#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
+#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
+#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
+#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
+#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
+#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
+#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
+#define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
+#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
+#define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
+
#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
/* for DigField() */
#define DF_SNAP 2
/* for MovePlayer() */
-#define MF_NO_ACTION 0
-#define MF_MOVING 1
-#define MF_ACTION 2
+#define MP_NO_ACTION 0
+#define MP_MOVING 1
+#define MP_ACTION 2
+#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
/* for ScrollPlayer() */
#define SCROLL_INIT 0
#define DX_TIME2 (DX + XX_TIME2)
#define DY_TIME (DY + YY_TIME)
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING 3
+#define CHECK_DELAY_FALLING 3
+#define CHECK_DELAY_COLLISION 2
+
/* values for initial player move delay (initial delay counter value) */
#define INITIAL_MOVE_DELAY_OFF -1
#define INITIAL_MOVE_DELAY_ON 0
RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
-#define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
RND((c)->delay_random * (c)->delay_frames))
#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
RND((c)->delay_random))
-#define GET_TARGET_ELEMENT(e, ch) \
- ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
- (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
+
+#if 1
+#define GET_VALID_RUNTIME_ELEMENT(e) \
+ ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+#else
+#define GET_VALID_FILE_ELEMENT(e) \
+ ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
+#endif
+
+#define GET_TARGET_ELEMENT(e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : (e))
#define CAN_GROW_INTO(e) \
((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
#define SATELLITE_CAN_ENTER_FIELD(x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+#define ANDROID_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
+ CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
+
#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
#define SPRING_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
+ Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
+
+#if 0
#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_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))
+#endif
+
+#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define CE_ENTER_FIELD_COND(e, x, y) \
(!IS_PLAYER(x, y) && \
#endif
static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
#define CheckTriggeredElementChange(x, y, e, ev) \
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+boolean SnapField(struct PlayerInfo *, int, int);
+boolean DropElement(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
static void InitMagicBallDelay(int, int);
static void ActivateMagicBall(int, int);
+static void InitDiagonalMovingElement(int, int);
+
struct ChangingElementInfo
{
int element;
NULL,
ActivateMagicBall
},
+ {
+ EL_EMC_SPRING_BUMPER_ACTIVE,
+ EL_EMC_SPRING_BUMPER,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_SHRINKING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_GROWING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ InitDiagonalMovingElement
+ },
{
EL_UNDEFINED,
(x) >= 0 && (x) <= lev_fieldx - 1; \
(x) += playfield_scan_delta_x) \
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+ int i;
+
+ for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+ if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+ local_player->inventory_element[local_player->inventory_size++] =
+ EL_DYNAMITE;
+}
+#endif
+
static void InitPlayfieldScanModeVars()
{
if (game.use_reverse_scan_direction)
static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
boolean init_game)
{
+ int player_nr = player->index_nr;
int move_delay = get_move_delay_from_stepsize(move_stepsize);
boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
if (init_game)
{
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
player->move_delay_value_next = -1;
return belt_move_dir[belt_dir_nr];
}
+static int get_element_from_group_element(int element)
+{
+ if (IS_GROUP_ELEMENT(element))
+ {
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_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++;
+
+ element = group->element_resolved[element_pos];
+ }
+
+ return element;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
else
{
stored_player[0].use_murphy = TRUE;
+
+ if (!level.use_artwork_element[0])
+ stored_player[0].artwork_element = EL_SP_MURPHY;
}
Feld[x][y] = EL_PLAYER_1;
Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
break;
+ case EL_BUG:
case EL_BUG_RIGHT:
case EL_BUG_UP:
case EL_BUG_LEFT:
case EL_BUG_DOWN:
- case EL_BUG:
+ case EL_SPACESHIP:
case EL_SPACESHIP_RIGHT:
case EL_SPACESHIP_UP:
case EL_SPACESHIP_LEFT:
case EL_SPACESHIP_DOWN:
- case EL_SPACESHIP:
+ case EL_BD_BUTTERFLY:
case EL_BD_BUTTERFLY_RIGHT:
case EL_BD_BUTTERFLY_UP:
case EL_BD_BUTTERFLY_LEFT:
case EL_BD_BUTTERFLY_DOWN:
- case EL_BD_BUTTERFLY:
+ case EL_BD_FIREFLY:
case EL_BD_FIREFLY_RIGHT:
case EL_BD_FIREFLY_UP:
case EL_BD_FIREFLY_LEFT:
case EL_BD_FIREFLY_DOWN:
- case EL_BD_FIREFLY:
case EL_PACMAN_RIGHT:
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_PACMAN_DOWN:
case EL_YAMYAM:
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
case EL_DARK_YAMYAM:
case EL_ROBOT:
case EL_PACMAN:
case EL_SP_SNIKSNAK:
case EL_SP_ELECTRON:
+ case EL_MOLE:
case EL_MOLE_LEFT:
case EL_MOLE_RIGHT:
case EL_MOLE_UP:
case EL_MOLE_DOWN:
- case EL_MOLE:
InitMovDir(x, y);
break;
MovDelay[x][y] = 96;
break;
+ case EL_EM_DYNAMITE_ACTIVE:
+ MovDelay[x][y] = 32;
+ break;
+
case EL_LAMP:
local_player->lights_still_needed++;
break;
}
break;
+#if !USE_BOTH_SWITCHGATE_SWITCHES
case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
if (init_game)
Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
break;
+#endif
case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
case EL_EMC_MAGIC_BALL:
if (game.ball_state)
Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
#if USE_NEW_CUSTOM_VALUE
if (!element_info[element].use_last_ce_value || init_game)
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
#endif
}
#else
#endif
else if (IS_GROUP_ELEMENT(element))
{
+#if 1
+ Feld[x][y] = get_element_from_group_element(element);
+
+ InitField(x, y, init_game);
+#else
struct ElementGroupInfo *group = element_info[element].group;
int last_anim_random_frame = gfx.anim_random_frame;
int element_pos;
Feld[x][y] = group->element_resolved[element_pos];
InitField(x, y, init_game);
+#endif
}
break;
}
#if USE_NEW_CUSTOM_VALUE
#if 1
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
#else
CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
#endif
inline void DrawGameValue_Emeralds(int value)
{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+ int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
}
inline void DrawGameValue_Dynamite(int value)
{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+ int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
}
inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
{
+ int base_key_graphic = EL_KEY_1;
int i;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ base_key_graphic = EL_EM_KEY_1;
+
/* currently only 4 of 8 possible keys are displayed */
for (i = 0; i < STD_NUM_KEYS; i++)
{
if (key[i])
DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + i));
+ el2edimg(base_key_graphic + i));
else
BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
inline void DrawGameValue_Score(int value)
{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+ int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2;
+
+ DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
}
inline void DrawGameValue_Time(int value)
{
+ int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+ int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2;
+
+ /* clear background if value just changed its size */
+ if (value == 999 || value == 1000)
+ ClearRectangle(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+
if (value < 1000)
- DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+ DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2);
else
- DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+ DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
}
inline void DrawGameValue_Level(int value)
void DrawGameDoorValues()
{
- int i;
+ int dynamite_state = 0;
+ int key_bits = 0;
+ int i, j;
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
return;
}
+#if 0
DrawGameValue_Level(level_nr);
DrawGameValue_Emeralds(local_player->gems_still_needed);
DrawGameValue_Score(local_player->score);
DrawGameValue_Time(TimeLeft);
- for (i = 0; i < MAX_PLAYERS; i++)
+#else
+
+ if (game.centered_player_nr == -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ for (j = 0; j < MAX_NUM_KEYS; j++)
+ if (stored_player[i].key[j])
+ key_bits |= (1 << j);
+
+ dynamite_state += stored_player[i].inventory_size;
+ }
+
+#if 0
DrawGameValue_Keys(stored_player[i].key);
+#endif
+ }
+ else
+ {
+ int player_nr = game.centered_player_nr;
+
+ for (i = 0; i < MAX_NUM_KEYS; i++)
+ if (stored_player[player_nr].key[i])
+ key_bits |= (1 << i);
+
+ dynamite_state = stored_player[player_nr].inventory_size;
+ }
+
+ DrawAllGameValues(local_player->gems_still_needed, dynamite_state,
+ local_player->score, TimeLeft, key_bits);
+#endif
}
+#if 0
static void resolve_group_element(int group_element, int recursion_depth)
{
static int group_nr;
}
}
}
-
+#endif
/*
=============================================================================
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+#if 0
/* ---------- recursively resolve group elements ------------------------- */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
resolve_group_element(EL_GROUP_START + i, 0);
+#endif
/* ---------- initialize player's initial move delay --------------------- */
#if 1
/* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- get_move_delay_from_stepsize(level.initial_player_stepsize);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay_value[i] =
+ get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
#else
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
#endif
/* dynamically adjust player properties according to game engine version */
- game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
- game.initial_move_delay_value : 0);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ game.initial_move_delay[i] =
+ (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+ game.initial_move_delay_value[i] : 0);
/* ---------- initialize player's initial push delay --------------------- */
ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
+ ei->change_page[j].actual_trigger_ce_score = 0;
}
}
{
if (!IS_CUSTOM_ELEMENT(i))
{
+#if 1
+ /* set default push delay values (corrected since version 3.0.7-1) */
+ if (game.engine_version < VERSION_IDENT(3,0,7,1))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ else
+ {
+ element_info[i].push_delay_fixed = 8;
+ element_info[i].push_delay_random = 8;
+ }
+#else
element_info[i].push_delay_fixed = game.default_push_delay_fixed;
element_info[i].push_delay_random = game.default_push_delay_random;
+#endif
}
}
break;
}
+#if 0
+ printf("::: %d->%d: %d\n", action_first, action_last, num_special_action);
+#endif
+
return num_special_action;
}
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->gravity = level.initial_player_gravity[i];
+
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
player->is_pushing = FALSE;
player->is_switching = FALSE;
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
player->is_bored = FALSE;
player->is_sleeping = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
+ player->dir_waiting = MV_NONE;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->special_action_sleeping = ACTION_DEFAULT;
+#if 1
+ /* cannot be set here -- could be modified in Init[Player]Field() below */
+#else
/* set number of special actions for bored and sleeping animation */
player->num_special_action_bored =
get_num_special_action(player->artwork_element,
player->num_special_action_sleeping =
get_num_special_action(player->artwork_element,
ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+#endif
player->switch_x = -1;
player->switch_y = -1;
player->show_envelope = 0;
#if 1
- SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
+ SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
#else
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
player->push_delay_value = game.initial_push_delay_value;
player->drop_delay = 0;
+ player->drop_pressed_delay = 0;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
+
+#if !USE_PLAYER_GRAVITY
+#if 1
+ game.gravity = FALSE;
+#else
game.gravity = level.initial_gravity;
+#endif
game.explosions_delayed = TRUE;
+#endif
game.lenses_time_left = 0;
game.magnify_time_left = 0;
game.envelope_active = FALSE;
+ /* set focus to local player for network games, else to all players */
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ /* store client dependent player focus when recording network games */
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
+#if 0
+ printf("::: focus set to player %d [%d]\n",
+ game.centered_player_nr, local_player->index_nr);
+#endif
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
InitBeltMovement();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+#if 1
+ /* set number of special actions for bored and sleeping animation */
+ player->num_special_action_bored =
+ get_num_special_action(player->artwork_element,
+ ACTION_BORING_1, ACTION_BORING_LAST);
+ player->num_special_action_sleeping =
+ get_num_special_action(player->artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+#endif
+
+ }
+
game.emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
if (tape.playing)
{
- /* when playing a tape, eliminate all players which do not participate */
+ /* when playing a tape, eliminate all players who do not participate */
for (i = 0; i < MAX_PLAYERS; i++)
{
MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
break;
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ Feld[x][y] = EL_YAMYAM;
+ MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+ break;
+
case EL_SP_SNIKSNAK:
MovDir[x][y] = MV_UP;
break;
BackToFront();
+#if 0
+ if (tape.playing)
+ printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n");
+ else
+ printf("::: NO TAPE PLAYING -> SAVING SCORE\n");
+#endif
+
if (tape.playing)
return;
LoadScore(level_nr);
- if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
#ifdef ONE_PER_NAME
for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (!strcmp(setup.player_name, highscore[l].Name))
+ if (strEqual(setup.player_name, highscore[l].Name))
m = l;
if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
}
}
-static void ResetRandomAnimationValue(int x, int y)
+#if USE_GFX_RESET_GFX_ANIMATION
+static void ResetGfxFrame(int x, int y, boolean redraw)
{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
+ int element = Feld[x][y];
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic);
}
+#endif
static void ResetGfxAnimation(int x, int y)
{
- GfxFrame[x][y] = 0;
+#if 0
+ int element, graphic;
+#endif
+
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
+
+#if 0
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxFrame(x, y, FALSE);
+#endif
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
}
void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
+#if 0
+ int graphic;
+#endif
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;
GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
+#if 0
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
+
/* this is needed for CEs with property "can move" / "not moving" */
if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
{
int direction = MovDir[x][y];
+#if 1
+ int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+ int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
+#else
int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+#endif
*goes_to_x = newx;
*goes_to_y = newy;
Bang(x, y);
}
-void DrawRelocatePlayer(struct PlayerInfo *player)
+#if 1
+
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+ boolean num_checked_players = 0;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ int sx = stored_player[i].jx;
+ int sy = stored_player[i].jy;
+
+ if (num_checked_players == 0)
+ {
+ *sx1 = *sx2 = sx;
+ *sy1 = *sy2 = sy;
+ }
+ else
+ {
+ *sx1 = MIN(*sx1, sx);
+ *sy1 = MIN(*sy1, sy);
+ *sx2 = MAX(*sx2, sx);
+ *sy2 = MAX(*sy2, sy);
+ }
+
+ num_checked_players++;
+ }
+ }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+ int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ return (sx2 - sx1 < SCR_FIELDX &&
+ sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+ int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *sx = (sx1 + sx2) / 2;
+ *sy = (sy1 + sy2) / 2;
+}
+
+#if 0
+static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+ int center_x, int center_y)
+{
+ int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
+
+ setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+ *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+ *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
+}
+
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
+{
+ int max_dx, max_dy;
+
+ setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
+
+ return (max_dx <= SCR_FIELDX / 2 &&
+ max_dy <= SCR_FIELDY / 2);
+}
+#endif
+
+#endif
+
+#if 1
+
+void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
+ boolean quick_relocation)
{
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
- if (level.instant_relocation)
+ if (quick_relocation)
{
int offset = (setup.scroll_delay ? 3 : 0);
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+#if 0
+ if (center_screen)
+ offset = 0;
+#endif
+
+ if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
}
else
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
+ (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
+ scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
+ (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
+ scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
/* don't scroll over playfield boundaries */
if (scroll_x < SBX_Left || scroll_x > SBX_Right)
}
else
{
- int scroll_xx = -999, scroll_yy = -999;
+ int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
- while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ while (scroll_x != scroll_xx || scroll_y != scroll_yy)
{
int dx = 0, dy = 0;
int fx = FX, fy = FY;
- scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
-
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawAllPlayers();
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+#else
+
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
+{
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int jx = player->jx;
+ int jy = player->jy;
+
+ if (quick_relocation)
+ {
+ int offset = (setup.scroll_delay ? 3 : 0);
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
+
+ scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
+ }
+ else
+ {
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+ scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+ scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ }
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
+ {
+ int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
+
+ int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
}
}
+#endif
+
void RelocatePlayer(int jx, int jy, int el_player_raw)
{
int el_player = GET_PLAYER_ELEMENT(el_player_raw);
InitField(jx, jy, FALSE);
}
+#if 1
+ /* only visually relocate centered player */
+#if 1
+ DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
+ level.instant_relocation);
+#else
+ if (player->index_nr == game.centered_player_nr)
+ DrawRelocatePlayer(player, level.instant_relocation);
+#endif
+#else
if (player == local_player) /* only visually relocate local player */
- DrawRelocatePlayer(player);
+ DrawRelocatePlayer(player, level.instant_relocation);
+#endif
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
Feld[x][y] = EL_EXPLOSION;
GfxElement[x][y] = artwork_element;
+#if 0
+ printf(":: setting gfx(%d,%d) to %d ['%s']\n",
+ x, y, artwork_element, EL_NAME(artwork_element));
+#endif
+
ExplodePhase[x][y] = 1;
ExplodeDelay[x][y] = last_phase;
#endif
#if 1
+#if 1
+ /* this can happen if the player leaves an explosion just in time */
+ if (GfxElement[x][y] == EL_UNDEFINED)
+ GfxElement[x][y] = EL_EMPTY;
+#else
if (GfxElement[x][y] == EL_UNDEFINED)
{
printf("\n\n");
GfxElement[x][y] = EL_EMPTY;
}
+#endif
+
#endif
border_element = Store2[x][y];
{
int element = Feld[xx][yy];
+#if !USE_BOTH_SWITCHGATE_SWITCHES
if (element == EL_SWITCHGATE_SWITCH_UP ||
element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
DrawLevelField(xx, yy);
}
+#else
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ DrawLevelField(xx, yy);
+ }
+#endif
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
}
else if (element == EL_SPRING)
{
+#if USE_NEW_SPRING_BUMPER
+ if (MovDir[x][y] & MV_HORIZONTAL)
+ {
+ if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+ !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ {
+ Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ ResetGfxAnimation(move_x, move_y);
+ DrawLevelField(move_x, move_y);
+
+ MovDir[x][y] = back_dir;
+ }
+ else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+ MovDir[x][y] = MV_NONE;
+ }
+#else
if (MovDir[x][y] & MV_HORIZONTAL &&
(!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
MovDir[x][y] = MV_NONE;
+#endif
MovDelay[x][y] = 0;
}
else if (element == EL_ROBOT ||
element == EL_SATELLITE ||
- element == EL_PENGUIN)
+ element == EL_PENGUIN ||
+ element == EL_EMC_ANDROID)
{
int attr_x = -1, attr_y = -1;
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(element, 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(EL_PENGUIN, newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
return;
MovDir[x][y] = old_move_dir;
return;
}
}
- else /* (element == EL_SATELLITE) */
+ else if (element == EL_SATELLITE)
{
int newx, newy;
return;
}
}
+ else if (element == EL_EMC_ANDROID)
+ {
+ static int check_pos[16] =
+ {
+ -1, /* 0 => (invalid) */
+ 7, /* 1 => MV_LEFT */
+ 3, /* 2 => MV_RIGHT */
+ -1, /* 3 => (invalid) */
+ 1, /* 4 => MV_UP */
+ 0, /* 5 => MV_LEFT | MV_UP */
+ 2, /* 6 => MV_RIGHT | MV_UP */
+ -1, /* 7 => (invalid) */
+ 5, /* 8 => MV_DOWN */
+ 6, /* 9 => MV_LEFT | MV_DOWN */
+ 4, /* 10 => MV_RIGHT | MV_DOWN */
+ -1, /* 11 => (invalid) */
+ -1, /* 12 => (invalid) */
+ -1, /* 13 => (invalid) */
+ -1, /* 14 => (invalid) */
+ -1, /* 15 => (invalid) */
+ };
+ static struct
+ {
+ int dx, dy;
+ int dir;
+ } check_xy[8] =
+ {
+ { -1, -1, MV_LEFT | MV_UP },
+ { 0, -1, MV_UP },
+ { +1, -1, MV_RIGHT | MV_UP },
+ { +1, 0, MV_RIGHT },
+ { +1, +1, MV_RIGHT | MV_DOWN },
+ { 0, +1, MV_DOWN },
+ { -1, +1, MV_LEFT | MV_DOWN },
+ { -1, 0, MV_LEFT },
+ };
+ int start_pos, check_order;
+ boolean can_clone = FALSE;
+ int i;
+
+ /* check if there is any free field around current position */
+ for (i = 0; i < 8; i++)
+ {
+ int newx = x + check_xy[i].dx;
+ int newy = y + check_xy[i].dy;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+
+ if (can_clone) /* randomly find an element to clone */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+
+ if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+ {
+ element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+ element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+
+ Store[x][y] = Feld[newx][newy];
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* randomly find a direction to move */
+ {
+ can_clone = FALSE;
+
+ start_pos = check_pos[RND(8)];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 8; i++)
+ {
+ int pos_raw = start_pos + i * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_clone_time * 8 + 1;
+
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ if (can_clone) /* cloning and moving successful */
+ return;
+
+ /* cannot clone -- try to move towards player */
+
+ start_pos = check_pos[MovDir[x][y] & 0x0f];
+ check_order = (RND(2) ? -1 : +1);
+
+ for (i = 0; i < 3; i++)
+ {
+ /* first check start_pos, then previous/next or (next/previous) pos */
+ int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+ int pos = (pos_raw + 8) % 8;
+ int newx = x + check_xy[pos].dx;
+ int newy = y + check_xy[pos].dy;
+ int new_move_dir = check_xy[pos].dir;
+
+ if (IS_PLAYER(newx, newy))
+ break;
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+ break;
+ }
+ }
+ }
}
else if (move_pattern == MV_TURNING_LEFT ||
move_pattern == MV_TURNING_RIGHT ||
static void TurnRound(int x, int y)
{
int direction = MovDir[x][y];
+#if 0
+ int element, graphic;
+#endif
TurnRoundExt(x, y);
GfxFrame[x][y] = 0;
if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+#if 1
+ ResetGfxFrame(x, y, FALSE);
+#else
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (graphic_info[graphic].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element].collect_score;
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+#endif
}
static boolean JustBeingPushed(int x, int y)
else if (CAN_MOVE_INTO_ACID(element) &&
IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ !IS_MV_DIAGONAL(MovDir[x][y]) &&
(MovDir[x][y] == MV_DOWN ||
game.engine_version >= VERSION_IDENT(3,1,0,0)))
{
}
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
- if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
+ if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
return;
}
}
+ else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+ {
+ if (Store[x][y] != EL_EMPTY)
+ {
+ boolean can_clone = FALSE;
+ int xx, yy;
+
+ /* check if element to clone is still there */
+ for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+ {
+ if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+ {
+ can_clone = TRUE;
+
+ break;
+ }
+ }
+
+ /* cannot clone or target field not free anymore -- do not clone */
+ if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ Store[x][y] = EL_EMPTY;
+ }
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ if (IS_MV_DIAGONAL(MovDir[x][y]))
+ {
+ int diagonal_move_dir = MovDir[x][y];
+ int stored = Store[x][y];
+ int change_delay = 8;
+ int graphic;
+
+ /* android is moving diagonally */
+
+ CreateField(x, y, EL_DIAGONAL_SHRINKING);
+
+ Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+ GfxElement[x][y] = EL_EMC_ANDROID;
+ GfxAction[x][y] = ACTION_SHRINKING;
+ GfxDir[x][y] = diagonal_move_dir;
+ ChangeDelay[x][y] = change_delay;
+
+ graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+ GfxDir[x][y]);
+
+ DrawLevelGraphicAnimation(x, y, graphic);
+ PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+
+ if (Feld[newx][newy] == EL_ACID)
+ {
+ SplashAcid(newx, newy);
+
+ return;
+ }
+
+ CreateField(newx, newy, EL_DIAGONAL_GROWING);
+
+ Store[newx][newy] = EL_EMC_ANDROID;
+ GfxElement[newx][newy] = EL_EMC_ANDROID;
+ GfxAction[newx][newy] = ACTION_GROWING;
+ GfxDir[newx][newy] = diagonal_move_dir;
+ ChangeDelay[newx][newy] = change_delay;
+
+ graphic = el_act_dir2img(GfxElement[newx][newy],
+ GfxAction[newx][newy], GfxDir[newx][newy]);
+
+ DrawLevelGraphicAnimation(newx, newy, graphic);
+ PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+ return;
+ }
+ else
+ {
+ Feld[newx][newy] = EL_EMPTY;
+ DrawLevelField(newx, newy);
+
+ PlayLevelSoundAction(x, y, ACTION_DIGGING);
+ }
+ }
+ else if (!IS_FREE(newx, newy))
+ {
+#if 0
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
+#endif
+
+ return;
+ }
+ }
else if (IS_CUSTOM_ELEMENT(element) &&
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
{
Pushed[x][y] = Pushed[newx][newy] = FALSE;
/* some elements can leave other elements behind after moving */
+#if 1
+ if (ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
(!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#endif
{
int move_leave_element = ei->move_leave_element;
+#if 1
#if 1
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
+#else
/* this makes it possible to leave the removed element again */
if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
move_leave_element = stored;
+#endif
#else
/* this makes it possible to leave the removed element again */
if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
int nextx = newx + dx, nexty = newy + dy;
boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
- WasJustMoving[newx][newy] = 3;
+ WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
if (CAN_FALL(element) && direction == MV_DOWN)
- WasJustFalling[newx][newy] = 3;
+ WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
- CheckCollision[newx][newy] = 2;
+ CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
player->index_bit, push_side);
}
+ if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
+ MovDelay[newx][newy] = 1;
+
CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ {
+ int page = ChangePage[newx][newy];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+
+ ChangePage[newx][newy] = -1;
+
+ if (change->can_change)
+ {
+ if (ChangeElement(newx, newy, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(newx, newy);
+ }
+ }
+
+ if (change->has_action)
+ ExecuteCustomElementAction(newx, newy, element, page);
+ }
+#endif
+
TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
int element = Feld[ax][ay];
int graphic = el2img(element);
int newax = ax, neway = ay;
+ boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
static int xy[4][2] =
{
{ 0, -1 },
{ 0, +1 }
};
- if (!level.amoeba_speed)
+ if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
DrawLevelField(ax, ay);
return;
}
- if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
+ if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
{
int start = RND(4);
int x = ax + xy[start][0];
}
}
- if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+ if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
Store[newax][neway] = element;
}
- else if (neway == ay)
+ else if (neway == ay || element == EL_EMC_DRIPPER)
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}
+static void InitDiagonalMovingElement(int x, int y)
+{
+#if 0
+ MovDelay[x][y] = level.android_move_time;
+#endif
+}
+
void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int xx = x + xy[i][0], yy = y + xy[i][1];
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
- if (IS_PLAYER(xx, yy))
+ if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
{
PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
{
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
action_type == CA_SET_LEVEL_GEMS ? 999 :
action_type == CA_SET_LEVEL_TIME ? 9999 :
action_type == CA_SET_LEVEL_SCORE ? 99999 :
- action_type == CA_SET_CE_SCORE ? 9999 :
action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
CA_ARG_MAX);
int action_arg_number_reset =
- (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
action_type == CA_SET_LEVEL_TIME ? level.time :
action_type == CA_SET_LEVEL_SCORE ? 0 :
- action_type == CA_SET_CE_SCORE ? 0 :
#if 1
- action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
#else
action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
#endif
+ action_type == CA_SET_CE_SCORE ? 0 :
0);
int action_arg_number =
action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
- action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
#if USE_NEW_CUSTOM_VALUE
action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
#else
action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
#endif
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
- action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
- action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
+ action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+ action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
-1);
int action_arg_number_old =
(action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
action_type == CA_SET_LEVEL_TIME ? TimeLeft :
action_type == CA_SET_LEVEL_SCORE ? local_player->score :
- action_type == CA_SET_CE_SCORE ? ei->collect_score :
action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
0);
int action_arg_number_new =
break;
}
+#if !USE_PLAYER_GRAVITY
case CA_SET_LEVEL_GRAVITY:
{
game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
game.gravity);
break;
}
+#endif
case CA_SET_LEVEL_WIND:
{
{
stored_player[i].key[KEY_NR(element)] = key_state;
+#if 1
+ DrawGameDoorValues();
+#else
DrawGameValue_Keys(stored_player[i].key);
+#endif
redraw_mask |= REDRAW_DOOR_1;
}
action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
CA_MODE_MULTIPLY);
}
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
move_stepsize =
getModifiedActionNumber(move_stepsize,
break;
}
+#if USE_PLAYER_GRAVITY
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
+ }
+
+ break;
+ }
+#endif
+
case CA_SET_PLAYER_ARTWORK:
{
for (i = 0; i < MAX_PLAYERS; i++)
/* ---------- CE actions ---------------------------------------------- */
- case CA_SET_CE_SCORE:
+ case CA_SET_CE_VALUE:
{
- ei->collect_score = action_arg_number_new;
+#if USE_NEW_CUSTOM_VALUE
+ int last_ce_value = CustomValue[x][y];
+
+ CustomValue[x][y] = action_arg_number_new;
+
+#if 0
+ printf("::: CE value == %d\n", CustomValue[x][y]);
+#endif
+
+ if (CustomValue[x][y] != last_ce_value)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+ if (CustomValue[x][y] == 0)
+ {
+#if 0
+ printf("::: CE_VALUE_GETS_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+
+#if 0
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+#endif
+ }
+ }
+
+#endif
break;
}
- case CA_SET_CE_VALUE:
+ case CA_SET_CE_SCORE:
{
#if USE_NEW_CUSTOM_VALUE
- int last_custom_value = CustomValue[x][y];
+ int last_ce_score = ei->collect_score;
- CustomValue[x][y] = action_arg_number_new;
+ ei->collect_score = action_arg_number_new;
#if 0
- printf("::: Count == %d\n", CustomValue[x][y]);
+ printf("::: CE score == %d\n", ei->collect_score);
#endif
- if (CustomValue[x][y] == 0 && last_custom_value > 0)
+ if (ei->collect_score != last_ce_score)
{
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
+
+ if (ei->collect_score == 0)
+ {
#if 0
- printf("::: CE_VALUE_GETS_ZERO\n");
+ printf("::: CE_SCORE_GETS_ZERO\n");
#endif
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
- CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+#if 0
+ printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+#endif
+ }
}
+
#endif
break;
static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
+ int old_element = Feld[x][y];
+ int new_element = get_element_from_group_element(element);
int previous_move_direction = MovDir[x][y];
#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
#endif
- boolean add_player = (ELEM_IS_PLAYER(element) &&
- IS_WALKABLE(Feld[x][y]));
+ boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
- /* check if element under player changes from accessible to unaccessible
+#if 0
+ /* check if element under the player changes from accessible to unaccessible
(needed for special case of dropping element which then changes) */
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
Bang(x, y);
return;
}
+#endif
- if (!add_player)
+ if (!add_player_onto_element)
{
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
RemoveMovingField(x, y);
else
RemoveField(x, y);
- Feld[x][y] = element;
+ Feld[x][y] = new_element;
+#if !USE_GFX_RESET_GFX_ANIMATION
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
+#endif
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
#if USE_NEW_CUSTOM_VALUE
- if (element_info[Feld[x][y]].use_last_ce_value)
+ if (element_info[new_element].use_last_ce_value)
CustomValue[x][y] = last_ce_value;
#endif
InitField_WithBug1(x, y, FALSE);
+ new_element = Feld[x][y]; /* element may have changed */
+
+#if USE_GFX_RESET_GFX_ANIMATION
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+#endif
+
DrawLevelField(x, y);
- if (GFX_CRUMBLED(Feld[x][y]))
+ if (GFX_CRUMBLED(new_element))
DrawLevelFieldCrumbledSandNeighbours(x, y);
}
+#if 1
+ /* check if element under the player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ /* (must be checked after creating new element for walkable group elements) */
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
+ }
+#endif
+
/* "ChangeCount" not set yet to allow "entered by player" change one time */
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
if (is_change)
ChangeCount[x][y]++; /* count number of changes in the same frame */
static void CreateElementFromChange(int x, int y, int element)
{
+ element = GET_VALID_RUNTIME_ELEMENT(element);
+
+#if USE_STOP_CHANGED_ELEMENTS
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ int old_element = Feld[x][y];
+
+ /* prevent changed element from moving in same engine frame
+ unless both old and new element can either fall or move */
+ if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+ (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+ Stop[x][y] = TRUE;
+ }
+#endif
+
CreateFieldExt(x, y, element, TRUE);
}
static boolean ChangeElement(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
int target_element;
int old_element = Feld[x][y];
change->actual_trigger_player = EL_PLAYER_1;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
}
/* do not change elements more than a specified maximum number of changes */
ChangeEvent[ex][ey] = ChangeEvent[x][y];
content_element = change->target_content.e[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
+ target_element = GET_TARGET_ELEMENT(content_element, change,
+ ce_value, ce_score);
CreateElementFromChange(ex, ey, target_element);
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
+ target_element = GET_TARGET_ELEMENT(change->target_element, change,
+ ce_value, ce_score);
+
+ if (element == EL_DIAGONAL_GROWING ||
+ element == EL_DIAGONAL_SHRINKING)
+ {
+ target_element = Store[x][y];
+
+ Store[x][y] = EL_EMPTY;
+ }
CreateElementFromChange(x, y, target_element);
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
if ((change->can_change && !change_done) || change->has_action)
{
element = Feld[x][y];
}
- if (Feld[x][y] != element) /* check if element has already changed */
+#if 0
+ /* check if element has already changed */
+ if (Feld[x][y] != element)
return FALSE;
+#else
+ /* check if element has already changed or is about to change after moving */
+ if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+ Feld[x][y] != element) ||
+
+ (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+ (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+ ChangePage[x][y] != -1)))
+ return FALSE;
+#endif
for (p = 0; p < element_info[element].num_change_pages; p++)
{
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[x][y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
/* special case: trigger element not at (x,y) position for some events */
if (check_trigger_element)
int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
}
if (change->can_change && !change_done)
boolean last_waiting = player->is_waiting;
int move_dir = player->MovDir;
+ player->dir_waiting = move_dir;
player->last_action_waiting = player->action_waiting;
if (is_waiting)
game.player_sleeping_delay_fixed +
SimpleRND(game.player_sleeping_delay_random);
+#if 1
+ InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+#else
InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+#endif
}
if (game.player_sleeping_delay_fixed +
player->is_bored ? ACTION_BORING :
ACTION_WAITING);
+#if 1
+ if (player->is_sleeping && player->use_murphy)
+ {
+ /* special case for sleeping Murphy when leaning against non-free tile */
+
+ if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+ (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx - 1, player->jy)))
+ move_dir = MV_LEFT;
+ else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+ (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx + 1, player->jy)))
+ move_dir = MV_RIGHT;
+ else
+ player->is_sleeping = FALSE;
+
+ player->dir_waiting = move_dir;
+ }
+#endif
+
if (player->is_sleeping)
{
if (player->num_special_action_sleeping > 0)
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
+ player->dir_waiting = player->MovDir;
player->action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
int down = player_action & JOY_DOWN;
int button1 = player_action & JOY_BUTTON_1;
int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
if (!player->active || tape.pausing)
return 0;
player->is_moving = FALSE;
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
return 0;
}
}
+static void CheckLevelTime()
+{
+ int i;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->lev->home == 0) /* all players at home */
+ {
+ local_player->LevelSolved = TRUE;
+ AllPlayersGone = TRUE;
+
+ level.native_em_level->lev->home = -1;
+ }
+
+ if (level.native_em_level->ply[0]->alive == 0 &&
+ level.native_em_level->ply[1]->alive == 0 &&
+ level.native_em_level->ply[2]->alive == 0 &&
+ level.native_em_level->ply[3]->alive == 0) /* all dead */
+ AllPlayersGone = TRUE;
+ }
+
+ if (TimeFrames >= FRAMES_PER_SECOND)
+ {
+ TimeFrames = 0;
+ TapeTime++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
+ }
+
+ if (!level.use_step_counter)
+ {
+ TimePlayed++;
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+ DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ level.native_em_level->lev->killed_out_of_time = TRUE;
+ else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ DrawGameValue_Time(TimePlayed);
+
+ level.native_em_level->lev->time =
+ (level.time == 0 ? TimePlayed : TimeLeft);
+ }
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ }
+}
+
void AdvanceFrameAndPlayerCounters(int player_nr)
{
int i;
+#if 0
+ Error(ERR_NETWORK_CLIENT, "advancing frame counter from %d to %d",
+ FrameCounter, FrameCounter + 1);
+#endif
+
/* advance frame counters (global frame counter and time frame counter) */
FrameCounter++;
TimeFrames++;
if (stored_player[i].drop_delay > 0)
stored_player[i].drop_delay--;
+
+ if (stored_player[i].is_dropping_pressed)
+ stored_player[i].drop_pressed_delay++;
}
}
+void StartGameActions(boolean init_network_game, boolean record_tape,
+ long random_seed)
+{
+ unsigned long new_random_seed = InitRND(random_seed);
+
+ if (record_tape)
+ TapeStartRecording(new_random_seed);
+
+#if defined(NETWORK_AVALIABLE)
+ if (init_network_game)
+ {
+ SendToServer_StartPlaying();
+
+ return;
+ }
+#endif
+
+ StopAnimation();
+
+ game_status = GAME_MODE_PLAYING;
+
+ InitGame();
+}
+
void GameActions()
{
static unsigned long game_frame_delay = 0;
unsigned long game_frame_delay_value;
- int magic_wall_x = 0, magic_wall_y = 0;
- int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
byte tape_action[MAX_PLAYERS];
+ int i;
- if (game_status != GAME_MODE_PLAYING)
+ if (game.restart_level)
+ StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->lev->home == 0) /* all players at home */
+ {
+ local_player->LevelSolved = TRUE;
+ AllPlayersGone = TRUE;
+
+ level.native_em_level->lev->home = -1;
+ }
+
+ if (level.native_em_level->ply[0]->alive == 0 &&
+ level.native_em_level->ply[1]->alive == 0 &&
+ level.native_em_level->ply[2]->alive == 0 &&
+ level.native_em_level->ply[3]->alive == 0) /* all dead */
+ AllPlayersGone = TRUE;
+ }
+
+ if (local_player->LevelSolved)
+ GameWon();
+
+ if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+ TapeStop();
+
+ if (game_status != GAME_MODE_PLAYING) /* status might have changed */
return;
game_frame_delay_value =
/* ---------- main game synchronization point ---------- */
- InitPlayfieldScanModeVars();
-
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
if (network_playing && !network_player_action_received)
if (!network_player_action_received)
return; /* failed to get network player actions in time */
+
+ /* do not yet reset "network_player_action_received" (for tape.pausing) */
}
if (tape.pausing)
return;
- recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+ /* at this point we know that we really continue executing the game */
#if 1
- /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
- if (recorded_player_action == NULL && tape.pausing)
- return;
+ network_player_action_received = FALSE;
#endif
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+ if (tape.set_centered_player)
+ {
+ game.centered_player_nr_next = tape.centered_player_nr_next;
+ game.set_centered_player = TRUE;
+ }
+
for (i = 0; i < MAX_PLAYERS; i++)
{
summarized_player_action |= stored_player[i].action;
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
+ if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action =
+ (i == game.centered_player_nr ? summarized_player_action : 0);
+ }
+
if (recorded_player_action != NULL)
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action = recorded_player_action[i];
{
tape_action[i] = stored_player[i].effective_action;
+ /* (this can only happen in the R'n'D game engine) */
if (tape.recording && tape_action[i] && !tape.player_participates[i])
tape.player_participates[i] = TRUE; /* player just appeared from CE */
}
- /* only save actions from input devices, but not programmed actions */
+ /* only record actions from input devices, but not programmed actions */
if (tape.recording)
TapeRecordAction(tape_action);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ GameActions_EM_Main();
+ }
+ else
+ {
+ GameActions_RND();
+ }
+}
+
+void GameActions_EM_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_EM(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
+void GameActions_RND()
+{
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
+
+ InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ SCAN_PLAYFIELD(x, y)
+ {
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+ }
+ }
+#endif
+
+#if 1
+ if (game.set_centered_player)
+ {
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
+
+ /* switching to "all players" only possible if all players fit to screen */
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+
+ /* do not switch focus to non-existing (or non-active) player */
+ if (game.centered_player_nr_next >= 0 &&
+ !stored_player[game.centered_player_nr_next].active)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+ }
+
+ if (game.set_centered_player &&
+ ScreenMovPos == 0) /* screen currently aligned at tile position */
+ {
+ int sx, sy;
+
+ if (game.centered_player_nr_next == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = stored_player[game.centered_player_nr_next].jx;
+ sy = stored_player[game.centered_player_nr_next].jy;
+ }
+
+ game.centered_player_nr = game.centered_player_nr_next;
+ game.set_centered_player = FALSE;
+
+ DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawGameDoorValues();
+ }
+#endif
+
for (i = 0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
+#if 0
network_player_action_received = FALSE;
+#endif
ScrollScreen(NULL, SCROLL_GO_ON);
GfxFrame[x][y]++;
/* reset finished pushing action (not done in ContinueMoving() to allow
- continous pushing animation for elements with zero push delay) */
+ continuous pushing animation for elements with zero push delay) */
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
printf("::: Yo man! Rocks can fall!\n");
#endif
+#if 1
+ ResetGfxFrame(x, y, TRUE);
+#else
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
#endif
DrawLevelGraphicAnimation(x, y, graphic);
}
+ else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+ {
+ int old_gfx_frame = GfxFrame[x][y];
+
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+#if 1
+ if (GfxFrame[x][y] != old_gfx_frame)
+#endif
+ DrawLevelGraphicAnimation(x, y, graphic);
+ }
+#endif
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
- else if (element == EL_ELEMENT_SNAPPING)
+ else if (element == EL_ELEMENT_SNAPPING ||
+ element == EL_DIAGONAL_SHRINKING ||
+ element == EL_DIAGONAL_GROWING)
{
#if 1
graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
game.lenses_time_left--;
if (game.lenses_time_left == 0)
- RedrawAllInvisibleElementsForLenses();
- }
-
- if (game.magnify_time_left > 0)
- {
- game.magnify_time_left--;
-
- if (game.magnify_time_left == 0)
- RedrawAllInvisibleElementsForMagnifier();
- }
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- if (player->shield_deadly_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
- else if (player->shield_normal_time_left)
- PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
- }
- }
-
- if (TimeFrames >= FRAMES_PER_SECOND)
- {
- TimeFrames = 0;
- TapeTime++;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
-
- if (!level.use_step_counter)
- {
- TimePlayed++;
+ RedrawAllInvisibleElementsForLenses();
+ }
- if (TimeLeft > 0)
- {
- TimeLeft--;
+ if (game.magnify_time_left > 0)
+ {
+ game.magnify_time_left--;
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (game.magnify_time_left == 0)
+ RedrawAllInvisibleElementsForMagnifier();
+ }
- DrawGameValue_Time(TimeLeft);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- if (!TimeLeft && setup.time_limit)
- for (i = 0; i < MAX_PLAYERS; i++)
- KillPlayer(&stored_player[i]);
- }
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
-
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
+ CheckLevelTime();
+
DrawAllPlayers();
PlayAllPlayersSound();
static void CheckGravityMovement(struct PlayerInfo *player)
{
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && !player->programmed_action)
+#else
if (game.gravity && !player->programmed_action)
+#endif
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
{
return CheckGravityMovement(player);
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && !player->programmed_action)
+#else
if (game.gravity && !player->programmed_action)
+#endif
{
int jx = player->jx, jy = player->jy;
boolean field_under_player_is_free =
{
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
+#if !USE_FIXED_DONT_RUN_INTO
int element;
+#endif
int can_move;
boolean player_can_move = !player->cannot_move;
if (!player->active || (!dx && !dy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy > 0 ? MV_DOWN : MV_NONE);
if (!IN_LEV_FIELD(new_jx, new_jy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (!player_can_move)
{
#endif
#if 0
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
#endif
}
+#if 1
+ if (!options.network && game.centered_player_nr == -1 &&
+ !AllPlayersInSight(player, new_jx, new_jy))
+ return MP_NO_ACTION;
+#else
if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
+#endif
+#if !USE_FIXED_DONT_RUN_INTO
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+ /* (moved to DigField()) */
if (player_can_move && DONT_RUN_INTO(element))
{
if (element == EL_ACID && dx == 0 && dy == 1)
else
TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
- return MF_MOVING;
+ return MP_MOVING;
}
+#endif
can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
- if (can_move != MF_MOVING)
+#if 0
+#if USE_FIXED_DONT_RUN_INTO
+ if (can_move == MP_DONT_RUN_INTO)
+ return MP_MOVING;
+#endif
+#endif
+ if (can_move != MP_MOVING)
return can_move;
+#if USE_FIXED_DONT_RUN_INTO
+#endif
+
/* check if DigField() has caused relocation of the player */
if (player->jx != jx || player->jy != jy)
- return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
+ return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
ScrollPlayer(player, SCROLL_INIT);
- return MF_MOVING;
+ return MP_MOVING;
}
boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
- int moved = MF_NO_ACTION;
+ int moved = MP_NO_ACTION;
if (!player->active)
return FALSE;
jx = player->jx;
jy = player->jy;
- if (moved & MF_MOVING && !ScreenMovPos &&
+#if 1
+ if (moved & MP_MOVING && !ScreenMovPos &&
+ (player->index_nr == game.centered_player_nr ||
+ game.centered_player_nr == -1))
+#else
+ if (moved & MP_MOVING && !ScreenMovPos &&
(player == local_player || !options.network))
+#endif
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (setup.scroll_delay ? 3 : 0);
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
+#if 1
+ if (!options.network && game.centered_player_nr == -1 &&
+ !AllPlayersInVisibleScreen())
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+#else
if (!options.network && !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
}
else
+#endif
{
ScrollScreen(player, SCROLL_INIT);
ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
player->StepFrame = 0;
- if (moved & MF_MOVING)
+ if (moved & MP_MOVING)
{
if (old_jx != jx && old_jy == jy)
player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
player->is_snapping = FALSE;
player->is_switching = FALSE;
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
}
else
{
last_field_block_delay += player->move_delay_value;
/* when blocking enabled, prevent moving up despite gravity */
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && player->MovDir == MV_UP)
+ block_delay_adjustment = -1;
+#else
if (game.gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
+#endif
}
/* add block delay adjustment (also possible when not blocking) */
}
}
+#if USE_ELEMENT_TOUCHING_BUGFIX
+
void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int trigger_sides[4][2] =
+ {
+ /* center side border side */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int border_element_old[NUM_DIRECTIONS];
+ int i;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_element;
+
+ border_element_old[i] = -1;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ border_element_old[i] = border_element;
+ }
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_element = border_element_old[i];
+
+ if (border_element == -1)
+ continue;
+
+ /* check for change of border element */
+ CheckElementChangeBySide(xx, yy, border_element, center_element,
+ CE_TOUCHING_X, center_side);
+ }
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int border_side = trigger_sides[i][1];
+ int border_element = border_element_old[i];
+
+ if (border_element == -1)
+ continue;
+
+ /* check for change of center element (but change it only once) */
+ if (!change_center_element)
+ change_center_element =
+ CheckElementChangeBySide(x, y, center_element, border_element,
+ CE_TOUCHING_X, border_side);
+ }
+}
+
+#else
+
+void TestIfElementTouchesCustomElement_OLD(int x, int y)
{
static int xy[4][2] =
{
}
}
+#endif
+
void TestIfElementHitsCustomElement(int x, int y, int direction)
{
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
+
int bad_element = -1;
static int test_xy[4][2] =
{
static void setFieldForSnapping(int x, int y, int element, int direction)
{
struct ElementInfo *ei = &element_info[element];
- int direction_bit = MV_DIR_BIT(direction);
+ int direction_bit = MV_DIR_TO_BIT(direction);
int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
{
boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
boolean player_was_pushing = player->is_pushing;
- boolean player_can_enter = (!player->cannot_move || mode == DF_SNAP);
+ boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
+ boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
+#if USE_FIXED_DONT_RUN_INTO
+ int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+#else
int element;
+#endif
int collect_count;
if (is_player) /* function can also be called by EL_PENGUIN */
player->is_switching = FALSE;
player->push_delay = -1;
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
}
+#if !USE_FIXED_DONT_RUN_INTO
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
+#endif
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
+ /* checking here causes player to move into acid even if the current field
+ cannot be left to that direction */
+#if 0
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ if (element == EL_ACID && dx == 0 && dy == 1)
+ {
+ SplashAcid(x, y);
+ Feld[jx][jy] = EL_PLAYER_1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
+ }
+ else
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+#endif
+
+#if 1 /* ------------------------------ NEW ------------------------------ */
+
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; /* field has no opening in this direction */
if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; /* field has no opening in this direction */
- element = Feld[x][y];
-#if USE_NEW_CUSTOM_VALUE
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+ {
+ SplashAcid(x, y);
+ Feld[jx][jy] = EL_PLAYER_1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+
+#else /* ------------------------------ OLD ------------------------------ */
#if 1
- collect_count = element_info[element].collect_count_initial;
-#else
- collect_count = CustomValue[x][y];
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
#endif
-#else
- collect_count = element_info[element].collect_count_initial;
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
+
+ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+ return MP_NO_ACTION; /* field has no opening in this direction */
+
+ /* checking here causes player to explode when moving into acid */
+#if 1
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+ {
+ SplashAcid(x, y);
+ Feld[jx][jy] = EL_PLAYER_1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
+
+ return MP_DONT_RUN_INTO;
+ }
#endif
+#endif
+
+#endif /* ------------------------------ END ------------------------------ */
#if 0
- if (element != EL_BLOCKED &&
- CustomValue[x][y] != element_info[element].collect_count_initial)
- printf("::: %d: %d != %d\n",
- element,
- CustomValue[x][y],
- element_info[element].collect_count_initial);
+#if USE_FIXED_DONT_RUN_INTO
+ if (player_can_move && DONT_RUN_INTO(element))
+ {
+ if (element == EL_ACID && dx == 0 && dy == 1)
+ {
+ SplashAcid(x, y);
+ Feld[jx][jy] = EL_PLAYER_1;
+ InitMovingField(jx, jy, MV_DOWN);
+ Store[jx][jy] = EL_ACID;
+ ContinueMoving(jx, jy);
+ BuryPlayer(player);
+ }
+ else
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+ return MP_DONT_RUN_INTO;
+ }
+#endif
+#endif
+
+#if USE_FIXED_DONT_RUN_INTO
+ if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+ return MP_NO_ACTION;
+#endif
+
+#if !USE_FIXED_DONT_RUN_INTO
+ element = Feld[x][y];
#endif
+ collect_count = element_info[element].collect_count_initial;
+
if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
+
+ if (game.engine_version < VERSION_IDENT(2,2,0,0))
+ player_can_move = player_can_move_or_snap;
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
player->index_bit, dig_side);
if (Feld[x][y] != element) /* field changed by snapping */
- return MF_ACTION;
+ return MP_ACTION;
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
+#if USE_PLAYER_GRAVITY
+ if (player->gravity && is_player && !player->is_auto_moving &&
+ canFallDown(player) && move_direction != MV_DOWN &&
+ !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+ return MP_NO_ACTION; /* player cannot walk here due to gravity */
+#else
if (game.gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
+ return MP_NO_ACTION; /* player cannot walk here due to gravity */
+#endif
- if (player_can_enter &&
+ if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
{
int sound_element = SND_ELEMENT(element);
if (IS_RND_GATE(element))
{
if (!player->key[RND_GATE_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
else if (IS_RND_GATE_GRAY(element))
{
if (!player->key[RND_GATE_GRAY_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
else if (IS_RND_GATE_GRAY_ACTIVE(element))
{
if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
else if (element == EL_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
else
PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
}
- else if (player_can_enter &&
+ else if (player_can_move &&
IS_PASSABLE(element) && canPassField(x, y, move_direction))
{
if (!ACCESS_FROM(element, opposite_direction))
- return MF_NO_ACTION; /* field not accessible from this direction */
+ return MP_NO_ACTION; /* field not accessible from this direction */
if (CAN_MOVE(element)) /* only fixed elements can be passed! */
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (IS_EM_GATE(element))
{
if (!player->key[EM_GATE_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
else if (IS_EM_GATE_GRAY(element))
{
if (!player->key[EM_GATE_GRAY_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
else if (IS_EM_GATE_GRAY_ACTIVE(element))
{
if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE(element))
+ {
+ if (!player->key[EMC_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
}
else if (IS_SP_PORT(element))
{
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = !player->gravity;
+#else
game.gravity = !game.gravity;
+#endif
else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
element == EL_SP_GRAVITY_ON_PORT_UP ||
element == EL_SP_GRAVITY_ON_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = TRUE;
+#else
game.gravity = TRUE;
+#endif
else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
element == EL_SP_GRAVITY_OFF_PORT_UP ||
element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+ player->gravity = FALSE;
+#else
game.gravity = FALSE;
+#endif
}
/* automatically move to the next field with double speed */
PlayLevelSoundAction(x, y, ACTION_PASSING);
}
- else if (player_can_enter && IS_DIGGABLE(element))
+ else if (player_can_move_or_snap && IS_DIGGABLE(element))
{
RemoveField(x, y);
player->index_bit, dig_side);
}
}
- else if (player_can_enter && IS_COLLECTIBLE(element))
+ else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
{
RemoveField(x, y);
if (element == EL_SHIELD_DEADLY)
player->shield_deadly_time_left += level.shield_deadly_time;
}
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ else if (element == EL_DYNAMITE ||
+ element == EL_EM_DYNAMITE ||
+ element == EL_SP_DISK_RED)
{
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
+#if 1
+ DrawGameDoorValues();
+#else
DrawGameValue_Dynamite(local_player->inventory_size);
+#endif
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
{
player->key[KEY_NR(element)] = TRUE;
+#if 1
+ DrawGameDoorValues();
+#else
DrawGameValue_Keys(player->key);
+#endif
redraw_mask |= REDRAW_DOOR_1;
}
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
+#if 1
+ DrawGameDoorValues();
+#else
DrawGameValue_Dynamite(local_player->inventory_size);
+#endif
}
else if (collect_count > 0)
{
player->index_bit, dig_side);
}
}
- else if (player_can_enter && IS_PUSHABLE(element))
+ else if (player_can_move_or_snap && IS_PUSHABLE(element))
{
if (mode == DF_SNAP && element != EL_BD_ROCK)
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (CAN_FALL(element) && dy)
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
!(element == EL_SPRING && level.use_spring_bug))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
((move_direction & MV_VERTICAL &&
IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
(element_info[element].move_pattern & MV_DOWN &&
IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
/* do not push elements already moving away faster than player */
if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
{
(IS_FREE(nextx, nexty) ||
(Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
IS_SB_ELEMENT(element)))))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
if (player->push_delay == -1) /* new pushing; restart delay */
player->push_delay = 0;
if (game.engine_version >= VERSION_IDENT(3,0,7,1))
player->move_delay = 0;
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
if (IS_SB_ELEMENT(element))
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
- return MF_ACTION;
+ return MP_ACTION;
}
player->is_switching = TRUE;
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
- return MF_ACTION;
+ return MP_ACTION;
}
else
{
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
}
player->push_delay = -1;
player->is_collecting = !player->is_digging;
}
- return MF_MOVING;
+ return MP_MOVING;
}
boolean SnapField(struct PlayerInfo *player, int dx, int dy)
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NONE);
+ boolean can_continue_snapping = (level.continuous_snapping &&
+ WasJustFalling[x][y] < CHECK_DELAY_FALLING);
if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
return FALSE;
}
+#if USE_NEW_CONTINUOUS_SNAPPING
+ /* prevent snapping with already pressed snap key when not allowed */
+ if (player->is_snapping && !can_continue_snapping)
+ return FALSE;
+#else
if (player->is_snapping)
return FALSE;
+#endif
player->MovDir = snap_direction;
}
player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
- if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+ if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
EL_UNDEFINED);
+ player->is_dropping_pressed = TRUE;
+
/* do not drop an element on top of another element; when holding drop key
pressed without moving, dropped element must move away before the next
element can be dropped (this is especially important if the next element
is dynamite, which can be placed on background for historical reasons) */
if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
- return MF_ACTION;
+ return MP_ACTION;
if (IS_THROWABLE(drop_element))
{
if (new_element == EL_UNDEFINED)
return FALSE;
+ /* check if drop key was pressed long enough for EM style dynamite */
+ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
+ return FALSE;
+
/* check if anything can be dropped at the current position */
if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
{
player->inventory_size--;
+#if 1
+ DrawGameDoorValues();
+#else
DrawGameValue_Dynamite(local_player->inventory_size);
+#endif
if (new_element == EL_DYNAMITE)
new_element = EL_DYNAMITE_ACTIVE;
+ else if (new_element == EL_EM_DYNAMITE)
+ new_element = EL_EM_DYNAMITE_ACTIVE;
else if (new_element == EL_SP_DISK_RED)
new_element = EL_SP_DISK_RED_ACTIVE;
}
nexty = dropy + GET_DY_FROM_DIR(move_direction);
ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
- CheckCollision[dropx][dropy] = 2;
+ CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
}
player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
player->is_dropping = TRUE;
+ player->drop_pressed_delay = 0;
+ player->is_dropping_pressed = FALSE;
+
player->drop_x = dropx;
player->drop_y = dropy;
break;
case SAMPLE_slurp:
- PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
case SAMPLE_eater:
RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
+ case EL_EM_DYNAMITE:
case EL_SP_DISK_RED:
case EL_DYNABOMB_INCREASE_NUMBER:
case EL_DYNABOMB_INCREASE_SIZE:
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
- SendToServer_StopPlaying();
+ SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
else
#endif
{
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(TRUE);
break;
case GAME_CTRL_ID_PAUSE:
#endif
{
tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
}
}
break;