#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
+#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 0)
/* for DigField() */
#define DF_NO_PUSH 0
#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) */
/* forward declaration for internal use */
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
}
else
{
- stored_player[0].use_murphy_graphic = TRUE;
+ stored_player[0].use_murphy = TRUE;
}
Feld[x][y] = EL_PLAYER_1;
InitMovDir(x, y);
#if USE_NEW_CUSTOM_VALUE
- if (!element_info[element].use_last_ce_value)
+ if (!element_info[element].use_last_ce_value || init_game)
CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
#endif
}
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 :
game.use_block_last_field_bug =
(game.engine_version < VERSION_IDENT(3,1,1,0));
+ /*
+ Summary of bugfix/change:
+ Changed behaviour of CE changes with multiple changes per single frame.
+
+ Fixed/changed in version:
+ 3.2.0-6
+
+ Description:
+ Before 3.2.0-6, only one single CE change was allowed in each engine frame.
+ This resulted in race conditions where CEs seem to behave strange in some
+ situations (where triggered CE changes were just skipped because there was
+ already a CE change on that tile in the playfield in that engine frame).
+ Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
+ (The number of changes per frame must be limited in any case, because else
+ it is easily possible to define CE changes that would result in an infinite
+ loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
+ should be set large enough so that it would only be reached in cases where
+ the corresponding CE change conditions run into a loop. Therefore, it seems
+ to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
+ maximal number of change pages for custom elements.)
+
+ Affected levels/tapes:
+ Probably many.
+ */
+
+#if USE_ONLY_ONE_CHANGE_PER_FRAME
+ game.max_num_changes_per_frame = 1;
+#else
+ game.max_num_changes_per_frame =
+ (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
+#endif
+
/* ---------------------------------------------------------------------- */
/* dynamically adjust element properties according to game engine version */
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_YAMYAM ? EL_UNDEFINED :
+ 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);
+ }
+ }
}
+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;
+}
/*
=============================================================================
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 i, j, x, y;
InitGameEngine();
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy_graphic = FALSE;
+ player->use_murphy = FALSE;
+ player->artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ player->element_nr);
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
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;
- }
+ /* 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);
player->switch_x = -1;
player->switch_y = -1;
game.gravity = level.initial_gravity;
game.explosions_delayed = TRUE;
+ game.lenses_time_left = 0;
+ game.magnify_time_left = 0;
+
game.envelope_active = FALSE;
for (i = 0; i < NUM_BELTS; i++)
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
- Changed[x][y] = FALSE;
+ Changed[x][y] = 0;
ChangeEvent[x][y] = -1;
ExplodePhase[x][y] = 0;
player->element_nr = some_player->element_nr;
#endif
+ player->artwork_element = some_player->artwork_element;
+
player->block_last_field = some_player->block_last_field;
player->block_delay_adjustment = some_player->block_delay_adjustment;
{
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))
+
+ if (TimeLeft > 100 && TimeLeft % 10 == 0)
+ {
TimeLeft -= 10;
+ RaiseScore(level.score[SC_TIME_BONUS] * 10);
+ }
else
+ {
TimeLeft--;
+ RaiseScore(level.score[SC_TIME_BONUS]);
+ }
DrawGameValue_Time(TimeLeft);
{
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))
+
+ if (TimePlayed < 900 && TimePlayed % 10 == 0)
+ {
TimePlayed += 10;
+ RaiseScore(level.score[SC_TIME_BONUS] * 10);
+ }
else
+ {
TimePlayed++;
+ RaiseScore(level.score[SC_TIME_BONUS]);
+ }
DrawGameValue_Time(TimePlayed);
if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
{
int center_element = Feld[ex][ey];
+ int artwork_element = center_element; /* for custom player artwork */
+ int explosion_element = center_element; /* for custom player artwork */
+
+ if (IS_PLAYER(ex, ey))
+ {
+ int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+ 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 0
/* --- This is only really needed (and now handled) in "Impact()". --- */
if (mode == EX_TYPE_NORMAL ||
mode == EX_TYPE_CENTER ||
mode == EX_TYPE_CROSS)
- PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+ PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Feld[ex][ey] = center_element;
}
- last_phase = element_info[center_element].explosion_delay + 1;
+ 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++)
{
if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
+ int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+
+#if 0
switch(StorePlayer[ex][ey])
{
case EL_PLAYER_2:
Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
break;
}
+#endif
- if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+ if (PLAYERINFO(ex, ey)->use_murphy)
Store[x][y] = EL_EMPTY;
}
+#if 1
+ else if (center_element == EL_YAMYAM)
+ 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];
+ else if (!CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content.e[1][1];
+ else
+ Store[x][y] = EL_EMPTY;
+#else
else if (center_element == EL_MOLE)
Store[x][y] = EL_EMERALD_RED;
else if (center_element == EL_PENGUIN)
Store[x][y] = element_info[element].content.e[1][1];
else
Store[x][y] = EL_EMPTY;
+#endif
if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
Feld[x][y] = EL_EXPLOSION;
- GfxElement[x][y] = center_element;
+ GfxElement[x][y] = artwork_element;
ExplodePhase[x][y] = 1;
ExplodeDelay[x][y] = last_phase;
/* 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);
+ {
+ static int player_death_elements[] =
+ {
+ EL_EMERALD_YELLOW,
+ EL_EMERALD_RED,
+ EL_EMERALD,
+ EL_EMERALD_PURPLE
+ };
+ int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+ int player_death_element = player_death_elements[player_nr];
+
+ if (level.use_explosion_element[player_nr])
+ {
+ int explosion_element = level.explosion_element[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);
+
+ player_death_element =
+ element_info[explosion_element].content.e[xx][yy];
+ }
+
+ Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ player_death_element);
+ }
/* restore probably existing indestructible background element */
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
void Bang(int x, int y)
{
int element = MovingOrBlocked2Element(x, y);
+ int explosion_type = EX_TYPE_NORMAL;
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
{
struct PlayerInfo *player = PLAYERINFO(x, y);
- element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
player->element_nr);
+
+ if (level.use_explosion_element[player->index_nr])
+ {
+ int explosion_element = level.explosion_element[player->index_nr];
+
+ 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)
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_PENGUIN:
case EL_LAMP:
case EL_LAMP_ACTIVE:
case EL_AMOEBA_TO_DIAMOND:
- 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 (element_info[element].explosion_type == EXPLODES_CROSS)
- Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+ explosion_type = EX_TYPE_CROSS;
else if (element_info[element].explosion_type == EXPLODES_1X1)
- 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);
}
{
int x, y;
- for (y = 0; y < lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
- 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;
+ 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_EMC_DRIPPER &&
+ game.light_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.light_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ 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);
+ DrawLevelField(x, y);
- DrawLevelField(x, y);
+ /* 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);
- /* 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);
+ DrawLevelField(x, y);
- DrawLevelField(x, y);
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ }
+}
- /* re-crumble neighbour fields, if needed */
- if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
+static void RedrawAllInvisibleElementsForLenses()
+{
+ int x, y;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_DRIPPER &&
+ game.lenses_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_DRIPPER_ACTIVE &&
+ game.lenses_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_DRIPPER;
+ 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);
+
+ DrawLevelField(x, y);
+
+ /* 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.lenses_time_left == 0)
+ Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+ DrawLevelField(x, y);
+
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+ int x, y;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_EMC_FAKE_GRASS &&
+ game.magnify_time_left > 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+ game.magnify_time_left == 0)
+ {
+ Feld[x][y] = EL_EMC_FAKE_GRASS;
+ 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 :
+ element);
+ 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 :
+ element);
+ DrawLevelField(x, y);
}
}
}
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
- Changed[x][y] = FALSE;
+ Changed[x][y] = 0;
ChangeEvent[x][y] = -1;
#if USE_NEW_CUSTOM_VALUE
if (pushed_by_player && !game.use_change_when_pushing_bug)
{
- int dig_side = MV_DIR_OPPOSITE(direction);
+ 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);
}
+ CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
TestIfElementHitsCustomElement(newx, newy, direction);
if (!change->has_action)
return;
- /* ---------- determine action paramater values ---------- */
+ /* ---------- determine action paramater values -------------------------- */
+
+ int level_time_value =
+ (level.time > 0 ? TimeLeft :
+ TimePlayed);
int action_arg_element =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
#endif
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(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_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
-1);
action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
PLAYER_BITS_ANY);
- /* ---------- execute action ---------- */
+ /* ---------- execute action -------------------------------------------- */
switch(action_type)
{
return;
}
- case CA_EXIT_PLAYER:
+ /* ---------- level actions ------------------------------------------- */
+
+ case CA_RESTART_LEVEL:
{
- for (i = 0; i < MAX_PLAYERS; i++)
- if (action_arg_player_bits & (1 << i))
- stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+ game.restart_level = TRUE;
break;
}
- case CA_KILL_PLAYER:
+ case CA_SHOW_ENVELOPE:
{
- for (i = 0; i < MAX_PLAYERS; i++)
- if (action_arg_player_bits & (1 << i))
- KillPlayer(&stored_player[i]);
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
+
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
+
+ break;
+ }
+
+ case CA_SET_LEVEL_TIME:
+ {
+ if (level.time > 0) /* only modify limited time value */
+ {
+ TimeLeft = action_arg_number_new;
+
+ DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+
+ break;
+ }
+
+ case CA_SET_LEVEL_SCORE:
+ {
+ local_player->score = action_arg_number_new;
+
+ DrawGameValue_Score(local_player->score);
+
+ break;
+ }
+
+ case CA_SET_LEVEL_GEMS:
+ {
+ local_player->gems_still_needed = action_arg_number_new;
+
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+ break;
+ }
+
+ case CA_SET_LEVEL_GRAVITY:
+ {
+ game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
+ game.gravity);
+ break;
+ }
+
+ case CA_SET_LEVEL_WIND:
+ {
+ game.wind_direction = action_arg_direction;
break;
}
+ /* ---------- player actions ------------------------------------------ */
+
case CA_MOVE_PLAYER:
{
/* automatically move to the next field in specified direction */
break;
}
- case CA_RESTART_LEVEL:
+ case CA_EXIT_PLAYER:
{
- game.restart_level = TRUE;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
break;
}
- case CA_SHOW_ENVELOPE:
+ case CA_KILL_PLAYER:
{
- int element = getSpecialActionElement(action_arg_element,
- action_arg_number, EL_ENVELOPE_1);
-
- if (IS_ENVELOPE(element))
- local_player->show_envelope = element;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillPlayer(&stored_player[i]);
break;
}
{
for (i = 0; i < MAX_PLAYERS; i++)
{
- int element = action_arg_element;
- }
-
- break;
- }
-
- case CA_SET_LEVEL_GRAVITY:
- {
- game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
- action_arg == CA_ARG_GRAVITY_ON ? TRUE :
- action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
- game.gravity);
- break;
- }
-
- case CA_SET_LEVEL_WIND:
- {
- game.wind_direction = action_arg_direction;
-
- break;
- }
-
- case CA_SET_LEVEL_GEMS:
- {
- local_player->gems_still_needed = action_arg_number_new;
-
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ if (trigger_player_bits & (1 << i))
+ {
+ int artwork_element = action_arg_element;
- break;
- }
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element =
+ (level.use_artwork_element[i] ? level.artwork_element[i] :
+ stored_player[i].element_nr);
- case CA_SET_LEVEL_TIME:
- {
- if (level.time > 0) /* only modify limited time value */
- {
- TimeLeft = action_arg_number_new;
+ stored_player[i].artwork_element = artwork_element;
- DrawGameValue_Time(TimeLeft);
+ SetPlayerWaiting(&stored_player[i], FALSE);
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillPlayer(&stored_player[i]);
+ /* 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);
+ }
}
break;
}
- case CA_SET_LEVEL_SCORE:
- {
- local_player->score = action_arg_number_new;
-
- DrawGameValue_Score(local_player->score);
-
- break;
- }
+ /* ---------- CE actions ---------------------------------------------- */
case CA_SET_CE_SCORE:
{
if (ELEM_IS_PLAYER(target_element))
RelocatePlayer(x, y, target_element);
-#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
+ Changed[x][y]++; /* count number of changes in the same frame */
TestIfBadThingTouchesPlayer(x, y);
TestIfPlayerTouchesCustomElement(x, y);
change->actual_trigger_ce_value = 0;
}
-#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])
+ /* do not change elements more than a specified maximum number of changes */
+ if (Changed[x][y] >= game.max_num_changes_per_frame)
return FALSE;
-#endif
-#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
+ Changed[x][y]++; /* count number of changes in the same frame */
if (change->explode)
{
static void PlayPlayerSound(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element = player->element_nr;
+ int sound_element = player->artwork_element;
int last_action = player->last_action_waiting;
int action = player->action_waiting;
if (player->is_waiting)
{
if (action != last_action)
- PlayLevelSoundElementAction(jx, jy, element, action);
+ PlayLevelSoundElementAction(jx, jy, sound_element, action);
else
- PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
}
else
{
if (action != last_action)
- StopSound(element_info[element].sound[last_action]);
+ StopSound(element_info[sound_element].sound[last_action]);
if (last_action == ACTION_SLEEPING)
- PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
}
}
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);
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
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);
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
- Changed[x][y] = FALSE;
+ Changed[x][y] = 0;
ChangeEvent[x][y] = -1;
/* this must be handled before main playfield loop */
{
RemoveField(x, y);
DrawLevelField(x, y);
+
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
}
}
#endif
CloseAllOpenTimegates();
}
+ if (game.lenses_time_left > 0)
+ {
+ game.lenses_time_left--;
+
+ if (game.lenses_time_left == 0)
+ RedrawAllInvisibleElementsForLenses();
+ }
+
+ if (game.magnify_time_left > 0)
+ {
+ game.magnify_time_left--;
+
+ if (game.magnify_time_left == 0)
+ RedrawAllInvisibleElementsForMagnifier();
+ }
+
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
if (player->cannot_move)
{
+#if 1
+ 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
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
+#endif
return MF_NO_ACTION;
}
CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+ CE_MOVE_OF_X, move_direction);
}
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
if (!player->active)
return;
- PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+ PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
+ {
+ 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);
+
+ if (Feld[x][y] != element) /* field changed by snapping */
+ return MF_ACTION;
+
return MF_NO_ACTION;
+ }
if (game.gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
if (!player->key[RND_GATE_GRAY_NR(element)])
return MF_NO_ACTION;
}
+ else if (IS_RND_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+ return MF_NO_ACTION;
+ }
else if (element == EL_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
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);
+ PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
}
else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
{
if (!player->key[EM_GATE_GRAY_NR(element)])
return MF_NO_ACTION;
}
+ else if (IS_EM_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+ return MF_NO_ACTION;
+ }
else if (IS_SP_PORT(element))
{
if (element == EL_SP_GRAVITY_PORT_LEFT ||
if (mode == DF_SNAP)
{
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
+ else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
#endif
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
}
}
else if (IS_COLLECTIBLE(element))
{
player->show_envelope = element;
}
+ else if (element == EL_EMC_LENSES)
+ {
+ game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
+
+ RedrawAllInvisibleElementsForLenses();
+ }
+ else if (element == EL_EMC_MAGNIFIER)
+ {
+ game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
+
+ RedrawAllInvisibleElementsForMagnifier();
+ }
else if (IS_DROPPABLE(element) ||
IS_THROWABLE(element)) /* can be collected and dropped */
{
if (mode == DF_SNAP)
{
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
+ else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#else
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
#endif
+
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+ player->index_bit, dig_side);
}
}
else if (IS_PUSHABLE(element))
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);
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,
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
/* needed if previous element just changed to "empty" in the last frame */
- Changed[dropx][dropy] = FALSE; /* allow another change */
+ Changed[dropx][dropy] = 0; /* allow at least one more change */
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
nextx = dropx + GET_DX_FROM_DIR(move_direction);
nexty = dropy + GET_DY_FROM_DIR(move_direction);
- Changed[dropx][dropy] = FALSE; /* allow another change */
+ Changed[dropx][dropy] = 0; /* allow at least one more change */
CheckCollision[dropx][dropy] = 2;
}
RaiseScore(level.score[SC_SHIELD]);
break;
case EL_EXTRA_TIME:
- RaiseScore(level.score[SC_TIME_BONUS]);
+ RaiseScore(level.extra_time_score);
break;
case EL_KEY_1:
case EL_KEY_2: