#define DF_DIG 1
#define DF_SNAP 2
-/* for MoveFigure() */
+/* for MovePlayer() */
#define MF_NO_ACTION 0
#define MF_MOVING 1
#define MF_ACTION 2
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
/* forward declaration for internal use */
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
+static void ChangeElement(int, int, int);
static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
static boolean CheckTriggeredElementChange(int, int, int, int);
static boolean CheckElementSideChange(int, int, int, int, int, int);
NULL,
NULL
},
+ {
+ EL_SP_EXIT_OPENING,
+ EL_SP_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_CLOSING,
+ EL_SP_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
{
EL_SWITCHGATE_OPENING,
EL_SWITCHGATE_OPEN,
for (j=0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page->can_change)
+ if (!ei->change_page[j].can_change)
continue;
if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_fixed = 8;
element_info[i].push_delay_random = 8;
}
}
player->MovDir = MV_NO_MOVING;
player->MovPos = 0;
- player->Pushing = FALSE;
- player->Switching = FALSE;
player->GfxPos = 0;
player->GfxDir = MV_NO_MOVING;
player->GfxAction = ACTION_DEFAULT;
player->StepFrame = 0;
player->use_murphy_graphic = FALSE;
- player->use_disk_red_graphic = FALSE;
player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
- player->is_moving = FALSE;
player->is_waiting = FALSE;
+ player->is_moving = FALSE;
player->is_digging = FALSE;
+ player->is_snapping = FALSE;
player->is_collecting = FALSE;
+ player->is_pushing = FALSE;
+ player->is_switching = FALSE;
+
+ player->switch_x = -1;
+ player->switch_y = -1;
player->show_envelope = 0;
player->push_delay = 0;
player->push_delay_value = 5;
- player->snapped = FALSE;
-
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 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.envelope_active = FALSE;
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;
- JustStopped[x][y] = 0;
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
}
/* close exit door after last player */
- if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
+ if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
{
- Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
+ int element = Feld[ExitX][ExitY];
- PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
+ Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ EL_SP_EXIT_CLOSING);
+
+ PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
/* Hero disappears */
int newx = x + dx;
int newy = y + dy;
- if (!JustStopped[x][y] || direction != MovDir[x][y])
+ if (!WasJustMoving[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
GfxElement[x][y] = EL_UNDEFINED;
{
struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+#if 1
+ RemoveField(x, y); /* temporarily remove newly placed player */
+ DrawLevelField(x, y);
+#endif
+
if (player->present)
{
while (player->MovPos)
{
- ScrollFigure(player, SCROLL_GO_ON);
+ ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
FrameCounter++;
- DrawAllPlayers();
+
+ DrawPlayer(player);
+
BackToFront();
+ Delay(GAME_FRAME_DELAY);
}
- RemoveField(player->jx, player->jy);
- DrawLevelField(player->jx, player->jy);
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
}
+ Feld[x][y] = element;
InitPlayerField(x, y, element, TRUE);
if (player == local_player)
ScrollLevel(dx, dy);
DrawAllPlayers();
- /* scroll in to steps of half tile size to make things smoother */
+ /* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
FlushDisplay();
Delay(GAME_FRAME_DELAY);
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+
InitField(x, y, FALSE);
if (CAN_MOVE(element))
InitMovDir(x, y);
int element = Feld[x][y];
#endif
+#if 1
+ if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+#else
if (IS_PLAYER(x, y))
+#endif
{
struct PlayerInfo *player = PLAYERINFO(x, y);
else
{
CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+
+ CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_SWITCHED, -1);
}
}
else
MovDir[x][y] = old_move_dir;
}
}
+ else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
+ {
+ if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
}
static boolean JustBeingPushed(int x, int y)
{
struct PlayerInfo *player = &stored_player[i];
- if (player->active && player->Pushing && player->MovPos)
+ if (player->active && player->is_pushing && player->MovPos)
{
int next_jx = player->jx + (player->jx - player->last_jx);
int next_jy = player->jy + (player->jy - player->last_jy);
#endif
}
#if 1
-
-#if 0
- /* TEST: bug where player gets not killed by falling rock ... */
- else if (CAN_SMASH(element) &&
- (Feld[x][y + 1] == EL_BLOCKED ||
- IS_PLAYER(x, y + 1)) &&
- JustStopped[x][y] && !Pushed[x][y + 1])
+ else if ((game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)) ||
+ (game.engine_version >= VERSION_IDENT(3,0,7) &&
+ CAN_SMASH(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
#else
#if 1
else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y] && !Pushed[x][y + 1])
+ WasJustMoving[x][y] && !Pushed[x][y + 1])
#else
else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y])
+ WasJustMoving[x][y])
#endif
#endif
{
- /* calling "Impact()" here is not only completely unneccessary
- (because it already gets called from "ContinueMoving()" in
- all relevant situations), but also completely bullshit, because
- "JustStopped" also indicates a finished *horizontal* movement;
- we must keep this trash for backwards compatibility with older
- tapes */
+ /* this is needed for a special case not covered by calling "Impact()"
+ from "ContinueMoving()": if an element moves to a tile directly below
+ another element which was just falling on that tile (which was empty
+ in the previous frame), the falling element above would just stop
+ instead of smashing the element below (in previous version, the above
+ element was just checked for "moving" instead of "falling", resulting
+ in incorrect smashes caused by horizontal movement of the above
+ element; also, the case of the player being the element to smash was
+ simply not covered here... :-/ ) */
Impact(x, y);
}
-#endif
else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
}
else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (JustStopped[x][y]) /* prevent animation from being restarted */
+ if (WasJustFalling[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
InitMovingField(x, y, MV_DOWN);
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) && !JustStopped[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) && !JustStopped[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
{
int 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 0
#if 0
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, -1);
+ 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);
+
+ PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
- for (i=1; i<=3; i++)
+ for (i=1; i <= 3; i++)
{
- int xx = x + i*dx, yy = y + i*dy;
- int sx = SCREENX(xx), sy = SCREENY(yy);
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
+ {
+ DrawLevelFieldCrumbledSand(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
+ }
}
else
{
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
else
{
boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
- int newx1 = newx+1*dx, newy1 = newy+1*dy;
- int newx2 = newx+2*dx, newy2 = newy+2*dy;
+ int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+ int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
int element1 = (IN_LEV_FIELD(newx1, newy1) ?
MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
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
PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
+
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
Feld[newx1][newy1] = EL_FLAMES;
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
Feld[newx2][newy2] = EL_FLAMES;
+
return;
}
}
if (pushed) /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
- if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
+ if (ABS(MovPos[x][y]) < TILEX)
{
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ DrawLevelField(x, y);
- if (element == EL_MOLE)
- {
- Feld[x][y] = EL_SAND;
+ return; /* element is still moving */
+ }
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- else if (element == EL_QUICKSAND_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_QUICKSAND_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)
- element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- 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])
- Feld[x][y] = Back[x][y];
+ /* element reached destination field */
- if (Back[newx][newy])
- Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
- Back[x][y] = Back[newx][newy] = 0;
- }
- else if (Store[x][y] == EL_ACID)
- {
- element = Feld[newx][newy] = EL_ACID;
- }
+ if (element == EL_MOLE)
+ {
+ Feld[x][y] = EL_SAND;
+
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ else if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_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)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ 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])
+ Feld[x][y] = Back[x][y];
- Store[x][y] = 0;
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- MovDelay[newx][newy] = 0;
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
- /* copy element change control values to new field */
- ChangeDelay[newx][newy] = ChangeDelay[x][y];
- Changed[newx][newy] = Changed[x][y];
- ChangeEvent[newx][newy] = ChangeEvent[x][y];
+ Back[x][y] = Back[newx][newy] = 0;
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
- ChangeDelay[x][y] = 0;
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
- /* copy animation control values to new field */
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
- GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ /* 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];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
- Pushed[x][y] = Pushed[newx][newy] = FALSE;
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
#if 0
- /* 2.1.1 (does not work correctly for spring) */
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 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;
+ /* (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 (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN))
+ MovDir[newx][newy] = 0;
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
- MovDir[newx][newy] = 0;
#endif
#endif
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
- if (!pushed) /* special case: moving object pushed by player */
- JustStopped[newx][newy] = 3;
+ /* prevent pushed element from moving on in pushed direction */
+ if (pushed && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
- {
- TestIfBadThingTouchesHero(newx, newy);
- TestIfBadThingTouchesFriend(newx, newy);
- TestIfBadThingTouchesOtherBadThing(newx, newy);
- }
- else if (element == EL_PENGUIN)
- TestIfFriendTouchesBadThing(newx, newy);
+ if (!pushed) /* special case: moving object pushed by player */
+ {
+ WasJustMoving[newx][newy] = 3;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
+ }
- if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- CheckElementChange(newx, newy, element, CE_COLLISION);
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ Impact(x, newy);
#if 1
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
#endif
- TestIfPlayerTouchesCustomElement(newx, newy);
- TestIfElementTouchesCustomElement(newx, newy);
- }
- else /* still moving on */
- {
- DrawLevelField(x, y);
- }
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
+ CE_COLLISION, -1);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
int AmoebeNachbarNr(int ax, int ay)
return;
}
- Feld[x][y] = EL_SP_EXIT_OPEN;
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_SP_EXIT_OPENING;
PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
RemoveMovingField(ex, ey);
+ ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
ChangeElementNowExt(ex, ey, change->content[xx][yy]);
something_has_changed = TRUE;
static void ChangeElement(int x, int y, int page)
{
int element = MovingOrBlocked2Element(x, y);
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
#if 0
#ifdef DEBUG
}
else /* finish element change */
{
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+ }
+
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 */
return;
}
int element = EL_CUSTOM_START + i;
boolean change_element = FALSE;
- int page;
+ int page = 0;
- if (!CAN_CHANGE(element) ||
- !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
for (j=0; j < element_info[element].num_change_pages; j++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[j];
- if (change->sides & trigger_side &&
+ if (change->can_change &&
+ change->sides & trigger_side &&
change->trigger_element == trigger_element)
{
change_element = TRUE;
if (button2)
dropped = DropElement(player);
- moved = MoveFigure(player, dx, dy);
+ moved = MovePlayer(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
actual_player_action = recorded_player_action[i];
PlayerActions(&stored_player[i], actual_player_action);
- ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+ ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
network_player_action_received = FALSE;
int x = player->jx;
int y = player->jy;
- if (player->active && player->Pushing && player->is_moving &&
+ if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y))
{
ContinueMoving(x, y);
Changed[x][y] = CE_BITMASK_DEFAULT;
ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+#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");
+
+ ChangePage[x][y] = -1;
+ }
+#endif
+
Stop[x][y] = FALSE;
- if (JustStopped[x][y] > 0)
- JustStopped[x][y]--;
+ if (WasJustMoving[x][y] > 0)
+ WasJustMoving[x][y]--;
+ if (WasJustFalling[x][y] > 0)
+ WasJustFalling[x][y]--;
GfxFrame[x][y]++;
/* this may take place after moving, so 'element' may have changed */
if (IS_CHANGING(x, y))
{
+#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
+
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
}
}
}
- if (TimeFrames >= (1000 / GameFrameDelay))
+ if (TimeFrames >= FRAMES_PER_SECOND)
{
TimeFrames = 0;
TimePlayed++;
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (level.gravity && !player->programmed_action)
+ if (game.gravity && !player->programmed_action)
{
int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
}
/*
- MoveFigureOneStep()
+ 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)
*/
-boolean MoveFigureOneStep(struct PlayerInfo *player,
+boolean MovePlayerOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
+#if 0
static int change_sides[4][2] =
{
/* enter side leave side */
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
int leave_side = change_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;
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
- ScrollFigure(player, SCROLL_INIT);
+ ScrollPlayer(player, SCROLL_INIT);
-#if 1
+#if 0
if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
{
CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
return MF_MOVING;
}
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
while (player->MovPos)
{
- ScrollFigure(player, SCROLL_GO_ON);
+ ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
FrameCounter++;
DrawAllPlayers();
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
- moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
+ if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+ moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
}
else
{
- if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
- moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
+ if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+ moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
jx = player->jx;
#if 1
InitPlayerGfxAnimation(player, ACTION_DEFAULT);
#else
- if (!(moved & MF_MOVING) && !player->Pushing)
+ if (!(moved & MF_MOVING) && !player->is_pushing)
player->Frame = 0;
#endif
#endif
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
#if 1
- player->snapped = FALSE;
+ player->is_snapping = FALSE;
#endif
+
+#if 1
+ player->is_switching = FALSE;
+#endif
+
+
+#if 1
+ {
+ static int change_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int move_direction = player->MovDir;
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+ {
+ CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
+ }
+#endif
+
+
}
else
{
player->is_moving = FALSE;
}
- TestIfHeroTouchesBadThing(jx, jy);
- TestIfPlayerTouchesCustomElement(jx, jy);
+ if (game.engine_version < VERSION_IDENT(3,0,7))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+ }
if (!player->active)
RemoveHero(player);
return moved;
}
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
{
int jx = player->jx, jy = player->jy;
int last_jx = player->last_jx, last_jy = player->last_jy;
player->last_jy = jy;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_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);
if (local_player->friends_still_needed == 0 ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN)
+ IS_SP_ELEMENT(Feld[jx][jy]))
player->LevelSolved = player->GameOver = TRUE;
}
+ if (game.engine_version >= VERSION_IDENT(3,0,7))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
+
+ if (!player->active)
+ RemoveHero(player);
+ }
+
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
void TestIfPlayerTouchesCustomElement(int x, int y)
{
-#if 0
- static boolean check_changing = FALSE;
-#endif
static int xy[4][2] =
{
{ 0, -1 },
{ +1, 0 },
{ 0, +1 }
};
+ static int change_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
+ };
+ int center_element = Feld[x][y]; /* should always be non-moving! */
int i;
-#if 0
- if (check_changing) /* prevent this function from running into a loop */
- return;
-
- check_changing = TRUE;
-#endif
-
for (i=0; i<4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
if (!IN_LEV_FIELD(xx, yy))
continue;
if (IS_PLAYER(x, y))
{
- CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
- CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
+ if (game.engine_version < VERSION_IDENT(3,0,7))
+ 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 */
+
+ CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(xx, yy, border_element, border_side,
+ CE_TOUCHED_BY_PLAYER, -1);
}
else if (IS_PLAYER(xx, yy))
{
- CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
- CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+ if (game.engine_version >= VERSION_IDENT(3,0,7))
+ {
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
+ CheckTriggeredElementSideChange(x, y, center_element, center_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(x, y, center_element, center_side,
+ CE_TOUCHED_BY_PLAYER, -1);
break;
}
}
-
-#if 0
- check_changing = FALSE;
-#endif
}
void TestIfElementTouchesCustomElement(int x, int y)
{
-#if 0
- static boolean check_changing = FALSE;
-#endif
static int xy[4][2] =
{
{ 0, -1 },
{ 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];
+ int center_element = Feld[x][y]; /* should always be non-moving! */
int i, j;
-#if 0
- if (check_changing) /* prevent this function from running into a loop */
- return;
-
- check_changing = TRUE;
-#endif
-
for (i=0; i<4; i++)
{
int xx = x + xy[i][0];
if (!IN_LEV_FIELD(xx, yy))
continue;
- border_element = Feld[xx][yy];
+ if (game.engine_version < VERSION_IDENT(3,0,7))
+ 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 */
/* check for change of center element (but change it only once) */
if (IS_CUSTOM_ELEMENT(center_element) &&
struct ElementChangeInfo *change =
&element_info[center_element].change_page[j];
- if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & border_side &&
change->trigger_element == border_element)
{
struct ElementChangeInfo *change =
&element_info[border_element].change_page[j];
- if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & center_side &&
change->trigger_element == center_element)
{
if (change_center_element)
CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
CE_OTHER_IS_TOUCHING, center_element_change_page);
-
-#if 0
- check_changing = FALSE;
-#endif
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{ +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,
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))
+ {
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
kill_x = test_x;
kill_y = test_y;
break;
{
struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
-#if 0
- int dir = player->MovDir;
- int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
- int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
-
- if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
- newx != bad_x && newy != bad_y)
- ; /* robot does not kill player if he is moving */
- else
- printf("-> %d\n", player->MovDir);
-
- if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
- newx != bad_x && newy != bad_y)
- ; /* robot does not kill player if he is moving */
- else
- ;
-#endif
-
if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_PROTECTED(kill_x, kill_y))
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
-#if 0
- static int change_sides[4][2] =
+ static int change_sides[4] =
{
- /* 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 */
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
};
-#endif
boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
-#if 0
- int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
-#endif
+ int dig_side = change_sides[MV_DIR_BIT(move_direction)];
int element;
if (player->MovPos == 0)
}
if (player->MovPos == 0) /* last pushing move finished */
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
- player->Switching = FALSE;
+ player->is_switching = FALSE;
player->push_delay = 0;
return MF_NO_ACTION;
switch (element)
{
- case EL_ROBOT_WHEEL:
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
- return MF_ACTION;
- break;
-
- case EL_SP_TERMINAL:
- {
- int xx, yy;
-
- PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
- 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;
- }
- }
-
- return MF_ACTION;
- }
- break;
-
- case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleBeltSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_SWITCHGATE_SWITCH_UP:
- case EL_SWITCHGATE_SWITCH_DOWN:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleSwitchgateSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_LIGHT_SWITCH:
- case EL_LIGHT_SWITCH_ACTIVE:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleLightSwitch(x, y);
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_TIMEGATE_SWITCH:
- ActivateTimegateSwitch(x, y);
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-
- case EL_BALLOON_SWITCH_LEFT:
- case EL_BALLOON_SWITCH_RIGHT:
- case EL_BALLOON_SWITCH_UP:
- case EL_BALLOON_SWITCH_DOWN:
- case 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);
- PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
- level.gravity = !level.gravity;
+ game.gravity = !game.gravity;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
}
break;
- case EL_LAMP:
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
- return MF_ACTION;
- break;
-
- case EL_TIME_ORB_FULL:
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- DrawLevelField(x, y);
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
- return MF_ACTION;
- break;
-
default:
if (IS_WALKABLE(element))
if (!player->key[element - EL_GATE_1_GRAY])
return MF_NO_ACTION;
}
- else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
{
sound_action = ACTION_PASSING; /* player is passing exit */
}
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MF_NO_ACTION;
+#endif
+
if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
{
if (!player->key[element - EL_EM_GATE_1])
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
break;
}
!(element == EL_SPRING && use_spring_bug))
return MF_NO_ACTION;
+#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 (!player->Pushing &&
+#endif
+ if (!player->is_pushing &&
game.engine_version >= RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- player->Pushing = TRUE;
+ player->is_pushing = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (!FrameReached(&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))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
return MF_NO_ACTION;
+ }
if (IS_SB_ELEMENT(element))
{
if (game.engine_version < RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
- CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PUSHED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PUSHED_BY_PLAYER, -1);
break;
}
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ return MF_ACTION;
+
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
+
+ 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);
+
+#if 0
+ PlaySoundLevel(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--;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ DrawLevelField(x, y);
+
+#if 0
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+ }
+
+ return MF_ACTION;
+ }
else
{
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
- CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+ }
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PRESSED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PRESSED_BY_PLAYER, -1);
}
return MF_NO_ACTION;
if (Feld[x][y] != element) /* really digged/collected something */
player->is_collecting = !player->is_digging;
-#if 0
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
- CE_OTHER_GETS_LEFT);
- CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
- CE_LEFT_BY_PLAYER, -1);
- }
-
- if (IS_CUSTOM_ELEMENT(Feld[x][y]))
- {
- CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
- CE_OTHER_GETS_ENTERED);
- CheckElementSideChange(x, y, Feld[x][y], enter_side,
- CE_ENTERED_BY_PLAYER, -1);
- }
-#endif
-
return MF_MOVING;
}
if (!dx && !dy)
{
if (player->MovPos == 0)
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
- player->snapped = FALSE;
+ player->is_snapping = FALSE;
if (player->MovPos == 0)
{
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
}
-#if 0
- printf("::: trying to snap...\n");
-#endif
-
return FALSE;
}
- if (player->snapped)
+ if (player->is_snapping)
return FALSE;
player->MovDir = snap_direction;
-#if 1
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
-#endif
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
- player->snapped = TRUE;
-#if 1
+ player->is_snapping = TRUE;
+
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
-#if 1
- player->is_moving = FALSE;
-#endif
-#endif
DrawLevelField(x, y);
BackToFront();
{
int new_element = player->inventory_element[--player->inventory_size];
-#if 1
Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
new_element);
-#else
- Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
- EL_DYNAMITE_ACTIVE);
-#endif
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->inventory_size, 3), FONT_TEXT_2);