static void KillPlayerUnlessEnemyProtected(int, int);
static void KillPlayerUnlessExplosionProtected(int, int);
+static void CheckNextToConditions(int, int);
+static void TestIfPlayerNextToCustomElement(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementNextToCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static void TestIfElementHitsCustomElement(int, int, int);
void Bang(int, int);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
-void NewHighScore(int);
+void NewHighScore(int, boolean);
void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
InitField(x, y, init_game);
}
+ else if (IS_EMPTY_ELEMENT(element))
+ {
+ GfxElementEmpty[x][y] = element;
+ Tile[x][y] = EL_EMPTY;
+ }
break;
}
GfxFrame[x][y] = 0;
GfxRandom[x][y] = INIT_GFX_RANDOM();
+ GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxElementEmpty[x][y] = EL_EMPTY;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
GfxRedraw[x][y] = GFX_REDRAW_NONE;
if (setup.sound_music)
PlayLevelMusic();
}
+
+ SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
score = score_final = game.score_final;
health = health_final = game.health_final;
+ // update game panel values before (delayed) counting of score (if any)
+ LevelSolved_DisplayFinalGameValues(time, score, health);
+
// if level has time score defined, calculate new final game values
if (time_score > 0)
{
{
// used instead of "level_nr" (needed for network games)
int last_level_nr = levelset.level_nr;
+ boolean tape_saved = FALSE;
game.LevelSolved_GameEnd = TRUE;
if (!global.use_envelope_request)
CloseDoor(DOOR_CLOSE_1);
- SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
+ // ask to save tape
+ tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
// set unique basename for score tape (also saved in high score table)
strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
}
// save score and score tape before potentially erasing tape below
- NewHighScore(last_level_nr);
+ NewHighScore(last_level_nr, tape_saved);
if (setup.increment_levels &&
level_nr < leveldir_current->last_level &&
return -1;
}
-void NewHighScore(int level_nr)
+void NewHighScore(int level_nr, boolean tape_saved)
{
struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
boolean one_per_name = FALSE;
scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
- if (scores.last_added >= 0)
- {
- SaveScore(level_nr);
+ if (scores.last_added < 0)
+ return;
- // store last added local score entry (before merging server scores)
- scores.last_added_local = scores.last_added;
- }
+ SaveScore(level_nr);
- if (game.LevelSolved_SaveTape)
+ // store last added local score entry (before merging server scores)
+ scores.last_added_local = scores.last_added;
+
+ if (!game.LevelSolved_SaveTape)
+ return;
+
+ SaveScoreTape(level_nr);
+
+ if (setup.ask_for_using_api_server)
{
- SaveScoreTape(level_nr);
- SaveServerScore(level_nr);
+ setup.use_api_server =
+ Request("Upload your score and tape to the high score server?", REQ_ASK);
+
+ if (!setup.use_api_server)
+ Request("Not using high score server! Use setup menu to enable again!",
+ REQ_CONFIRM);
+
+ runtime.use_api_server = setup.use_api_server;
+
+ // after asking for using API server once, do not ask again
+ setup.ask_for_using_api_server = FALSE;
+
+ SaveSetup_ServerSetup();
}
+
+ SaveServerScore(level_nr, tape_saved);
}
void MergeServerScore(void)
else if (game.use_masked_elements)
DrawLevelElement(x, y, EL_EMPTY);
- frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ frame = getGraphicAnimationFrameXY(graphic, x, y);
if (Back[x][y] || Store[x][y] || game.use_masked_elements)
DrawGraphicThruMask(sx, sy, graphic, frame);
else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ int frame = getGraphicAnimationFrameXY(graphic, x, y);
if (phase == delay)
TEST_DrawLevelFieldCrumbled(x, y);
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+ int frame = getGraphicAnimationFrameXY(graphic, x, y);
GfxAction[x][y] = ACTION_ATTACKING;
different to element changes that affect other elements to change on the
whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
boolean check_trigger_element =
- (trigger_event == CE_TOUCHING_X ||
+ (trigger_event == CE_NEXT_TO_X ||
+ trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X ||
trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
Warn("element '%s' caused endless loop in game engine",
EL_NAME(recursion_loop_element));
- RequestQuitGameExt(FALSE, level_editor_test_game, message);
+ RequestQuitGameExt(program.headless, level_editor_test_game, message);
recursion_loop_detected = FALSE; // if game should be continued
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
+ CheckNextToConditions(x, y);
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
ScreenMovDir = MV_NONE;
}
+void CheckNextToConditions(int x, int y)
+{
+ int element = Tile[x][y];
+
+ if (IS_PLAYER(x, y))
+ TestIfPlayerNextToCustomElement(x, y);
+
+ if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+ HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
+ TestIfElementNextToCustomElement(x, y);
+}
+
+void TestIfPlayerNextToCustomElement(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
+ };
+ int i;
+
+ if (!IS_PLAYER(x, y))
+ return;
+
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ if (player->is_moving)
+ return;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_side = trigger_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ continue; // center and border element not connected
+
+ border_element = Tile[xx][yy];
+
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+ CE_PLAYER_NEXT_TO_X,
+ player->index_bit, border_side);
+
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+
+ CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
+ CE_NEXT_TO_X, border_side);
+ }
+}
+
void TestIfPlayerTouchesCustomElement(int x, int y)
{
static int xy[4][2] =
}
}
+void TestIfElementNextToCustomElement(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
+ };
+ int center_element = Tile[x][y]; // should always be non-moving!
+ int i;
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ return;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_side = trigger_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ continue; // center and border element not connected
+
+ border_element = Tile[xx][yy];
+
+ // check for change of center element (but change it only once)
+ if (CheckElementChangeBySide(x, y, center_element, border_element,
+ CE_NEXT_TO_X, border_side))
+ break;
+ }
+}
+
void TestIfElementTouchesCustomElement(int x, int y)
{
static int xy[4][2] =
if (level.finish_dig_collect)
{
int dig_side = MV_DIR_OPPOSITE(direction);
+ int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
+ CE_PLAYER_COLLECTS_X);
+ CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
+ player_index_bit, dig_side);
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player_index_bit, dig_side);
}
return MP_NO_ACTION;
}
}
-
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
static void UnmapGameButtonsAtSamePosition_All(void)
{
- if (setup.show_snapshot_buttons)
+ if (setup.show_load_save_buttons)
{
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
}
+ else if (setup.show_undo_redo_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+ }
else
{
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
}
}
-static void MapGameButtonsAtSamePosition(int id)
+void MapLoadSaveButtons(void)
{
- int i;
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
- for (i = 0; i < NUM_GAME_BUTTONS; i++)
- if (i != id &&
- gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
- gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
- MapGadget(game_gadget[i]);
-
- UnmapGameButtonsAtSamePosition_All();
+ MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
+ MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
}
void MapUndoRedoButtons(void)
MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
}
-void UnmapUndoRedoButtons(void)
-{
- UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
- UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
-
- MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
- MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
-}
-
void ModifyPauseButtons(void)
{
static int ids[] =
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
- i != GAME_CTRL_ID_UNDO &&
- i != GAME_CTRL_ID_REDO)
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
MapGadget(game_gadget[i]);
UnmapGameButtonsAtSamePosition_All();
DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
+ ModifyPauseButtons();
+
BackToFront();
}
if (!CheckEngineSnapshotList())
return;
+ int tape_property_bits = tape.property_bits;
+
LoadEngineSnapshot_Undo(steps);
+ tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
GameUndoRedoExt();
}
if (!CheckEngineSnapshotList())
return;
+ int tape_property_bits = tape.property_bits;
+
LoadEngineSnapshot_Redo(steps);
+ tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
GameUndoRedoExt();
}