#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
-#if 1
#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition) || \
(DONT_COLLIDE_WITH(e) && \
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
-#else
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_X(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
(condition) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
(DONT_COLLIDE_WITH(e) && \
- IS_FREE_OR_PLAYER(x, y))))
-#endif
+ IS_PLAYER(x, y) && \
+ !PLAYER_ENEMY_PROTECTED(x, y))))
#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
Feld[x][y] == EL_EXIT_OPEN || \
Feld[x][y] == EL_ACID))
-#if 0
-#if 1
-#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#else
-#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-#endif
-#endif
-
#define GROUP_NR(e) ((e) - EL_GROUP_START)
#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
#define IS_EQUAL_OR_IN_GROUP(e, ge) \
(IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-#if 1
#define CE_ENTER_FIELD_COND(e, x, y) \
(!IS_PLAYER(x, y) && \
(Feld[x][y] == EL_ACID || \
IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
-#else
-#define CE_ENTER_FIELD_COND(e, x, y) \
+
+#define CE_ENTER_FIELD_COND_X(e, x, y) \
(!IS_PLAYER(x, y) && \
- (Feld[x][y] == EL_ACID || \
- Feld[x][y] == MOVE_ENTER_EL(e) || \
- (IS_GROUP_ELEMENT(MOVE_ENTER_EL(e)) && \
- IS_IN_GROUP_EL(Feld[x][y], MOVE_ENTER_EL(e)))))
-#endif
+ IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+ ELEMENT_CAN_ENTER_FIELD_GENERIC_X(e, x, y, CE_ENTER_FIELD_COND_X(e, x, y))
#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
static void ScrollPlayer(struct PlayerInfo *, int);
static void ScrollScreen(struct PlayerInfo *, int);
+int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
{ EL_UNDEFINED, 0 },
};
+struct
+{
+ int element;
+ int direction;
+}
+tube_access[] =
+{
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+
+ { EL_UNDEFINED, 0 }
+};
+
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
}
}
+static inline void InitField_WithBug1(int x, int y, boolean init_game)
+{
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Feld[x][y];
+
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ CAN_MOVE(old_element) &&
+ (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+ InitMovDir(x, y);
+
+ /* this case is in fact a combination of not less than three bugs:
+ first, it calls InitMovDir() for elements that can move, although this is
+ already done by InitField(); then, it checks the element that was at this
+ field _before_ the call to InitField() (which can change it)
+
+ */
+}
+
void DrawGameDoorValues()
{
int i, j;
for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
element_info[collect_count_list[i].element].collect_count =
collect_count_list[i].count;
+
+ /* ---------- initialize access direction -------------------------------- */
+
+ /* initialize access direction values to default */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+ /* set access direction value for certain elements from pre-defined list */
+ for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
+ element_info[tube_access[i].element].access_direction =
+ tube_access[i].direction;
}
player->inventory_size = 0;
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
player->LevelSolved = FALSE;
Bang(x, y);
}
-void RelocatePlayer(int x, int y, int element)
+void RelocatePlayer(int x, int y, int element_raw)
{
+ int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.index_search);
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
+#if 0
int num_phase = 9;
+#endif
+
+ /* !!! eliminate this variable !!! */
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+#if 1
+ int last_phase;
+#else
int last_phase = num_phase * delay;
int half_phase = (num_phase / 2) * delay;
int first_phase_after_start = EX_PHASE_START + 1;
+#endif
int border_element;
- int last_phase_TEST = last_phase;
-
if (game.explosions_delayed)
{
ExplodeField[ex][ey] = mode;
if (phase == element_info[border_element].ignition_delay ||
phase == last_phase)
{
+ boolean border_explosion = FALSE;
+
+#if 1
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#else
if (IS_PLAYER(x, y))
+#endif
{
- if (phase == 2)
- printf("::: IS_PLAYER\n");
-
KillHeroUnlessExplosionProtected(x, y);
- return;
+ border_explosion = TRUE;
+
+#if 0
+ if (phase == last_phase)
+ printf("::: IS_PLAYER\n");
+#endif
}
- else if (CAN_EXPLODE_BY_FIRE(border_element))
+ else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
- if (phase == 2)
- printf("::: CAN_EXPLODE_BY_FIRE\n");
-
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
- return;
+ border_explosion = TRUE;
+
+#if 0
+ if (phase == last_phase)
+ printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
+#endif
}
else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
- if (phase == 2)
- printf("::: EL_AMOEBA_TO_DIAMOND\n");
-
AmoebeUmwandeln(x, y);
- return;
- }
- }
-
- if (phase == last_phase)
- {
- int element;
-
- element = Feld[x][y] = Store[x][y];
- Store[x][y] = Store2[x][y] = 0;
- GfxElement[x][y] = EL_UNDEFINED;
-
- /* player can escape from explosions and might therefore be still alive */
- if (element >= EL_PLAYER_IS_EXPLODING_1 &&
- element <= EL_PLAYER_IS_EXPLODING_4)
- Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
- EL_EMPTY :
- element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
- element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
- element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
- EL_EMERALD_PURPLE);
-
- /* restore probably existing indestructible background element */
- 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] = 0;
- GfxDir[x][y] = MV_NO_MOVING;
- ChangeDelay[x][y] = 0;
- ChangePage[x][y] = -1;
+ Store2[x][y] = 0;
+ border_explosion = TRUE;
- InitField(x, y, FALSE);
-#if 1
- /* !!! not needed !!! */
- if (CAN_MOVE(element))
- InitMovDir(x, y);
+#if 0
+ if (phase == last_phase)
+ printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
+ element_info[border_element].explosion_delay,
+ element_info[border_element].ignition_delay,
+ phase);
#endif
- DrawLevelField(x, y);
-
- TestIfElementTouchesCustomElement(x, y);
-
- if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
-
- if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
- StorePlayer[x][y] = 0;
+ }
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
- }
- else if (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 0
- printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
- element_info[GfxElement[x][y]].token_name,
- graphic);
+ /* if an element just explodes due to another explosion (chain-reaction),
+ do not immediately end the new explosion when it was the last frame of
+ the explosion (as it would be done in the following "if"-statement!) */
+ if (border_explosion && phase == last_phase)
+ return;
#endif
-
- if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
-
- if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
- {
- DrawLevelElement(x, y, Back[x][y]);
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
- }
- 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);
}
#else
if (IS_PLAYER(x, y))
KillHeroUnlessExplosionProtected(x, y);
- else if (CAN_EXPLODE_BY_FIRE(element))
+ else if (CAN_EXPLODE_BY_EXPLOSION(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
else if (element == EL_AMOEBA_TO_DIAMOND)
AmoebeUmwandeln(x, y);
}
+#endif
if (phase == last_phase)
{
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
+#if 1
+ InitField_WithBug2(x, y, FALSE);
+#else
InitField(x, y, FALSE);
#if 1
/* !!! not needed !!! */
+#if 1
+ if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
+ InitMovDir(x, y);
+#else
if (CAN_MOVE(element))
InitMovDir(x, y);
+#endif
+#endif
#endif
DrawLevelField(x, y);
if (GFX_CRUMBLED(element))
DrawLevelFieldCrumbledSandNeighbours(x, y);
- if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
if (ELEM_IS_PLAYER(element))
RelocatePlayer(x, y, element);
}
+#if 1
+ else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#else
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#endif
{
#if 1
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
else if (!IS_WALKABLE_INSIDE(Back[x][y]))
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
-#endif
}
void DynaExplode(int ex, int ey)
/* special values for move stepsize for spring and things on conveyor belt */
if (horiz_move)
{
+#if 0
+ if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
if (CAN_FALL(element) &&
y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
step = sign * MOVE_STEPSIZE_NORMAL / 2;
else if (element == EL_SPRING)
step = sign * MOVE_STEPSIZE_NORMAL * 2;
+#endif
}
return step;
void StartMoving(int x, int y)
{
+#if 0
boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
- if ((x > 0 && IS_PLAYER(x - 1, y)) ||
- (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
if (JustBeingPushed(x, y))
return;
Impact(x, y);
}
- else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
{
started_moving = TRUE;
}
}
+#if 0
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
{
+#if 1
+ int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+#endif
+
InitMovingField(x, y, belt_dir);
started_moving = TRUE;
+#if 1
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][y] = TRUE;
+#endif
+
GfxAction[x][y] = ACTION_DEFAULT;
}
+ else
+ {
+ MovDir[x][y] = 0; /* if element was moving, stop it */
+ }
}
}
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
#endif
}
+#if 1
+ else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
+ IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
+
+#else
+
else if ((element == EL_PENGUIN ||
element == EL_ROBOT ||
element == EL_SATELLITE ||
IS_CUSTOM_ELEMENT(element)) &&
IN_LEV_FIELD(newx, newy) &&
MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+#endif
{
SplashAcid(x, y);
Store[x][y] = EL_ACID;
}
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
- if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
#if 0
int nextx = newx + dx, nexty = newy + dy;
#endif
- boolean pushed = Pushed[x][y];
+#if 1
+ boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
+ boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+#else
+ boolean pushed_by_player = Pushed[x][y];
+#endif
MovPos[x][y] += getElementMoveStepsize(x, y);
- if (pushed) /* special case: moving object pushed by player */
+#if 0
+ if (pushed_by_player && IS_PLAYER(x, y))
+ {
+ /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ }
+#else
+ if (pushed_by_player) /* special case: moving object pushed by player */
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+#endif
if (ABS(MovPos[x][y]) < TILEX)
{
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
/* prevent pushed element from moving on in pushed direction */
- if (pushed && CAN_MOVE(element) &&
+ if (pushed_by_player && CAN_MOVE(element) &&
element_info[element].move_pattern & MV_ANY_DIRECTION &&
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
- if (!pushed) /* special case: moving object pushed by player */
+#if 1
+ /* prevent elements on conveyor belt from moving on in last direction */
+ if (pushed_by_conveyor && CAN_FALL(element) &&
+ direction & MV_HORIZONTAL)
+ MovDir[newx][newy] = 0;
+#endif
+
+ if (!pushed_by_player)
{
WasJustMoving[newx][newy] = 3;
if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
+#if 1
+ InitField_WithBug1(x, y, FALSE);
+#else
InitField(x, y, FALSE);
if (CAN_MOVE(Feld[x][y]))
InitMovDir(x, y);
+#endif
DrawLevelField(x, y);
element = Feld[x][y];
}
+#if 1
+ if (page < 0)
+ {
+ boolean change_element = FALSE;
+ int i;
+
+ for (i = 0; i < element_info[element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(trigger_event) &&
+ change->sides & side)
+ {
+ change_element = TRUE;
+ page = i;
+
+ break;
+ }
+ }
+
+ if (!change_element)
+ return FALSE;
+ }
+
+#else
+
+ /* !!! this check misses pages with same event, but different side !!! */
+
if (page < 0)
page = element_info[element].event_page_nr[trigger_event];
if (!(element_info[element].change_page[page].sides & side))
return FALSE;
+#endif
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
/* no actions for this player (no input at player's configured device) */
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
CheckGravityMovement(player);
/* no actions for this player (no input at player's configured device) */
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
CheckGravityMovement(player);
#endif
#if 1
+ /* for downwards compatibility, the following code emulates a fixed bug that
+ occured when pushing elements (causing elements that just made their last
+ pushing step to already (if possible) make their first falling step in the
+ same game frame, which is bad); this code is also needed to use the famous
+ "spring push bug" which is used in older levels and might be wanted to be
+ used also in newer levels, but in this case the buggy pushing code is only
+ affecting the "spring" element and no other elements */
+
+#if 1
+ if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
+#else
if (game.engine_version < VERSION_IDENT(2,2,0,7))
+#endif
{
for (i = 0; i < MAX_PLAYERS; i++)
{
int x = player->jx;
int y = player->jy;
+#if 1
+ if (player->active && player->is_pushing && player->is_moving &&
+ IS_MOVING(x, y) &&
+ (game.engine_version < VERSION_IDENT(2,2,0,7) ||
+ Feld[x][y] == EL_SPRING))
+#else
if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y))
+#endif
{
ContinueMoving(x, y);
canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
/* !!! extend EL_SAND to anything diggable !!! */
+ boolean player_is_standing_on_valid_field =
+ (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+ (IS_WALKABLE(Feld[jx][jy]) &&
+ !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+
if (field_under_player_is_free &&
- !player_is_moving_to_valid_field &&
- !IS_WALKABLE_INSIDE(Feld[jx][jy]))
+ !player_is_standing_on_valid_field &&
+ !player_is_moving_to_valid_field)
player->programmed_action = MV_DOWN;
}
}
return MF_MOVING;
}
- can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
+ can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
if (can_move != MF_MOVING)
return can_move;
*/
int DigField(struct PlayerInfo *player,
- int x, int y, int real_dx, int real_dy, int mode)
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
{
static int change_sides[4] =
{
CH_SIDE_BOTTOM, /* moving up */
CH_SIDE_TOP, /* moving down */
};
+#if 0
boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
- int jx = player->jx, jy = player->jy;
+#endif
+ int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = change_sides[MV_DIR_BIT(move_direction)];
+ int old_element = Feld[jx][jy];
int element;
if (player->MovPos == 0)
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
+#if 0
+
#if 0
if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
#else
return MF_NO_ACTION; /* tube has no opening in this direction */
}
+#else
+
+ if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
+
+#endif
+
+ if (IS_WALKABLE(old_element) &&
+ !(element_info[old_element].access_direction & move_direction))
+ return MF_NO_ACTION; /* field has no opening in this direction */
+
element = Feld[x][y];
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
break;
+#if 0
case EL_TUBE_ANY:
case EL_TUBE_VERTICAL:
case EL_TUBE_HORIZONTAL:
PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
}
break;
+#endif
default:
{
int sound_action = ACTION_WALKING;
+ if (!(element_info[element].access_direction & opposite_direction))
+ return MF_NO_ACTION; /* field not accessible from this direction */
+
if (element >= EL_GATE_1 && element <= EL_GATE_4)
{
if (!player->key[element - EL_GATE_1])
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ if (IS_CUSTOM_ELEMENT(element) &&
+ !(element_info[element].access_direction & opposite_direction))
+ return MF_NO_ACTION; /* field not accessible from this direction */
+
#if 1
if (CAN_MOVE(element)) /* only fixed elements can be passed! */
return MF_NO_ACTION;
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))
+ !(element == EL_SPRING && level.use_spring_bug))
return MF_NO_ACTION;
#if 1
player->is_dropping = FALSE;
- if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+ if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
{
+#if 1
+ InitField_WithBug1(jx, jy, FALSE);
+#else
InitField(jx, jy, FALSE);
if (CAN_MOVE(Feld[jx][jy]))
InitMovDir(jx, jy);
+#endif
}
new_element = Feld[jx][jy];