#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+
#define INIT_GFX_RANDOM() (SimpleRND(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
static void KillHeroUnlessProtected(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
-static boolean CheckTriggeredElementChange(int, int);
+static boolean CheckTriggeredElementChange(int, int, int, int);
static boolean CheckElementChange(int, int, int, int);
-static void ChangeElementNow(int, int, int);
static void PlaySoundLevel(int, int, int);
static void PlaySoundLevelNearest(int, int, int);
void (*post_change_function)(int x, int y);
};
-static struct ChangingElementInfo changing_element_list[] =
+static struct ChangingElementInfo change_delay_list[] =
{
{
EL_NUT_BREAKING,
struct
{
int element;
- int gem_count;
+ int move_stepsize;
}
-gem_count_list[] =
-{
- { EL_EMERALD, 1 },
- { EL_BD_DIAMOND, 1 },
- { EL_EMERALD_YELLOW, 1 },
- { EL_EMERALD_RED, 1 },
- { EL_EMERALD_PURPLE, 1 },
- { EL_DIAMOND, 3 },
- { EL_SP_INFOTRON, 1 },
- { EL_PEARL, 5 },
- { EL_CRYSTAL, 8 },
-
- { EL_UNDEFINED, 0 },
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int count;
+}
+collect_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
};
-static boolean changing_element[MAX_NUM_ELEMENTS];
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-#define IS_AUTO_CHANGING(e) (changing_element[e])
+#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
+ CH_EVENT_BIT(CE_DELAY))
#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
IS_JUST_CHANGING(x, y))
-#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
+
+#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
void GetPlayerConfig()
{
if (!audio.sound_available)
- setup.sound = FALSE;
+ setup.sound_simple = FALSE;
if (!audio.loops_available)
setup.sound_loops = FALSE;
if (!video.fullscreen_available)
setup.fullscreen = FALSE;
- setup.sound_simple = setup.sound;
+ setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
SetAudioMode(setup.sound);
InitJoysticks();
return belt_move_dir[belt_dir_nr];
}
-static void InitField(int x, int y, boolean init_game)
+static void InitPlayerField(int x, int y, int element, boolean init_game)
{
- int element = Feld[x][y];
-
- switch (element)
+ if (element == EL_SP_MURPHY)
{
- case EL_SP_MURPHY:
- if (init_game)
+ if (init_game)
+ {
+ if (stored_player[0].present)
{
- if (stored_player[0].present)
- {
- Feld[x][y] = EL_SP_MURPHY_CLONE;
- break;
- }
- else
- {
- stored_player[0].use_murphy_graphic = TRUE;
- }
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
- Feld[x][y] = EL_PLAYER_1;
+ return;
}
- /* no break! */
- case EL_PLAYER_1:
- case EL_PLAYER_2:
- case EL_PLAYER_3:
- case EL_PLAYER_4:
- if (init_game)
+ else
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
- int jx = player->jx, jy = player->jy;
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
- player->present = TRUE;
+ Feld[x][y] = EL_PLAYER_1;
+ }
+ }
- if (!options.network || player->connected)
- {
- player->active = TRUE;
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+ int jx = player->jx, jy = player->jy;
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ player->present = TRUE;
- StorePlayer[x][y] = Feld[x][y];
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
- if (options.debug)
- {
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
- local_player->element_nr,
- local_player->active ? "active" : "not active");
- }
- }
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
- Feld[x][y] = EL_EMPTY;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ StorePlayer[x][y] = Feld[x][y];
+
+ if (options.debug)
+ {
+ printf("Player %d activated.\n", player->element_nr);
+ printf("[Local player is %d and currently %s.]\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
}
+ }
+
+ Feld[x][y] = EL_EMPTY;
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ int element = Feld[x][y];
+
+ switch (element)
+ {
+ case EL_SP_MURPHY:
+ case EL_PLAYER_1:
+ case EL_PLAYER_2:
+ case EL_PLAYER_3:
+ case EL_PLAYER_4:
+ InitPlayerField(x, y, element, init_game);
break;
case EL_STONEBLOCK:
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
int2str(local_player->score, 5), FONT_TEXT_2);
DrawText(DX + XX_TIME, DY + YY_TIME,
static void InitGameEngine()
{
- int i;
+ int i, j, k;
/* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
{
-#if 1
- element_info[i].change.pre_change_function = NULL;
- element_info[i].change.change_function = NULL;
- element_info[i].change.post_change_function = NULL;
+ struct ElementInfo *ei = &element_info[i];
+
+ /* this pointer might have been changed in the level editor */
+ ei->change = &ei->change_page[0];
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].change.target_element = EL_EMPTY_SPACE;
- element_info[i].change.delay_fixed = 0;
- element_info[i].change.delay_random = 0;
- element_info[i].change.delay_frames = 1;
+ ei->change->target_element = EL_EMPTY_SPACE;
+ ei->change->delay_fixed = 0;
+ ei->change->delay_random = 0;
+ ei->change->delay_frames = 1;
}
- changing_element[i] = FALSE;
-#else
- changing_element[i].base_element = EL_UNDEFINED;
- changing_element[i].next_element = EL_UNDEFINED;
- changing_element[i].change_delay = -1;
- changing_element[i].pre_change_function = NULL;
- changing_element[i].change_function = NULL;
- changing_element[i].post_change_function = NULL;
-#endif
+ ei->change_events = CE_BITMASK_DEFAULT;
+ for (j=0; j < NUM_CHANGE_EVENTS; j++)
+ {
+ ei->event_page_num[j] = 0;
+ ei->event_page[j] = &ei->change_page[0];
+ }
}
/* add changing elements from pre-defined list */
- for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
+ for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
- int element = changing_element_list[i].element;
- struct ChangingElementInfo *ce = &changing_element_list[i];
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+ struct ElementInfo *ei = &element_info[ch_delay->element];
+
+ ei->change->target_element = ch_delay->target_element;
+ ei->change->delay_fixed = ch_delay->change_delay;
+
+ ei->change->pre_change_function = ch_delay->pre_change_function;
+ ei->change->change_function = ch_delay->change_function;
+ ei->change->post_change_function = ch_delay->post_change_function;
+
+ ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+ }
#if 1
- change->target_element = ce->target_element;
- change->delay_fixed = ce->change_delay;
- change->pre_change_function = ce->pre_change_function;
- change->change_function = ce->change_function;
- change->post_change_function = ce->post_change_function;
+ /* add change events from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- changing_element[element] = TRUE;
-#else
- changing_element[element].base_element = ce->base_element;
- changing_element[element].next_element = ce->next_element;
- changing_element[element].change_delay = ce->change_delay;
- changing_element[element].pre_change_function = ce->pre_change_function;
- changing_element[element].change_function = ce->change_function;
- changing_element[element].post_change_function = ce->post_change_function;
-#endif
+ for (j=0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page[j].can_change)
+ continue;
+
+ for (k=0; k < NUM_CHANGE_EVENTS; k++)
+ {
+ /* only add event page for the first page found with this event */
+ if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
+ !(ei->change_events & CH_EVENT_BIT(k)))
+ {
+ ei->change_events |= CH_EVENT_BIT(k);
+ ei->event_page_num[k] = j;
+ ei->event_page[k] = &ei->change_page[j];
+ }
+ }
+ }
}
- /* add changing elements from custom element configuration */
+#else
+
+ /* add change events from custom element configuration */
for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
-#if 0
- struct ElementChangeInfo *change = &element_info[element].change;
-#endif
/* only add custom elements that change after fixed/random frame delay */
- if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
- continue;
-
-#if 1
- changing_element[element] = TRUE;
-#else
- changing_element[element].base_element = element;
- changing_element[element].next_element = change->target_element;
- changing_element[element].change_delay = (change->delay_fixed *
- change->delay_frames);
-#endif
+ if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+ element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
}
+#endif
/* ---------- initialize trigger events ---------------------------------- */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
trigger_events[i] = EP_BITMASK_DEFAULT;
+#if 1
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ for (j=0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page->can_change)
+ continue;
+
+ if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER))
+ {
+ int trigger_element = ei->change_page[j].trigger_element;
+
+ trigger_events[trigger_element] |= ei->change_page[j].events;
+ }
+ }
+ }
+#else
/* add trigger events from element change event properties */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
- trigger_events[element_info[i].change.trigger] |=
- element_info[i].change.events;
+ trigger_events[element_info[i].change->trigger_element] |=
+ element_info[i].change->events;
+#endif
/* ---------- initialize push delay -------------------------------------- */
element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
}
+ /* ---------- initialize move stepsize ----------------------------------- */
+
+ /* initialize move stepsize values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+ /* set move stepsize value for certain elements from pre-defined list */
+ for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
+
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+ }
+
/* ---------- initialize gem count --------------------------------------- */
/* initialize gem count values for each element */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].gem_count = 0;
+ element_info[i].collect_count = 0;
/* add gem count values for all elements from pre-defined list */
- for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
- element_info[gem_count_list[i].element].gem_count =
- gem_count_list[i].gem_count;
+ for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count =
+ collect_count_list[i].count;
}
for (j=0; j<4; j++)
player->key[j] = FALSE;
- player->dynamite = 0;
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->inventory_size = 0;
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
{
for (y=0; y<lev_fieldy; y++)
{
- Feld[x][y] = Ur[x][y];
+ Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
+ Changing[x][y] = FALSE;
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
+ /* if local player not found, look for custom element that might create
+ the player (make some assumptions about the right custom element) */
+ if (!local_player->present)
+ {
+ int start_x = 0, start_y = 0;
+ int found_rating = 0;
+ int found_element = EL_UNDEFINED;
+
+ for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+ int content;
+ int xx, yy;
+ boolean is_player;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ continue;
+
+ if (CAN_CHANGE(element))
+ {
+ for (i=0; i < element_info[element].num_change_pages; i++)
+ {
+ content = element_info[element].change_page[i].target_element;
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 3 || element < found_element))
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 3;
+ found_element = element;
+ }
+ }
+ }
+
+ for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+ {
+ content = element_info[element].content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 2 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 2;
+ found_element = element;
+ }
+
+ if (!CAN_CHANGE(element))
+ continue;
+
+ for (i=0; i < element_info[element].num_change_pages; i++)
+ {
+ content = element_info[element].change_page[i].content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 1 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 1;
+ found_element = element;
+ }
+ }
+ }
+ }
+
+ scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
+ start_x > SBX_Right + MIDPOSX ? SBX_Right :
+ start_x - MIDPOSX);
+
+ scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ start_y - MIDPOSY);
+ }
+ else
+ {
+#if 1
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+#else
+ scroll_x = SBX_Left;
+ scroll_y = SBY_Upper;
+ if (local_player->jx >= SBX_Left + MIDPOSX)
+ scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ SBY_Lower);
+#endif
+ }
CloseDoor(DOOR_CLOSE_1);
Bang(x, y);
}
+void ShowEnvelope()
+{
+ int i, x, y;
+
+ /* open envelope window horizontally */
+ for (i=2; i <= level.envelope_xsize + 2; i += 2)
+ {
+ int startx = (SXSIZE / MINI_TILEX - i) / 2;
+ int starty = (SYSIZE / MINI_TILEY) / 2 - 1;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < 2; y++) for (x=0; x < i; x++)
+ {
+ int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
+ int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
+
+ DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
+ }
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ Delay(GAME_FRAME_DELAY);
+ }
+
+ /* open envelope window vertically */
+ for (i=2; i <= level.envelope_ysize + 2; i += 2)
+ {
+ int xsize = level.envelope_xsize + 2;
+ int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2;
+ int starty = (SYSIZE / MINI_TILEY - i) / 2;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < i; y++) for (x=0; x < xsize; x++)
+ {
+ int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
+ int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
+
+ DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
+ }
+
+ DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX,
+ SY + (starty + 1) * MINI_TILEY, level.envelope,
+ FONT_TEXT_1, level.envelope_xsize, i - 2);
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ Delay(GAME_FRAME_DELAY);
+ }
+
+ Delay(3000);
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ redraw_mask |= REDRAW_FIELD;
+ BackToFront();
+}
+
+void RelocatePlayer(int x, int y, int element)
+{
+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ RemoveField(player->jx, player->jy);
+ DrawLevelField(player->jx, player->jy);
+ }
+
+ InitPlayerField(x, y, element, TRUE);
+
+ if (player == local_player)
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ 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);
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in to steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(GAME_FRAME_DELAY);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+ }
+}
+
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
{
int center_element = Feld[ex][ey];
+#if 0
+ /* --- This is only really needed (and now handled) in "Impact()". --- */
+ /* do not explode moving elements that left the explode field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+ return;
+#endif
+
+ if (mode == EX_NORMAL || mode == EX_CENTER)
+ PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+
/* remove things displayed in background while burning dynamite */
- if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
{
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
int element;
if (!IN_LEV_FIELD(x, y) ||
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
element = MovingOrBlocked2Element(x, y);
- RemoveMovingField(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
}
#if 1
+
+#if 0
if (IS_EXPLOSION_PROOF(element))
continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
#else
if ((IS_INDESTRUCTIBLE(element) &&
(game.engine_version < VERSION_IDENT(2,2,0) ||
}
/* save walkable background elements while explosion on same tile */
+#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
/* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
else if (center_element == EL_AMOEBA_TO_DIAMOND)
Store[x][y] = level.amoeba_content;
else if (center_element == EL_YAMYAM)
- Store[x][y] =
- level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
- else if (IS_CUSTOM_ELEMENT(center_element))
- Store[x][y] =
- element_info[center_element].content[x - ex + 1][y - ey + 1];
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content[xx][yy];
else if (element == EL_WALL_EMERALD)
Store[x][y] = EL_EMERALD;
else if (element == EL_WALL_DIAMOND)
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
else
Store[x][y] = EL_EMPTY;
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
}
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
Explode(x, y, EX_PHASE_START, EX_BORDER);
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (element != EL_EMPTY &&
element != EL_SAND &&
element != EL_EXPLOSION &&
player->element_nr);
}
+#if 0
#if 1
PlaySoundLevelAction(x, y, ACTION_EXPLODING);
#else
else
PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
#endif
+#endif
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ if (CAN_EXPLODE_1X1(element))
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ else
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
}
- CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
}
void SplashAcid(int x, int y)
{
return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
- EL_INVISIBLE_SAND_ACTIVE);
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
}
static int getInvisibleFromInvisibleActiveElement(int element)
{
return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
- EL_INVISIBLE_SAND);
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
}
static void RedrawAllLightSwitchesAndInvisibleElements()
Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ int element = Feld[x][y];
+ int direction = MovDir[x][y];
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int horiz_move = (dx != 0);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+ if (CAN_FALL(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+ else if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ }
+
+ return step;
+}
+
void Impact(int x, int y)
{
boolean lastline = (y == lev_fieldy-1);
object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
+
+ /* do not smash moving elements that left the smashed field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
+
if (object_hit)
smashed = MovingOrBlocked2Element(x, y + 1);
return;
}
- if (impact)
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
-#if 1
- else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
- {
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
-
- return;
- }
-#else
- else if (impact && CAN_CHANGE(element) &&
- HAS_CHANGE_EVENT(element, CE_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
- ChangeElementNow(x, y, element);
-
return;
}
-#endif
if (impact && element == EL_AMOEBA_DROP)
{
Bang(x, y + 1);
return;
}
+#if 0
+ else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+#endif
else if (CAN_SMASH_EVERYTHING(element))
{
if (IS_CLASSIC_ENEMY(smashed) ||
{
ToggleLightSwitch(x, y + 1);
}
-#if 1
else
{
CheckElementChange(x, y + 1, smashed, CE_SMASHED);
}
-#else
- else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
- {
- ChangeElementNow(x, y + 1, smashed);
- }
-#endif
}
else
{
if (Stop[x][y])
return;
- GfxAction[x][y] = ACTION_DEFAULT;
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
- if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
if (JustBeingPushed(x, y))
return;
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
- boolean left = (x>0 && IS_FREE(x-1, y) &&
- (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
- boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
- (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
+ boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
+ (IS_FREE(x - 1, y + 1) ||
+ Feld[x - 1][y + 1] == EL_ACID));
+ boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+ (IS_FREE(x + 1, y + 1) ||
+ Feld[x + 1][y + 1] == EL_ACID));
+ boolean can_fall_any = (can_fall_left || can_fall_right);
+ boolean can_fall_both = (can_fall_left && can_fall_right);
+
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+ if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = (can_fall_left && can_fall_right);
+ }
- if (left || right)
+ if (can_fall_any)
{
- if (left && right &&
+ if (can_fall_both &&
(game.emulation != EMU_BOULDERDASH &&
element != EL_BD_ROCK && element != EL_BD_DIAMOND))
- left = !(right = RND(2));
+ can_fall_left = !(can_fall_right = RND(2));
- InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
-
-#if 0
- if (element == EL_BOMB)
- printf("::: SLIP DOWN [%d]\n", FrameCounter);
-#endif
}
}
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
{
- boolean left_is_free = (x>0 && IS_FREE(x-1, y));
- boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
int belt_dir = game.belt_dir[belt_nr];
return;
}
- GfxAction[x][y] = ACTION_MOVING;
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
}
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_PROTECTED(newx, newy))
{
#if 1
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
TurnRound(x, y);
#if 1
- DrawLevelElementAnimation(x, y, element);
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
#else
if (element == EL_BUG ||
element == EL_SPACESHIP ||
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int horiz_move = (dx != 0);
int newx = x + dx, newy = y + dy;
int nextx = newx + dx, nexty = newy + dy;
- int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
-#if 1
boolean pushed = Pushed[x][y];
-#else
- struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
-#if 0
- boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
-#else
- boolean pushing = (player != NULL && player->Pushing && player->is_moving);
-#endif
-#endif
-
-#if 0
- if (player && player->is_moving && player->MovPos == 0)
- printf("::: !!!\n");
-#endif
-
- if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
- step /= 2;
- else if (element == EL_QUICKSAND_FILLING ||
- element == EL_QUICKSAND_EMPTYING)
- step /= 4;
- else if (element == EL_MAGIC_WALL_FILLING ||
- element == EL_BD_MAGIC_WALL_FILLING ||
- element == EL_MAGIC_WALL_EMPTYING ||
- element == EL_BD_MAGIC_WALL_EMPTYING)
- step /= 2;
- else if (CAN_FALL(element) && horiz_move &&
- y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
- step /= 2;
- else if (element == EL_SPRING && horiz_move)
- step *= 2;
- else if (IS_CUSTOM_ELEMENT(element))
- step = SIGN(step) * element_info[element].move_stepsize;
-
-#if OLD_GAME_BEHAVIOUR
- else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
-#endif
- MovPos[x][y] += step;
+ MovPos[x][y] += getElementMoveStepsize(x, y);
-#if 1
-#if 1
if (pushed) /* special case: moving object pushed by player */
-#else
- if (pushing) /* special case: moving object pushed by player */
-#endif
-#if 1
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#else
- MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
-#endif
-#endif
-
-#if 0
- if (element == EL_SPRING)
- printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
- MovPos[x][y],
- pushing,
- (player?player->Pushing:-42),
- (player?player->is_moving:-42),
- (player?player->MovPos:-42),
- (player?player->GfxPos:-42));
-#endif
-
- if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
- {
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
-
- if (element == EL_MOLE)
- {
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
-
- Feld[x][y] = EL_SAND;
- DrawLevelField(x, y);
- for(i=0; i<4; i++)
- {
- int xx, yy;
+ if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
+ {
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
- xx = x + xy[i][0];
- yy = y + xy[i][1];
+ if (element == EL_MOLE)
+ {
+ Feld[x][y] = EL_SAND;
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
- DrawLevelField(xx, yy); /* for "crumbled sand" */
- }
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
-
- if (element == EL_QUICKSAND_FILLING)
+ else if (element == EL_QUICKSAND_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
ResetGfxAnimation(x, y); /* reset animation values for old field */
-#if 1
#if 0
/* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
(CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
MovDir[newx][newy] = 0;
#endif
-
-#endif
#endif
DrawLevelField(x, y);
DrawLevelField(newx, newy);
-#if 0
- if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
-#endif
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
-#if 1
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
if (!pushed) /* special case: moving object pushed by player */
-#endif
JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
-#if 1
if (CAN_FALL(element) && direction == MV_DOWN &&
(newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
-#else
- if (CAN_SMASH(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
-#endif
-#if 0
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- CheckTriggeredElementChange(element, CE_COLLISION);
-#else
-#if 1
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
CheckElementChange(newx, newy, element, CE_COLLISION);
-#else
- if ((!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) &&
- CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_COLLISION))
- ChangeElementNow(newx, newy, element);
-#endif
-#endif
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
else /* still moving on */
{
if (!IN_LEV_FIELD(x, y))
return;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
changed = TRUE;
}
}
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
static void ChangeElementNowExt(int x, int y, int target_element)
{
- if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
+ /* check if element under player changes from accessible to unaccessible
+ (needed for special case of dropping element which then changes) */
+ if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
DrawLevelField(x, y);
if (CAN_BE_CRUMBLED(Feld[x][y]))
- {
- int sx = SCREENX(x), sy = SCREENY(y);
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
- int i;
-
- for(i=0; i<4; i++)
- {
- int xx = x + xy[i][0];
- int yy = y + xy[i][1];
- int sxx = sx + xy[i][0];
- int syy = sy + xy[i][1];
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
- if (!IN_LEV_FIELD(xx, yy) ||
- !IN_SCR_FIELD(sxx, syy) ||
- !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
- IS_MOVING(xx, yy))
- continue;
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
- DrawLevelField(xx, yy);
- }
- }
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
}
-static void ChangeElementNow(int x, int y, int element)
+static void ChangeElementNow(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
- CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
if (change->explode)
{
e = Feld[ex][ey];
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
if (!change->only_complete || complete_change)
{
+ boolean something_has_changed = FALSE;
+
if (change->only_complete && change->use_random_change &&
- RND(change->random) != 0)
+ RND(100) < change->random)
return;
for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
int ey = y + yy - 1;
if (can_change[xx][yy] && (!change->use_random_change ||
- RND(change->random) == 0))
+ RND(100) < change->random))
{
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+ something_has_changed = TRUE;
+
/* for symmetry reasons, stop newly created border elements */
if (ex != x || ey != y)
Stop[ex][ey] = TRUE;
}
}
- return;
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
}
}
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
- ChangeElementNowExt(x, y, change->target_element);
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
}
-static void ChangeElement(int x, int y)
+static void ChangeElement(int x, int y, int page)
{
-#if 1
int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
-#endif
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
-#if 1
ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
RND(change->delay_random * change->delay_frames)) + 1;
-#else
- ChangeDelay[x][y] = changing_element[element].change_delay + 1;
-
- if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- {
- int max_random_delay = element_info[element].change.delay_random;
- int delay_frames = element_info[element].change.delay_frames;
-
- ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
- }
-#endif
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
-#if 1
if (change->pre_change_function)
change->pre_change_function(x, y);
-#else
- if (changing_element[element].pre_change_function)
- changing_element[element].pre_change_function(x, y);
-#endif
}
ChangeDelay[x][y]--;
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
if (change->change_function)
change->change_function(x, y);
-#else
- if (changing_element[element].change_function)
- changing_element[element].change_function(x, y);
-#endif
}
else /* finish element change */
{
-#if 0
- int next_element = changing_element[element].next_element;
-#endif
-
if (IS_MOVING(x, y)) /* never change a running system ;-) */
{
ChangeDelay[x][y] = 1; /* try change after next move step */
return;
}
-#if 1
- ChangeElementNow(x, y, element);
+ ChangeElementNow(x, y, element, page);
if (change->post_change_function)
change->post_change_function(x, y);
-#else
- if (next_element != EL_UNDEFINED)
- ChangeElementNow(x, y, next_element);
- else
- ChangeElementNow(x, y, element_info[element].change.target_element);
-
- if (changing_element[element].post_change_function)
- changing_element[element].post_change_function(x, y);
-#endif
}
}
-static boolean CheckTriggeredElementChange(int trigger_element,
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
int trigger_event)
{
- int i, x, y;
+ int i, j, x, y;
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ /* prevent this function from running into a loop */
+ if (trigger_event == CE_OTHER_IS_CHANGING)
+ Changing[lx][ly] = TRUE;
+
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
- if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
- element_info[i].change.trigger != trigger_element)
+ int element = EL_CUSTOM_START + i;
+
+#if 1
+ boolean change_element = FALSE;
+ int page;
+
+ if (!CAN_CHANGE(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ continue;
+
+ for (j=0; j < element_info[element].num_change_pages; j++)
+ {
+ if (element_info[element].change_page[j].trigger_element ==
+ trigger_element)
+ {
+ change_element = TRUE;
+ page = j;
+
+ break;
+ }
+ }
+
+ if (!change_element)
+ continue;
+
+#else
+ if (!CAN_CHANGE(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
+ element_info[element].change->trigger_element != trigger_element)
continue;
+#endif
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
- if (Feld[x][y] == i)
+ if (x == lx && y == ly) /* do not change trigger element itself */
+ continue;
+
+ if (Changing[x][y]) /* do not change just changing elements */
+ continue;
+
+ if (Feld[x][y] == element)
{
ChangeDelay[x][y] = 1;
- ChangeElement(x, y);
+ ChangeElement(x, y, page);
+
+ Changing[x][y] = TRUE; /* do not change just changed elements */
}
}
}
+ /* reset change prevention array */
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ Changing[x][y] = FALSE;
+
return TRUE;
}
-static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+static boolean CheckElementChangeExt(int x, int y, int element,
+ int trigger_event, int page)
{
- if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
return FALSE;
if (Feld[x][y] == EL_BLOCKED)
Blocked2Moving(x, y, &x, &y);
ChangeDelay[x][y] = 1;
- ChangeElement(x, y);
+ ChangeElement(x, y, page);
return TRUE;
}
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ int page = element_info[element].event_page_num[trigger_event];
+
+ return CheckElementChangeExt(x, y, element, trigger_event, page);
+}
+
static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
else
{
if (button2)
- bombed = PlaceBomb(player);
+ dropped = DropElement(player);
+
moved = MoveFigure(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
{
- if (button1 || (bombed && !moved))
+ if (button1 || (dropped && !moved))
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
CheckGravityMovement(player);
if (player->MovPos == 0)
- {
-#if 0
- printf("Trying... Player frame reset\n");
-#endif
-
InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
- }
if (player->MovPos == 0) /* needed for tape.playing */
player->is_moving = FALSE;
GfxFrame[x][y]++;
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements without push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
/* this may take place after moving, so 'element' may have changed */
if (IS_CHANGING(x, y))
{
- ChangeElement(x, y);
+ ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
}
#if 1
graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
#if 0
- if (element == EL_PACMAN)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+ if (element == EL_MOLE)
+ printf("::: %d, %d, %d [%d]\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+ GfxAction[x][y]);
#endif
#if 0
if (element == EL_YAMYAM)
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
#if 0
- if (element == EL_YAMYAM)
+ if (element == EL_MOLE)
printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
#endif
}
#endif
element = Feld[x][y];
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
element == EL_SAND ||
int x, y;
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX*(dx == -1) - softscroll_offset,
- FY + TILEY*(dy == -1) - softscroll_offset,
- SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
- SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
- FX + TILEX*(dx == 1) - softscroll_offset,
- FY + TILEY*(dy == 1) - softscroll_offset);
+ FX + TILEX * (dx == -1) - softscroll_offset,
+ FY + TILEY * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
if (dx)
{
x = (dx == 1 ? BX1 : BX2);
- for (y=BY1; y<=BY2; y++)
+ for (y=BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
- for (x=BX1; x<=BX2; x++)
+ for (x=BX1; x <= BX2; x++)
DrawScreenField(x, y);
}
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
if (can_move != MF_MOVING)
return can_move;
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MF_NO_ACTION;
+
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->last_jy = jy;
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
+#if 1
+ player->snapped = FALSE;
+#endif
}
else
{
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 0
DrawPlayer(player);
+#endif
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
if (player->MovPos == 0)
CheckGravityMovement(player);
- DrawPlayer(player);
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
if (player->MovPos == 0)
{
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPEN)
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
if (local_player->friends_still_needed == 0 ||
void TestIfPlayerTouchesCustomElement(int x, int y)
{
+ static boolean check_changing = FALSE;
static int xy[4][2] =
{
{ 0, -1 },
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_player = (IS_PLAYER(x, y));
int i;
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
for (i=0; i<4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
- if (center_is_player && IN_LEV_FIELD(xx, yy))
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_PLAYER(x, y))
{
- CheckTriggeredElementChange(Feld[xx][yy], CE_OTHER_TOUCHING);
+ CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
}
+ else if (IS_PLAYER(xx, yy))
+ {
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+
+ break;
+ }
+ }
+
+ check_changing = FALSE;
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static boolean check_changing = FALSE;
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ boolean change_center_element = FALSE;
+ int center_element_change_page = 0;
+ int center_element = Feld[x][y];
+ int i, j;
+
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ border_element = Feld[xx][yy];
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ !change_center_element)
+ {
+ for (j=0; j < element_info[center_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[center_element].change_page[j];
+
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->trigger_element == border_element)
+ {
+ change_center_element = TRUE;
+ center_element_change_page = j;
+
+ break;
+ }
+ }
+ }
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+ {
+ for (j=0; j < element_info[border_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[border_element].change_page[j];
+
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->trigger_element == center_element)
+ {
+ CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
+ break;
+ }
+ }
+ }
}
+
+ if (change_center_element)
+ CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
+ center_element_change_page);
+
+ check_changing = FALSE;
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
!IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
if (mode != DF_SNAP)
{
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
GfxElement[x][y] =
(CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
player->is_digging = TRUE;
}
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
- player->dynamite++;
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
el2edimg(EL_KEY_1 + key_nr));
redraw_mask |= REDRAW_DOOR_1;
}
- else if (element_info[element].gem_count > 0)
+ else if (element == EL_ENVELOPE)
+ {
+ ShowEnvelope();
+ }
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i=0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
{
local_player->gems_still_needed -=
- element_info[element].gem_count;
+ element_info[element].collect_count;
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
RaiseScoreElement(element);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
break;
}
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
if (mode == DF_SNAP)
ContinueMoving(x, y);
if (game.engine_version < RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
break;
}
else
{
- CheckTriggeredElementChange(element, CE_OTHER_PRESSING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
}
{
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
}
+#if 0
+ printf("::: trying to snap...\n");
+#endif
+
return FALSE;
}
player->MovDir = snap_direction;
+#if 1
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
+
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
+#if 1
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
DrawLevelField(x, y);
BackToFront();
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
-#if 0
- if (element != EL_EMPTY)
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
-#endif
- if (element != EL_EMPTY)
- {
-#if 0
- Store[jx][jy] = element;
-#else
- Back[jx][jy] = element;
-#endif
- }
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
MovDelay[jx][jy] = 96;
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
- if (player->dynamite)
+ if (player->inventory_size > 0)
{
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
-#if 1
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
-#endif
- }
PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
}
- else
+ else /* player is dropping a dyna bomb */
{
+ player->dynabombs_left--;
+
Feld[jx][jy] =
EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
- player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
RaiseScore(level.score[SC_KEY]);
break;
default:
- RaiseScore(element_info[element].score);
+ RaiseScore(element_info[element].collect_score);
break;
}
}
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
+
+ SetAudioMode(setup.sound);
PlayMusic(level_nr);
}
break;
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
+ {
setup.sound = setup.sound_loops = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
+ {
setup.sound = setup.sound_simple = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
default: