#include "libgame/libgame.h"
#include "game.h"
+#include "init.h"
#include "tools.h"
#include "screens.h"
-#include "init.h"
#include "files.h"
#include "tape.h"
#include "network.h"
#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 INIT_GFX_RANDOM() (SimpleRND(1000000))
+#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
+ RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ RND(element_info[e].move_delay_random))
+
+#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_FREE_OR_PLAYER(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+
+#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+
+#define YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PENGUIN(Feld[x][y]) || \
+ Feld[x][y] == EL_EXIT_OPEN || \
+ Feld[x][y] == EL_ACID))
+
+#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+
+static boolean CheckTriggeredElementChange(int, int, int, int);
+static boolean CheckElementChange(int, int, int, int);
+static void ChangeElementNow(int, int, int);
+
static void PlaySoundLevel(int, int, int);
static void PlaySoundLevelNearest(int, int, int);
static void PlaySoundLevelAction(int, int, int);
struct ChangingElementInfo
{
- int base_element;
- int next_element;
+ int element;
+ int target_element;
int change_delay;
void (*pre_change_function)(int x, int y);
void (*change_function)(int x, int y);
static struct ChangingElementInfo changing_element_list[] =
{
- { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
- { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
- { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
-
- { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
- { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
+ {
+ EL_NUT_BREAKING,
+ EL_EMERALD,
+ 6,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_PEARL_BREAKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_OPENING,
+ EL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_OPENING,
+ EL_SWITCHGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_CLOSING,
+ EL_SWITCHGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_OPENING,
+ EL_TIMEGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_CLOSING,
+ EL_TIMEGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
- { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
- { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
+ {
+ EL_ACID_SPLASH_LEFT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_ACID_SPLASH_RIGHT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE,
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ EL_SP_BUGGY_BASE_ACTIVE,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_BUGGY_BASE,
+ 0,
+ InitBuggyBase,
+ WarnBuggyBase,
+ NULL
+ },
+ {
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ 0,
+ InitTrap,
+ NULL,
+ ActivateTrap
+ },
+ {
+ EL_TRAP_ACTIVE,
+ EL_TRAP,
+ 31,
+ NULL,
+ ChangeActiveTrap,
+ NULL
+ },
+ {
+ EL_ROBOT_WHEEL_ACTIVE,
+ EL_ROBOT_WHEEL,
+ 0,
+ InitRobotWheel,
+ RunRobotWheel,
+ StopRobotWheel
+ },
+ {
+ EL_TIMEGATE_SWITCH_ACTIVE,
+ EL_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
- { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
- { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
+ {
+ EL_UNDEFINED,
+ EL_UNDEFINED,
+ -1,
+ NULL,
+ NULL,
+ NULL
+ }
+};
- { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
- InitBuggyBase, NULL, NULL },
- { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
- InitBuggyBase, NULL, NULL },
- { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
- InitBuggyBase, WarnBuggyBase, NULL },
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
- { EL_TRAP, EL_TRAP_ACTIVE, 0,
- InitTrap, NULL, ActivateTrap },
- { EL_TRAP_ACTIVE, EL_TRAP, 31,
- NULL, ChangeActiveTrap, NULL },
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
- { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
- InitRobotWheel, RunRobotWheel, StopRobotWheel },
+ { EL_UNDEFINED, 0, 0 },
+};
- { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
- InitTimegateWheel, RunTimegateWheel, NULL },
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
- { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
+struct
+{
+ int element;
+ int gem_count;
+}
+gem_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
};
-static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+static boolean changing_element[MAX_NUM_ELEMENTS];
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_AUTO_CHANGING(e) (changing_element[e])
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
+ IS_JUST_CHANGING(x, y))
void GetPlayerConfig()
static void InitField(int x, int y, boolean init_game)
{
- switch (Feld[x][y])
+ int element = Feld[x][y];
+
+ switch (element)
{
case EL_SP_MURPHY:
if (init_game)
break;
default:
+ if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+ InitMovDir(x, y);
break;
}
}
{
int i;
+ /* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* dynamically adjust element properties according to game engine version */
+ InitElementPropertiesEngine(game.engine_version);
+
#if 0
printf("level %d: level version == %06d\n", level_nr, level.game_version);
printf(" tape version == %06d [%s] [file: %06d]\n",
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+ /* ---------- initialize player's initial move delay --------------------- */
+
/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
(game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
- /* dynamically adjust element properties according to game engine version */
+ /* ---------- initialize changing elements ------------------------------- */
+
+ /* initialize changing elements information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
- static int ep_em_slippery_wall[] =
- {
- EL_STEELWALL,
- EL_WALL,
- EL_EXPANDABLE_WALL,
- EL_EXPANDABLE_WALL_HORIZONTAL,
- EL_EXPANDABLE_WALL_VERTICAL,
- EL_EXPANDABLE_WALL_ANY
- };
- static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+#if 1
+ element_info[i].change.pre_change_function = NULL;
+ element_info[i].change.change_function = NULL;
+ element_info[i].change.post_change_function = NULL;
- for (i=0; i<ep_em_slippery_wall_num; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
{
- if (level.em_slippery_gems) /* special EM style gems behaviour */
- Properties2[ep_em_slippery_wall[i]] |=
- EP_BIT_EM_SLIPPERY_WALL;
- else
- Properties2[ep_em_slippery_wall[i]] &=
- ~EP_BIT_EM_SLIPPERY_WALL;
+ element_info[i].change.target_element = EL_EMPTY_SPACE;
+ element_info[i].change.delay_fixed = 0;
+ element_info[i].change.delay_random = 0;
+ element_info[i].change.delay_frames = 1;
}
- /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
- if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
- Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
- else
- Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
- }
-
- /* initialize changing elements information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- {
+ changing_element[i] = FALSE;
+#else
changing_element[i].base_element = EL_UNDEFINED;
changing_element[i].next_element = EL_UNDEFINED;
changing_element[i].change_delay = -1;
changing_element[i].pre_change_function = NULL;
changing_element[i].change_function = NULL;
changing_element[i].post_change_function = NULL;
+#endif
}
- i = 0;
- while (changing_element_list[i].base_element != EL_UNDEFINED)
+ /* add changing elements from pre-defined list */
+ for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
{
+ int element = changing_element_list[i].element;
struct ChangingElementInfo *ce = &changing_element_list[i];
- int element = ce->base_element;
+ struct ElementChangeInfo *change = &element_info[element].change;
+#if 1
+ change->target_element = ce->target_element;
+ change->delay_fixed = ce->change_delay;
+ change->pre_change_function = ce->pre_change_function;
+ change->change_function = ce->change_function;
+ change->post_change_function = ce->post_change_function;
+
+ changing_element[element] = TRUE;
+#else
changing_element[element].base_element = ce->base_element;
changing_element[element].next_element = ce->next_element;
changing_element[element].change_delay = ce->change_delay;
changing_element[element].pre_change_function = ce->pre_change_function;
changing_element[element].change_function = ce->change_function;
changing_element[element].post_change_function = ce->post_change_function;
+#endif
+ }
+
+ /* add changing elements from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+#if 0
+ struct ElementChangeInfo *change = &element_info[element].change;
+#endif
+
+ /* only add custom elements that change after fixed/random frame delay */
+ if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
+ continue;
+
+#if 1
+ changing_element[element] = TRUE;
+#else
+ changing_element[element].base_element = element;
+ changing_element[element].next_element = change->target_element;
+ changing_element[element].change_delay = (change->delay_fixed *
+ change->delay_frames);
+#endif
+ }
+
+ /* ---------- initialize trigger events ---------------------------------- */
+
+ /* initialize trigger events information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ trigger_events[i] = EP_BITMASK_DEFAULT;
+
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
+ trigger_events[element_info[i].change.trigger_element] |=
+ element_info[i].change.events;
+
+ /* ---------- initialize push delay -------------------------------------- */
+
+ /* initialize push delay values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize move stepsize ----------------------------------- */
+
+ /* initialize move stepsize values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+ /* set move stepsize value for certain elements from pre-defined list */
+ for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
- i++;
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].gem_count = 0;
+
+ /* add gem count values for all elements from pre-defined list */
+ for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[gem_count_list[i].element].gem_count =
+ gem_count_list[i].gem_count;
}
player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
- player->is_moving = FALSE;
player->is_moving = FALSE;
player->is_waiting = FALSE;
AllPlayersGone = FALSE;
- game.yam_content_nr = 0;
+ game.yamyam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
{
for (y=0; y<lev_fieldy; y++)
{
- Feld[x][y] = Ur[x][y];
+ Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
+ Pushed[x][y] = FALSE;
+ Changing[x][y] = FALSE;
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE);
+ int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
getFontWidth(FONT_LEVEL_NUMBER) * 3,
if (setup.sound_music)
PlayMusic(level_nr);
- KeyboardAutoRepeatOff();
+ KeyboardAutoRepeatOffUnlessAutoplay();
if (options.debug)
{
break;
default:
- MovDir[x][y] = 1 << RND(4);
- if (element != EL_BUG &&
- element != EL_SPACESHIP &&
- element != EL_BD_BUTTERFLY &&
- element != EL_BD_FIREFLY)
- break;
-
- for (i=0; i<4; i++)
+ if (IS_CUSTOM_ELEMENT(element))
{
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
-
- if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ if (element_info[element].move_direction_initial != MV_NO_MOVING)
+ MovDir[x][y] = element_info[element].move_direction_initial;
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = 1 << RND(4);
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ MovDir[x][y] = element_info[element].move_pattern;
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+ element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
{
- if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ for (i=0; i<4; i++)
{
- MovDir[x][y] = direction[0][i];
- break;
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ MovDir[x][y] = direction[0][i];
+ else
+ MovDir[x][y] = direction[1][i];
+
+ break;
+ }
}
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ }
+ }
+ else
+ {
+ MovDir[x][y] = 1 << RND(4);
+
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
+
+ for (i=0; i<4; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- MovDir[x][y] = direction[1][i];
- break;
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ MovDir[x][y] = direction[0][i];
+ break;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ MovDir[x][y] = direction[1][i];
+ break;
+ }
}
}
}
if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
if (TimeLeft > 0 && !(TimeLeft % 10))
- RaiseScore(level.score[SC_ZEITBONUS]);
+ RaiseScore(level.score[SC_TIME_BONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft -= 10;
else
if (!tape.playing && !setup.sound_loops)
PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
if (TimePlayed < 999 && !(TimePlayed % 10))
- RaiseScore(level.score[SC_ZEITBONUS]);
+ RaiseScore(level.score[SC_TIME_BONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
TimePlayed += 10;
else
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = HALLOFFAME;
+ game_status = GAME_MODE_SCORES;
DrawHallOfFame(hi_pos);
if (raise_level)
{
}
else
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
if (raise_level)
{
level_nr++;
void InitMovingField(int x, int y, int direction)
{
int element = Feld[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 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;
+ int newy = y + dy;
if (!JustStopped[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_EMPTY;
+
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ Pushed[x][y] = FALSE;
+
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
}
void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
return;
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
return;
}
- else if (Feld[x][y] == EL_BLOCKED)
+ else if (element == EL_BLOCKED)
{
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
return;
}
- if (Feld[x][y] == EL_BLOCKED &&
+ if (element == EL_BLOCKED &&
(Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
- Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
- else
- Feld[oldx][oldy] = EL_EMPTY;
+ next_element = get_next_element(Feld[oldx][oldy]);
+
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- Feld[newx][newy] = EL_EMPTY;
- MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
- MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
- GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
DrawLevelField(oldx, oldy);
DrawLevelField(newx, newy);
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
- if (Store[x][y])
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
+
+ if (Back[x][y])
+ DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ else if (Store[x][y])
DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
#if 1
- if (Store[x][y])
+ if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
{
int center_element = Feld[ex][ey];
+#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 >= RELEASE_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+ return;
+#endif
+
+ if (mode == EX_NORMAL || mode == EX_CENTER)
+ PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+
+ /* remove things displayed in background while burning dynamite */
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
/* put moving element to center field (and let it explode there) */
Feld[ex][ey] = center_element;
}
- for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+ for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
{
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
int element;
if (!IN_LEV_FIELD(x, y) ||
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
element = MovingOrBlocked2Element(x, y);
- RemoveMovingField(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
}
- if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
+#if 1
+
+#if 0
+ if (IS_EXPLOSION_PROOF(element))
+ continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
+#else
+ if ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
continue;
+#endif
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
{
continue;
}
+ /* save walkable background elements while explosion on same tile */
+#if 0
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#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 ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(x, y);
+#endif
+
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
Store[x][y] = EL_BD_DIAMOND;
else if (center_element == EL_SP_ELECTRON)
Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_YAMYAM)
- Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
else if (center_element == EL_AMOEBA_TO_DIAMOND)
Store[x][y] = level.amoeba_content;
+ 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_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
- else if (!IS_PFORTE(Store[x][y]))
+ else if (IS_CUSTOM_ELEMENT(element))
+ Store[x][y] = element_info[element].content[1][1];
+ else
Store[x][y] = EL_EMPTY;
if (x != ex || y != ey ||
center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
Store2[x][y] = element;
+#if 0
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
AmoebaCnt2[AmoebaNr[x][y]]--;
}
- Feld[x][y] = EL_EXPLOSION;
+#if 1
+ RemoveField(x, y);
+#else
MovDir[x][y] = MovPos[x][y] = 0;
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
+
ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
if (center_element == EL_YAMYAM)
- game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
return;
}
if (IS_PLAYER(x, y))
KillHeroUnlessProtected(x, y);
- else if (IS_EXPLOSIVE(element))
+ else if (CAN_EXPLODE_BY_FIRE(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
+
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
InitField(x, y, FALSE);
- if (CAN_MOVE(element) || COULD_MOVE(element))
+ if (CAN_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
}
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
+#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
int frame = getGraphicAnimationFrame(graphic, phase - delay);
if (phase == delay)
- DrawCrumbledSand(SCREENX(x), SCREENY(y));
+ DrawLevelFieldCrumbledSand(x, y);
- if (IS_PFORTE(Store[x][y]))
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
- DrawLevelElement(x, y, Store[x][y]);
+ DrawLevelElement(x, y, Back[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
- else
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
+ {
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
+ }
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
}
Explode(x, y, EX_PHASE_START, EX_BORDER);
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (element != EL_EMPTY &&
element != EL_SAND &&
element != EL_EXPLOSION &&
void Bang(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
+
+ if (IS_PLAYER(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ player->element_nr);
+ }
+#if 0
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
if (game.emulation == EMU_SUPAPLEX)
PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
}
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
}
void SplashAcid(int x, int y)
{
return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
- EL_INVISIBLE_SAND_ACTIVE);
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
}
static int getInvisibleFromInvisibleActiveElement(int element)
{
return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
- EL_INVISIBLE_SAND);
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
}
static void RedrawAllLightSwitchesAndInvisibleElements()
Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ 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);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+ 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;
+ }
+
+ return step;
+}
+
void Impact(int x, int y)
{
boolean lastline = (y == lev_fieldy-1);
boolean object_hit = FALSE;
+ boolean impact = (lastline || object_hit);
int element = Feld[x][y];
- int smashed = 0;
+ int smashed = EL_UNDEFINED;
if (!lastline) /* check if element below was hit */
{
- if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
- object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
- MovDir[x][y+1] != MV_DOWN ||
- MovPos[x][y+1] <= TILEY / 2));
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
+
+ /* do not smash moving elements that left the smashed field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
+
if (object_hit)
- smashed = MovingOrBlocked2Element(x, y+1);
+ smashed = MovingOrBlocked2Element(x, y + 1);
+
+ impact = (lastline || object_hit);
}
if (!lastline && smashed == EL_ACID) /* element falls into acid */
return;
}
- if (lastline || object_hit)
+ if (impact)
{
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
}
- if ((element == EL_BOMB ||
- element == EL_SP_DISK_ORANGE ||
- element == EL_DX_SUPABOMB) &&
- (lastline || object_hit)) /* element is bomb */
+ if (impact && CAN_EXPLODE_IMPACT(element))
{
Bang(x, y);
return;
}
- else if (element == EL_PEARL)
+ else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
-
- if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+#if 1
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
- if (object_hit && IS_PLAYER(x, y+1))
- KillHeroUnlessProtected(x, y+1);
- else if (object_hit && smashed == EL_PENGUIN)
- Bang(x, y+1);
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
+#else
+ else if (impact && CAN_CHANGE(element) &&
+ HAS_CHANGE_EVENT(element, CE_IMPACT))
+ {
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ ChangeElementNow(x, y, element);
+
+ return;
+ }
+#endif
+
+ if (impact && element == EL_AMOEBA_DROP)
+ {
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillHeroUnlessProtected(x, y + 1);
+ else if (object_hit && smashed == EL_PENGUIN)
+ Bang(x, y + 1);
else
{
Feld[x][y] = EL_AMOEBA_GROWING;
return;
}
- if (!lastline && object_hit) /* check which object was hit */
+ if (object_hit) /* check which object was hit */
{
- if (CAN_CHANGE(element) &&
+ if (CAN_PASS_MAGIC_WALL(element) &&
(smashed == EL_MAGIC_WALL ||
smashed == EL_BD_MAGIC_WALL))
{
if (IS_PLAYER(x, y + 1))
{
- KillHeroUnlessProtected(x, y+1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ KillHeroUnlessProtected(x, y + 1);
+ return;
+ }
}
else if (smashed == EL_PENGUIN)
{
- Bang(x, y + 1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ Bang(x, y + 1);
+ return;
+ }
}
else if (element == EL_BD_DIAMOND)
{
- if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
Bang(x, y + 1);
return;
Bang(x, y + 1);
return;
}
- else if (element == EL_ROCK ||
- element == EL_SP_ZONK ||
- element == EL_BD_ROCK)
- {
- if (IS_ENEMY(smashed) ||
- smashed == EL_BOMB ||
- smashed == EL_SP_DISK_ORANGE ||
- smashed == EL_DX_SUPABOMB ||
- smashed == EL_SATELLITE ||
- smashed == EL_PIG ||
- smashed == EL_DRAGON ||
- smashed == EL_MOLE)
+#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) ||
+ CAN_EXPLODE_SMASHED(smashed))
{
Bang(x, y + 1);
return;
}
- else if (!IS_MOVING(x, y + 1))
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
{
if (smashed == EL_LAMP ||
smashed == EL_LAMP_ACTIVE)
}
else if (smashed == EL_NUT)
{
- Feld[x][y+1] = EL_NUT_BREAKING;
+ Feld[x][y + 1] = EL_NUT_BREAKING;
PlaySoundLevel(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
- Feld[x][y+1] = EL_PEARL_BREAKING;
+ Feld[x][y + 1] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
- Feld[x][y+1] = EL_EMPTY;
+ Feld[x][y + 1] = EL_DIAMOND_BREAKING;
PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
{
- ToggleBeltSwitch(x, y+1);
+ ToggleBeltSwitch(x, y + 1);
}
else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
smashed == EL_SWITCHGATE_SWITCH_DOWN)
{
- ToggleSwitchgateSwitch(x, y+1);
+ ToggleSwitchgateSwitch(x, y + 1);
}
else if (smashed == EL_LIGHT_SWITCH ||
smashed == EL_LIGHT_SWITCH_ACTIVE)
{
- ToggleLightSwitch(x, y+1);
+ ToggleLightSwitch(x, y + 1);
+ }
+#if 1
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ }
+#else
+ else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
+ {
+ ChangeElementNow(x, y + 1, smashed);
}
+#endif
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
}
}
}
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
- if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
- else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
int x, y;
} move_xy[] =
{
- { 0, 0 },
- {-1, 0 },
- {+1, 0 },
- { 0, 0 },
- { 0, -1 },
- { 0, 0 }, { 0, 0 }, { 0, 0 },
- { 0, +1 }
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
};
static struct
{
int left, right, back;
} turn[] =
{
- { 0, 0, 0 },
+ { 0, 0, 0 },
{ MV_DOWN, MV_UP, MV_RIGHT },
- { MV_UP, MV_DOWN, MV_LEFT },
- { 0, 0, 0 },
- { MV_LEFT, MV_RIGHT, MV_DOWN },
- { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
- { MV_RIGHT, MV_LEFT, MV_UP }
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
};
int element = Feld[x][y];
int right_x = x + right_dx, right_y = y + right_dy;
int move_x = x + move_dx, move_y = y + move_dy;
+ int xx, yy;
+
if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(right_x, right_y) &&
- IS_FREE(right_x, right_y))
+ if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = left_dir;
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(left_x, left_y) &&
- IS_FREE(left_x, left_y))
+ if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = right_dir;
if ((element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ 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) */
}
else if (element == EL_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- Feld[left_x][left_y] == EL_DIAMOND))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- Feld[right_x][right_y] == EL_DIAMOND))
- can_turn_right = TRUE;
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
else if (element == EL_DARK_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_MAMPF2(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_MAMPF2(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
else if (element == EL_PACMAN)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 6+RND(40);
+ MovDelay[x][y] = 6 + RND(40);
}
else if (element == EL_PIG)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- boolean should_turn_left = FALSE, should_turn_right = FALSE;
- boolean should_move_on = FALSE;
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean should_turn_left, should_turn_right, should_move_on;
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
- can_move_on = TRUE;
-
- if (can_turn_left &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
- !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
- should_turn_left = TRUE;
- if (can_turn_right &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
- !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
- should_turn_right = TRUE;
- if (can_move_on &&
- (!can_turn_left || !can_turn_right ||
- (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
- !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
- (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
- !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
- should_move_on = TRUE;
+ should_turn_left = (can_turn_left &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+ y + back_dy + left_dy)));
+ should_turn_right = (can_turn_right &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+ y + back_dy + right_dy)));
+ should_move_on = (can_move_on &&
+ (!can_turn_left ||
+ !can_turn_right ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+ y + move_dy + left_dy) ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+ y + move_dy + right_dy)));
if (should_turn_left || should_turn_right || should_move_on)
{
if (should_turn_left && should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
- rnd < 2*rnd_value/3 ? right_dir :
+ MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
+ rnd < 2 * rnd_value / 3 ? right_dir :
old_move_dir);
else if (should_turn_left && should_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
else if (should_turn_left && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
else if (should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
else if (should_turn_left)
MovDir[x][y] = left_dir;
else if (should_turn_right)
else if (should_move_on)
MovDir[x][y] = old_move_dir;
}
- else if (can_move_on && rnd > rnd_value/8)
+ else if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
else if (can_turn_right && rnd > rnd_value/8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
- !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_DRAGON)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+ boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+ boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
- can_move_on = TRUE;
-
- if (can_move_on && rnd > rnd_value/8)
+ if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
- else if (can_turn_right && rnd > rnd_value/8)
+ else if (can_turn_right && rnd > rnd_value / 8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_MOLE)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
- if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
- can_move_on = TRUE;
-
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left =
+ (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ IS_AMOEBOID(Feld[left_x][left_y])));
+
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ IS_AMOEBOID(Feld[right_x][right_y])));
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(2) ? left_dir : right_dir);
}
else if (element == EL_SPRING)
{
- if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
- (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
- (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+ if (MovDir[x][y] & MV_HORIZONTAL &&
+ (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+ IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
if (!player->active)
continue;
- if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
{
attr_x = jx;
attr_y = jy;
for (i=0; i<4; i++)
{
- int ex = x + xy[i%4][0];
- int ey = y + xy[i%4][1];
+ int ex = x + xy[i % 4][0];
+ int ey = y + xy[i % 4][1];
if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
{
}
MovDir[x][y] = MV_NO_MOVING;
- if (attr_x<x)
+ if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
- else if (attr_x>x)
+ else if (attr_x > x)
MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
- if (attr_y<y)
+ if (attr_y < y)
MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
- else if (attr_y>y)
+ else if (attr_y > y)
MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
if (element == EL_ROBOT)
{
int newx, newy;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
- MovDelay[x][y] = 8+8*!RND(3);
+ MovDelay[x][y] = 8 + 8 * !RND(3);
else
MovDelay[x][y] = 16;
}
- else
+ else if (element == EL_PENGUIN)
+ {
+ int newx, newy;
+
+ MovDelay[x][y] = 1;
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
+ }
+ else /* (element == EL_SATELLITE) */
{
int newx, newy;
MovDelay[x][y] = 1;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
{
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
- new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_ACID ||
- (element == EL_PENGUIN &&
- (Feld[newx][newy] == EL_EXIT_OPEN ||
- IS_MAMPF3(Feld[newx][newy])))))
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
return;
MovDir[x][y] =
- new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_ACID ||
- (element == EL_PENGUIN &&
- (Feld[newx][newy] == EL_EXIT_OPEN ||
- IS_MAMPF3(Feld[newx][newy])))))
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
return;
MovDir[x][y] = old_move_dir;
}
}
}
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ {
+ boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+ if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = right_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_HORIZONTAL ||
+ element_info[element].move_pattern == MV_VERTICAL)
+ {
+ if (element_info[element].move_pattern & old_move_dir)
+ MovDir[x][y] = back_dir;
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ {
+ MovDir[x][y] = element_info[element].move_pattern;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
+ element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+ {
+ int attr_x = -1, attr_y = -1;
+ int newx, newy;
+ boolean move_away =
+ (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+
+ if (AllPlayersGone)
+ {
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x < x)
+ MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ }
+ }
}
static boolean JustBeingPushed(int x, int y)
void StartMoving(int x, int y)
{
- static boolean use_spring_bug = TRUE;
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
return;
- GfxAction[x][y] = ACTION_DEFAULT;
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
if (element == EL_QUICKSAND_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
#endif
}
- else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY + 1;
}
Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y+1] = EL_QUICKSAND_FULL;
- Store[x][y+1] = Store[x][y];
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
#if 1
PlaySoundLevelAction(x, y, ACTION_FILLING);
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+ Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
}
else if (element == EL_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
}
Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
- Feld[x][y+1] = EL_MAGIC_WALL_FULL;
- Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED(Store[x][y]);
Store[x][y] = 0;
}
}
else if (element == EL_BD_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED2(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
}
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]);
+ Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
Store[x][y] = 0;
}
}
- else if (CAN_CHANGE(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))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
#if 0
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
#else
- else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+ else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
#endif
{
SplashAcid(x, y);
Store[x][y] = EL_ACID;
#if 0
/* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y+1] = ACTION_ACTIVE;
+ GfxAction[x][y + 1] = ACTION_ACTIVE;
#endif
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+#if 1
+#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])
+#else
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
JustStopped[x][y])
+#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 */
+
Impact(x, y);
}
- else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+#endif
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
{
started_moving = TRUE;
}
}
- else if (IS_FREE(x, y+1))
+ else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
if (JustStopped[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
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
+ /* 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 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] &&
+ else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
element != EL_DX_SUPABOMB)
#endif
#else
- else if ((IS_SLIPPERY(Feld[x][y+1]) ||
- (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
- !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ 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] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
- boolean left = (x>0 && IS_FREE(x-1, y) &&
- (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
- boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
- (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+ 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_right = (x < lev_fieldx - 1 && 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);
- if (left || right)
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
{
- if (left && right &&
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+ if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = (can_fall_left && can_fall_right);
+ }
+
+ if (can_fall_any)
+ {
+ if (can_fall_both &&
(game.emulation != EMU_BOULDERDASH &&
element != EL_BD_ROCK && element != EL_BD_DIAMOND))
- left = !(right = RND(2));
+ can_fall_left = !(can_fall_right = RND(2));
- InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
- else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
{
- boolean left_is_free = (x>0 && IS_FREE(x-1, y));
- boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
- int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
int belt_dir = game.belt_dir[belt_nr];
if ((belt_dir == MV_LEFT && left_is_free) ||
}
}
- /* not "else if" because of EL_SPRING */
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
if (CAN_MOVE(element) && !started_moving)
{
int newx, newy;
if (!MovDelay[x][y]) /* start new movement phase */
{
- /* all objects that can change their move direction after each step */
- /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
+ /* all objects that can change their move direction after each step
+ (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
- element != EL_PACMAN)
+ element != EL_PACMAN &&
+ !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
+ element_info[element].move_pattern != MV_TURNING_LEFT &&
+ element_info[element].move_pattern != MV_TURNING_RIGHT)
{
TurnRound(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
+ GfxAction[x][y] = ACTION_WAITING;
+ }
+
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
PlaySoundLevelAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
int sx = SCREENX(xx), sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
- if (!IN_LEV_FIELD(xx, yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
break;
if (MovDelay[x][y])
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
return;
}
+
+#if 0
+ GfxAction[x][y] = ACTION_MOVING;
+#endif
}
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
!PLAYER_PROTECTED(newx, newy))
{
-
#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
#else
- /* enemy got the player */
+ /* player killed by element which is deadly when colliding with */
MovDir[x][y] = 0;
KillHero(PLAYERINFO(newx, newy));
return;
#endif
}
- else if ((element == EL_PENGUIN || element == EL_ROBOT ||
- element == EL_SATELLITE || element == EL_BALLOON) &&
+ 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)
{
return;
}
- else if (IS_MAMPF3(Feld[newx][newy]))
+ else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
}
else if (!IS_FREE(newx, newy))
{
+ GfxAction[x][y] = ACTION_WAITING;
+
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
}
else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
{
- if (IS_GEM(Feld[newx][newy]))
+ if (IS_FOOD_PIG(Feld[newx][newy]))
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
- if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+ if ((wanna_flame ||
+ IS_CLASSIC_ENEMY(element1) ||
+ IS_CLASSIC_ENEMY(element2)) &&
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
}
else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- IS_MAMPF2(Feld[newx][newy]))
+ IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
TurnRound(x, y);
- if (element == EL_BUG || element == EL_SPACESHIP ||
+#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_BUG || element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK || element == EL_MOLE)
+ else if (element == EL_MOLE)
DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ 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
PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
return;
}
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);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy) * TILEX / 8;
-
- if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
- step /= 2;
- else if (element == EL_QUICKSAND_FILLING ||
- element == EL_QUICKSAND_EMPTYING)
- step /= 4;
- else if (element == EL_MAGIC_WALL_FILLING ||
- element == EL_BD_MAGIC_WALL_FILLING ||
- element == EL_MAGIC_WALL_EMPTYING ||
- element == EL_BD_MAGIC_WALL_EMPTYING)
- step /= 2;
- else if (CAN_FALL(element) && horiz_move &&
- y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
- step /= 2;
- else if (element == EL_SPRING && horiz_move)
- step *= 2;
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean pushed = Pushed[x][y];
-#if OLD_GAME_BEHAVIOUR
- else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
-#endif
+ MovPos[x][y] += getElementMoveStepsize(x, y);
- MovPos[x][y] += step;
+ 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 */
{
Feld[x][y] = EL_EMPTY;
Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
if (element == EL_MOLE)
{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
-
Feld[x][y] = EL_SAND;
- DrawLevelField(x, y);
-
- for(i=0; i<4; i++)
- {
- int xx, yy;
-
- xx = x + xy[i][0];
- yy = y + xy[i][1];
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
- DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
- }
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
-
- if (element == EL_QUICKSAND_FILLING)
+ else if (element == EL_QUICKSAND_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
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];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
else if (Store[x][y] == EL_ACID)
{
element = Feld[newx][newy] = EL_ACID;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+
/* 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 */
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
ResetGfxAnimation(x, y); /* reset animation values for old field */
-#if 1
#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 (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
MovDir[newx][newy] = 0;
#endif
#endif
DrawLevelField(x, y);
DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE;
- JustStopped[newx][newy] = 3;
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ if (!pushed) /* special case: moving object pushed by player */
+ JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
- if (CAN_SMASH(element) && direction == MV_DOWN &&
- (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementChange(newx, newy, element, CE_COLLISION);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
else /* still moving on */
{
if (!IN_LEV_FIELD(x, y))
return;
+ /* !!! 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)
{
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! 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)
{
changed = TRUE;
}
}
+ /* !!! 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])
static void InitRobotWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunRobotWheel(int x, int y)
static void InitTimegateWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunTimegateWheel(int x, int y)
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
DrawLevelField(x, y - 1);
}
else
{
- if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
DrawLevelField(x, y + 1);
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
int element = Feld[x][y];
int activating_delay = FRAMES_PER_SECOND / 4;
- MovDelay[x][y] =
+ ChangeDelay[x][y] =
(element == EL_SP_BUGGY_BASE ?
2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
element == EL_SP_BUGGY_BASE_ACTIVATING ?
static void InitTrap(int x, int y)
{
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
}
static void ActivateTrap(int x, int y)
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawCrumbledSand(SCREENX(x), SCREENY(y));
+ DrawLevelFieldCrumbledSand(x, y);
}
-static void ChangeElement(int x, int y)
+static void ChangeElementNowExt(int x, int y, int target_element)
{
- int element = Feld[x][y];
-
- if (MovDelay[x][y] == 0) /* initialize element change */
+ if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
{
- MovDelay[x][y] = changing_element[element].change_delay + 1;
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
-
- if (changing_element[element].pre_change_function)
- changing_element[element].pre_change_function(x, y);
+ Bang(x, y);
+ return;
}
- MovDelay[x][y]--;
+ RemoveField(x, y);
+ Feld[x][y] = target_element;
- if (MovDelay[x][y] != 0) /* continue element change */
- {
- if (IS_ANIMATED(el2img(element)))
- DrawLevelElementAnimationIfNeeded(x, y, element);
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
- if (changing_element[element].change_function)
- changing_element[element].change_function(x, y);
- }
- else /* finish element change */
- {
- Feld[x][y] = changing_element[element].next_element;
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+
+ DrawLevelField(x, y);
+
+ if (CAN_BE_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+}
+
+static void ChangeElementNow(int x, int y, int element)
+{
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+ /* prevent CheckTriggeredElementChange() from looping */
+ Changing[x][y] = TRUE;
+
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+
+ Changing[x][y] = FALSE;
+
+ if (change->explode)
+ {
+ Bang(x, y);
+ return;
+ }
+
+ if (change->use_content)
+ {
+ boolean complete_change = TRUE;
+ boolean can_change[3][3];
+ int xx, yy;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ boolean half_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int e;
+
+ can_change[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (change->content[xx][yy] == EL_EMPTY_SPACE)
+ {
+ can_change[xx][yy] = FALSE; /* do not change empty borders */
+
+ continue;
+ }
+
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+
+ continue;
+ }
+
+ e = Feld[ex][ey];
+
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
+ half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+ if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
+ (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+ (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+ }
+ }
+
+ if (!change->only_complete || complete_change)
+ {
+ boolean something_has_changed = FALSE;
+
+ if (change->only_complete && change->use_random_change &&
+ RND(100) < change->random)
+ return;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+
+ if (can_change[xx][yy] && (!change->use_random_change ||
+ RND(100) < change->random))
+ {
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
+ ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+ something_has_changed = TRUE;
+
+ /* for symmetry reasons, stop newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE;
+ }
+ }
+
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
+ }
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
+}
+
+static void ChangeElement(int x, int y)
+{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
+ int element = Feld[x][y];
+#endif
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+#if 1
+ ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
+ RND(change->delay_random * change->delay_frames)) + 1;
+#else
+ ChangeDelay[x][y] = changing_element[element].change_delay + 1;
+
+ if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+ {
+ int max_random_delay = element_info[element].change.delay_random;
+ int delay_frames = element_info[element].change.delay_frames;
+
+ ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
+ }
+#endif
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
- DrawLevelField(x, y);
+#if 1
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+#else
+ if (changing_element[element].pre_change_function)
+ changing_element[element].pre_change_function(x, y);
+#endif
+ }
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 1
+ if (change->change_function)
+ change->change_function(x, y);
+#else
+ if (changing_element[element].change_function)
+ changing_element[element].change_function(x, y);
+#endif
+ }
+ else /* finish element change */
+ {
+#if 0
+ int next_element = changing_element[element].next_element;
+#endif
+
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+
+ return;
+ }
+
+#if 1
+ ChangeElementNow(x, y, element);
+
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+#else
+ if (next_element != EL_UNDEFINED)
+ ChangeElementNow(x, y, next_element);
+ else
+ ChangeElementNow(x, y, element_info[element].change.target_element);
if (changing_element[element].post_change_function)
changing_element[element].post_change_function(x, y);
+#endif
+ }
+}
+
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+ int trigger_event)
+{
+ int i, x, y;
+
+ if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ return FALSE;
+
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
+ element_info[i].change.trigger_element != trigger_element)
+ continue;
+
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ if (x == lx && y == ly) /* do not change trigger element itself */
+ continue;
+
+ if (Changing[x][y]) /* do not change just changing elements */
+ continue;
+
+ if (Feld[x][y] == i)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+ }
+ }
}
+
+ return TRUE;
+}
+
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ Blocked2Moving(x, y, &x, &y);
+
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+
+ return TRUE;
}
static void PlayerActions(struct PlayerInfo *player, byte player_action)
byte *recorded_player_action;
byte summarized_player_action = 0;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
action_delay_value =
HandleNetworking();
#endif
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
if (!network_player_action_received)
stored_player[i].Frame++;
#endif
+#if 1
+ if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int x = player->jx;
+ int y = player->jy;
+
+ if (player->active && player->Pushing && player->is_moving &&
+ IS_MOVING(x, y))
+ {
+ ContinueMoving(x, y);
+
+ /* continue moving after pushing (this is actually a bug) */
+ if (!IS_MOVING(x, y))
+ {
+ Stop[x][y] = FALSE;
+ }
+ }
+ }
+ }
+#endif
+
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
Stop[x][y] = FALSE;
GfxFrame[x][y]++;
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements without push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
element = Feld[x][y];
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#else
graphic = el2img(element);
+#endif
+
+#if 0
+ if (element == -1)
+ {
+ printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+ element = graphic = 0;
+ }
+#endif
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
continue;
}
+#if 1
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_CHANGING(x, y))
+ {
+ ChangeElement(x, y);
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ }
+#endif
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[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
+
if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y) &&
!Stop[x][y])
+ {
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+ }
+
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
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))
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#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 (IS_BELT_ACTIVE(element))
PlaySoundLevelAction(x, y, ACTION_ACTIVE);
#endif
element = Feld[x][y];
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
element == EL_SAND ||
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
- !IS_TUBE(Feld[jx][jy]))
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
+/*
+ MoveFigureOneStep()
+ -----------------------------------------------------------------------------
+ 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,
int dx, int dy, int real_dx, int real_dy)
{
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
#endif
- if (DONT_GO_TO(element))
+ if (DONT_RUN_INTO(element))
{
if (element == EL_ACID && dx == 0 && dy == 1)
{
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
+ DrawLevelField(jx, jy); /* for "crumbled sand" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
}
TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
if (!player->active)
RemoveHero(player);
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 0
DrawPlayer(player);
+#endif
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
if (player->MovPos == 0)
CheckGravityMovement(player);
- DrawPlayer(player);
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
if (player->MovPos == 0)
{
- if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+ if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
/* continue with normal speed after quickly moving through gate */
HALVE_PLAYER_SPEED(player);
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+void TestIfPlayerTouchesCustomElement(int x, int y)
{
- int i, kill_x = -1, kill_y = -1;
- static int test_xy[4][2] =
+ static boolean check_changing = FALSE;
+ static int xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int test_dir[4] =
- {
- MV_UP,
- MV_LEFT,
- MV_RIGHT,
- MV_DOWN
- };
+ boolean center_is_player = (IS_PLAYER(x, y));
+ int i;
+
+ /* prevent TestIfPlayerTouchesCustomElement() from looping */
+ if (check_changing)
+ return;
+
+ check_changing = TRUE;
for (i=0; i<4; i++)
{
- int test_x, test_y, test_move_dir, test_element;
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
- test_x = good_x + test_xy[i][0];
- test_y = good_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);
-
-#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_GO_TO style bad thing;
- 2nd case: DONT_TOUCH style bad thing does not move away from good thing
- */
- if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
- (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+ if (center_is_player)
{
- kill_x = test_x;
- kill_y = test_y;
- break;
+ CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
}
- }
-
- if (kill_x != -1 || kill_y != -1)
- {
- if (IS_PLAYER(good_x, good_y))
+ else if (IS_PLAYER(xx, yy))
{
- struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
- if (player->shield_deadly_time_left > 0)
- Bang(kill_x, kill_y);
- else if (!PLAYER_PROTECTED(good_x, good_y))
- KillHero(player);
+ break;
}
- else
- Bang(good_x, good_y);
}
+
+ check_changing = FALSE;
}
-void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static boolean check_changing = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
+ int i;
+
+ /* prevent TestIfElementTouchesCustomElement() from looping */
+ if (check_changing)
+ return;
+
+ check_changing = TRUE;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (center_is_custom &&
+ Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
+ {
+ CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
+ Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
+ {
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
+ }
+ }
+
+ check_changing = FALSE;
+}
+
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+{
+ int i, kill_x = -1, kill_y = -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
+ };
+
+ for (i=0; i<4; i++)
+ {
+ 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;
+ break;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(good_x, good_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
+
+ if (player->shield_deadly_time_left > 0)
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
+ KillHero(player);
+ }
+ else
+ Bang(good_x, good_y);
+ }
+}
+
+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];
test_element = Feld[test_x][test_y];
- /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ /* 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_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
- (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+ 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))
if (!player->active)
return;
- if (IS_PFORTE(Feld[jx][jy]))
- Feld[jx][jy] = EL_EMPTY;
+ /* remove accessible field at the player's position */
+ Feld[jx][jy] = EL_EMPTY;
/* deactivate shield (else Bang()/Explode() would not work right) */
player->shield_normal_time_left = 0;
if (!player->active)
return;
+#if 1
+ PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
ExitY = ZY = jy;
}
+/*
+ =============================================================================
+ checkDiagonalPushing()
+ -----------------------------------------------------------------------------
+ check if diagonal input device direction results in pushing of object
+ (by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy)
+{
+ int jx, jy, dx, dy, xx, yy;
+
+ if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ return TRUE;
+
+ /* 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);
+
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[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)
+ =============================================================================
+*/
+
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
+ 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;
+ int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
player->is_collecting = FALSE;
}
- if (player->MovPos == 0)
+ if (player->MovPos == 0) /* last pushing move finished */
player->Pushing = FALSE;
- if (mode == DF_NO_PUSH)
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
player->Switching = FALSE;
player->push_delay = 0;
+
return MF_NO_ACTION;
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
- if (IS_TUBE(Feld[jx][jy]))
+#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)))
+#endif
{
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 },
{ -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
};
- while (tube_leave_directions[i][0] != Feld[jx][jy])
+ while (tube_leave_directions[i][0] != tube_element)
{
i++;
if (tube_leave_directions[i][0] == -1) /* should not happen */
element = Feld[x][y];
+ if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+ game.engine_version >= VERSION_IDENT(2,2,0))
+ return MF_NO_ACTION;
+
switch (element)
{
- case EL_EMPTY:
- case EL_SAND:
- case EL_INVISIBLE_SAND:
- case EL_INVISIBLE_SAND_ACTIVE:
- case EL_TRAP:
- case EL_SP_BASE:
- case EL_SP_BUGGY_BASE:
- case EL_SP_BUGGY_BASE_ACTIVATING:
-#if 1
- if (mode != DF_SNAP && element == EL_SAND)
- GfxElement[x][y] = Feld[x][y];
-#endif
- RemoveField(x, y);
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
- break;
-
- case EL_EMERALD:
- case EL_BD_DIAMOND:
- case EL_EMERALD_YELLOW:
- case EL_EMERALD_RED:
- case EL_EMERALD_PURPLE:
- case EL_DIAMOND:
- case EL_SP_INFOTRON:
- case EL_PEARL:
- case EL_CRYSTAL:
- RemoveField(x, y);
- local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
- element == EL_PEARL ? 5 :
- element == EL_CRYSTAL ? 8 : 1);
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
- RaiseScoreElement(element);
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- break;
-
- case EL_SPEED_PILL:
- RemoveField(x, y);
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
- break;
-
- case EL_ENVELOPE:
- Feld[x][y] = EL_EMPTY;
- PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
- break;
-
- case EL_EXTRA_TIME:
- RemoveField(x, y);
- if (level.time > 0)
- {
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- }
- PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
- break;
-
- case EL_SHIELD_NORMAL:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
- break;
-
- case EL_SHIELD_DEADLY:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
- player->shield_deadly_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
- break;
-
- case EL_DYNAMITE:
- case EL_SP_DISK_RED:
- RemoveField(x, y);
- player->dynamite++;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
- RaiseScoreElement(EL_DYNAMITE);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_NUMBER:
- RemoveField(x, y);
- player->dynabomb_count++;
- player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_SIZE:
- RemoveField(x, y);
- player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_POWER:
- RemoveField(x, y);
- player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
- break;
-
- case EL_KEY_1:
- case EL_KEY_2:
- case EL_KEY_3:
- case EL_KEY_4:
- {
- int key_nr = element - EL_KEY_1;
- int graphic = el2edimg(element);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
- break;
- }
-
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- {
- int key_nr = element - EL_EM_KEY_1;
- int graphic = el2edimg(EL_KEY_1 + key_nr);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
- break;
- }
-
case EL_ROBOT_WHEEL:
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
return MF_ACTION;
break;
- /* the following elements cannot be pushed by "snapping" */
- case EL_ROCK:
- case EL_BOMB:
- case EL_DX_SUPABOMB:
- case EL_NUT:
- case EL_TIME_ORB_EMPTY:
- case EL_SP_ZONK:
- case EL_SP_DISK_ORANGE:
- case EL_SPRING:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- /* no "break" -- fall through to next case */
-
- /* the following elements can be pushed by "snapping" */
- case EL_BD_ROCK:
- if (dy)
- return MF_NO_ACTION;
-
- player->Pushing = TRUE;
-
- if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
- return MF_NO_ACTION;
-
- if (real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
-
- if (player->push_delay == 0)
- player->push_delay = FrameCounter;
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#endif
-
- if (mode == DF_SNAP)
- {
- InitMovingField(x, y, move_direction);
- ContinueMoving(x, y);
- }
- else
- {
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
- }
-
- if (element == EL_SPRING)
- {
- Feld[x + dx][y + dy] = EL_SPRING;
- MovDir[x + dx][y + dy] = move_direction;
- }
-
- player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
-
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
- break;
-
- case EL_GATE_1:
- case EL_GATE_2:
- case EL_GATE_3:
- case EL_GATE_4:
- if (!player->key[element - EL_GATE_1])
- return MF_NO_ACTION;
- break;
-
- case EL_GATE_1_GRAY:
- case EL_GATE_2_GRAY:
- case EL_GATE_3_GRAY:
- case EL_GATE_4_GRAY:
- if (!player->key[element - EL_GATE_1_GRAY])
- return MF_NO_ACTION;
- break;
-
- case EL_EM_GATE_1:
- case EL_EM_GATE_2:
- case EL_EM_GATE_3:
- case EL_EM_GATE_4:
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
- break;
-
- case EL_EM_GATE_1_GRAY:
- case EL_EM_GATE_2_GRAY:
- case EL_EM_GATE_3_GRAY:
- case EL_EM_GATE_4_GRAY:
- if (!player->key[element - EL_EM_GATE_1_GRAY])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
-#if 1
- PlaySoundLevelAction(x, y, ACTION_PASSING);
-#else
- PlaySoundLevel(x, y, SND_GATE_PASSING);
-#endif
- break;
-
- case EL_SWITCHGATE_OPEN:
- case EL_TIMEGATE_OPEN:
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
- break;
-
case EL_SP_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_LEFT:
case EL_SP_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_RIGHT:
case EL_SP_PORT_UP:
- case EL_SP_GRAVITY_PORT_UP:
case EL_SP_PORT_DOWN:
- case EL_SP_GRAVITY_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 ((dx == -1 &&
element != EL_SP_PORT_LEFT &&
element != EL_SP_GRAVITY_PORT_LEFT &&
element != EL_SP_GRAVITY_PORT_DOWN &&
element != EL_SP_PORT_VERTICAL &&
element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(x + dx, y + dy) ||
- !IS_FREE(x + dx, y + dy))
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ 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)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
+ PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
}
break;
- case EL_EXIT_CLOSED:
- case EL_SP_EXIT_CLOSED:
- case EL_EXIT_OPENING:
- return MF_NO_ACTION;
- break;
-
- case EL_EXIT_OPEN:
- case EL_SP_EXIT_OPEN:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- if (element == EL_EXIT_OPEN)
- PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
- else
- PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
-
- break;
-
case EL_LAMP:
Feld[x][y] = EL_LAMP_ACTIVE;
local_player->lights_still_needed--;
return MF_ACTION;
break;
- case EL_SOKOBAN_FIELD_EMPTY:
- break;
+ default:
- case EL_SOKOBAN_OBJECT:
- case EL_SOKOBAN_FIELD_FULL:
- case EL_SATELLITE:
- case EL_SP_DISK_YELLOW:
- case EL_BALLOON:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
+ if (IS_WALKABLE(element))
+ {
+ int sound_action = ACTION_WALKING;
- player->Pushing = TRUE;
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
+ {
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
- if (!IN_LEV_FIELD(x+dx, y+dy)
- || (!IS_FREE(x+dx, y+dy)
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
- || !IS_SB_ELEMENT(element))))
- return MF_NO_ACTION;
+ /* play sound from background or player, whatever is available */
+ if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+ PlaySoundLevelElementAction(x, y, element, sound_action);
+ else
+ PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
- if (dx && real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
+ break;
}
- else if (dy && real_dx)
+ else if (IS_PASSABLE(element))
{
- if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
- }
-
- if (player->push_delay == 0)
- player->push_delay = FrameCounter;
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing && element != EL_BALLOON)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_BALLOON)
- return MF_NO_ACTION;
-#endif
- if (IS_SB_ELEMENT(element))
- {
- if (element == EL_SOKOBAN_FIELD_FULL)
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
{
- Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
}
- else
- RemoveField(x, y);
-
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
- local_player->sokobanfields_still_needed--;
- if (element == EL_SOKOBAN_OBJECT)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
-#else
- PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
-#endif
- else
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
}
- else
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
+
+ break;
+ }
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
+
+ if (mode != DF_SNAP)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
- if (element == EL_SOKOBAN_FIELD_FULL)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
-#endif
- else
#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+ GfxElement[x][y] = GFX_ELEMENT(element);
#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+ GfxElement[x][y] =
+ (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
#endif
+ player->is_digging = TRUE;
}
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+
+ break;
}
- else
+ else if (IS_COLLECTIBLE(element))
{
RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
- }
- player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
+
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ }
+ 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)
+ {
+ player->dynamite++;
+ player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
- DrawLevelField(x, y);
- DrawLevelField(x + dx, y + dy);
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ }
+ 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 ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
- if (IS_SB_ELEMENT(element) &&
- local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
- }
+ player->key[key_nr] = TRUE;
- break;
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (element_info[element].gem_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].gem_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
- case EL_PENGUIN:
- case EL_PIG:
- case EL_DRAGON:
- break;
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
- default:
- if (IS_PUSHABLE(element))
+ RaiseScoreElement(element);
+ PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+
+ break;
+ }
+ else if (IS_PUSHABLE(element))
{
- if (mode == DF_SNAP)
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
return MF_NO_ACTION;
if (CAN_FALL(element) && dy)
return MF_NO_ACTION;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
+
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ return MF_NO_ACTION;
+
+ if (!player->Pushing &&
+ game.engine_version >= RELEASE_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+ 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;
- if (dx && real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
- else if (dy && real_dx)
- {
- if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
- return MF_NO_ACTION;
- }
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
- if (player->push_delay == 0)
+ if (player->push_delay == 0) /* new pushing; restart delay */
player->push_delay = FrameCounter;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
return MF_NO_ACTION;
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
- player->push_delay_value = 2 + RND(8);
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
+ {
+ player->LevelSolved = player->GameOver = TRUE;
+ PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlaySoundLevelElementAction(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 < 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);
break;
}
+ else
+ {
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
+ CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ }
return MF_NO_ACTION;
}
player->push_delay = 0;
if (Feld[x][y] != element) /* really digged/collected something */
- {
- if (GfxElement[x][y] == EL_SAND)
- player->is_digging = TRUE;
- else
- player->is_collecting = TRUE;
- }
+ player->is_collecting = !player->is_digging;
return MF_MOVING;
}
{
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 (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
if (player->snapped)
return FALSE;
- player->MovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = snap_direction;
- if (!DigField(player, x, y, 0, 0, DF_SNAP))
+ if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
return FALSE;
+#if 0
+ if (element != EL_EMPTY)
+ return FALSE;
+#endif
+
if (element != EL_EMPTY)
+ {
+#if 0
Store[jx][jy] = element;
+#else
+ Back[jx][jy] = element;
+#endif
+ }
MovDelay[jx][jy] = 96;
case EL_EMERALD_YELLOW:
case EL_EMERALD_RED:
case EL_EMERALD_PURPLE:
- RaiseScore(level.score[SC_EDELSTEIN]);
+ case EL_SP_INFOTRON:
+ RaiseScore(level.score[SC_EMERALD]);
break;
case EL_DIAMOND:
- RaiseScore(level.score[SC_DIAMANT]);
+ 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:
- RaiseScore(level.score[SC_KAEFER]);
+ case EL_SP_ELECTRON:
+ RaiseScore(level.score[SC_BUG]);
break;
case EL_SPACESHIP:
case EL_BD_FIREFLY:
- RaiseScore(level.score[SC_FLIEGER]);
+ case EL_SP_SNIKSNAK:
+ RaiseScore(level.score[SC_SPACESHIP]);
break;
case EL_YAMYAM:
case EL_DARK_YAMYAM:
- RaiseScore(level.score[SC_MAMPFER]);
+ RaiseScore(level.score[SC_YAMYAM]);
break;
case EL_ROBOT:
RaiseScore(level.score[SC_ROBOT]);
RaiseScore(level.score[SC_PACMAN]);
break;
case EL_NUT:
- RaiseScore(level.score[SC_KOKOSNUSS]);
+ RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
- RaiseScore(level.score[SC_DYNAMIT]);
+ 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:
- RaiseScore(level.score[SC_SCHLUESSEL]);
+ RaiseScore(level.score[SC_KEY]);
break;
default:
+ RaiseScore(element_info[element].score);
break;
}
}
else
#endif
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
}
}
{
int id = gi->custom_id;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
switch (id)
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
+
+ SetAudioMode(setup.sound);
PlayMusic(level_nr);
}
break;
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
+ {
setup.sound = setup.sound_loops = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
+ {
setup.sound = setup.sound_simple = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
default: