can NOT move\n");
-#endif
+ else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
+ Life(x, y);
+ else if (element == EL_EXIT_CLOSED)
+ CheckExit(x, y);
+ else if (element == EL_EM_EXIT_CLOSED)
+ CheckExitEM(x, y);
+ else if (element == EL_STEEL_EXIT_CLOSED)
+ CheckExitSteel(x, y);
+ else if (element == EL_EM_STEEL_EXIT_CLOSED)
+ CheckExitSteelEM(x, y);
+ else if (element == EL_SP_EXIT_CLOSED)
+ CheckExitSP(x, y);
+ else if (element == EL_EXPANDABLE_WALL_GROWING ||
+ element == EL_EXPANDABLE_STEELWALL_GROWING)
+ MauerWaechst(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_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ MauerAblegerStahl(x, y);
+ else if (element == EL_FLAMES)
+ CheckForDragon(x, y);
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
+ else if (element == EL_ELEMENT_SNAPPING ||
+ element == EL_DIAGONAL_SHRINKING ||
+ element == EL_DIAGONAL_GROWING)
+ {
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
- return FALSE;
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ }
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (IS_BELT_ACTIVE(element))
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
+
+ if (game.magic_wall_active)
+ {
+ int jx = local_player->jx, jy = local_player->jy;
+
+ /* play the element sound at the position nearest to the player */
+ if ((element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING ||
+ element == EL_DC_MAGIC_WALL_FULL ||
+ element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_EMPTYING) &&
+ ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ {
+ magic_wall_x = x;
+ magic_wall_y = y;
+ }
+ }
}
-#else
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
- return FALSE;
-#endif
-#endif
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+ if (!(FrameCounter % 8))
+ {
+ static unsigned int random = 1684108901;
-#if 0
- printf("::: COULD move now\n");
-#endif
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+ element = Feld[x][y];
-#if USE_NEW_MOVE_DELAY
- player->move_delay = -1; /* set to "uninitialized" value */
-#endif
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_EMPTY ||
+ CAN_GROW_INTO(element) ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_QUICKSAND_FAST_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
+ }
- /* store if player is automatically moved to next field */
- player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+ random = random * 129 + 1;
+ }
+ }
+#endif
- /* remove the last programmed player action */
- player->programmed_action = 0;
+ game.explosions_delayed = FALSE;
- if (player->MovPos)
+ SCAN_PLAYFIELD(x, y)
{
- /* should only happen if pre-1.2 tape recordings are played */
- /* this is only for backward compatibility */
+ element = Feld[x][y];
- int original_move_delay_value = player->move_delay_value;
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
- tape.counter);
-#endif
+ ExplodeField[x][y] = EX_TYPE_NONE;
+ }
- /* scroll remaining steps with finest movement resolution */
- player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+ game.explosions_delayed = TRUE;
- while (player->MovPos)
+ if (game.magic_wall_active)
+ {
+ if (!(game.magic_wall_time_left % 4))
{
- ScrollPlayer(player, SCROLL_GO_ON);
- ScrollScreen(NULL, SCROLL_GO_ON);
+ int element = Feld[magic_wall_x][magic_wall_y];
-#if USE_NEW_MOVE_DELAY
- AdvanceFrameAndPlayerCounters(player->index_nr);
-#else
- FrameCounter++;
-#endif
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ else if (element == EL_DC_MAGIC_WALL_FULL ||
+ element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
+ else
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ }
- DrawAllPlayers();
- BackToFront();
+ if (game.magic_wall_time_left > 0)
+ {
+ game.magic_wall_time_left--;
+
+ if (!game.magic_wall_time_left)
+ {
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
+
+ if (element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ TEST_DrawLevelField(x, y);
+ }
+ }
+
+ game.magic_wall_active = FALSE;
+ }
}
+ }
- player->move_delay_value = original_move_delay_value;
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
+
+ if (game.light_time_left == 0)
+ RedrawAllLightSwitchesAndInvisibleElements();
}
- if (player->last_move_dir & MV_HORIZONTAL)
+ if (game.timegate_time_left > 0)
{
- if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
- moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
}
- else
+
+ if (game.lenses_time_left > 0)
{
- if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
- moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
+ game.lenses_time_left--;
+
+ if (game.lenses_time_left == 0)
+ RedrawAllInvisibleElementsForLenses();
}
- jx = player->jx;
- jy = player->jy;
+ if (game.magnify_time_left > 0)
+ {
+ game.magnify_time_left--;
+
+ if (game.magnify_time_left == 0)
+ RedrawAllInvisibleElementsForMagnifier();
+ }
- if (moved & MF_MOVING && !ScreenMovPos &&
- (player == local_player || !options.network))
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (setup.scroll_delay ? 3 : 0);
+ struct PlayerInfo *player = &stored_player[i];
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ if (SHIELD_ON(player))
{
- /* actual player has left the screen -- scroll in that direction */
- if (jx != old_jx) /* player has moved horizontally */
- scroll_x += (jx - old_jx);
- else /* player has moved vertically */
- scroll_y += (jy - old_jy);
+ if (player->shield_deadly_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
- else
- {
- if (jx != old_jx) /* player has moved horizontally */
- {
- 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);
-
- /* 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 more than one field at a time */
- scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+ {
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
- /* don't scroll against the player's moving direction */
- 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) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
- /* 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);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbled(x, y);
- /* don't scroll more than one field at a time */
- scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledNeighbours(x, y);
- /* don't scroll against the player's moving direction */
- if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
- (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
- scroll_y = old_scroll_y;
- }
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
}
- if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
- {
- if (!options.network && !AllPlayersInVisibleScreen())
- {
- scroll_x = old_scroll_x;
- scroll_y = old_scroll_y;
- }
- else
- {
- ScrollScreen(player, SCROLL_INIT);
- ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
- }
- }
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
-
-#if 0
-#if 1
- InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
- if (!(moved & MF_MOVING) && !player->is_pushing)
- player->Frame = 0;
-#endif
#endif
- player->StepFrame = 0;
+ DrawAllPlayers();
+ PlayAllPlayersSound();
- if (moved & MF_MOVING)
+ if (local_player->show_envelope != 0 && local_player->MovPos == 0)
{
-#if 0
- printf("::: REALLY moves now\n");
-#endif
-
- if (old_jx != jx && old_jy == jy)
- player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
- else if (old_jx == jx && old_jy != jy)
- player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
+ ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
- DrawLevelField(jx, jy); /* for "crumbled sand" */
+ local_player->show_envelope = 0;
+ }
- player->last_move_dir = player->MovDir;
- player->is_moving = TRUE;
-#if 1
- player->is_snapping = FALSE;
-#endif
+ /* use random number generator in every frame to make it less predictable */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ RND(1);
+}
-#if 1
- player->is_switching = FALSE;
-#endif
-
- player->is_dropping = FALSE;
-
-
-#if 0
- /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+{
+ int min_x = x, min_y = y, max_x = x, max_y = y;
+ int i;
-#if 1
- if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
- {
- int move_direction = player->MovDir;
-#if 1
- int enter_side = MV_DIR_OPPOSITE(move_direction);
- int leave_side = move_direction;
-#else
- 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 enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
- int old_element = Feld[old_jx][old_jy];
- int new_element = Feld[jx][jy];
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
-#if 1
- /* !!! TEST ONLY !!! */
- if (IS_CUSTOM_ELEMENT(old_element))
- CheckElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
+ if (!stored_player[i].active || &stored_player[i] == player)
+ continue;
- CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_PLAYER_LEAVES_X,
- player->index_bit, leave_side);
+ min_x = MIN(min_x, jx);
+ min_y = MIN(min_y, jy);
+ max_x = MAX(max_x, jx);
+ max_y = MAX(max_y, jy);
+ }
- if (IS_CUSTOM_ELEMENT(new_element))
- CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
+ return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
- CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
- CE_PLAYER_ENTERS_X,
- player->index_bit, enter_side);
-#endif
+static boolean AllPlayersInVisibleScreen()
+{
+ int i;
- }
-#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+ if (!stored_player[i].active)
+ continue;
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ return FALSE;
}
- else
- {
- CheckGravityMovementWhenNotMoving(player);
-
- /*
- player->last_move_dir = MV_NO_MOVING;
- */
- player->is_moving = FALSE;
-#if USE_NEW_MOVE_STYLE
- /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
- /* ensure that the player is also allowed to move in the next frame */
- /* (currently, the player is forced to wait eight frames before he can try
- again!!!) */
+ return TRUE;
+}
- if (game.engine_version >= VERSION_IDENT(3,1,1,0))
- player->move_delay = 0; /* allow direct movement in the next frame */
-#endif
- }
+void ScrollLevel(int dx, int dy)
+{
+ int scroll_offset = 2 * TILEX_VAR;
+ int x, y;
-#if USE_NEW_MOVE_DELAY
- if (player->move_delay == -1) /* not yet initialized by DigField() */
- player->move_delay = player->move_delay_value;
-#endif
+ BlitBitmap(drawto_field, drawto_field,
+ FX + TILEX_VAR * (dx == -1) - scroll_offset,
+ FY + TILEY_VAR * (dy == -1) - scroll_offset,
+ SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+ SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+ FX + TILEX_VAR * (dx == 1) - scroll_offset,
+ FY + TILEY_VAR * (dy == 1) - scroll_offset);
- if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ if (dx != 0)
{
- TestIfHeroTouchesBadThing(jx, jy);
- TestIfPlayerTouchesCustomElement(jx, jy);
+ x = (dx == 1 ? BX1 : BX2);
+ for (y = BY1; y <= BY2; y++)
+ DrawScreenField(x, y);
}
- if (!player->active)
- RemoveHero(player);
+ if (dy != 0)
+ {
+ y = (dy == 1 ? BY1 : BY2);
+ for (x = BX1; x <= BX2; x++)
+ DrawScreenField(x, y);
+ }
- return moved;
+ redraw_mask |= REDRAW_FIELD;
}
-void ScrollPlayer(struct PlayerInfo *player, int mode)
+static boolean canFallDown(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int last_jx = player->last_jx, last_jy = player->last_jy;
- int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || !player->MovPos)
- return;
+ return (IN_LEV_FIELD(jx, jy + 1) &&
+ (IS_FREE(jx, jy + 1) ||
+ (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+ IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+}
- if (mode == SCROLL_INIT)
- {
- player->actual_frame_counter = FrameCounter;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+static boolean canPassField(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ 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 nextx = x + dx;
+ int nexty = y + dy;
+ int element = Feld[x][y];
-#if 0
- printf("::: %06d: %d,%d: %d (%d) [%d]\n",
- FrameCounter,
- last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
- player->block_delay);
-#endif
+ return (IS_PASSABLE_FROM(element, opposite_dir) &&
+ !CAN_MOVE(element) &&
+ IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+ IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+ (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+}
+
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ 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 newx = x + dx;
+ int newy = y + dy;
-#if USE_NEW_BLOCK_STYLE
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+ (IS_DIGGABLE(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
+}
-#if 0
- if (player->block_delay <= 0)
- printf("::: ALERT! block_delay == %d\n", player->block_delay);
-#endif
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+ if (player->gravity && !player->programmed_action)
+ {
+ int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+ int move_dir_vertical = player->effective_action & MV_VERTICAL;
+ boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
+ int jx = player->jx, jy = player->jy;
+ boolean player_is_moving_to_valid_field =
+ (!player_is_snapping &&
+ (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+ canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+ boolean player_can_fall_down = canFallDown(player);
- if ((player->block_last_field || player->block_delay_adjustment > 0) &&
- Feld[last_jx][last_jy] == EL_EMPTY)
- {
- int last_field_block_delay = 0; /* start with no blocking at all */
- int block_delay_adjustment = player->block_delay_adjustment;
+ if (player_can_fall_down &&
+ !player_is_moving_to_valid_field)
+ player->programmed_action = MV_DOWN;
+ }
+}
- /* if player blocks last field, add delay for exactly one move */
- if (player->block_last_field)
- {
- last_field_block_delay += player->move_delay_value;
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+ return CheckGravityMovement(player);
-#if USE_GRAVITY_BUGFIX_NEW
- /* when blocking enabled, prevent moving up despite gravity */
- if (game.gravity && player->MovDir == MV_UP)
- block_delay_adjustment = -1;
-#endif
- }
+ if (player->gravity && !player->programmed_action)
+ {
+ int jx = player->jx, jy = player->jy;
+ boolean field_under_player_is_free =
+ (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+ boolean player_is_standing_on_valid_field =
+ (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+ (IS_WALKABLE(Feld[jx][jy]) &&
+ !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
- /* add block delay adjustment (also possible when not blocking) */
- last_field_block_delay += block_delay_adjustment;
+ if (field_under_player_is_free && !player_is_standing_on_valid_field)
+ player->programmed_action = MV_DOWN;
+ }
+}
-#if 0
-#if USE_BLOCK_DELAY_BUGFIX
- /* when blocking enabled, correct block delay for fast movement */
- if (player->block_last_field &&
- player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
- last_field_block_delay =
- player->move_delay_value + player->block_delay_adjustment;
-#endif
-#endif
+/*
+ MovePlayerOneStep()
+ -----------------------------------------------------------------------------
+ dx, dy: direction (non-diagonal) to try to move the player to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+*/
-#if 0
-#if USE_GRAVITY_BUGFIX_NEW
- /* when blocking enabled, correct block delay for gravity movement */
- if (player->block_last_field &&
- game.gravity && player->MovDir == MV_UP)
- last_field_block_delay = player->move_delay_value - 1;
-#endif
-#endif
+boolean MovePlayerOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
+{
+ int jx = player->jx, jy = player->jy;
+ int new_jx = jx + dx, new_jy = jy + dy;
+ int can_move;
+ boolean player_can_move = !player->cannot_move;
- Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
- MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
- }
-#else
-#if USE_NEW_MOVE_STYLE
- if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
- player->block_last_field) &&
- Feld[last_jx][last_jy] == EL_EMPTY)
- Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
-#else
- if (Feld[last_jx][last_jy] == EL_EMPTY)
- Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
-#endif
-#endif
+ if (!player->active || (!dx && !dy))
+ return MP_NO_ACTION;
-#if 0
- DrawPlayer(player);
-#endif
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NONE);
- return;
+ if (!IN_LEV_FIELD(new_jx, new_jy))
+ return MP_NO_ACTION;
+
+ if (!player_can_move)
+ {
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
}
- else if (!FrameReached(&player->actual_frame_counter, 1))
- return;
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+ if (!options.network && game.centered_player_nr == -1 &&
+ !AllPlayersInSight(player, new_jx, new_jy))
+ return MP_NO_ACTION;
-#if USE_NEW_BLOCK_STYLE
-#else
- if (!player->block_last_field &&
- Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-#if 1
- RemoveField(last_jx, last_jy);
-#else
- Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
-#endif
+ can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+ if (can_move != MP_MOVING)
+ return can_move;
- /* before DrawPlayer() to draw correct player graphic for this case */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
-#if 0
- DrawPlayer(player); /* needed here only to cleanup last field */
-#endif
+ StorePlayer[jx][jy] = 0;
+ player->last_jx = jx;
+ player->last_jy = jy;
+ player->jx = new_jx;
+ player->jy = new_jy;
+ StorePlayer[new_jx][new_jy] = player->element_nr;
- if (player->MovPos == 0) /* player reached destination field */
+ if (player->move_delay_value_next != -1)
{
-#if 1
- if (player->move_delay_reset_counter > 0)
- {
- player->move_delay_reset_counter--;
+ player->move_delay_value = player->move_delay_value_next;
+ player->move_delay_value_next = -1;
+ }
- if (player->move_delay_reset_counter == 0)
- {
- /* continue with normal speed after quickly moving through gate */
- HALVE_PLAYER_SPEED(player);
+ player->MovPos =
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
- /* be able to make the next move without delay */
- player->move_delay = 0;
- }
- }
-#else
- if (IS_PASSABLE(Feld[last_jx][last_jy]))
- {
- /* continue with normal speed after quickly moving through gate */
- HALVE_PLAYER_SPEED(player);
+ player->step_counter++;
- /* be able to make the next move without delay */
- player->move_delay = 0;
- }
-#endif
+ PlayerVisit[jx][jy] = FrameCounter;
+
+ player->is_moving = TRUE;
-#if USE_NEW_BLOCK_STYLE
-#else
- if (player->block_last_field &&
- Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
#if 1
- RemoveField(last_jx, last_jy);
-#else
- Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
+ /* should better be called in MovePlayer(), but this breaks some tapes */
+ ScrollPlayer(player, SCROLL_INIT);
#endif
- player->last_jx = jx;
- player->last_jy = jy;
+ return MP_MOVING;
+}
- if (Feld[jx][jy] == EL_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
- {
- DrawPlayer(player); /* needed here only to cleanup last field */
- RemoveHero(player);
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
+{
+ int jx = player->jx, jy = player->jy;
+ int old_jx = jx, old_jy = jy;
+ int moved = MP_NO_ACTION;
- if (local_player->friends_still_needed == 0 ||
- IS_SP_ELEMENT(Feld[jx][jy]))
- player->LevelSolved = player->GameOver = TRUE;
- }
+ if (!player->active)
+ return FALSE;
-#if 1
- /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
- /* this breaks one level: "machine", level 000 */
-#if 0
- if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
+ if (!dx && !dy)
+ {
+ if (player->MovPos == 0)
{
- int move_direction = player->MovDir;
-#if 1
- int enter_side = MV_DIR_OPPOSITE(move_direction);
- int leave_side = move_direction;
-#else
- 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 enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
- int old_jx = last_jx;
- int old_jy = last_jy;
- int old_element = Feld[old_jx][old_jy];
- int new_element = Feld[jx][jy];
-
-#if 1
- /* !!! TEST ONLY !!! */
- if (IS_CUSTOM_ELEMENT(old_element))
- CheckElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_LEFT_BY_PLAYER,
- player->index_bit, leave_side);
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
- CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
- CE_PLAYER_LEAVES_X,
- player->index_bit, leave_side);
+ return FALSE;
+ }
- if (IS_CUSTOM_ELEMENT(new_element))
- CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
- player->index_bit, enter_side);
+ if (player->move_delay > 0)
+ return FALSE;
- CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
- CE_PLAYER_ENTERS_X,
- player->index_bit, enter_side);
-#endif
+ player->move_delay = -1; /* set to "uninitialized" value */
- }
-#endif
+ /* store if player is automatically moved to next field */
+ player->is_auto_moving = (player->programmed_action != MV_NONE);
- if (game.engine_version >= VERSION_IDENT(3,0,7,0))
- {
- TestIfHeroTouchesBadThing(jx, jy);
- TestIfPlayerTouchesCustomElement(jx, jy);
-#if 1
-#if 1
- /* needed because pushed element has not yet reached its destination,
- so it would trigger a change event at its previous field location */
- if (!player->is_pushing)
-#endif
- TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
-#endif
+ /* remove the last programmed player action */
+ player->programmed_action = 0;
- if (!player->active)
- RemoveHero(player);
- }
+ if (player->MovPos)
+ {
+ /* should only happen if pre-1.2 tape recordings are played */
+ /* this is only for backward compatibility */
- if (level.use_step_counter)
- {
- int i;
+ int original_move_delay_value = player->move_delay_value;
- TimePlayed++;
+#if DEBUG
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
+ tape.counter);
+#endif
- if (TimeLeft > 0)
- {
- TimeLeft--;
+ /* scroll remaining steps with finest movement resolution */
+ player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
- DrawGameValue_Time(TimeLeft);
+ AdvanceFrameAndPlayerCounters(player->index_nr);
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
- }
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ DrawAllPlayers();
+ BackToFront();
}
- if (tape.single_step && tape.recording && !tape.pausing &&
- !player->programmed_action)
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ player->move_delay_value = original_move_delay_value;
}
-}
-void ScrollScreen(struct PlayerInfo *player, int mode)
-{
- static unsigned long screen_frame_counter = 0;
+ player->is_active = FALSE;
- if (mode == SCROLL_INIT)
+ if (player->last_move_dir & MV_HORIZONTAL)
{
- /* set scrolling step size according to actual player's moving speed */
- ScrollStepSize = TILEX / player->move_delay_value;
-
- screen_frame_counter = FrameCounter;
- ScreenMovDir = player->MovDir;
- ScreenMovPos = player->MovPos;
- ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
- return;
+ if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+ moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
}
- else if (!FrameReached(&screen_frame_counter, 1))
- return;
-
- if (ScreenMovPos)
+ else
{
- ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
- ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
- redraw_mask |= REDRAW_FIELD;
+ if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+ moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
- else
- ScreenMovDir = MV_NO_MOVING;
-}
-void TestIfPlayerTouchesCustomElement(int x, int y)
-{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
- static int trigger_sides[4][2] =
+ if (!moved && !player->is_active)
{
- /* 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 */
- };
- static int touch_dir[4] =
- {
- MV_LEFT | MV_RIGHT,
- MV_UP | MV_DOWN,
- MV_UP | MV_DOWN,
- MV_LEFT | MV_RIGHT
- };
- int center_element = Feld[x][y]; /* should always be non-moving! */
- int i;
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int center_side = trigger_sides[i][0];
- int border_side = trigger_sides[i][1];
- int border_element;
+ jx = player->jx;
+ jy = player->jy;
- if (!IN_LEV_FIELD(xx, yy))
- continue;
+ if (moved & MP_MOVING && !ScreenMovPos &&
+ (player->index_nr == game.centered_player_nr ||
+ game.centered_player_nr == -1))
+ {
+ int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
+ int offset = game.scroll_delay_value;
- if (IS_PLAYER(x, y))
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
- struct PlayerInfo *player = PLAYERINFO(x, y);
-
- if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
- else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
- border_element = MovingOrBlocked2Element(xx, yy);
- else
- continue; /* center and border element do not touch */
-
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, border_side);
- CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
- CE_PLAYER_TOUCHES_X,
- player->index_bit, border_side);
-#else
- CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
- CE_PLAYER_TOUCHES_X,
- player->index_bit, border_side);
- CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, border_side);
-#endif
+ /* actual player has left the screen -- scroll in that direction */
+ if (jx != old_jx) /* player has moved horizontally */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
}
- else if (IS_PLAYER(xx, yy))
+ else
{
- struct PlayerInfo *player = PLAYERINFO(xx, yy);
-
- if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ if (jx != old_jx) /* player has moved horizontally */
{
- if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
- }
+ 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 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, center_side);
- CheckTriggeredElementChangeByPlayer(x, y, center_element,
- CE_PLAYER_TOUCHES_X,
- player->index_bit, center_side);
-#else
- CheckTriggeredElementChangeByPlayer(x, y, center_element,
- CE_PLAYER_TOUCHES_X,
- player->index_bit, center_side);
- CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
- player->index_bit, center_side);
-#endif
-
- break;
- }
- }
-}
-
-void TestIfElementTouchesCustomElement(int x, int y)
-{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
- static int trigger_sides[4][2] =
- {
- /* 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 */
- };
- static int touch_dir[4] =
- {
- MV_LEFT | MV_RIGHT,
- MV_UP | MV_DOWN,
- MV_UP | MV_DOWN,
- MV_LEFT | MV_RIGHT
- };
- 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 = EL_UNDEFINED;
- int i, j;
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int center_side = trigger_sides[i][0];
- int border_side = trigger_sides[i][1];
- int border_element;
-
- if (!IN_LEV_FIELD(xx, yy))
- continue;
+ /* 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);
- if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
- else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
- border_element = MovingOrBlocked2Element(xx, yy);
- else
- continue; /* center and border element do not touch */
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- /* check for change of center element (but change it only once) */
- if (IS_CUSTOM_ELEMENT(center_element) &&
- HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
- !change_center_element)
- {
- for (j = 0; j < element_info[center_element].num_change_pages; j++)
+ /* don't scroll against the player's moving direction */
+ 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 */
{
- struct ElementChangeInfo *change =
- &element_info[center_element].change_page[j];
+ 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);
- if (change->can_change &&
- change->has_event[CE_TOUCHING_X] &&
- change->trigger_side & border_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
-#else
- change->trigger_element == border_element
-#endif
- )
- {
- change_center_element = TRUE;
- center_element_change_page = j;
- border_trigger_element = border_element;
+ /* 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);
- break;
- }
+ /* don't scroll more than one field at a time */
+ 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) ||
+ (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+ scroll_y = old_scroll_y;
}
}
- /* check for change of border element */
- if (IS_CUSTOM_ELEMENT(border_element) &&
- HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
+ if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- for (j = 0; j < element_info[border_element].num_change_pages; j++)
+ if (!options.network && game.centered_player_nr == -1 &&
+ !AllPlayersInVisibleScreen())
{
- struct ElementChangeInfo *change =
- &element_info[border_element].change_page[j];
-
- if (change->can_change &&
- change->has_event[CE_TOUCHING_X] &&
- change->trigger_side & center_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
-#else
- change->trigger_element == center_element
-#endif
- )
- {
-#if 0
- printf("::: border_element %d, %d\n", x, y);
-#endif
-
- CheckElementChangeByPage(xx, yy, border_element, center_element,
- CE_TOUCHING_X, j);
- break;
- }
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+ {
+ ScrollScreen(player, SCROLL_INIT);
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
}
}
}
- if (change_center_element)
+ player->StepFrame = 0;
+
+ if (moved & MP_MOVING)
{
+ if (old_jx != jx && old_jy == jy)
+ player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
+ else if (old_jx == jx && old_jy != jy)
+ player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
+
+ TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
+
+ player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
+ player->is_snapping = FALSE;
+ player->is_switching = FALSE;
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
#if 0
- printf("::: center_element %d, %d\n", x, y);
+ /* should better be called here than above, but this breaks some tapes */
+ ScrollPlayer(player, SCROLL_INIT);
#endif
+ }
+ else
+ {
+ CheckGravityMovementWhenNotMoving(player);
+
+ player->is_moving = FALSE;
+
+ /* at this point, the player is allowed to move, but cannot move right now
+ (e.g. because of something blocking the way) -- ensure that the player
+ is also allowed to move in the next frame (in old versions before 3.1.1,
+ the player was forced to wait again for eight frames before next try) */
+
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ player->move_delay = 0; /* allow direct movement in the next frame */
+ }
- CheckElementChangeByPage(x, y, center_element, border_trigger_element,
- CE_TOUCHING_X, center_element_change_page);
+ if (player->move_delay == -1) /* not yet initialized by DigField() */
+ player->move_delay = player->move_delay_value;
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ {
+ TestIfPlayerTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
}
+
+ if (!player->active)
+ RemovePlayer(player);
+
+ return moved;
}
-void TestIfElementHitsCustomElement(int x, int y, int direction)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
{
- 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
+ int jx = player->jx, jy = player->jy;
+ int last_jx = player->last_jx, last_jy = player->last_jy;
+ int move_stepsize = TILEX / player->move_delay_value;
- if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+ if (!player->active)
return;
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
return;
-#endif
-
- touched_element = (IN_LEV_FIELD(hitx, hity) ?
- MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
-#if !USE_HITTING_SOMETHING_BUGFIX
- /* "hitting something" is also true when hitting the playfield border */
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_HITTING_SOMETHING, direction);
-#endif
- if (IN_LEV_FIELD(hitx, hity))
+ if (mode == SCROLL_INIT)
{
- 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
+ player->actual_frame_counter = FrameCounter;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (object_hit)
+ if ((player->block_last_field || player->block_delay_adjustment > 0) &&
+ Feld[last_jx][last_jy] == EL_EMPTY)
{
- int i;
-
-#if !USE_HIT_BY_SOMETHING_BUGFIX
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
-#endif
+ int last_field_block_delay = 0; /* start with no blocking at all */
+ int block_delay_adjustment = player->block_delay_adjustment;
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
+ /* if player blocks last field, add delay for exactly one move */
+ if (player->block_last_field)
{
- for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[hitting_element].change_page[i];
+ last_field_block_delay += player->move_delay_value;
- if (change->can_change &&
- change->has_event[CE_HITTING_X] &&
- change->trigger_side & touched_side &&
-
-#if 1
- IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
- change->trigger_element == touched_element
-#endif
- )
- {
- CheckElementChangeByPage(x, y, hitting_element, touched_element,
- CE_HITTING_X, i);
- break;
- }
- }
+ /* when blocking enabled, prevent moving up despite gravity */
+ if (player->gravity && player->MovDir == MV_UP)
+ block_delay_adjustment = -1;
}
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
- {
- 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->has_event[CE_HIT_BY_X] &&
- change->trigger_side & hitting_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
- change->trigger_element == hitting_element
-#endif
- )
- {
- CheckElementChangeByPage(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, i);
- break;
- }
- }
- }
+ /* add block delay adjustment (also possible when not blocking) */
+ last_field_block_delay += block_delay_adjustment;
-#if USE_HIT_BY_SOMETHING_BUGFIX
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
-#endif
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+ MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
- }
-
-#if USE_HITTING_SOMETHING_BUGFIX
- /* "hitting something" is also true when hitting the playfield border */
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_HITTING_SOMETHING, direction);
-#endif
-}
-
-#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))
+ if (player->MovPos != 0) /* player has not yet reached destination */
+ return;
+ }
+ else if (!FrameReached(&player->actual_frame_counter, 1))
return;
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
- return;
-#endif
+ if (player->MovPos != 0)
+ {
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- touched_element = (IN_LEV_FIELD(hitx, hity) ?
- MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- EP_CAN_SMASH_EVERYTHING, direction);
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+ }
- if (IN_LEV_FIELD(hitx, hity))
+ if (player->MovPos == 0) /* player reached destination field */
{
- 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);
+ if (player->move_delay_reset_counter > 0)
+ {
+ player->move_delay_reset_counter--;
- object_hit = TRUE;
-#endif
+ if (player->move_delay_reset_counter == 0)
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
- if (object_hit)
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
+ }
+
+ player->last_jx = jx;
+ player->last_jy = jy;
+
+ if (Feld[jx][jy] == EL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+ Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+ Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ {
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ RemovePlayer(player);
+
+ if (local_player->friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Feld[jx][jy]))
+ PlayerWins(player);
+ }
+
+ /* this breaks one level: "machine", level 000 */
+ {
+ int move_direction = player->MovDir;
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int leave_side = move_direction;
+ int old_jx = last_jx;
+ int old_jy = last_jy;
+ int old_element = Feld[old_jx][old_jy];
+ int new_element = Feld[jx][jy];
+
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
+
+ if (IS_CUSTOM_ELEMENT(new_element))
+ CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+ CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+ CE_MOVE_OF_X, move_direction);
+ }
+
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ TestIfPlayerTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+
+ /* needed because pushed element has not yet reached its destination,
+ so it would trigger a change event at its previous field location */
+ if (!player->is_pushing)
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+
+ if (!player->active)
+ RemovePlayer(player);
+ }
+
+ if (!local_player->LevelSolved && level.use_step_counter)
{
int i;
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
+ TimePlayed++;
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
+ if (TimeLeft > 0)
{
- for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[hitting_element].change_page[i];
+ TimeLeft--;
- if (change->can_change &&
- change->has_event[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
- )
- {
- CheckElementChangeByPage(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, i);
- break;
- }
- }
- }
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+ DisplayGameControlValues();
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
- for (i = 0; i < element_info[touched_element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change =
- &element_info[touched_element].change_page[i];
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
- if (change->can_change &&
- change->has_event[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
- )
- {
- CheckElementChangeByPage(hitx, hity, touched_element,
- hitting_element, CE_OTHER_GETS_SMASHED,i);
- break;
- }
- }
+ DisplayGameControlValues();
}
}
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ if (!player->programmed_action)
+ CheckSaveEngineSnapshot(player);
}
}
-#endif
-void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+void ScrollScreen(struct PlayerInfo *player, int mode)
{
- 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 }
- };
- static int test_dir[4] =
- {
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
- MV_DOWN
- };
+ static unsigned int screen_frame_counter = 0;
- for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (mode == SCROLL_INIT)
{
- 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];
-
- if (!IN_LEV_FIELD(test_x, test_y))
- continue;
-
- test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
-
-#if 0
- test_element = Feld[test_x][test_y];
-#else
- test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
-
- /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
- 2nd case: DONT_TOUCH style bad thing does not move away from good thing
- */
- if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
- (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
- {
- kill_x = test_x;
- kill_y = test_y;
- bad_element = test_element;
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_delay_value;
- break;
- }
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
}
+ else if (!FrameReached(&screen_frame_counter, 1))
+ return;
- if (kill_x != -1 || kill_y != -1)
+ if (ScreenMovPos)
{
- if (IS_PLAYER(good_x, good_y))
- {
- struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
-
-#if 1
- if (player->shield_deadly_time_left > 0 &&
- !IS_INDESTRUCTIBLE(bad_element))
- Bang(kill_x, kill_y);
- else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
- KillHero(player);
-#else
- if (player->shield_deadly_time_left > 0)
- Bang(kill_x, kill_y);
- else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
- KillHero(player);
-#endif
- }
- else
- Bang(good_x, good_y);
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
}
+ else
+ ScreenMovDir = MV_NONE;
}
-void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
+void TestIfPlayerTouchesCustomElement(int x, int y)
{
- int i, kill_x = -1, kill_y = -1;
- int bad_element = Feld[bad_x][bad_y];
- static int test_xy[4][2] =
+ static int xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
+ static int trigger_sides[4][2] =
+ {
+ /* 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 */
+ };
static int touch_dir[4] =
{
MV_LEFT | MV_RIGHT,
MV_UP | MV_DOWN,
MV_LEFT | MV_RIGHT
};
- static int test_dir[4] =
- {
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
- MV_DOWN
- };
-
- if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
- return;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int test_x, test_y, test_move_dir, test_element;
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_side = trigger_sides[i][1];
+ int border_element;
- test_x = bad_x + test_xy[i][0];
- test_y = bad_y + test_xy[i][1];
- if (!IN_LEV_FIELD(test_x, test_y))
+ if (!IN_LEV_FIELD(xx, yy))
continue;
- test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
-
- test_element = Feld[test_x][test_y];
-
- /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
- 2nd case: DONT_TOUCH style bad thing does not move away from good thing
- */
- if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
- (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+ if (IS_PLAYER(x, y)) /* player found at center element */
{
- /* good thing is player or penguin that does not move away */
- if (IS_PLAYER(test_x, test_y))
- {
- struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+ struct PlayerInfo *player = PLAYERINFO(x, y);
- if (bad_element == EL_ROBOT && player->is_moving)
- continue; /* robot does not kill player if he is moving */
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
- if (game.engine_version >= VERSION_IDENT(3,0,7,0))
- {
- if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
- continue; /* center and border element do not touch */
- }
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_PLAYER_TOUCHES_X,
+ player->index_bit, border_side);
- kill_x = test_x;
- kill_y = test_y;
- break;
- }
- else if (test_element == EL_PENGUIN)
{
- kill_x = test_x;
- kill_y = test_y;
- break;
+ /* 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") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
}
}
- }
-
- if (kill_x != -1 || kill_y != -1)
- {
- if (IS_PLAYER(kill_x, kill_y))
+ else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
- struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
-
-#if 1
- if (player->shield_deadly_time_left > 0 &&
- !IS_INDESTRUCTIBLE(bad_element))
- Bang(bad_x, bad_y);
- else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
- KillHero(player);
-#else
- if (player->shield_deadly_time_left > 0)
- Bang(bad_x, bad_y);
- else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
- KillHero(player);
-#endif
- }
- else
- Bang(kill_x, kill_y);
- }
-}
-
-void TestIfHeroTouchesBadThing(int x, int y)
-{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
-}
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
-{
- TestIfGoodThingHitsBadThing(x, y, move_dir);
-}
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
-void TestIfBadThingTouchesHero(int x, int y)
-{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
-}
+ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, center_side);
+ CheckTriggeredElementChangeByPlayer(x, y, center_element,
+ CE_PLAYER_TOUCHES_X,
+ player->index_bit, center_side);
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
-{
- TestIfBadThingHitsGoodThing(x, y, move_dir);
-}
+ {
+ /* 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") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
-void TestIfFriendTouchesBadThing(int x, int y)
-{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
-}
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
-void TestIfBadThingTouchesFriend(int x, int y)
-{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ break;
+ }
+ }
}
-void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
+void TestIfElementTouchesCustomElement(int x, int y)
{
- int i, kill_x = bad_x, kill_y = bad_y;
static int xy[4][2] =
{
{ 0, -1 },
{ +1, 0 },
{ 0, +1 }
};
+ static int trigger_sides[4][2] =
+ {
+ /* 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 */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int border_element_old[NUM_DIRECTIONS];
+ int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int x, y, element;
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_element;
- x = bad_x + xy[i][0];
- y = bad_y + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ border_element_old[i] = -1;
+
+ if (!IN_LEV_FIELD(xx, yy))
continue;
- element = Feld[x][y];
- if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
- element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
- {
- kill_x = x;
- kill_y = y;
- break;
- }
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ border_element_old[i] = border_element;
}
- if (kill_x != bad_x || kill_y != bad_y)
- Bang(bad_x, bad_y);
-}
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_element = border_element_old[i];
-void KillHero(struct PlayerInfo *player)
-{
- int jx = player->jx, jy = player->jy;
+ if (border_element == -1)
+ continue;
- if (!player->active)
- return;
+ /* check for change of border element */
+ CheckElementChangeBySide(xx, yy, border_element, center_element,
+ CE_TOUCHING_X, center_side);
- /* remove accessible field at the player's position */
- Feld[jx][jy] = EL_EMPTY;
+ /* (center element cannot be player, so we dont have to check this here) */
+ }
- /* deactivate shield (else Bang()/Explode() would not work right) */
- player->shield_normal_time_left = 0;
- player->shield_deadly_time_left = 0;
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_side = trigger_sides[i][1];
+ int border_element = border_element_old[i];
- Bang(jx, jy);
- BuryHero(player);
-}
+ if (border_element == -1)
+ continue;
-static void KillHeroUnlessEnemyProtected(int x, int y)
-{
- if (!PLAYER_ENEMY_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
-}
+ /* check for change of center element (but change it only once) */
+ if (!change_center_element)
+ change_center_element =
+ CheckElementChangeBySide(x, y, center_element, border_element,
+ CE_TOUCHING_X, border_side);
-static void KillHeroUnlessExplosionProtected(int x, int y)
-{
- if (!PLAYER_EXPLOSION_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ if (IS_PLAYER(xx, yy))
+ {
+ /* 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") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+ }
}
-void BuryHero(struct PlayerInfo *player)
+void TestIfElementHitsCustomElement(int x, int y, int direction)
{
- int jx = player->jx, jy = player->jy;
+ 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 (!player->active)
+ if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
return;
-#if 1
- PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
- PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
- PlayLevelSound(jx, jy, SND_GAME_LOSING);
+ touched_element = (IN_LEV_FIELD(hitx, hity) ?
+ MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
- player->GameOver = TRUE;
- RemoveHero(player);
-}
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ boolean object_hit = (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2);
-void RemoveHero(struct PlayerInfo *player)
-{
- int jx = player->jx, jy = player->jy;
- int i, found = FALSE;
+ object_hit = TRUE;
- player->present = FALSE;
- player->active = FALSE;
+ if (object_hit)
+ {
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_X, touched_side);
- if (!ExplodeField[jx][jy])
- StorePlayer[jx][jy] = 0;
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
- for (i = 0; i < MAX_PLAYERS; i++)
- if (stored_player[i].active)
- found = TRUE;
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
- if (!found)
- AllPlayersGone = TRUE;
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* 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") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
- ExitX = ZX = jx;
- ExitY = ZY = jy;
-}
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
+ }
+ }
+ }
-/*
- =============================================================================
- checkDiagonalPushing()
- -----------------------------------------------------------------------------
- check if diagonal input device direction results in pushing of object
- (by checking if the alternative direction is walkable, diggable, ...)
- =============================================================================
-*/
+ /* "hitting something" is also true when hitting the playfield border */
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
+}
-static boolean checkDiagonalPushing(struct PlayerInfo *player,
- int x, int y, int real_dx, int real_dy)
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
- int jx, jy, dx, dy, xx, yy;
+ int i, kill_x = -1, kill_y = -1;
- if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
- return TRUE;
+ int bad_element = -1;
+ static int test_xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int test_dir[4] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN
+ };
- /* diagonal direction: check alternative direction */
- jx = player->jx;
- jy = player->jy;
- dx = x - jx;
- dy = y - jy;
- xx = jx + (dx == 0 ? real_dx : 0);
- yy = jy + (dy == 0 ? real_dy : 0);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int test_x, test_y, test_move_dir, test_element;
- return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
-}
+ test_x = good_x + test_xy[i][0];
+ test_y = good_y + test_xy[i][1];
-/*
- =============================================================================
- DigField()
- -----------------------------------------------------------------------------
- x, y: field next to player (non-diagonal) to try to dig to
- real_dx, real_dy: direction as read from input device (can be diagonal)
- =============================================================================
-*/
-
-int DigField(struct PlayerInfo *player,
- int oldx, int oldy, int x, int y,
- int real_dx, int real_dy, int mode)
-{
-#if 0
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
- boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
- boolean player_was_pushing = player->is_pushing;
- int jx = oldx, jy = oldy;
- int dx = x - jx, dy = y - jy;
- int nextx = x + dx, nexty = y + dy;
- int move_direction = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
- int opposite_direction = MV_DIR_OPPOSITE(move_direction);
-#if 1
- int dig_side = MV_DIR_OPPOSITE(move_direction);
-#else
- static int trigger_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
- int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
-#endif
- int old_element = Feld[jx][jy];
- int element;
+ if (!IN_LEV_FIELD(test_x, test_y))
+ continue;
- if (is_player) /* function can also be called by EL_PENGUIN */
- {
- if (player->MovPos == 0)
- {
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- if (player->MovPos == 0) /* last pushing move finished */
- player->is_pushing = FALSE;
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
- player->is_switching = FALSE;
-#if USE_NEW_PUSH_DELAY
- player->push_delay = -1;
-#else
- player->push_delay = 0;
-#endif
+ kill_x = test_x;
+ kill_y = test_y;
+ bad_element = test_element;
- return MF_NO_ACTION;
+ break;
}
}
- if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MF_NO_ACTION;
-
-#if 0
-
-#if 0
- if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
- if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
+ if (kill_x != -1 || kill_y != -1)
{
- int i = 0;
- int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
- int tube_leave_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
- };
-
- while (tube_leave_directions[i][0] != tube_element)
+ if (IS_PLAYER(good_x, good_y))
{
- i++;
- if (tube_leave_directions[i][0] == -1) /* should not happen */
- break;
- }
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (!(tube_leave_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(good_x, good_y);
}
+}
-#else
-
- if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
- old_element = Back[jx][jy];
-
-#endif
-
- if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
-
- if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
-
- element = Feld[x][y];
-
- if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
- return MF_NO_ACTION;
-
- if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0,0))
- return MF_NO_ACTION;
-
-#if 1
- if (game.gravity && is_player && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN &&
- !canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
-
-#if 0
- if (element == EL_EMPTY_SPACE &&
- game.gravity && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN)
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
-
- switch (element)
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
{
-#if 0
- case EL_SP_PORT_LEFT:
- case EL_SP_PORT_RIGHT:
- case EL_SP_PORT_UP:
- case EL_SP_PORT_DOWN:
- case EL_SP_PORT_HORIZONTAL:
- case EL_SP_PORT_VERTICAL:
- case EL_SP_PORT_ANY:
- case EL_SP_GRAVITY_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_UP:
- case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
- if (!canEnterSupaplexPort(x, y, dx, dy))
- return MF_NO_ACTION;
-#else
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
-#endif
-
- if (element == EL_SP_GRAVITY_PORT_LEFT ||
- element == EL_SP_GRAVITY_PORT_RIGHT ||
- element == EL_SP_GRAVITY_PORT_UP ||
- element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
-
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
-
- DOUBLE_PLAYER_SPEED(player);
-#endif
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ static int test_dir[4] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN
+ };
-#if 0
- printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
+ if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ return;
- PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
- break;
-#endif
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int test_x, test_y, test_move_dir, test_element;
-#if 0
- case EL_TUBE_ANY:
- case EL_TUBE_VERTICAL:
- case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERTICAL_LEFT:
- case EL_TUBE_VERTICAL_RIGHT:
- case EL_TUBE_HORIZONTAL_UP:
- case EL_TUBE_HORIZONTAL_DOWN:
- case EL_TUBE_LEFT_UP:
- case EL_TUBE_LEFT_DOWN:
- case EL_TUBE_RIGHT_UP:
- case EL_TUBE_RIGHT_DOWN:
- {
- int i = 0;
- int tube_enter_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
- };
-
- while (tube_enter_directions[i][0] != element)
- {
- i++;
- if (tube_enter_directions[i][0] == -1) /* should not happen */
- break;
- }
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
- if (!(tube_enter_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
+ if (!IN_LEV_FIELD(test_x, test_y))
+ continue;
- PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
- }
- break;
-#endif
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- default:
+ test_element = Feld[test_x][test_y];
-#if 1
- if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-#else
- if (IS_WALKABLE(element))
-#endif
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
+ 2nd case: DONT_TOUCH style bad thing does not move away from good thing
+ */
+ if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+ {
+ /* good thing is player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
{
- int sound_element = SND_ELEMENT(element);
- int sound_action = ACTION_WALKING;
-
-#if 0
- if (!ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
-#endif
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
-#if 0
- if (element == EL_EMPTY_SPACE &&
- game.gravity && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN)
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
+ if (bad_element == EL_ROBOT && player->is_moving)
+ continue; /* robot does not kill player if he is moving */
- if (IS_RND_GATE(element))
- {
- if (!player->key[RND_GATE_NR(element)])
- return MF_NO_ACTION;
- }
- else if (IS_RND_GATE_GRAY(element))
- {
- if (!player->key[RND_GATE_GRAY_NR(element)])
- return MF_NO_ACTION;
- }
- else if (element == EL_EXIT_OPEN ||
- element == EL_SP_EXIT_OPEN ||
- element == EL_SP_EXIT_OPENING)
- {
- sound_action = ACTION_PASSING; /* player is passing exit */
- }
- else if (element == EL_EMPTY)
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
- sound_action = ACTION_MOVING; /* nothing to walk on */
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
}
- /* play sound from background or player, whatever is available */
- if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
- PlayLevelSoundElementAction(x, y, sound_element, sound_action);
- else
- PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
-#if 1
- else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
-#else
- else if (IS_PASSABLE(element))
-#endif
+ else if (test_element == EL_PENGUIN)
{
-#if 0
- if (!canPassField(x, y, move_direction))
- return MF_NO_ACTION;
-#else
+ kill_x = test_x;
+ kill_y = test_y;
-#if 0
-#if 1
- if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
- !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
- (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
- return MF_NO_ACTION;
-#else
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
-#endif
-#endif
+ break;
+ }
+ }
+ }
-#if 1
- if (!ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
-#else
- if (IS_CUSTOM_ELEMENT(element) &&
- !ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
-#endif
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
-#if 1
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
- return MF_NO_ACTION;
-#endif
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
-#endif
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[bad_x][bad_y];
+ int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+ int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
+ int test_x = bad_x + dx, test_y = bad_y + dy;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
- if (IS_EM_GATE(element))
- {
- if (!player->key[EM_GATE_NR(element)])
- return MF_NO_ACTION;
- }
- else if (IS_EM_GATE_GRAY(element))
- {
- if (!player->key[EM_GATE_GRAY_NR(element)])
- return MF_NO_ACTION;
- }
- else if (IS_SP_PORT(element))
- {
- if (element == EL_SP_GRAVITY_PORT_LEFT ||
- element == EL_SP_GRAVITY_PORT_RIGHT ||
- element == EL_SP_GRAVITY_PORT_UP ||
- element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
- else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
- element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
- element == EL_SP_GRAVITY_ON_PORT_UP ||
- element == EL_SP_GRAVITY_ON_PORT_DOWN)
- game.gravity = TRUE;
- else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
- element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
- element == EL_SP_GRAVITY_OFF_PORT_UP ||
- element == EL_SP_GRAVITY_OFF_PORT_DOWN)
- game.gravity = FALSE;
- }
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
+ test_element = Feld[test_x][test_y];
- DOUBLE_PLAYER_SPEED(player);
-#endif
+ if (test_move_dir != bad_move_dir)
+ {
+ /* good thing can be player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
- PlayLevelSoundAction(x, y, ACTION_PASSING);
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ player as being hit when he is moving towards the bad thing, because
+ the "get hit by" condition would be lost after the player stops) */
+ if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+ return; /* player moves away from bad thing */
- break;
- }
- else if (IS_DIGGABLE(element))
- {
- RemoveField(x, y);
-
- if (mode != DF_SNAP)
- {
-#if 1
- GfxElement[x][y] = GFX_ELEMENT(element);
-#else
- GfxElement[x][y] =
- (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
- player->is_digging = TRUE;
- }
-
- PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
-
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
- player->index_bit, dig_side);
-
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
-
- break;
- }
- else if (IS_COLLECTIBLE(element))
- {
- RemoveField(x, y);
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
- if (is_player && mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
- if (element == EL_SPEED_PILL)
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- else if (element == EL_EXTRA_TIME && level.time > 0)
- {
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
- }
- else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
- {
- player->shield_normal_time_left += 10;
- if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
- }
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
- {
- if (player->inventory_size < MAX_INVENTORY_SIZE)
- player->inventory_element[player->inventory_size++] = element;
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element == EL_DYNABOMB_INCREASE_NUMBER)
- {
- player->dynabomb_count++;
- player->dynabombs_left++;
- }
- else if (element == EL_DYNABOMB_INCREASE_SIZE)
- {
- player->dynabomb_size++;
- }
- else if (element == EL_DYNABOMB_INCREASE_POWER)
- {
- player->dynabomb_xl = TRUE;
- }
- else if (IS_KEY(element))
- {
- player->key[KEY_NR(element)] = TRUE;
+void TestIfPlayerTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
+}
- DrawGameValue_Keys(player->key);
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
+{
+ TestIfGoodThingHitsBadThing(x, y, move_dir);
+}
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (IS_ENVELOPE(element))
- {
-#if 1
- player->show_envelope = element;
-#else
- ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
- }
- else if (IS_DROPPABLE(element) ||
- IS_THROWABLE(element)) /* can be collected and dropped */
- {
- int i;
+void TestIfBadThingTouchesPlayer(int x, int y)
+{
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
+}
- if (element_info[element].collect_count == 0)
- player->inventory_infinite_element = element;
- else
- for (i = 0; i < element_info[element].collect_count; i++)
- if (player->inventory_size < MAX_INVENTORY_SIZE)
- player->inventory_element[player->inventory_size++] = element;
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
+{
+ TestIfBadThingHitsGoodThing(x, y, move_dir);
+}
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element_info[element].collect_count > 0)
- {
- local_player->gems_still_needed -=
- element_info[element].collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
+void TestIfFriendTouchesBadThing(int x, int y)
+{
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
+}
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- }
+void TestIfBadThingTouchesFriend(int x, int y)
+{
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
+}
- RaiseScoreElement(element);
- PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+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 }
+ };
- if (is_player)
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_PLAYER_COLLECTS_X,
- player->index_bit, dig_side);
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int x, y, element;
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
+ if (!IN_LEV_FIELD(x, y))
+ continue;
- break;
- }
- else if (IS_PUSHABLE(element))
- {
- if (mode == DF_SNAP && element != EL_BD_ROCK)
- return MF_NO_ACTION;
+ element = Feld[x][y];
+ if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+ element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
+ {
+ kill_x = x;
+ kill_y = y;
+ break;
+ }
+ }
- if (CAN_FALL(element) && dy)
- return MF_NO_ACTION;
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
+}
- if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
- !(element == EL_SPRING && level.use_spring_bug))
- return MF_NO_ACTION;
+void KillPlayer(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
-#if 1
- if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
- ((move_direction & MV_VERTICAL &&
- ((element_info[element].move_pattern & MV_LEFT &&
- IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
- (element_info[element].move_pattern & MV_RIGHT &&
- IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
- (move_direction & MV_HORIZONTAL &&
- ((element_info[element].move_pattern & MV_UP &&
- IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
- (element_info[element].move_pattern & MV_DOWN &&
- IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
- return MF_NO_ACTION;
-#endif
+ if (!player->active)
+ return;
-#if 1
- /* do not push elements already moving away faster than player */
- if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
- ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
- return MF_NO_ACTION;
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- return MF_NO_ACTION;
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
#endif
+ /* the following code was introduced to prevent an infinite loop when calling
+ -> Bang()
+ -> CheckTriggeredElementChangeExt()
+ -> ExecuteCustomElementAction()
+ -> KillPlayer()
+ -> (infinitely repeating the above sequence of function calls)
+ which occurs when killing the player while having a CE with the setting
+ "kill player X when explosion of <player X>"; the solution using a new
+ field "player->killed" was chosen for backwards compatibility, although
+ clever use of the fields "player->active" etc. would probably also work */
#if 1
-
-#if 1
- if (game.engine_version >= VERSION_IDENT(3,1,0,0))
- {
- if (player->push_delay_value == -1 || !player_was_pushing)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
- else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- {
- if (player->push_delay_value == -1)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
-#else
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- {
- if (player->push_delay_value == -1 || !player_was_pushing)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
-#endif
- else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
- {
- if (!player->is_pushing)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
-
- /*
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- (game.engine_version < VERSION_IDENT(3,0,7,1) ||
- !player_is_pushing))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- */
-#else
- if (!player->is_pushing &&
- game.engine_version >= VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
-
-#if 0
- printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
- player->push_delay, player->push_delay_value,
- FrameCounter, game.engine_version,
- player_was_pushing, player->is_pushing,
- element, element_info[element].token_name,
- GET_NEW_PUSH_DELAY(element));
+ if (player->killed)
+ return;
#endif
- player->is_pushing = TRUE;
-
- if (!(IN_LEV_FIELD(nextx, nexty) &&
- (IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
- return MF_NO_ACTION;
+ player->killed = TRUE;
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
-#if USE_NEW_PUSH_DELAY
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_normal_time_left = 0;
+ player->shield_deadly_time_left = 0;
#if 0
- if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
- printf("::: ALERT: %d, %d [%d / %d]\n",
- player->push_delay, player->push_delay2,
- FrameCounter, FrameCounter / 50);
+ printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
#endif
- if (player->push_delay == -1) /* new pushing; restart delay */
- player->push_delay = 0;
-#else
- if (player->push_delay == 0) /* new pushing; restart delay */
- player->push_delay = FrameCounter;
-#endif
+ Bang(jx, jy);
-#if USE_NEW_PUSH_DELAY
#if 0
- if ( (player->push_delay > 0) != (!xxx_fr) )
- printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
- player->push_delay,
- xxx_pdv2, player->push_delay2, player->push_delay_value,
- FrameCounter, FrameCounter / 50);
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
#endif
-#if 0
- if (player->push_delay > 0 &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
-#else
- /* !!! */
- if (player->push_delay < player->push_delay_value &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
-#endif
+ if (player->reanimated) /* killed player may have been reanimated */
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
+}
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
-#endif
- {
- /* make sure that there is no move delay before next try to push */
-#if USE_NEW_MOVE_DELAY
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- player->move_delay = 0;
-#else
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
- player->move_delay = INITIAL_MOVE_DELAY_OFF;
-#endif
+static void KillPlayerUnlessEnemyProtected(int x, int y)
+{
+ if (!PLAYER_ENEMY_PROTECTED(x, y))
+ KillPlayer(PLAYERINFO(x, y));
+}
- return MF_NO_ACTION;
- }
+static void KillPlayerUnlessExplosionProtected(int x, int y)
+{
+ if (!PLAYER_EXPLOSION_PROTECTED(x, y))
+ KillPlayer(PLAYERINFO(x, y));
+}
-#if 0
- printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+void BuryPlayer(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
- if (IS_SB_ELEMENT(element))
- {
- if (element == EL_SOKOBAN_FIELD_FULL)
- {
- Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
- }
+ if (!player->active)
+ return;
- if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
- {
- Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
- }
+ PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
+ PlayLevelSound(jx, jy, SND_GAME_LOSING);
- Feld[x][y] = EL_SOKOBAN_OBJECT;
+ player->GameOver = TRUE;
+ RemovePlayer(player);
+}
- if (Back[x][y] == Back[nextx][nexty])
- PlayLevelSoundAction(x, y, ACTION_PUSHING);
- else if (Back[x][y] != 0)
- PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
- ACTION_EMPTYING);
- else
- PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
- ACTION_FILLING);
+void RemovePlayer(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int i, found = FALSE;
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
- }
- }
- else
- PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ player->present = FALSE;
+ player->active = FALSE;
- InitMovingField(x, y, move_direction);
- GfxAction[x][y] = ACTION_PUSHING;
+ if (!ExplodeField[jx][jy])
+ StorePlayer[jx][jy] = 0;
- if (mode == DF_SNAP)
- ContinueMoving(x, y);
- else
- MovPos[x][y] = (dx != 0 ? dx : dy);
+ if (player->is_moving)
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
- Pushed[x][y] = TRUE;
- Pushed[nextx][nexty] = TRUE;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ found = TRUE;
- if (game.engine_version < VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- else
- player->push_delay_value = -1; /* get new value later */
+ if (!found)
+ AllPlayersGone = TRUE;
-#if USE_PUSH_BUGFIX
- /* now: check for element change _after_ element has been pushed! */
-#if 1
- if (game.use_change_when_pushing_bug)
-#else
- if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
- {
- CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
- player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
- player->index_bit, dig_side);
- }
+ ExitX = ZX = jx;
+ ExitY = ZY = jy;
+}
-#else
+static void setFieldForSnapping(int x, int y, int element, int direction)
+{
+ struct ElementInfo *ei = &element_info[element];
+ int direction_bit = MV_DIR_TO_BIT(direction);
+ int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+ int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+ IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
-#if 1
- /* check for element change _after_ element has been pushed! */
-#else
+ Feld[x][y] = EL_ELEMENT_SNAPPING;
+ MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
- player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
- player->index_bit, dig_side);
-#else
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
- player->index_bit, dig_side);
- CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
- player->index_bit, dig_side);
-#endif
-#endif
+ ResetGfxAnimation(x, y);
-#endif
+ GfxElement[x][y] = element;
+ GfxAction[x][y] = action;
+ GfxDir[x][y] = direction;
+ GfxFrame[x][y] = -1;
+}
- break;
- }
- else if (IS_SWITCHABLE(element))
- {
- if (PLAYER_SWITCHING(player, x, y))
- {
- CheckTriggeredElementChangeByPlayer(x,y, element,
- CE_PLAYER_PRESSES_X,
- player->index_bit, dig_side);
+/*
+ =============================================================================
+ checkDiagonalPushing()
+ -----------------------------------------------------------------------------
+ check if diagonal input device direction results in pushing of object
+ (by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
+*/
- return MF_ACTION;
- }
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy)
+{
+ int jx, jy, dx, dy, xx, yy;
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ return TRUE;
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ /* diagonal direction: check alternative direction */
+ jx = player->jx;
+ jy = player->jy;
+ dx = x - jx;
+ dy = y - jy;
+ xx = jx + (dx == 0 ? real_dx : 0);
+ yy = jy + (dy == 0 ? real_dy : 0);
- if (element == EL_ROBOT_WHEEL)
- {
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
- DrawLevelField(x, y);
- }
- else if (element == EL_SP_TERMINAL)
- {
- int xx, yy;
+/*
+ =============================================================================
+ DigField()
+ -----------------------------------------------------------------------------
+ x, y: field next to player (non-diagonal) to try to dig to
+ real_dx, real_dy: direction as read from input device (can be diagonal)
+ =============================================================================
+*/
- for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
- else if (IS_BELT_SWITCH(element))
- {
- ToggleBeltSwitch(x, y);
- }
- else if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- ToggleSwitchgateSwitch(x, y);
- }
- else if (element == EL_LIGHT_SWITCH ||
- element == EL_LIGHT_SWITCH_ACTIVE)
- {
- ToggleLightSwitch(x, y);
+static int DigField(struct PlayerInfo *player,
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
+{
+ boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+ boolean player_was_pushing = player->is_pushing;
+ boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
+ boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
+ int jx = oldx, jy = oldy;
+ int dx = x - jx, dy = y - jy;
+ int nextx = x + dx, nexty = y + dy;
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
+ int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+ int dig_side = MV_DIR_OPPOSITE(move_direction);
+ int old_element = Feld[jx][jy];
+ int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+ int collect_count;
-#if 0
- PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
- }
- else if (element == EL_TIMEGATE_SWITCH)
- {
- ActivateTimegateSwitch(x, y);
- }
- else if (element == EL_BALLOON_SWITCH_LEFT ||
- element == EL_BALLOON_SWITCH_RIGHT ||
- element == EL_BALLOON_SWITCH_UP ||
- element == EL_BALLOON_SWITCH_DOWN ||
- element == EL_BALLOON_SWITCH_ANY)
- {
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- }
- else if (element == EL_LAMP)
- {
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ if (is_player) /* function can also be called by EL_PENGUIN */
+ {
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
- }
- else if (element == EL_TIME_ORB_FULL)
- {
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
+ if (player->MovPos == 0) /* last pushing move finished */
+ player->is_pushing = FALSE;
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ {
+ player->is_switching = FALSE;
+ player->push_delay = -1;
-#if 0
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
- }
+ return MP_NO_ACTION;
+ }
+ }
+
+ if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
- player->index_bit, dig_side);
+ /* in case of element dropped at player position, check background */
+ else if (Back[jx][jy] != EL_EMPTY &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
- player->index_bit, dig_side);
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
- return MF_ACTION;
- }
- else
- {
- if (!PLAYER_SWITCHING(player, x, y))
- {
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
- player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
- player->index_bit, dig_side);
-#else
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
- player->index_bit, dig_side);
- CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
- player->index_bit, dig_side);
-#endif
- }
+ if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+ {
+ SplashAcid(x, y);
-#if 1
- /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
- CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
- player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
- player->index_bit, dig_side);
-#else
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
- player->index_bit, dig_side);
- CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
- player->index_bit, dig_side);
-#endif
- }
+ Feld[jx][jy] = player->artwork_element;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
- return MF_NO_ACTION;
+ return MP_DONT_RUN_INTO;
}
-#if USE_NEW_PUSH_DELAY
- player->push_delay = -1;
-#else
- player->push_delay = 0;
-#endif
-
-#if USE_PENGUIN_COLLECT_BUGFIX
- if (is_player) /* function can also be called by EL_PENGUIN */
-#endif
+ if (player_can_move && DONT_RUN_INTO(element))
{
- if (Feld[x][y] != element) /* really digged/collected something */
- player->is_collecting = !player->is_digging;
- }
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
- return MF_MOVING;
-}
+ return MP_DONT_RUN_INTO;
+ }
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
-{
- int jx = player->jx, jy = player->jy;
- int x = jx + dx, y = jy + dy;
- int snap_direction = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MP_NO_ACTION;
-#if 0
- if (player->MovPos != 0)
- return FALSE;
-#else
- if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
- return FALSE;
-#endif
+ collect_count = element_info[element].collect_count_initial;
- if (!player->active || !IN_LEV_FIELD(x, y))
- return FALSE;
+ if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ return MP_NO_ACTION;
- if (dx && dy)
- return FALSE;
+ if (game.engine_version < VERSION_IDENT(2,2,0,0))
+ player_can_move = player_can_move_or_snap;
- if (!dx && !dy)
+ if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
{
- if (player->MovPos == 0)
- player->is_pushing = FALSE;
+ CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
- player->is_snapping = FALSE;
+ if (element == EL_DC_LANDMINE)
+ Bang(x, y);
- if (player->MovPos == 0)
- {
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ if (Feld[x][y] != element) /* field changed by snapping */
+ return MP_ACTION;
- return FALSE;
+ return MP_NO_ACTION;
}
- if (player->is_snapping)
- return FALSE;
-
- player->MovDir = snap_direction;
+ if (player->gravity && is_player && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN &&
+ !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+ return MP_NO_ACTION; /* player cannot walk here due to gravity */
-#if 1
- if (player->MovPos == 0)
-#endif
+ if (player_can_move &&
+ IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
{
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ int sound_element = SND_ELEMENT(element);
+ int sound_action = ACTION_WALKING;
- player->is_dropping = FALSE;
-
- if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
- return FALSE;
-
- player->is_snapping = TRUE;
+ if (IS_RND_GATE(element))
+ {
+ if (!player->key[RND_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_RND_GATE_GRAY(element))
+ {
+ if (!player->key[RND_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_RND_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPENING ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPENING ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
-#if 1
- if (player->MovPos == 0)
-#endif
- {
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
+ /* play sound from background or player, whatever is available */
+ if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+ else
+ PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
}
+ else if (player_can_move &&
+ IS_PASSABLE(element) && canPassField(x, y, move_direction))
+ {
+ if (!ACCESS_FROM(element, opposite_direction))
+ return MP_NO_ACTION; /* field not accessible from this direction */
-#if 1
- if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
- DrawLevelField(player->last_jx, player->last_jy);
-#endif
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MP_NO_ACTION;
- DrawLevelField(x, y);
+ if (IS_EM_GATE(element))
+ {
+ if (!player->key[EM_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY(element))
+ {
+ if (!player->key[EM_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE(element))
+ {
+ if (!player->key[EMC_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (element == EL_DC_GATE_WHITE ||
+ element == EL_DC_GATE_WHITE_GRAY ||
+ element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+ {
+ if (player->num_white_keys == 0)
+ return MP_NO_ACTION;
-#if 0
- BackToFront();
-#endif
+ player->num_white_keys--;
+ }
+ else if (IS_SP_PORT(element))
+ {
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ player->gravity = !player->gravity;
+ else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
+ element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_ON_PORT_UP ||
+ element == EL_SP_GRAVITY_ON_PORT_DOWN)
+ player->gravity = TRUE;
+ else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
+ element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_OFF_PORT_UP ||
+ element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+ player->gravity = FALSE;
+ }
- return TRUE;
-}
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
-boolean DropElement(struct PlayerInfo *player)
-{
- int old_element, new_element;
- int dropx = player->jx, dropy = player->jy;
- int drop_direction = player->MovDir;
-#if 1
- int drop_side = drop_direction;
-#else
- static int trigger_sides[4] =
- {
- CH_SIDE_LEFT, /* dropping left */
- CH_SIDE_RIGHT, /* dropping right */
- CH_SIDE_TOP, /* dropping up */
- CH_SIDE_BOTTOM, /* dropping down */
- };
- int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
-#endif
- int drop_element = (player->inventory_size > 0 ?
- player->inventory_element[player->inventory_size - 1] :
- player->inventory_infinite_element != EL_UNDEFINED ?
- player->inventory_infinite_element :
- player->dynabombs_left > 0 ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
- EL_UNDEFINED);
-
-#if USE_DROP_BUGFIX
- /* do not drop an element on top of another element; when holding drop key
- pressed without moving, dropped element must move away before the next
- element can be dropped (this is especially important if the next element
- is dynamite, which can be placed on background for historical reasons) */
- if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
- return MF_ACTION;
-#endif
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; /* two double speed steps */
- if (IS_THROWABLE(drop_element))
- {
- dropx += GET_DX_FROM_DIR(drop_direction);
- dropy += GET_DY_FROM_DIR(drop_direction);
+ DOUBLE_PLAYER_SPEED(player);
+ }
- if (!IN_LEV_FIELD(dropx, dropy))
- return FALSE;
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
}
+ else if (player_can_move_or_snap && IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
- old_element = Feld[dropx][dropy]; /* old element at dropping position */
- new_element = drop_element; /* default: no change when dropping */
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = GFX_ELEMENT(element);
+ player->is_digging = TRUE;
+ }
- /* check if player is active, not moving and ready to drop */
- if (!player->active || player->MovPos || player->drop_delay > 0)
- return FALSE;
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- /* check if player has anything that can be dropped */
-#if 1
- if (new_element == EL_UNDEFINED)
- return FALSE;
-#else
- if (player->inventory_size == 0 &&
- player->inventory_infinite_element == EL_UNDEFINED &&
- player->dynabombs_left == 0)
- return FALSE;
-#endif
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+ player->index_bit, dig_side);
- /* check if anything can be dropped at the current position */
- if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
- return FALSE;
+ if (mode == DF_SNAP)
+ {
+ if (level.block_snap_field)
+ setFieldForSnapping(x, y, element, move_direction);
+ else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
- /* collected custom elements can only be dropped on empty fields */
-#if 1
- if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
- return FALSE;
-#else
- if (player->inventory_size > 0 &&
- IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
- && old_element != EL_EMPTY)
- return FALSE;
-#endif
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
+ }
+ }
+ else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
- if (old_element != EL_EMPTY)
- Back[dropx][dropy] = old_element; /* store old element on this field */
+ if (is_player && mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
- ResetGfxAnimation(dropx, dropy);
- ResetRandomAnimationValue(dropx, dropy);
+ if (element == EL_SPEED_PILL)
+ {
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ }
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += level.extra_time;
- if (player->inventory_size > 0 ||
- player->inventory_infinite_element != EL_UNDEFINED)
- {
- if (player->inventory_size > 0)
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- player->inventory_size--;
+ player->shield_normal_time_left += level.shield_normal_time;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += level.shield_deadly_time;
+ }
+ else if (element == EL_DYNAMITE ||
+ element == EL_EM_DYNAMITE ||
+ element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
-#if 0
- new_element = player->inventory_element[player->inventory_size];
-#endif
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if (IS_KEY(element))
+ {
+ player->key[KEY_NR(element)] = TRUE;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DC_KEY_WHITE)
+ {
+ player->num_white_keys++;
- if (new_element == EL_DYNAMITE)
- new_element = EL_DYNAMITE_ACTIVE;
- else if (new_element == EL_SP_DISK_RED)
- new_element = EL_SP_DISK_RED_ACTIVE;
+ /* display white keys? */
+ /* DrawGameDoorValues(); */
}
+ else if (IS_ENVELOPE(element))
+ {
+ player->show_envelope = element;
+ }
+ else if (element == EL_EMC_LENSES)
+ {
+ game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
- Feld[dropx][dropy] = new_element;
+ RedrawAllInvisibleElementsForLenses();
+ }
+ else if (element == EL_EMC_MAGNIFIER)
+ {
+ game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
- if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
- DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
- el2img(Feld[dropx][dropy]), 0);
+ RedrawAllInvisibleElementsForMagnifier();
+ }
+ else if (IS_DROPPABLE(element) ||
+ IS_THROWABLE(element)) /* can be collected and dropped */
+ {
+ int i;
- PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (i = 0; i < collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
-#if 1
- /* needed if previous element just changed to "empty" in the last frame */
- Changed[dropx][dropy] = FALSE; /* allow another change */
-#endif
+ DrawGameDoorValues();
+ }
+ else if (collect_count > 0)
+ {
+ local_player->gems_still_needed -= collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
-#if 1
- /* !!! TEST ONLY !!! */
- CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
- player->index_bit, drop_side);
- CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
- CE_PLAYER_DROPS_X,
- player->index_bit, drop_side);
-#else
- CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
- CE_PLAYER_DROPS_X,
- player->index_bit, drop_side);
- CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
- player->index_bit, drop_side);
-#endif
+ game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
- TestIfElementTouchesCustomElement(dropx, dropy);
+ DisplayGameControlValues();
+ }
+
+ RaiseScoreElement(element);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+
+ if (is_player)
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
+ player->index_bit, dig_side);
+
+ if (mode == DF_SNAP)
+ {
+ if (level.block_snap_field)
+ setFieldForSnapping(x, y, element, move_direction);
+ else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
+ }
}
- else /* player is dropping a dyna bomb */
+ else if (player_can_move_or_snap && IS_PUSHABLE(element))
{
- player->dynabombs_left--;
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MP_NO_ACTION;
-#if 0
- new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
+ if (CAN_FALL(element) && dy)
+ return MP_NO_ACTION;
- Feld[dropx][dropy] = new_element;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && level.use_spring_bug))
+ return MP_NO_ACTION;
- if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
- DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
- el2img(Feld[dropx][dropy]), 0);
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MP_NO_ACTION;
- PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+ /* do not push elements already moving away faster than player */
+ if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+ ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+ return MP_NO_ACTION;
+
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+
+ player->is_pushing = TRUE;
+ player->is_active = TRUE;
+
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (IS_SB_ELEMENT(element) &&
+ Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+ (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
+ return MP_NO_ACTION;
+
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MP_NO_ACTION;
+
+ if (player->push_delay == -1) /* new pushing; restart delay */
+ player->push_delay = 0;
+
+ if (player->push_delay < player->push_delay_value &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = 0;
+
+ return MP_NO_ACTION;
+ }
+
+ if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
+
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
+
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
+
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (local_player->sokobanfields_still_needed == 0 &&
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+ {
+ PlayerWins(player);
+
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
+
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
+
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
+
+ /* check for element change _after_ element has been pushed */
+ if (game.use_change_when_pushing_bug)
+ {
+ CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
+ player->index_bit, dig_side);
+ }
}
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ {
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MP_ACTION;
+ }
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
-#if 1
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
- if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ game.robot_wheel_active = TRUE;
+
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN ||
+ element == EL_DC_SWITCHGATE_SWITCH_UP ||
+ element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+ }
+ else if (element == EL_TIMEGATE_SWITCH ||
+ element == EL_DC_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_NONE ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
+ move_direction);
+ }
+ else if (element == EL_LAMP)
+ {
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
+
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+
+ if (level.time > 0 || level.use_time_orb_bug)
+ {
+ TimeLeft += level.time_orb_time;
+ game.no_time_limit = FALSE;
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
+ }
+
+ ResetGfxAnimation(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+ element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+ {
+ int xx, yy;
+
+ game.ball_state = !game.ball_state;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ int e = Feld[xx][yy];
+
+ if (game.ball_state)
+ {
+ if (e == EL_EMC_MAGIC_BALL)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+ else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
+ }
+ else
+ {
+ if (e == EL_EMC_MAGIC_BALL_ACTIVE)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL);
+ else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+ CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
+ }
+ }
+ }
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+ player->index_bit, dig_side);
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MP_ACTION;
+ }
+ else
{
-#if 1
- InitField_WithBug1(dropx, dropy, FALSE);
-#else
- InitField(dropx, dropy, FALSE);
- if (CAN_MOVE(Feld[dropx][dropy]))
- InitMovDir(dropx, dropy);
-#endif
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
+
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+ player->index_bit, dig_side);
+ }
+
+ CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MP_NO_ACTION;
}
- new_element = Feld[dropx][dropy]; /* element might have changed */
+ player->push_delay = -1;
- if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
- element_info[new_element].move_pattern == MV_WHEN_DROPPED)
+ if (is_player) /* function can also be called by EL_PENGUIN */
{
-#if 0
- int move_stepsize = element_info[new_element].move_stepsize;
-#endif
- int move_direction, nextx, nexty;
+ if (Feld[x][y] != element) /* really digged/collected something */
+ {
+ player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
+ }
- if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
- MovDir[dropx][dropy] = drop_direction;
+ return MP_MOVING;
+}
- move_direction = MovDir[dropx][dropy];
- nextx = dropx + GET_DX_FROM_DIR(move_direction);
- nexty = dropy + GET_DY_FROM_DIR(move_direction);
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+ int element = Feld[x][y];
-#if 1
- Changed[dropx][dropy] = FALSE; /* allow another change */
- CheckCollision[dropx][dropy] = 2;
-#else
+ if (!IS_FREE(x, y))
+ {
+ int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ /* no element can dig solid indestructible elements */
+ if (IS_INDESTRUCTIBLE(element) &&
+ !IS_DIGGABLE(element) &&
+ !IS_COLLECTIBLE(element))
+ return FALSE;
- if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
{
-#if 0
- WasJustMoving[dropx][dropy] = 3;
-#else
-#if 1
- InitMovingField(dropx, dropy, move_direction);
- ContinueMoving(dropx, dropy);
-#endif
-#endif
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
}
-#if 0
- /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
+
+ if (IS_MOVING(x, y))
+ RemoveMovingField(x, y);
else
{
- Changed[dropx][dropy] = FALSE; /* allow another change */
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+
+ /* if digged element was about to explode, prevent the explosion */
+ ExplodeField[x][y] = EX_TYPE_NONE;
+
+ PlayLevelSoundAction(x, y, action);
+ }
+
+ Store[x][y] = EL_EMPTY;
+
+ /* this makes it possible to leave the removed element again */
+ if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+ Store[x][y] = element;
+
+ return TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+{
+ int jx = player->jx, jy = player->jy;
+ int x = jx + dx, y = jy + dy;
+ int snap_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
+ boolean can_continue_snapping = (level.continuous_snapping &&
+ WasJustFalling[x][y] < CHECK_DELAY_FALLING);
+
+ if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ return FALSE;
+
+ if (!player->active || !IN_LEV_FIELD(x, y))
+ return FALSE;
+
+ if (dx && dy)
+ return FALSE;
+
+ if (!dx && !dy)
+ {
+ if (player->MovPos == 0)
+ player->is_pushing = FALSE;
+
+ player->is_snapping = FALSE;
+
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ return FALSE;
+ }
+
+ /* prevent snapping with already pressed snap key when not allowed */
+ if (player->is_snapping && !can_continue_snapping)
+ return FALSE;
+
+ player->MovDir = snap_direction;
+
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
+ if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
+ return FALSE;
+
+ player->is_snapping = TRUE;
+ player->is_active = TRUE;
+
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
+
+ TEST_DrawLevelField(x, y);
+
+ return TRUE;
+}
+
+static boolean DropElement(struct PlayerInfo *player)
+{
+ int old_element, new_element;
+ int dropx = player->jx, dropy = player->jy;
+ int drop_direction = player->MovDir;
+ int drop_side = drop_direction;
+ int drop_element = get_next_dropped_element(player);
+
+ player->is_dropping_pressed = TRUE;
+
+ /* do not drop an element on top of another element; when holding drop key
+ pressed without moving, dropped element must move away before the next
+ element can be dropped (this is especially important if the next element
+ is dynamite, which can be placed on background for historical reasons) */
+ if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
+ return MP_ACTION;
+
+ if (IS_THROWABLE(drop_element))
+ {
+ dropx += GET_DX_FROM_DIR(drop_direction);
+ dropy += GET_DY_FROM_DIR(drop_direction);
+
+ if (!IN_LEV_FIELD(dropx, dropy))
+ return FALSE;
+ }
+
+ old_element = Feld[dropx][dropy]; /* old element at dropping position */
+ new_element = drop_element; /* default: no change when dropping */
+
+ /* check if player is active, not moving and ready to drop */
+ if (!player->active || player->MovPos || player->drop_delay > 0)
+ return FALSE;
+
+ /* check if player has anything that can be dropped */
+ if (new_element == EL_UNDEFINED)
+ return FALSE;
+
+ /* check if drop key was pressed long enough for EM style dynamite */
+ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
+ return FALSE;
+
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
+ return FALSE;
+
+ /* collected custom elements can only be dropped on empty fields */
+ if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[dropx][dropy] = old_element; /* store old element on this field */
+
+ ResetGfxAnimation(dropx, dropy);
+ ResetRandomAnimationValue(dropx, dropy);
+
+ if (player->inventory_size > 0 ||
+ player->inventory_infinite_element != EL_UNDEFINED)
+ {
+ if (player->inventory_size > 0)
+ {
+ player->inventory_size--;
+
+ DrawGameDoorValues();
+
+ if (new_element == EL_DYNAMITE)
+ new_element = EL_DYNAMITE_ACTIVE;
+ else if (new_element == EL_EM_DYNAMITE)
+ new_element = EL_EM_DYNAMITE_ACTIVE;
+ else if (new_element == EL_SP_DISK_RED)
+ new_element = EL_SP_DISK_RED_ACTIVE;
+ }
+
+ Feld[dropx][dropy] = new_element;
+
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
+
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+
+ /* needed if previous element just changed to "empty" in the last frame */
+ ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+
+ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+ player->index_bit, drop_side);
+ CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+ CE_PLAYER_DROPS_X,
+ player->index_bit, drop_side);
+
+ TestIfElementTouchesCustomElement(dropx, dropy);
+ }
+ else /* player is dropping a dyna bomb */
+ {
+ player->dynabombs_left--;
+
+ Feld[dropx][dropy] = new_element;
+
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
+
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+ }
+
+ if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ InitField_WithBug1(dropx, dropy, FALSE);
+
+ new_element = Feld[dropx][dropy]; /* element might have changed */
+
+ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
+ element_info[new_element].move_pattern == MV_WHEN_DROPPED)
+ {
+ if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
+ MovDir[dropx][dropy] = drop_direction;
+
+ ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+
+ /* do not cause impact style collision by dropping elements that can fall */
+ CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
+ }
+
+ player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+ player->is_dropping = TRUE;
+
+ player->drop_pressed_delay = 0;
+ player->is_dropping_pressed = FALSE;
+
+ player->drop_x = dropx;
+ player->drop_y = dropy;
+
+ return TRUE;
+}
+
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlayLevelSound()
+{
+ int num_sounds = getSoundListSize();
+
+ checked_free(loop_sound_frame);
+ checked_free(loop_sound_volume);
+
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
+static void PlayLevelSound(int x, int y, int nr)
+{
+ int sx = SCREENX(x), sy = SCREENY(y);
+ int volume, stereo_position;
+ int max_distance = 8;
+ int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(nr)))
+ return;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+ sy < -max_distance || sy >= SCR_FIELDY + max_distance)
+ return;
+
+ volume = SOUND_MAX_VOLUME;
+
+ if (!IN_SCR_FIELD(sx, sy))
+ {
+ int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+ int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+
+ volume -= volume * (dx > dy ? dx : dy) / max_distance;
+ }
+
+ stereo_position = (SOUND_MAX_LEFT +
+ (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+ (SCR_FIELDX + 2 * max_distance));
+
+ if (IS_LOOP_SOUND(nr))
+ {
+ /* This assures that quieter loop sounds do not overwrite louder ones,
+ while restarting sound volume comparison with each new game frame. */
+
+ if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+ return;
+
+ loop_sound_volume[nr] = volume;
+ loop_sound_frame[nr] = FrameCounter;
+ }
+
+ PlaySoundExt(nr, volume, stereo_position, type);
+}
+
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
+{
+ PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
+ x > LEVELX(BX2) ? LEVELX(BX2) : x,
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ y > LEVELY(BY2) ? LEVELY(BY2) : y,
+ sound_action);
+}
+
+static void PlayLevelSoundAction(int x, int y, int action)
+{
+ PlayLevelSoundElementAction(x, y, Feld[x][y], action);
+}
+
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
+{
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+ if (sound_effect != SND_UNDEFINED)
+ PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+ int action)
+{
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
+{
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ PlayLevelSound(x, y, sound_effect);
+}
+
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
+{
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+ if (levelset.music[level_nr] != MUS_UNDEFINED)
+ PlayMusic(levelset.music[level_nr]); /* from config file */
+ else
+ PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+}
+
+void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
+{
+ int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+ int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+ int x = xx - 1 - offset;
+ int y = yy - 1 - offset;
+
+ switch (sample)
+ {
+ case SAMPLE_blank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+ break;
+
+ case SAMPLE_roll:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_stone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_nut:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_crack:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SAMPLE_bug:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_tank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_android_clone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_android_move:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_spring:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_slurp:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
+ break;
+
+ case SAMPLE_eater:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+ break;
+
+ case SAMPLE_eater_eat:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_alien:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_collect:
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case SAMPLE_diamond:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_squash:
+ /* !!! CHECK THIS !!! */
+#if 1
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+ PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+ break;
+
+ case SAMPLE_wonderfall:
+ PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+ break;
+
+ case SAMPLE_drip:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_push:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_dirt:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_acid:
+ PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+ break;
+
+ case SAMPLE_ball:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_grow:
+ PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+ break;
+
+ case SAMPLE_wonder:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_door:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_exit_open:
+ PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+ break;
+
+ case SAMPLE_exit_leave:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_dynamite:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_tick:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_press:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ break;
+
+ case SAMPLE_wheel:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_boom:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+ break;
+
+ case SAMPLE_die:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ case SAMPLE_time:
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+ break;
+
+ default:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+ break;
+ }
+}
+
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void RaiseScore(int value)
+{
+ local_player->score += value;
+
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+ DisplayGameControlValues();
+}
+
+void RaiseScoreElement(int element)
+{
+ switch (element)
+ {
+ case EL_EMERALD:
+ case EL_BD_DIAMOND:
+ case EL_EMERALD_YELLOW:
+ case EL_EMERALD_RED:
+ case EL_EMERALD_PURPLE:
+ case EL_SP_INFOTRON:
+ RaiseScore(level.score[SC_EMERALD]);
+ break;
+ case EL_DIAMOND:
+ RaiseScore(level.score[SC_DIAMOND]);
+ break;
+ case EL_CRYSTAL:
+ RaiseScore(level.score[SC_CRYSTAL]);
+ break;
+ case EL_PEARL:
+ RaiseScore(level.score[SC_PEARL]);
+ break;
+ case EL_BUG:
+ case EL_BD_BUTTERFLY:
+ case EL_SP_ELECTRON:
+ RaiseScore(level.score[SC_BUG]);
+ break;
+ case EL_SPACESHIP:
+ case EL_BD_FIREFLY:
+ case EL_SP_SNIKSNAK:
+ RaiseScore(level.score[SC_SPACESHIP]);
+ break;
+ case EL_YAMYAM:
+ case EL_DARK_YAMYAM:
+ RaiseScore(level.score[SC_YAMYAM]);
+ break;
+ case EL_ROBOT:
+ RaiseScore(level.score[SC_ROBOT]);
+ break;
+ case EL_PACMAN:
+ RaiseScore(level.score[SC_PACMAN]);
+ break;
+ case EL_NUT:
+ RaiseScore(level.score[SC_NUT]);
+ break;
+ case EL_DYNAMITE:
+ case EL_EM_DYNAMITE:
+ case EL_SP_DISK_RED:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
+ RaiseScore(level.score[SC_DYNAMITE]);
+ break;
+ case EL_SHIELD_NORMAL:
+ case EL_SHIELD_DEADLY:
+ RaiseScore(level.score[SC_SHIELD]);
+ break;
+ case EL_EXTRA_TIME:
+ RaiseScore(level.extra_time_score);
+ break;
+ case EL_KEY_1:
+ case EL_KEY_2:
+ case EL_KEY_3:
+ case EL_KEY_4:
+ case EL_EM_KEY_1:
+ case EL_EM_KEY_2:
+ case EL_EM_KEY_3:
+ case EL_EM_KEY_4:
+ case EL_EMC_KEY_5:
+ case EL_EMC_KEY_6:
+ case EL_EMC_KEY_7:
+ case EL_EMC_KEY_8:
+ case EL_DC_KEY_WHITE:
+ RaiseScore(level.score[SC_KEY]);
+ break;
+ default:
+ RaiseScore(element_info[element].collect_score);
+ break;
+ }
+}
-#if 1
- TestIfElementHitsCustomElement(dropx, dropy, move_direction);
-#else
- CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
- CE_HITTING_SOMETHING, move_direction);
-#endif
- }
-#endif
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
+{
+ if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
+ {
+ /* closing door required in case of envelope style request dialogs */
+ if (!skip_request)
+ CloseDoor(DOOR_CLOSE_1);
+#if defined(NETWORK_AVALIABLE)
+ if (options.network)
+ SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
+ else
#endif
+ {
+ if (quick_quit)
+ {
+ FadeSkipNextFadeIn();
-#if 0
- player->drop_delay = 2 * TILEX / move_stepsize + 1;
-#endif
- }
+ game_status = GAME_MODE_MAIN;
-#if 0
- player->drop_delay = 8 + 8 + 8;
-#endif
+ DrawMainMenu();
+ }
+ else
+ {
+ game_status = GAME_MODE_MAIN;
-#if 1
- player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
-#endif
+ DrawMainMenu();
+ }
+ }
+ }
+ else /* continue playing the game */
+ {
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOff(TRUE);
-#endif
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
- player->is_dropping = TRUE;
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOn();
+ }
+}
-#if USE_DROP_BUGFIX
- player->drop_x = dropx;
- player->drop_y = dropy;
-#endif
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+ boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+ boolean skip_request = AllPlayersGone || quick_quit;
- return TRUE;
+ RequestQuitGameExt(skip_request, quick_quit,
+ "Do you really want to quit the game?");
}
+
/* ------------------------------------------------------------------------- */
-/* game sound playing functions */
+/* random generator functions */
/* ------------------------------------------------------------------------- */
-static int *loop_sound_frame = NULL;
-static int *loop_sound_volume = NULL;
+unsigned int InitEngineRandom_RND(int seed)
+{
+ game.num_random_calls = 0;
-void InitPlayLevelSound()
+ return InitEngineRandom(seed);
+}
+
+unsigned int RND(int max)
{
- int num_sounds = getSoundListSize();
+ if (max > 0)
+ {
+ game.num_random_calls++;
- checked_free(loop_sound_frame);
- checked_free(loop_sound_volume);
+ return GetEngineRandom(max);
+ }
- loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
- loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+ return 0;
}
-static void PlayLevelSound(int x, int y, int nr)
+
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions */
+/* ------------------------------------------------------------------------- */
+
+struct EngineSnapshotInfo
{
- int sx = SCREENX(x), sy = SCREENY(y);
- int volume, stereo_position;
- int max_distance = 8;
- int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
+ /* runtime values for custom element collect score */
+ int collect_score[NUM_CUSTOM_ELEMENTS];
- if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
- (!setup.sound_loops && IS_LOOP_SOUND(nr)))
- return;
+ /* runtime values for group element choice position */
+ int choice_pos[NUM_GROUP_ELEMENTS];
- if (!IN_LEV_FIELD(x, y) ||
- sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
- sy < -max_distance || sy >= SCR_FIELDY + max_distance)
- return;
+ /* runtime values for belt position animations */
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
+};
- volume = SOUND_MAX_VOLUME;
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
- if (!IN_SCR_FIELD(sx, sy))
+static void SaveEngineSnapshotValues_RND()
+{
+ static int belt_base_active_element[4] =
{
- int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
- int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ int i, j;
- volume -= volume * (dx > dy ? dx : dy) / max_distance;
- }
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
- stereo_position = (SOUND_MAX_LEFT +
- (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
- (SCR_FIELDX + 2 * max_distance));
+ engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+ }
- if (IS_LOOP_SOUND(nr))
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
{
- /* This assures that quieter loop sounds do not overwrite louder ones,
- while restarting sound volume comparison with each new game frame. */
-
- if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
- return;
+ int element = EL_GROUP_START + i;
- loop_sound_volume[nr] = volume;
- loop_sound_frame[nr] = FrameCounter;
+ engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
}
- PlaySoundExt(nr, volume, stereo_position, type);
-}
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int element = belt_base_active_element[i] + j;
+ int graphic = el2img(element);
+ int anim_mode = graphic_info[graphic].anim_mode;
-static void PlayLevelSoundNearest(int x, int y, int sound_action)
-{
- PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
- x > LEVELX(BX2) ? LEVELX(BX2) : x,
- y < LEVELY(BY1) ? LEVELY(BY1) :
- y > LEVELY(BY2) ? LEVELY(BY2) : y,
- sound_action);
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
+ }
+ }
}
-static void PlayLevelSoundAction(int x, int y, int action)
+static void LoadEngineSnapshotValues_RND()
{
- PlayLevelSoundElementAction(x, y, Feld[x][y], action);
-}
+ unsigned int num_random_calls = game.num_random_calls;
+ int i, j;
-static void PlayLevelSoundElementAction(int x, int y, int element, int action)
-{
- int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
- if (sound_effect != SND_UNDEFINED)
- PlayLevelSound(x, y, sound_effect);
-}
+ element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+ }
-static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
- int action)
-{
- int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ {
+ int element = EL_GROUP_START + i;
- if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- PlayLevelSound(x, y, sound_effect);
-}
+ element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+ }
-static void PlayLevelSoundActionIfLoop(int x, int y, int action)
-{
- int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
- if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- PlayLevelSound(x, y, sound_effect);
+ graphic_info[graphic].anim_mode = anim_mode;
+ }
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ InitRND(tape.random_seed);
+ for (i = 0; i < num_random_calls; i++)
+ RND(1);
+ }
+
+ if (game.num_random_calls != num_random_calls)
+ {
+ Error(ERR_INFO, "number of random calls out of sync");
+ Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+ Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
+ Error(ERR_EXIT, "this should not happen -- please debug");
+ }
}
-static void StopLevelSoundActionIfLoop(int x, int y, int action)
+void FreeEngineSnapshotSingle()
{
- int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+ FreeSnapshotSingle();
- if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- StopSound(sound_effect);
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
}
-static void PlayLevelMusic()
+void FreeEngineSnapshotList()
{
- if (levelset.music[level_nr] != MUS_UNDEFINED)
- PlayMusic(levelset.music[level_nr]); /* from config file */
- else
- PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+ FreeSnapshotList();
}
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+ListNode *SaveEngineSnapshotBuffers()
{
- int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
-
-#if 0
- if (sample == SAMPLE_bug)
- printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
-#endif
-
- switch (sample)
- {
- case SAMPLE_blank:
- PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
- break;
+ ListNode *buffers = NULL;
- case SAMPLE_roll:
- PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
- break;
+ /* copy some special values to a structure better suited for the snapshot */
- case SAMPLE_stone:
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- break;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotValues_SP(&buffers);
- case SAMPLE_nut:
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- break;
+ /* save values stored in special snapshot structure */
- case SAMPLE_crack:
- PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
- break;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
- case SAMPLE_bug:
- PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
- break;
+ /* save further RND engine values */
- case SAMPLE_tank:
- PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
- case SAMPLE_android_clone:
- PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
- case SAMPLE_android_move:
- PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
- case SAMPLE_spring:
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
- case SAMPLE_slurp:
- PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
- case SAMPLE_eater:
- PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
- case SAMPLE_eater_eat:
- PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
- case SAMPLE_alien:
- PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
- case SAMPLE_collect:
- PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
- case SAMPLE_diamond:
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
- case SAMPLE_squash:
- /* !!! CHECK THIS !!! */
-#if 1
- PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
-#else
- PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
-#endif
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
- case SAMPLE_wonderfall:
- PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
- case SAMPLE_drip:
- PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
- break;
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
- case SAMPLE_push:
- PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
- break;
+#if 0
+ ListNode *node = engine_snapshot_list_rnd;
+ int num_bytes = 0;
- case SAMPLE_dirt:
- PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- break;
+ while (node != NULL)
+ {
+ num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
- case SAMPLE_acid:
- PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
- break;
+ node = node->next;
+ }
- case SAMPLE_ball:
- PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
- break;
+ printf("::: size of engine snapshot: %d bytes\n", num_bytes);
+#endif
- case SAMPLE_grow:
- PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
- break;
+ return buffers;
+}
- case SAMPLE_wonder:
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
- break;
+void SaveEngineSnapshotSingle()
+{
+ ListNode *buffers = SaveEngineSnapshotBuffers();
- case SAMPLE_door:
- PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
- break;
+ /* finally save all snapshot buffers to single snapshot */
+ SaveSnapshotSingle(buffers);
- case SAMPLE_exit_open:
- PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
- break;
+ /* save level identification information */
+ setString(&snapshot_level_identifier, leveldir_current->identifier);
+ snapshot_level_nr = level_nr;
+}
- case SAMPLE_exit_leave:
- PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
- break;
+static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
+{
+ boolean save_snapshot =
+ (initial_snapshot ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+ game.snapshot.changed_action));
- case SAMPLE_dynamite:
- PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
- break;
+ game.snapshot.changed_action = FALSE;
- case SAMPLE_tick:
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
- break;
+ if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+ tape.quick_resume ||
+ !save_snapshot)
+ return FALSE;
- case SAMPLE_press:
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
- break;
+ ListNode *buffers = SaveEngineSnapshotBuffers();
- case SAMPLE_wheel:
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
- break;
+ /* finally save all snapshot buffers to snapshot list */
+ SaveSnapshotToList(buffers);
- case SAMPLE_boom:
- PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
- break;
+ return TRUE;
+}
- case SAMPLE_die:
- PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
- break;
+boolean SaveEngineSnapshotToList()
+{
+ return SaveEngineSnapshotToListExt(FALSE);
+}
- case SAMPLE_time:
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
- break;
+void SaveEngineSnapshotToListInitial()
+{
+ FreeEngineSnapshotList();
- default:
- PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
- break;
- }
+ SaveEngineSnapshotToListExt(TRUE);
}
-void RaiseScore(int value)
+void LoadEngineSnapshotValues()
{
- local_player->score += value;
+ /* restore special values from snapshot structure */
- DrawGameValue_Score(local_player->score);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ LoadEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ LoadEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_SP();
}
-void RaiseScoreElement(int element)
+void LoadEngineSnapshotSingle()
{
- switch(element)
- {
- case EL_EMERALD:
- case EL_BD_DIAMOND:
- case EL_EMERALD_YELLOW:
- case EL_EMERALD_RED:
- case EL_EMERALD_PURPLE:
- case EL_SP_INFOTRON:
- RaiseScore(level.score[SC_EMERALD]);
- break;
- case EL_DIAMOND:
- RaiseScore(level.score[SC_DIAMOND]);
- break;
- case EL_CRYSTAL:
- RaiseScore(level.score[SC_CRYSTAL]);
- break;
- case EL_PEARL:
- RaiseScore(level.score[SC_PEARL]);
- break;
- case EL_BUG:
- case EL_BD_BUTTERFLY:
- case EL_SP_ELECTRON:
- RaiseScore(level.score[SC_BUG]);
- break;
- case EL_SPACESHIP:
- case EL_BD_FIREFLY:
- case EL_SP_SNIKSNAK:
- RaiseScore(level.score[SC_SPACESHIP]);
- break;
- case EL_YAMYAM:
- case EL_DARK_YAMYAM:
- RaiseScore(level.score[SC_YAMYAM]);
- break;
- case EL_ROBOT:
- RaiseScore(level.score[SC_ROBOT]);
- break;
- case EL_PACMAN:
- RaiseScore(level.score[SC_PACMAN]);
- break;
- case EL_NUT:
- RaiseScore(level.score[SC_NUT]);
- break;
- case EL_DYNAMITE:
- case EL_SP_DISK_RED:
- case EL_DYNABOMB_INCREASE_NUMBER:
- case EL_DYNABOMB_INCREASE_SIZE:
- case EL_DYNABOMB_INCREASE_POWER:
- RaiseScore(level.score[SC_DYNAMITE]);
- break;
- case EL_SHIELD_NORMAL:
- case EL_SHIELD_DEADLY:
- RaiseScore(level.score[SC_SHIELD]);
- break;
- case EL_EXTRA_TIME:
- RaiseScore(level.score[SC_TIME_BONUS]);
- break;
- case EL_KEY_1:
- case EL_KEY_2:
- case EL_KEY_3:
- case EL_KEY_4:
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- case EL_EMC_KEY_5:
- case EL_EMC_KEY_6:
- case EL_EMC_KEY_7:
- case EL_EMC_KEY_8:
- RaiseScore(level.score[SC_KEY]);
- break;
- default:
- RaiseScore(element_info[element].collect_score);
- break;
- }
+ LoadSnapshotSingle();
+
+ LoadEngineSnapshotValues();
}
-void RequestQuitGame(boolean ask_if_really_quit)
+void LoadEngineSnapshot_Undo(int steps)
{
- if (AllPlayersGone ||
- !ask_if_really_quit ||
- level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
- {
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
- SendToServer_StopPlaying();
- else
-#endif
- {
- game_status = GAME_MODE_MAIN;
- DrawMainMenu();
- }
- }
- else
- {
+ LoadSnapshotFromList_Older(steps);
-#if 1
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOff(TRUE);
-#endif
+ LoadEngineSnapshotValues();
+}
- OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+void LoadEngineSnapshot_Redo(int steps)
+{
+ LoadSnapshotFromList_Newer(steps);
-#if 1
- if (tape.playing && tape.deactivate_display)
- TapeDeactivateDisplayOn();
-#endif
+ LoadEngineSnapshotValues();
+}
- }
+boolean CheckEngineSnapshotSingle()
+{
+ return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+ snapshot_level_nr == level_nr);
+}
+
+boolean CheckEngineSnapshotList()
+{
+ return CheckSnapshotList();
}
/* ---------- new game button stuff ---------------------------------------- */
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE 30
-#define GAME_BUTTON_YSIZE 30
-#define GAME_BUTTON_XPOS 5
-#define GAME_BUTTON_YPOS 215
-#define SOUND_BUTTON_XPOS 5
-#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-
static struct
{
- int x, y;
+ int graphic;
+ struct XY *pos;
int gadget_id;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_STOP,
- "stop game"
+ IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, "stop game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, "pause game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, "play game"
},
{
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, "undo step"
},
{
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, "redo step"
},
{
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, "save game"
},
{
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, "pause game"
},
{
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, "load game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, "background music on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, "sound loops on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
};
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
- unsigned long event_mask;
- int gd_xoffset, gd_yoffset;
- int gd_x1, gd_x2, gd_y1, gd_y2;
+ unsigned int event_mask;
+ int base_x = (tape.show_game_buttons ? VX : DX);
+ int base_y = (tape.show_game_buttons ? VY : DY);
+ int gd_x = gfx->src_x;
+ int gd_y = gfx->src_y;
+ int gd_xp = gfx->src_x + gfx->pressed_xoffset;
+ int gd_yp = gfx->src_y + gfx->pressed_yoffset;
+ int gd_xa = gfx->src_x + gfx->active_xoffset;
+ int gd_ya = gfx->src_y + gfx->active_yoffset;
+ int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+ int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
int id = i;
- gd_xoffset = gamebutton_info[i].x;
- gd_yoffset = gamebutton_info[i].y;
- gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
- gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+ if (gfx->bitmap == NULL)
+ {
+ game_gadget[id] = NULL;
+
+ continue;
+ }
if (id == GAME_CTRL_ID_STOP ||
- id == GAME_CTRL_ID_PAUSE ||
- id == GAME_CTRL_ID_PLAY)
+ id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_SAVE ||
+ id == GAME_CTRL_ID_LOAD)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+ else if (id == GAME_CTRL_ID_UNDO ||
+ id == GAME_CTRL_ID_REDO)
+ {
+ button_type = GD_TYPE_NORMAL_BUTTON;
+ checked = FALSE;
+ event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
}
else
{
(id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
(id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
event_mask = GD_EVENT_PRESSED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, DX + gd_xoffset,
- GDI_Y, DY + gd_yoffset,
- GDI_WIDTH, GAME_BUTTON_XSIZE,
- GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+ GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
- GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
- GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
- GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+ GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
FreeGadget(game_gadget[i]);
}
-static void MapGameButtons()
+static void MapGameButtonsAtSamePosition(int id)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ MapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition(int id)
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ if (i != id &&
+ gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+ gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+ UnmapGadget(game_gadget[i]);
+}
+
+void MapUndoRedoButtons()
+{
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+ MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+}
+
+void UnmapUndoRedoButtons()
+{
+ UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+ UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
+
+void MapGameButtons()
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- MapGadget(game_gadget[i]);
+ if (i != GAME_CTRL_ID_UNDO &&
+ i != GAME_CTRL_ID_REDO)
+ MapGadget(game_gadget[i]);
+
+ if (setup.show_snapshot_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ else
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+ }
+
+ RedrawGameButtons();
}
void UnmapGameButtons()
UnmapGadget(game_gadget[i]);
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+void RedrawGameButtons()
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ RedrawGadget(game_gadget[i]);
+
+ // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+ redraw_mask &= ~REDRAW_ALL;
+}
+
+void GameUndoRedoExt()
+{
+ ClearPlayerAction();
+
+ tape.pausing = TRUE;
+
+ RedrawPlayfield();
+ UpdateAndDisplayGameControlValues();
+
+ DrawCompleteVideoDisplay();
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+ DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
+ VIDEO_STATE_1STEP_OFF), 0);
+
+ BackToFront();
+}
+
+void GameUndo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Undo(steps);
+
+ GameUndoRedoExt();
+}
+
+void GameRedo(int steps)
+{
+ if (!CheckEngineSnapshotList())
+ return;
+
+ LoadEngineSnapshot_Redo(steps);
+
+ GameUndoRedoExt();
+}
+
+static void HandleGameButtonsExt(int id, int button)
{
- int id = gi->custom_id;
+ int steps = BUTTON_STEPSIZE(button);
+ boolean handle_game_buttons =
+ (game_status == GAME_MODE_PLAYING ||
+ (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
- if (game_status != GAME_MODE_PLAYING)
+ if (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(TRUE);
+
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ case GAME_CTRL_ID_PAUSE2:
+ if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
break;
case GAME_CTRL_ID_PLAY:
- if (tape.pausing)
+ if (game_status == GAME_MODE_MAIN)
+ {
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ }
+ else if (tape.pausing)
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_ContinuePlaying();
else
#endif
- {
- tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
- }
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
}
break;
+ case GAME_CTRL_ID_UNDO:
+ GameUndo(steps);
+ break;
+
+ case GAME_CTRL_ID_REDO:
+ GameRedo(steps);
+ break;
+
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
case SOUND_CTRL_ID_MUSIC:
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
break;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
break;
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id, gi->event.button);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+
+ if (key == setup.shortcut.sound_simple)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_loops)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+}