#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, g) (element_info[e].in_group[g] == TRUE)
+#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
+#define IS_EQUAL_OR_IN_GROUP(e, ge) \
+ (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
+
+#if 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) \
(!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
#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
else if (IS_GROUP_ELEMENT(element))
{
struct ElementGroupInfo *group = element_info[element].group;
- int random_pos = RND(group->num_elements_resolved);
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
- Feld[x][y] = group->element_resolved[random_pos];
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ group->choice_pos++;
+
+ Feld[x][y] = group->element_resolved[element_pos];
InitField(x, y, init_game);
}
if (recursion_depth == 0) /* initialization */
{
group = element_info[group_element].group;
- group->num_elements_resolved = 0;
group_nr = group_element - EL_GROUP_START;
+
+ group->num_elements_resolved = 0;
+ group->choice_pos = 0;
}
for (i = 0; i < actual_group->num_elements; i++)
{
int trigger_element = ei->change_page[j].trigger_element;
- trigger_events[trigger_element] |= ei->change_page[j].events;
+ if (IS_GROUP_ELEMENT(trigger_element))
+ {
+ struct ElementGroupInfo *group = element_info[trigger_element].group;
+
+ for (k = 0; k < group->num_elements_resolved; k++)
+ trigger_events[group->element_resolved[k]]
+ |= ei->change_page[j].events;
+ }
+ else
+ trigger_events[trigger_element] |= ei->change_page[j].events;
}
}
}
{
player->present = TRUE;
player->active = TRUE;
+
some_player->present = FALSE;
+ some_player->active = FALSE;
StorePlayer[jx][jy] = player->element_nr;
player->jx = player->last_jx = jx;
if (tape.playing)
{
- /* when playing a tape, eliminate all players who do not participate */
+ /* when playing a tape, eliminate all players which do not participate */
for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = player->jx, jy = player->jy;
player->active = FALSE;
+ player->present = FALSE;
+
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_EMPTY;
}
switch(StorePlayer[ex][ey])
{
case EL_PLAYER_2:
- Store[x][y] = EL_EMERALD_RED;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
break;
case EL_PLAYER_3:
- Store[x][y] = EL_EMERALD;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
break;
case EL_PLAYER_4:
- Store[x][y] = EL_EMERALD_PURPLE;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
break;
case EL_PLAYER_1:
default:
- Store[x][y] = EL_EMERALD_YELLOW;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
break;
}
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;
ChangePage[x][y] = -1;
InitField(x, y, FALSE);
+#if 1
+ /* !!! not needed !!! */
if (CAN_MOVE(element))
InitMovDir(x, y);
+#endif
DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
return;
}
}
- else if ((element == EL_SP_INFOTRON ||
- element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK ||
- smashed == EL_SP_ELECTRON ||
- smashed == EL_SP_DISK_ORANGE))
+ else if (((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE)) ||
+ (element == EL_SP_INFOTRON &&
+ smashed == EL_SP_DISK_YELLOW))
{
Bang(x, y + 1);
return;
ResetGfxAnimation(x, y); /* reset animation values for old field */
#if 1
+ /* some elements can leave other elements behind after moving */
if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
change->events & CH_EVENT_BIT(trigger_event) &&
#endif
change->sides & trigger_side &&
- change->trigger_element == trigger_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
+#else
+ change->trigger_element == trigger_element
+#endif
+ )
{
#if 0
if (!(change->events & CH_EVENT_BIT(trigger_event)))
redraw_mask |= REDRAW_FIELD;
}
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+{
+ int nextx = x + dx, nexty = y + dy;
+ int element = Feld[x][y];
+
+ if ((dx == -1 &&
+ element != EL_SP_PORT_LEFT &&
+ element != EL_SP_GRAVITY_PORT_LEFT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dx == +1 &&
+ element != EL_SP_PORT_RIGHT &&
+ element != EL_SP_GRAVITY_PORT_RIGHT &&
+ element != EL_SP_PORT_HORIZONTAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == -1 &&
+ element != EL_SP_PORT_UP &&
+ element != EL_SP_GRAVITY_PORT_UP &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ (dy == +1 &&
+ element != EL_SP_PORT_DOWN &&
+ element != EL_SP_GRAVITY_PORT_DOWN &&
+ element != EL_SP_PORT_VERTICAL &&
+ element != EL_SP_PORT_ANY) ||
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
+ return FALSE;
+
+ return TRUE;
+}
+
static void CheckGravityMovement(struct PlayerInfo *player)
{
if (game.gravity && !player->programmed_action)
boolean player_is_moving_to_valid_field =
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_SAND));
+ Feld[new_jx][new_jy] == EL_SAND ||
+ (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+ canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
/* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & border_side &&
- change->trigger_element == border_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
+#else
+ change->trigger_element == border_element
+#endif
+ )
{
change_center_element = TRUE;
center_element_change_page = j;
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
change->sides & center_side &&
- change->trigger_element == center_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
+#else
+ change->trigger_element == center_element
+#endif
+ )
{
CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
CE_OTHER_IS_TOUCHING, j);
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
change->sides & touched_side &&
- change->trigger_element == touched_element)
+
+#if 1
+ IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+ change->trigger_element == touched_element
+#endif
+ )
{
CheckElementSideChange(x, y, hitting_element,
CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
if (change->can_change &&
change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
change->sides & hitting_side &&
- change->trigger_element == hitting_element)
+#if 1
+ IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+ change->trigger_element == hitting_element
+#endif
+ )
{
CheckElementSideChange(hitx, hity, touched_element,
CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
case EL_SP_GRAVITY_PORT_RIGHT:
case EL_SP_GRAVITY_PORT_UP:
case EL_SP_GRAVITY_PORT_DOWN:
+#if 1
+ if (!canEnterSupaplexPort(x, y, dx, dy))
+ return MF_NO_ACTION;
+#else
if ((dx == -1 &&
element != EL_SP_PORT_LEFT &&
element != EL_SP_GRAVITY_PORT_LEFT &&
!IN_LEV_FIELD(nextx, nexty) ||
!IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+#endif
if (element == EL_SP_GRAVITY_PORT_LEFT ||
element == EL_SP_GRAVITY_PORT_RIGHT ||