#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_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
+#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
+
+#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
/* for DigField() */
#define DF_NO_PUSH 0
#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 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 ENEMY_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
static void InitMagicBallDelay(int, int);
static void ActivateMagicBall(int, int);
+static void InitAndroid(int, int);
+
struct ChangingElementInfo
{
int element;
NULL,
NULL
},
+ {
+ EL_EMC_ANDROID_SHRINKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EMC_ANDROID_GROWING,
+ EL_EMC_ANDROID,
+ 8,
+ NULL,
+ NULL,
+ InitAndroid
+ },
{
EL_UNDEFINED,
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;
}
else if (element == EL_SPRING)
{
-#if 1
+#if USE_NEW_SPRING_BUMPER
if (MovDir[x][y] & MV_HORIZONTAL)
{
if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
}
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 check_order = (RND(2) ? -1 : +1);
+ int start_pos = check_pos[MovDir[x][y] & 0x0f];
+ int i;
+
+ MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+ if (start_pos < 0) /* (should never happen) */
+ return;
+
+ for (i = 0; i < 3; i++)
+ {
+ int pos_raw = start_pos + (i == 0 ? 0 : i == 1 ? 1 : -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))
+ return;
+
+ if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ MovDir[x][y] = new_move_dir;
+
+ return;
+ }
+ }
+ }
}
else if (move_pattern == MV_TURNING_LEFT ||
move_pattern == MV_TURNING_RIGHT ||
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);
}
static boolean JustBeingPushed(int x, int y)
}
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 (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL &&
+ ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ /* android is moving diagonally */
+
+ CreateField(x, y, EL_EMC_ANDROID_SHRINKING);
+
+#if 0
+ CheckTriggeredElementChangeBySide(x, y, element,
+ CE_MOVE_OF_X, new_move_dir);
+
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+
+ TestIfElementHitsCustomElement(newx, newy, new_move_dir);
+ TestIfElementTouchesCustomElement(newx, newy);
+#endif
+
+ CreateField(newx, newy, EL_EMC_ANDROID_GROWING);
+
+ return;
+ }
+ else if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ 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))
{
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 */
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 InitAndroid(int x, int y)
+{
+ MovDelay[x][y] = level.android_move_time;
+}
+
void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
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 (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MF_NO_ACTION;
+ return MP_NO_ACTION;
#if !USE_FIXED_DONT_RUN_INTO
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
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 (moved & MP_MOVING && !ScreenMovPos &&
(player == local_player || !options.network))
{
int 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);
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);
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))
game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
+#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
+#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
+
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 */
+
+#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
+
+#if 0
#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
{
else
TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
- return MF_NO_ACTION;
+ return MP_DONT_RUN_INTO;
}
#endif
+#endif
#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 !USE_FIXED_DONT_RUN_INTO
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 (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 */
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
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 ||
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_SP_PORT(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)
player->is_dropping = FALSE;
- 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;
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))
{