#include "tape.h"
#include "network.h"
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR FALSE
-
/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_STUFF ( * 1)
+
+#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
+#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
+
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
/* for Explode() */
#define EX_PHASE_START 0
-#define EX_NO_EXPLOSION 0
-#define EX_NORMAL 1
-#define EX_CENTER 2
-#define EX_BORDER 3
+#define EX_TYPE_NONE 0
+#define EX_TYPE_NORMAL (1 << 0)
+#define EX_TYPE_CENTER (1 << 1)
+#define EX_TYPE_BORDER (1 << 2)
+#define EX_TYPE_CROSS (1 << 3)
+#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
/* special positions in the game control window (relative to control window) */
#define XX_LEVEL 37
#define YY_KEYS 123
#define XX_SCORE 15
#define YY_SCORE 159
-#define XX_TIME 29
+#define XX_TIME1 29
+#define XX_TIME2 30
#define YY_TIME 194
/* special positions in the game control window (relative to main window) */
#define DY_KEYS (DY + YY_KEYS)
#define DX_SCORE (DX + XX_SCORE)
#define DY_SCORE (DY + YY_SCORE)
-#define DX_TIME (DX + XX_TIME)
+#define DX_TIME1 (DX + XX_TIME1)
+#define DX_TIME2 (DX + XX_TIME2)
#define DY_TIME (DY + YY_TIME)
/* values for initial player move delay (initial delay counter value) */
#define INITIAL_MOVE_DELAY_ON 0
/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED 32
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
+#define MOVE_DELAY_MAX_SPEED 1
+#if 0
#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#else
+#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+#endif
#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 MOVE_STEPSIZE_MIN (1)
+#define MOVE_STEPSIZE_MAX (TILEX)
+
+#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
#define INIT_GFX_RANDOM() (SimpleRND(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
+ RND(element_info[e].drop_delay_random))
#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
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_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
+ RND((c)->delay_random * (c)->delay_frames))
+
+#define GET_TARGET_ELEMENT(e, ch) \
+ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
+
+#define GET_VALID_PLAYER_ELEMENT(e) \
+ ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
+
+#define CAN_GROW_INTO(e) \
+ ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- (condition) || \
- (DONT_COLLIDE_WITH(e) && \
- IS_FREE_OR_PLAYER(x, y))))
+ (condition)))
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
(IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
(condition)))
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Feld[x][y] == EL_ACID) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_PLAYER(x, y) && \
+ !PLAYER_ENEMY_PROTECTED(x, y))))
+
#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+#define SATELLITE_CAN_ENTER_FIELD(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
- ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
-#define YAMYAM_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- Feld[x][y] == EL_DIAMOND))
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
-#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
-#define PACMAN_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
- IS_AMOEBOID(Feld[x][y])))
+#define PIG_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
-#define PIG_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- IS_FOOD_PIG(Feld[x][y])))
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+ IS_FOOD_PENGUIN(Feld[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-#define PENGUIN_CAN_ENTER_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
- IS_FOOD_PENGUIN(Feld[x][y]) || \
- Feld[x][y] == EL_EXIT_OPEN || \
- Feld[x][y] == EL_ACID))
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
- (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+#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))
+
+#define CE_ENTER_FIELD_COND(e, x, y) \
+ (!IS_PLAYER(x, y) && \
+ IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
/* forward declaration for internal use */
+static void AdvanceFrameAndPlayerCounters(int);
+
static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
static boolean MovePlayer(struct PlayerInfo *, int, int);
static void ScrollPlayer(struct PlayerInfo *, int);
static void ScrollScreen(struct PlayerInfo *, int);
+int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
-static void KillHeroUnlessProtected(int, int);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillHeroUnlessEnemyProtected(int, int);
+static void KillHeroUnlessExplosionProtected(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
+#if 0
+static void TestIfElementSmashesCustomElement(int, int, int);
+#endif
static void ChangeElement(int, int, int);
-static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
-static boolean CheckTriggeredElementChange(int, int, int, int);
-static boolean CheckElementSideChange(int, int, int, int, int, int);
-static boolean CheckElementChange(int, int, int, int);
-
-static void PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+
+static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
+#define CheckTriggeredElementChange(e, ev) \
+ CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
+ CheckTriggeredElementChangeExt(e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(e, ev, s) \
+ CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(e, ev, p) \
+ CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
+ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
+#define CheckElementChangeBySide(x, y, e, te, ev, s) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
{ EL_UNDEFINED, 0 },
};
-static unsigned long trigger_events[MAX_NUM_ELEMENTS];
+struct
+{
+ int element;
+ int direction;
+}
+access_direction_list[] =
+{
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+
+ { EL_SP_PORT_LEFT, MV_RIGHT },
+ { EL_SP_PORT_RIGHT, MV_LEFT },
+ { EL_SP_PORT_UP, MV_DOWN },
+ { EL_SP_PORT_DOWN, MV_UP },
+ { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
+ { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
+
+ { EL_UNDEFINED, MV_NO_MOVING }
+};
+
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
-#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
- CH_EVENT_BIT(CE_DELAY))
+#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[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))
player->present = TRUE;
+ player->block_last_field = (element == EL_SP_MURPHY ?
+ level.sp_block_last_field :
+ level.block_last_field);
+
+ /* ---------- initialize player's last field block delay --------------- */
+
+ /* always start with reliable default value (no adjustment needed) */
+ player->block_delay_adjustment = 0;
+
+ /* special case 1: in Supaplex, Murphy blocks last field one more frame */
+ if (player->block_last_field && element == EL_SP_MURPHY)
+ player->block_delay_adjustment = 1;
+
+ /* special case 2: in game engines before 3.1.1, blocking was different */
+ if (game.use_block_last_field_bug)
+ player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
if (!options.network || player->connected)
{
player->active = TRUE;
}
Feld[x][y] = EL_EMPTY;
+
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
InitPlayerField(x, y, element, init_game);
break;
+ case EL_SOKOBAN_FIELD_PLAYER:
+ element = Feld[x][y] = EL_PLAYER_1;
+ InitField(x, y, init_game);
+
+ element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ InitField(x, y, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_EMPTY:
+ local_player->sokobanfields_still_needed++;
+ break;
+
case EL_STONEBLOCK:
if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
Feld[x][y] = EL_ACID_POOL_TOPLEFT;
break;
case EL_DYNAMITE_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
MovDelay[x][y] = 96;
break;
local_player->lights_still_needed++;
break;
- case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
- break;
-
case EL_PENGUIN:
local_player->friends_still_needed++;
break;
case EL_PIG:
case EL_DRAGON:
- MovDir[x][y] = 1 << RND(4);
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
-#if 0
- case EL_SP_EMPTY:
- Feld[x][y] = EL_EMPTY;
- break;
-#endif
-
-#if 0
- case EL_EM_KEY_1_FILE:
- Feld[x][y] = EL_EM_KEY_1;
- break;
- case EL_EM_KEY_2_FILE:
- Feld[x][y] = EL_EM_KEY_2;
- break;
- case EL_EM_KEY_3_FILE:
- Feld[x][y] = EL_EM_KEY_3;
- break;
- case EL_EM_KEY_4_FILE:
- Feld[x][y] = EL_EM_KEY_4;
- break;
-#endif
-
case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
default:
if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
InitMovDir(x, y);
+ else 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++;
+
+ Feld[x][y] = group->element_resolved[element_pos];
+
+ InitField(x, y, init_game);
+ }
break;
}
+
+#if USE_NEW_COLLECT_COUNT
+ Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
+#endif
+}
+
+static inline void InitField_WithBug1(int x, int y, boolean init_game)
+{
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Feld[x][y];
+
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(old_element) &&
+ (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+ InitMovDir(x, y);
+
+ /* this case is in fact a combination of not less than three bugs:
+ first, it calls InitMovDir() for elements that can move, although this is
+ already done by InitField(); then, it checks the element that was at this
+ field _before_ the call to InitField() (which can change it); lastly, it
+ was not called for "mole with direction" elements, which were treated as
+ "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+ */
+}
+
+inline void DrawGameValue_Emeralds(int value)
+{
+ DrawText(DX_EMERALDS, 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);
+}
+
+inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+ int i;
+
+ /* 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));
+ else
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
+ MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+ }
+}
+
+inline void DrawGameValue_Score(int value)
+{
+ DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+}
+
+inline void DrawGameValue_Time(int value)
+{
+ if (value < 1000)
+ DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+ else
+ DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+}
+
+inline void DrawGameValue_Level(int value)
+{
+ if (level_nr < 100)
+ DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+ else
+ {
+ /* misuse area for displaying emeralds to draw bigger level number */
+ DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
+ int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+
+ /* now copy it to the area for displaying level number */
+ BlitBitmap(drawto, drawto,
+ DX_EMERALDS, DY_EMERALDS + 1,
+ getFontWidth(FONT_LEVEL_NUMBER) * 3,
+ getFontHeight(FONT_LEVEL_NUMBER) - 1,
+ DX_LEVEL - 1, DY_LEVEL + 1);
+
+ /* restore the area for displaying emeralds */
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+ /* yes, this is all really ugly :-) */
+ }
+}
+
+void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
+ int key_bits)
+{
+ int key[MAX_NUM_KEYS];
+ int i;
+
+ for (i = 0; i < MAX_NUM_KEYS; i++)
+ key[i] = key_bits & (1 << i);
+
+ DrawGameValue_Level(level_nr);
+
+ DrawGameValue_Emeralds(emeralds);
+ DrawGameValue_Dynamite(dynamite);
+ DrawGameValue_Score(score);
+ DrawGameValue_Time(time);
+
+ DrawGameValue_Keys(key);
}
void DrawGameDoorValues()
{
- int i, j;
+ int i;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ DrawGameDoorValues_EM();
+
+ return;
+ }
+
+ DrawGameValue_Level(level_nr);
+
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+ DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameValue_Score(local_player->score);
+ DrawGameValue_Time(TimeLeft);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ DrawGameValue_Keys(stored_player[i].key);
+}
+
+static void resolve_group_element(int group_element, int recursion_depth)
+{
+ static int group_nr;
+ static struct ElementGroupInfo *group;
+ struct ElementGroupInfo *actual_group = element_info[group_element].group;
+ int i;
+
+ if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
+ {
+ Error(ERR_WARN, "recursion too deep when resolving group element %d",
+ group_element - EL_GROUP_START + 1);
+
+ /* replace element which caused too deep recursion by question mark */
+ group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+
+ return;
+ }
+
+ if (recursion_depth == 0) /* initialization */
+ {
+ group = element_info[group_element].group;
+ group_nr = group_element - EL_GROUP_START;
+
+ group->num_elements_resolved = 0;
+ group->choice_pos = 0;
+ }
+
+ for (i = 0; i < actual_group->num_elements; i++)
+ {
+ int element = actual_group->element[i];
- for (i=0; i<MAX_PLAYERS; i++)
- for (j=0; j<4; j++)
- if (stored_player[i].key[j])
- DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + j));
+ if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
+ break;
- 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->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,
- int2str(TimeLeft, 3), FONT_TEXT_2);
+ if (IS_GROUP_ELEMENT(element))
+ resolve_group_element(element, recursion_depth + 1);
+ else
+ {
+ group->element_resolved[group->num_elements_resolved++] = element;
+ element_info[element].in_group[group_nr] = TRUE;
+ }
+ }
}
static void InitGameEngine()
{
- int i, j, k;
+ int i, j, k, l;
/* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* ---------------------------------------------------------------------- */
+ /* set flags for bugs and changes according to active game engine version */
+ /* ---------------------------------------------------------------------- */
+
+ /*
+ Summary of bugfix/change:
+ Fixed handling for custom elements that change when pushed by the player.
+
+ Fixed/changed in version:
+ 3.1.0
+
+ Description:
+ Before 3.1.0, custom elements that "change when pushing" changed directly
+ after the player started pushing them (until then handled in "DigField()").
+ Since 3.1.0, these custom elements are not changed until the "pushing"
+ move of the element is finished (now handled in "ContinueMoving()").
+
+ Affected levels/tapes:
+ The first condition is generally needed for all levels/tapes before version
+ 3.1.0, which might use the old behaviour before it was changed; known tapes
+ that are affected are some tapes from the level set "Walpurgis Gardens" by
+ Jamie Cullen.
+ The second condition is an exception from the above case and is needed for
+ the special case of tapes recorded with game (not engine!) version 3.1.0 or
+ above (including some development versions of 3.1.0), but before it was
+ known that this change would break tapes like the above and was fixed in
+ 3.1.1, so that the changed behaviour was active although the engine version
+ while recording maybe was before 3.1.0. There is at least one tape that is
+ affected by this exception, which is the tape for the one-level set "Bug
+ Machine" by Juergen Bonhagen.
+ */
+
+ game.use_change_when_pushing_bug =
+ (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ !(tape.playing &&
+ tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+ tape.game_version < VERSION_IDENT(3,1,1,0)));
+
+ /*
+ Summary of bugfix/change:
+ Fixed handling for blocking the field the player leaves when moving.
+
+ Fixed/changed in version:
+ 3.1.1
+
+ Description:
+ Before 3.1.1, when "block last field when moving" was enabled, the field
+ the player is leaving when moving was blocked for the time of the move,
+ and was directly unblocked afterwards. This resulted in the last field
+ being blocked for exactly one less than the number of frames of one player
+ move. Additionally, even when blocking was disabled, the last field was
+ blocked for exactly one frame.
+ Since 3.1.1, due to changes in player movement handling, the last field
+ is not blocked at all when blocking is disabled. When blocking is enabled,
+ the last field is blocked for exactly the number of frames of one player
+ move. Additionally, if the player is Murphy, the hero of Supaplex, the
+ last field is blocked for exactly one more than the number of frames of
+ one player move.
+
+ Affected levels/tapes:
+ (!!! yet to be determined -- probably many !!!)
+ */
+
+ game.use_block_last_field_bug =
+ (game.engine_version < VERSION_IDENT(3,1,1,0));
+
+ /* ---------------------------------------------------------------------- */
+
/* dynamically adjust element properties according to game engine version */
InitElementPropertiesEngine(game.engine_version);
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
- /* ---------- initialize player's initial move delay --------------------- */
+ /* ---------- recursively resolve group elements ------------------------- */
- /* dynamically adjust player properties according to game engine version */
- game.initial_move_delay =
- (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
- INITIAL_MOVE_DELAY_OFF);
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
+ element_info[i].in_group[j] = FALSE;
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ resolve_group_element(EL_GROUP_START + i, 0);
+
+ /* ---------- initialize player's initial move delay --------------------- */
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* 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);
+
+ /* ---------- initialize player's initial push delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_push_delay_value =
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
- for (i=0; i < MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
ei->change->delay_frames = 1;
}
- ei->change_events = CE_BITMASK_DEFAULT;
- for (j=0; j < NUM_CHANGE_EVENTS; j++)
+ for (j = 0; j < NUM_CHANGE_EVENTS; j++)
{
+ ei->has_change_event[j] = FALSE;
+
ei->event_page_nr[j] = 0;
ei->event_page[j] = &ei->change_page[0];
}
}
/* add changing elements from pre-defined list */
- for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
struct ChangingElementInfo *ch_delay = &change_delay_list[i];
struct ElementInfo *ei = &element_info[ch_delay->element];
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);
+ ei->has_change_event[CE_DELAY] = TRUE;
+
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+ }
+
+ /* ---------- initialize internal run-time variables ------------- */
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].can_change_or_has_action =
+ (ei->change_page[j].can_change |
+ ei->change_page[j].has_action);
+ }
}
-#if 1
/* add change events from custom element configuration */
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- for (j=0; j < ei->num_change_pages; j++)
+ for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
- for (k=0; k < NUM_CHANGE_EVENTS; k++)
+ 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)))
+ if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
{
- ei->change_events |= CH_EVENT_BIT(k);
+ ei->has_change_event[k] = TRUE;
+
ei->event_page_nr[k] = j;
ei->event_page[k] = &ei->change_page[j];
}
}
}
-#else
+ /* ---------- initialize run-time trigger player and element ------------- */
- /* add change events from custom element configuration */
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
- int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- /* only add custom elements that change after fixed/random frame delay */
- if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].actual_trigger_element = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ }
}
-#endif
/* ---------- initialize trigger events ---------------------------------- */
/* initialize trigger events information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- trigger_events[i] = EP_BITMASK_DEFAULT;
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+ trigger_events[i][j] = FALSE;
-#if 1
/* add trigger events from element change event properties */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
- for (j=0; j < ei->num_change_pages; j++)
+ for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
- if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+ if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
{
int trigger_element = ei->change_page[j].trigger_element;
- trigger_events[trigger_element] |= ei->change_page[j].events;
+ for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+ {
+ if (ei->change_page[j].has_event[k])
+ {
+ if (IS_GROUP_ELEMENT(trigger_element))
+ {
+ struct ElementGroupInfo *group =
+ element_info[trigger_element].group;
+
+ for (l = 0; l < group->num_elements_resolved; l++)
+ trigger_events[group->element_resolved[l]][k] = TRUE;
+ }
+ else
+ trigger_events[trigger_element][k] = TRUE;
+ }
+ }
}
}
}
-#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_ACTION))
- trigger_events[element_info[i].change->trigger_element] |=
- element_info[i].change->events;
-#endif
/* ---------- initialize push delay -------------------------------------- */
/* initialize push delay values to default */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
}
/* set push delay value for certain elements from pre-defined list */
- for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
{
int e = push_delay_list[i].element;
element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
}
+ /* set push delay value for Supaplex elements for newer engine versions */
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (IS_SP_ELEMENT(i))
+ {
+ /* set SP push delay to just enough to push under a falling zonk */
+ int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
+
+ element_info[i].push_delay_fixed = delay;
+ element_info[i].push_delay_random = 0;
+ }
+ }
+ }
+
/* ---------- initialize move stepsize ----------------------------------- */
/* initialize move stepsize values to default */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ 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++)
+ 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 collect score ----------------------------------- */
+
+ /* initialize collect score values for custom elements from initial value */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_score = element_info[i].collect_score_initial;
- /* initialize gem count values for each element */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ /* ---------- initialize collect count ----------------------------------- */
+
+ /* initialize collect count values for non-custom elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].collect_count = 0;
+ element_info[i].collect_count_initial = 0;
- /* add gem count values for all elements from pre-defined list */
- for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
- element_info[collect_count_list[i].element].collect_count =
+ /* add collect count values for all elements from pre-defined list */
+ for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count_initial =
collect_count_list[i].count;
+
+ /* ---------- initialize access direction -------------------------------- */
+
+ /* initialize access direction values to default (access from every side) */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+ /* set access direction value for certain elements from pre-defined list */
+ for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+ element_info[access_direction_list[i].element].access_direction =
+ access_direction_list[i].direction;
}
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
- int i, j, x, y;
+ int i, j, k, x, y;
InitGameEngine();
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
- printf("Using new amoeba code.\n");
-#else
- printf("Using old amoeba code.\n");
-#endif
-#endif
-#endif
-
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
player->index_nr = i;
+ player->index_bit = (1 << i);
player->element_nr = EL_PLAYER_1 + i;
player->present = FALSE;
player->lights_still_needed = 0;
player->friends_still_needed = 0;
- for (j=0; j<4; j++)
+ for (j = 0; j < MAX_NUM_KEYS; j++)
player->key[j] = FALSE;
player->dynabomb_count = 0;
player->use_murphy_graphic = FALSE;
+ player->block_last_field = FALSE; /* initialized in InitPlayerField() */
+ player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+
+ player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
+
player->actual_frame_counter = 0;
+ player->step_counter = 0;
+
player->last_move_dir = MV_NO_MOVING;
player->is_waiting = FALSE;
player->is_moving = FALSE;
+ player->is_auto_moving = FALSE;
player->is_digging = FALSE;
player->is_snapping = FALSE;
player->is_collecting = FALSE;
player->is_pushing = FALSE;
player->is_switching = FALSE;
+ player->is_dropping = FALSE;
- player->switch_x = -1;
- player->switch_y = -1;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
- player->show_envelope = 0;
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
- player->push_delay = 0;
- player->push_delay_value = 5;
+ player->action_waiting = ACTION_DEFAULT;
+ player->last_action_waiting = ACTION_DEFAULT;
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ player->num_special_action_bored = 0;
+ player->num_special_action_sleeping = 0;
- player->shield_normal_time_left = 0;
+ /* determine number of special actions for bored and sleeping animation */
+ for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
+ {
+ boolean found = FALSE;
+
+ for (k = 0; k < NUM_DIRECTIONS; k++)
+ if (el_act_dir2img(player->element_nr, j, k) !=
+ el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+ found = TRUE;
+
+ if (found)
+ player->num_special_action_bored++;
+ else
+ break;
+ }
+ for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+ {
+ boolean found = FALSE;
+
+ for (k = 0; k < NUM_DIRECTIONS; k++)
+ if (el_act_dir2img(player->element_nr, j, k) !=
+ el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+ found = TRUE;
+
+ if (found)
+ player->num_special_action_sleeping++;
+ else
+ break;
+ }
+
+ player->switch_x = -1;
+ player->switch_y = -1;
+
+ player->drop_x = -1;
+ player->drop_y = -1;
+
+ player->show_envelope = 0;
+
+ player->move_delay = game.initial_move_delay;
+ player->move_delay_value = game.initial_move_delay_value;
+
+ player->move_delay_reset_counter = 0;
+
+ player->push_delay = -1; /* initialized when pushing starts */
+ player->push_delay_value = game.initial_push_delay_value;
+
+ player->drop_delay = 0;
+
+ player->last_jx = player->last_jy = 0;
+ player->jx = player->jy = 0;
+
+ player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
player->LevelSolved = FALSE;
network_player_action_received = FALSE;
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
#endif
ZX = ZY = -1;
+ ExitX = ExitY = -1;
FrameCounter = 0;
TimeFrames = 0;
TimePlayed = 0;
TimeLeft = level.time;
+ TapeTime = 0;
ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
game.envelope_active = FALSE;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
- for (i=0; i<MAX_NUM_AMOEBA; i++)
+ for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
+#if USE_NEW_COLLECT_COUNT
+ Count[x][y] = 0; /* initialized in InitField() */
+#endif
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
WasJustFalling[x][y] = 0;
+ CheckCollision[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ Changed[x][y] = FALSE;
+ ChangeEvent[x][y] = -1;
ExplodePhase[x][y] = 0;
- ExplodeField[x][y] = EX_NO_EXPLOSION;
+ ExplodeDelay[x][y] = 0;
+ ExplodeField[x][y] = EX_TYPE_NONE;
+
+ RunnerVisit[x][y] = 0;
+ PlayerVisit[x][y] = 0;
GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
}
- for(y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for(x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
emulate_bd = FALSE;
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+#if USE_NEW_ALL_SLIPPERY
+ /* initialize type of slippery elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ /* default: elements slip down either to the left or right randomly */
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ /* SP style elements prefer to slip down on the left side */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ /* BD style elements prefer to slip down on the left side */
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+#endif
+
+ /* initialize explosion and ignition delay */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ int num_phase = 8;
+ int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+ game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+ game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = (num_phase + 1) * delay;
+ int half_phase = (num_phase / 2) * delay;
+
+ element_info[i].explosion_delay = last_phase - 1;
+ element_info[i].ignition_delay = half_phase;
+
+ if (i == EL_BLACK_ORB)
+ element_info[i].ignition_delay = 1;
+ }
+
+#if 0
+ if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
+ element_info[i].explosion_delay = 1;
+
+ if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
+ element_info[i].ignition_delay = 1;
+#endif
+ }
+
/* correct non-moving belts to start moving left */
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_BELTS; i++)
if (game.belt_dir[i] == MV_NO_MOVING)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
/* check if any connected player was not found in playfield */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
if (player->connected && !player->present)
{
- for (j=0; j<MAX_PLAYERS; j++)
+ for (j = 0; j < MAX_PLAYERS; j++)
{
struct PlayerInfo *some_player = &stored_player[j];
int jx = some_player->jx, jy = some_player->jy;
{
player->present = TRUE;
player->active = TRUE;
+
some_player->present = FALSE;
+ some_player->active = FALSE;
+
+#if 0
+ player->element_nr = some_player->element_nr;
+#endif
+
+ player->block_last_field = some_player->block_last_field;
+ player->block_delay_adjustment = some_player->block_delay_adjustment;
StorePlayer[jx][jy] = player->element_nr;
player->jx = player->last_jx = jx;
if (tape.playing)
{
- /* when playing a tape, eliminate all players who do not participate */
+ /* when playing a tape, eliminate all players which do not participate */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active && !tape.player_participates[i])
{
{
/* when in single player mode, eliminate all but the first active player */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active)
{
- for (j=i+1; j<MAX_PLAYERS; j++)
+ for (j = i + 1; j < MAX_PLAYERS; j++)
{
if (stored_player[j].active)
{
int jx = player->jx, jy = player->jy;
player->active = FALSE;
+ player->present = FALSE;
+
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_EMPTY;
}
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
tape.player_participates[i] = TRUE;
}
if (options.debug)
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int found_rating = 0;
int found_element = EL_UNDEFINED;
- for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
int content;
if (CAN_CHANGE(element))
{
- for (i=0; i < element_info[element].num_change_pages; i++)
+ 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);
}
}
- for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+ 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 (!CAN_CHANGE(element))
continue;
- for (i=0; i < element_info[element].num_change_pages; i++)
+ for (i = 0; i < element_info[element].num_change_pages; i++)
{
- content = element_info[element].change_page[i].content[xx][yy];
+ content= element_info[element].change_page[i].target_content[xx][yy];
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 1 || element < found_element))
}
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);
-
- DrawLevel();
- DrawAllPlayers();
+ if (!game.restart_level)
+ CloseDoor(DOOR_CLOSE_1);
- /* after drawing the level, correct some elements */
- if (game.timegate_time_left == 0)
- CloseAllOpenTimegates();
+ /* !!! FIX THIS (START) !!! */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ InitGameEngine_EM();
+ }
+ else
+ {
+ DrawLevel();
+ DrawAllPlayers();
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+ /* after drawing the level, correct some elements */
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- FadeToFront();
+ if (setup.soft_scrolling)
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
- /* copy default game door content to main double buffer */
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+ FadeToFront();
+ }
+ /* !!! FIX THIS (END) !!! */
- if (level_nr < 100)
- DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
- else
+ if (!game.restart_level)
{
- DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
- BlitBitmap(drawto, drawto,
- DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
- getFontWidth(FONT_LEVEL_NUMBER) * 3,
- getFontHeight(FONT_LEVEL_NUMBER) - 1,
- DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
+ /* copy default game door content to main double buffer */
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
}
DrawGameDoorValues();
- UnmapGameButtons();
- UnmapTapeButtons();
- game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
- game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
- game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
- MapGameButtons();
- MapTapeButtons();
+ if (!game.restart_level)
+ {
+ UnmapGameButtons();
+ UnmapTapeButtons();
+ game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+ game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+ game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+ MapGameButtons();
+ MapTapeButtons();
- /* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, bitmap_db_door,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+ /* copy actual game door content to door double buffer for OpenDoor() */
+ BlitBitmap(drawto, bitmap_db_door,
+ DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
- OpenDoor(DOOR_OPEN_ALL);
+ OpenDoor(DOOR_OPEN_ALL);
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
- if (setup.sound_music)
- PlayMusic(level_nr);
+ PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
- KeyboardAutoRepeatOffUnlessAutoplay();
+ if (setup.sound_music)
+ PlayLevelMusic();
- if (options.debug)
- {
- for (i=0; i<4; i++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
+ KeyboardAutoRepeatOffUnlessAutoplay();
+
+ if (options.debug)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
+ }
}
+
+ game.restart_level = FALSE;
+}
+
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+ /* this is used for non-R'n'D game engines to update certain engine values */
+
+ /* needed to determine if sounds are played within the visible screen area */
+ scroll_x = actual_scroll_x;
+ scroll_y = actual_scroll_y;
}
void InitMovDir(int x, int y)
default:
if (IS_CUSTOM_ELEMENT(element))
{
- if (element_info[element].move_direction_initial != MV_NO_MOVING)
- MovDir[x][y] = element_info[element].move_direction_initial;
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
- element_info[element].move_pattern == MV_TURNING_LEFT ||
- element_info[element].move_pattern == MV_TURNING_RIGHT)
+ struct ElementInfo *ei = &element_info[element];
+ int move_direction_initial = ei->move_direction_initial;
+ int move_pattern = ei->move_pattern;
+
+ if (move_direction_initial == MV_START_PREVIOUS)
+ {
+ if (MovDir[x][y] != MV_NO_MOVING)
+ return;
+
+ move_direction_initial = MV_START_AUTOMATIC;
+ }
+
+ if (move_direction_initial == MV_START_RANDOM)
+ MovDir[x][y] = 1 << RND(4);
+ else if (move_direction_initial & MV_ANY_DIRECTION)
+ MovDir[x][y] = move_direction_initial;
+ else if (move_pattern == MV_ALL_DIRECTIONS ||
+ move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM)
MovDir[x][y] = 1 << RND(4);
- else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ else if (move_pattern == MV_HORIZONTAL)
MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_VERTICAL)
MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
- else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ else if (move_pattern & MV_ANY_DIRECTION)
MovDir[x][y] = element_info[element].move_pattern;
- else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
- element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+ move_pattern == MV_ALONG_RIGHT_SIDE)
{
- for (i=0; i<4; i++)
+ /* use random direction as default start direction */
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ MovDir[x][y] = 1 << RND(4);
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x1 = x + xy[i][0];
int y1 = y + xy[i][1];
if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ if (move_pattern == MV_ALONG_RIGHT_SIDE)
MovDir[x][y] = direction[0][i];
else
MovDir[x][y] = direction[1][i];
element != EL_BD_FIREFLY)
break;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x1 = x + xy[i][0];
int y1 = y + xy[i][1];
}
break;
}
+
+ GfxDir[x][y] = MovDir[x][y];
}
void InitAmoebaNr(int x, int y)
if (group_nr == 0)
{
- for (i=1; i<MAX_NUM_AMOEBA; i++)
+ for (i = 1; i < MAX_NUM_AMOEBA; i++)
{
if (AmoebaCnt[i] == 0)
{
if (local_player->MovPos)
return;
-#if 1
if (tape.auto_play) /* tape might already be stopped here */
tape.auto_play_level_solved = TRUE;
-#else
- if (tape.playing && tape.auto_play)
- tape.auto_play_level_solved = TRUE;
-#endif
local_player->LevelSolved = FALSE;
TimeLeft -= 10;
else
TimeLeft--;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ DrawGameValue_Time(TimeLeft);
+
BackToFront();
if (!tape.playing)
TimePlayed += 10;
else
TimePlayed++;
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+ DrawGameValue_Time(TimePlayed);
+
BackToFront();
if (!tape.playing)
}
/* close exit door after last player */
- if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+ if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
+ (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
{
int element = Feld[ExitX][ExitY];
Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
EL_SP_EXIT_CLOSING);
- PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
/* Hero disappears */
- DrawLevelField(ExitX, ExitY);
+ if (ExitX >= 0 && ExitY >= 0)
+ DrawLevelField(ExitX, ExitY);
+
BackToFront();
if (tape.playing)
local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
- for (k=0; k<MAX_SCORE_ENTRIES; k++)
+ for (k = 0; k < MAX_SCORE_ENTRIES; k++)
{
if (local_player->score > highscore[k].Score)
{
int m = MAX_SCORE_ENTRIES - 1;
#ifdef ONE_PER_NAME
- for (l=k; l<MAX_SCORE_ENTRIES; l++)
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
if (!strcmp(setup.player_name, highscore[l].Name))
m = l;
if (m == k) /* player's new highscore overwrites his old one */
goto put_into_list;
#endif
- for (l=m; l>k; l--)
+ for (l = m; l > k; l--)
{
strcpy(highscore[l].Name, highscore[l - 1].Name);
highscore[l].Score = highscore[l - 1].Score;
return position;
}
+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 0
+ if (element == EL_SPRING)
+ step = sign * MOVE_STEPSIZE_NORMAL * 2;
+ else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+ step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
+ 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;
+#endif
+ }
+
+ return step;
+}
+
void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
if (player->GfxAction != action || player->GfxDir != dir)
{
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
}
void InitMovingField(int x, int y, int direction)
if (!WasJustMoving[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
- MovDir[newx][newy] = MovDir[x][y] = direction;
+ MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
+ GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
- if (Feld[newx][newy] == EL_EMPTY)
- Feld[newx][newy] = EL_BLOCKED;
+ /* this is needed for CEs with property "can move" / "not moving" */
- if (direction == MV_DOWN && CAN_FALL(element))
- GfxAction[x][y] = ACTION_FALLING;
- else
- GfxAction[x][y] = ACTION_MOVING;
+ if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ {
+ if (Feld[newx][newy] == EL_EMPTY)
+ Feld[newx][newy] = EL_BLOCKED;
+
+ MovDir[newx][newy] = MovDir[x][y];
+
+#if USE_NEW_COLLECT_COUNT
+ Count[newx][newy] = Count[x][y];
+#endif
- GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
- GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
+ }
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+#if USE_NEW_COLLECT_COUNT
+ Count[x][y] = 0;
+#endif
+
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
+#if 0
+ ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
+
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
void RemoveMovingField(int x, int y)
if (IS_MOVING(x, y))
{
Moving2Blocked(x, y, &newx, &newy);
+
if (Feld[newx][newy] != EL_BLOCKED)
+ {
+ /* element is moving, but target field is not free (blocked), but
+ already occupied by something different (example: acid pool);
+ in this case, only remove the moving field, but not the target */
+
+ RemoveField(oldx, oldy);
+
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+ DrawLevelField(oldx, oldy);
+
return;
+ }
}
else if (element == EL_BLOCKED)
{
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 1
if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
- else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-#endif
}
void CheckDynamite(int x, int y)
if (MovDelay[x][y] != 0)
{
DrawDynamite(x, y);
- PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
return;
}
}
-#if 1
- StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
-#else
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
- Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
- StopSound(SND_DYNAMITE_ACTIVE);
- else
- StopSound(SND_DYNABOMB_ACTIVE);
-#endif
+ StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
Bang(x, y);
}
-void RelocatePlayer(int x, int y, int element)
+void DrawRelocatePlayer(struct PlayerInfo *player)
{
- struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
-
-#if 1
- RemoveField(x, y); /* temporarily remove newly placed player */
- DrawLevelField(x, y);
-#endif
+ 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 (player->present)
+ if (level.instant_relocation)
{
- while (player->MovPos)
- {
- ScrollPlayer(player, SCROLL_GO_ON);
- ScrollScreen(NULL, SCROLL_GO_ON);
- FrameCounter++;
+ int offset = (setup.scroll_delay ? 3 : 0);
- DrawPlayer(player);
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
- BackToFront();
- Delay(GAME_FRAME_DELAY);
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_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);
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
+ 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);
- player->is_moving = FALSE;
- }
+ /* 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);
- Feld[x][y] = element;
- InitPlayerField(x, y, element, TRUE);
+ /* 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);
+ }
- if (player == local_player)
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
{
int scroll_xx = -999, scroll_yy = -999;
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
while (scroll_xx != scroll_x || scroll_yy != scroll_y)
{
int dx = 0, dy = 0;
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;
/* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
FlushDisplay();
- Delay(GAME_FRAME_DELAY);
+ Delay(wait_delay_value);
/* scroll second step to align at full tile size */
BackToFront();
- Delay(GAME_FRAME_DELAY);
+ Delay(wait_delay_value);
+ }
+
+ DrawPlayer(player);
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+ int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
+ struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+ 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 old_jx = player->jx;
+ int old_jy = player->jy;
+ int old_element = Feld[old_jx][old_jy];
+ int element = Feld[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+ int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+ int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
+ int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+ int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
+ int leave_side_horiz = move_dir_horiz;
+ int leave_side_vert = move_dir_vert;
+ int enter_side = enter_side_horiz | enter_side_vert;
+ int leave_side = leave_side_horiz | leave_side_vert;
+
+ if (player->GameOver) /* do not reanimate dead player */
+ return;
+
+ if (!player_relocated) /* no need to relocate the player */
+ return;
+
+ if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ {
+ RemoveField(jx, jy); /* temporarily remove newly placed player */
+ DrawLevelField(jx, jy);
+ }
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+
+ DrawPlayer(player);
+
+ BackToFront();
+ Delay(wait_delay_value);
}
+
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
+ }
+
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
+
+ Feld[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
+
+ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ {
+ Feld[jx][jy] = element;
+ InitField(jx, jy, FALSE);
}
+
+ if (player == local_player) /* only visually relocate local player */
+ DrawRelocatePlayer(player);
+
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
}
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
- int num_phase = 9;
+ int last_phase;
+ int border_element;
+
+ /* !!! eliminate this variable !!! */
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
- int last_phase = num_phase * delay;
- int half_phase = (num_phase / 2) * delay;
- int first_phase_after_start = EX_PHASE_START + 1;
if (game.explosions_delayed)
{
#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))
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY &&
+ (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
return;
#endif
- if (mode == EX_NORMAL || mode == EX_CENTER)
- PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Feld[ex][ey] = center_element;
}
- for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
+ last_phase = element_info[center_element].explosion_delay + 1;
+
+ 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) ||
- ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
- (x != ex || y != ey)))
+ (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+ (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
continue;
element = Feld[x][y];
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)) ||
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+ mode == EX_TYPE_BORDER)) ||
element == EL_FLAMES)
continue;
-#endif
+ /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+ behaviour, for example when touching a yamyam that explodes to rocks
+ with active deadly shield, a rock is created under the player !!! */
+ /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+#if 0
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+ (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+ (x == ex && y == ey && mode != EX_TYPE_BORDER)))
#else
- if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0) ||
- (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
- element == EL_FLAMES)
- continue;
-#endif
-
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
{
if (IS_ACTIVE_BOMB(element))
{
/* re-activate things under the bomb like gate or penguin */
- Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
- Store[x][y] = 0;
+ Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
}
continue;
}
/* save walkable background elements while explosion on same tile */
-#if 0
- if (IS_INDESTRUCTIBLE(element))
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey || mode == EX_TYPE_BORDER))
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)
element = Store2[x][y];
-#if 1
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
}
RemoveField(x, y);
-#endif
- if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
{
case EL_PLAYER_2:
- Store[x][y] = EL_EMERALD_RED;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
break;
case EL_PLAYER_3:
- Store[x][y] = EL_EMERALD;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
break;
case EL_PLAYER_4:
- Store[x][y] = EL_EMERALD_PURPLE;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
break;
case EL_PLAYER_1:
default:
- Store[x][y] = EL_EMERALD_YELLOW;
+ Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
break;
}
- if (game.emulation == EMU_SUPAPLEX)
+ if (PLAYERINFO(ex, ey)->use_murphy_graphic)
Store[x][y] = EL_EMPTY;
}
else if (center_element == EL_MOLE)
else
Store[x][y] = EL_EMPTY;
- if (x != ex || y != ey ||
- center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+ center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
-#if 0
- if (AmoebaNr[x][y] &&
- (element == EL_AMOEBA_FULL ||
- element == EL_BD_AMOEBA ||
- element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
-
-#if 1
- RemoveField(x, y);
-#else
- MovDir[x][y] = MovPos[x][y] = 0;
- AmoebaNr[x][y] = 0;
-#endif
-#endif
-
Feld[x][y] = EL_EXPLOSION;
-#if 1
GfxElement[x][y] = center_element;
-#else
- GfxElement[x][y] = EL_UNDEFINED;
-#endif
ExplodePhase[x][y] = 1;
+ ExplodeDelay[x][y] = last_phase;
+
Stop[x][y] = TRUE;
}
x = ex;
y = ey;
+ if (phase == 1)
+ GfxFrame[x][y] = 0; /* restart explosion animation */
+
+ last_phase = ExplodeDelay[x][y];
+
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
#ifdef DEBUG
/* activate this even in non-DEBUG version until cause for crash in
getGraphicAnimationFrame() (see below) is found and eliminated */
+
#endif
#if 1
}
#endif
- if (phase == first_phase_after_start)
+ border_element = Store2[x][y];
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
+
+ if (phase == element_info[border_element].ignition_delay ||
+ phase == last_phase)
{
- int element = Store2[x][y];
+ boolean border_explosion = FALSE;
- if (element == EL_BLACK_ORB)
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
{
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
+ KillHeroUnlessExplosionProtected(x, y);
+ border_explosion = TRUE;
}
- }
- else if (phase == half_phase)
- {
- int element = Store2[x][y];
-
- if (IS_PLAYER(x, y))
- KillHeroUnlessProtected(x, y);
- else if (CAN_EXPLODE_BY_FIRE(element))
+ else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
+ border_explosion = TRUE;
}
- else if (element == EL_AMOEBA_TO_DIAMOND)
+ else if (border_element == EL_AMOEBA_TO_DIAMOND)
+ {
AmoebeUmwandeln(x, y);
+ Store2[x][y] = 0;
+ border_explosion = TRUE;
+ }
+
+ /* if an element just explodes due to another explosion (chain-reaction),
+ do not immediately end the new explosion when it was the last frame of
+ the explosion (as it would be done in the following "if"-statement!) */
+ if (border_explosion && phase == last_phase)
+ return;
}
if (phase == last_phase)
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
+ /* player can escape from explosions and might therefore be still alive */
+ if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+ element <= EL_PLAYER_IS_EXPLODING_4)
+ Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+ EL_EMPTY :
+ element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+ element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+ element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+ EL_EMERALD_PURPLE);
+
+ /* restore probably existing indestructible background element */
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
- InitField(x, y, FALSE);
- if (CAN_MOVE(element))
- InitMovDir(x, y);
+#if USE_NEW_COLLECT_COUNT
+ Count[x][y] = 0;
+#endif
+
+ InitField_WithBug2(x, y, FALSE);
+
DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
DrawLevelFieldCrumbledSandNeighbours(x, y);
- if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ 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)))
+ else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
-#if 1
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
- int stored = Store[x][y];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
- IMG_SP_EXPLOSION);
-#endif
- int frame = getGraphicAnimationFrame(graphic, phase - delay);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
DrawLevelFieldCrumbledSand(x, y);
void DynaExplode(int ex, int ey)
{
int i, j;
+ int dynabomb_element = Feld[ex][ey];
int dynabomb_size = 1;
boolean dynabomb_xl = FALSE;
struct PlayerInfo *player;
{ 0, +1 }
};
- if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+ if (IS_ACTIVE_BOMB(dynabomb_element))
{
- player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
+ player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
dynabomb_size = player->dynabomb_size;
dynabomb_xl = player->dynabomb_xl;
player->dynabombs_left++;
}
- Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+ Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- for (j=1; j<=dynabomb_size; j++)
+ for (j = 1; j <= dynabomb_size; j++)
{
- int x = ex + j * xy[i % 4][0];
- int y = ey + j * xy[i % 4][1];
+ int x = ex + j * xy[i][0];
+ int y = ey + j * xy[i][1];
int element;
if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
- Explode(x, y, EX_PHASE_START, EX_BORDER);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (element != EL_EMPTY &&
- element != EL_SAND &&
- element != EL_EXPLOSION &&
- !dynabomb_xl)
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
break;
}
}
void Bang(int x, int y)
{
-#if 1
int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
-#endif
-#if 1
- if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
-#else
- if (IS_PLAYER(x, y))
-#endif
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
{
struct PlayerInfo *player = PLAYERINFO(x, y);
player->element_nr);
}
-#if 0
-#if 1
- PlaySoundLevelAction(x, y, ACTION_EXPLODING);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
- else
- PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
-
-#if 0
- if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
- element = EL_EMPTY;
-#endif
-
switch(element)
{
case EL_BUG:
case EL_PACMAN:
case EL_MOLE:
RaiseScoreElement(element);
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
break;
case EL_DYNABOMB_PLAYER_1_ACTIVE:
case EL_DYNABOMB_PLAYER_2_ACTIVE:
case EL_PENGUIN:
case EL_LAMP:
case EL_LAMP_ACTIVE:
+ case EL_AMOEBA_TO_DIAMOND:
if (IS_PLAYER(x, y))
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
else
- Explode(x, y, EX_PHASE_START, EX_CENTER);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
break;
default:
- if (CAN_EXPLODE_1X1(element))
- Explode(x, y, EX_PHASE_START, EX_CENTER);
+ if (element_info[element].explosion_type == EXPLODES_CROSS)
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+ else if (element_info[element].explosion_type == EXPLODES_1X1)
+ Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
else
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
break;
}
- CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+ CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
}
void SplashAcid(int x, int y)
{
- int element = Feld[x][y];
-
- if (element != EL_ACID_SPLASH_LEFT &&
- element != EL_ACID_SPLASH_RIGHT)
- {
- PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+ if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+ (!IN_LEV_FIELD(x - 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+ Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
- if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
- (!IN_LEV_FIELD(x-1, y-1) ||
- !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
- Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+ if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+ (!IN_LEV_FIELD(x + 1, y - 2) ||
+ !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+ Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
- if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
- (!IN_LEV_FIELD(x+1, y-1) ||
- !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
- Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
- }
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
}
static void InitBeltMovement()
int x, y, i, j;
/* set frame order for belt animation graphic according to belt direction */
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_BELTS; i++)
{
int belt_nr = i;
- for (j=0; j<3; j++)
+ for (j = 0; j < NUM_BELT_PARTS; j++)
{
int element = belt_base_active_element[belt_nr] + j;
int graphic = el2img(element);
}
}
- for(y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for(x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_BELTS; i++)
{
if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
{
belt_dir_nr = 1;
/* set frame order for belt animation graphic according to belt direction */
- for (i=0; i<3; i++)
+ for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
int graphic = el2img(element);
graphic_info[graphic].anim_mode |= ANIM_REVERSE;
}
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
game.switchgate_pos = !game.switchgate_pos;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
element == EL_SWITCHGATE_OPENING)
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
- PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
-#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
+
+ PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
- PlaySoundLevelAction(xx, yy, ACTION_OPENING);
-#else
- PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
+
+ PlayLevelSoundAction(xx, yy, ACTION_OPENING);
}
}
}
{
int x, y;
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
DrawLevelField(x, y);
+
+ /* uncrumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
DrawLevelField(x, y);
+
+ /* re-crumble neighbour fields, if needed */
+ if (element == EL_INVISIBLE_SAND)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
}
}
game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
int element = Feld[xx][yy];
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
}
/*
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);
+ boolean last_line = (y == lev_fieldy - 1);
boolean object_hit = FALSE;
- boolean impact = (lastline || object_hit);
+ boolean impact = (last_line || object_hit);
int element = Feld[x][y];
- int smashed = EL_UNDEFINED;
+ int smashed = EL_STEELWALL;
- if (!lastline) /* check if element below was hit */
+ if (!last_line) /* check if element below was hit */
{
if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
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) &&
+ if (game.engine_version >= VERSION_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);
- impact = (lastline || object_hit);
+ impact = (last_line || object_hit);
}
- if (!lastline && smashed == EL_ACID) /* element falls into acid */
+ if (!last_line && smashed == EL_ACID) /* element falls into acid */
{
- SplashAcid(x, y);
+ SplashAcid(x, y + 1);
return;
}
+ /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
/* only reset graphic animation if graphic really changes after impact */
if (impact &&
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
}
else if (impact && element == EL_PEARL)
{
+ ResetGfxAnimation(x, y);
+
Feld[x][y] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
- else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
{
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
return;
}
if (impact && element == EL_AMOEBA_DROP)
{
if (object_hit && IS_PLAYER(x, y + 1))
- KillHeroUnlessProtected(x, y + 1);
+ KillHeroUnlessEnemyProtected(x, y + 1);
else if (object_hit && smashed == EL_PENGUIN)
Bang(x, y + 1);
else
EL_BD_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
- for (yy=0; yy<lev_fieldy; yy++)
- for (xx=0; xx<lev_fieldx; xx++)
+ for (yy = 0; yy < lev_fieldy; yy++)
+ for (xx = 0; xx < lev_fieldx; xx++)
if (Feld[xx][yy] == smashed)
Feld[xx][yy] = activated_magic_wall;
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
- PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+ PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
SND_BD_MAGIC_WALL_ACTIVATING));
}
{
if (CAN_SMASH_PLAYER(element))
{
- KillHeroUnlessProtected(x, y + 1);
+ KillHeroUnlessEnemyProtected(x, y + 1);
return;
}
}
return;
}
}
- else if ((element == EL_SP_INFOTRON ||
- element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK ||
- smashed == EL_SP_ELECTRON ||
- smashed == EL_SP_DISK_ORANGE))
- {
- Bang(x, y + 1);
- return;
- }
-#if 0
- else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+ else if (((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
+ smashed == EL_SP_DISK_ORANGE)) ||
+ (element == EL_SP_INFOTRON &&
+ smashed == EL_SP_DISK_YELLOW))
{
Bang(x, y + 1);
return;
}
-#endif
else if (CAN_SMASH_EVERYTHING(element))
{
if (IS_CLASSIC_ENEMY(smashed) ||
else if (smashed == EL_NUT)
{
Feld[x][y + 1] = EL_NUT_BREAKING;
- PlaySoundLevel(x, y, SND_NUT_BREAKING);
+ PlayLevelSound(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
+ ResetGfxAnimation(x, y);
+
Feld[x][y + 1] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+ PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
Feld[x][y + 1] = EL_DIAMOND_BREAKING;
- PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+ PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
}
else
{
- CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+#if 0
+ TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
- CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
- CE_OTHER_IS_SWITCHING);
- CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
- CE_SWITCHED, -1);
+ CheckElementChangeBySide(x, y + 1, smashed, element,
+ CE_SWITCHED, CH_SIDE_TOP);
+ CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
+ CH_SIDE_TOP);
}
}
else
{
- CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
}
}
}
/* play sound of magic wall / mill */
- if (!lastline &&
+ if (!last_line &&
(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
- PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+ PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
}
/* play sound of object that hits the ground */
- if (lastline || object_hit)
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+ if (last_line || object_hit)
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
{
static struct
{
};
int element = Feld[x][y];
+ int move_pattern = element_info[element].move_pattern;
+
int old_move_dir = MovDir[x][y];
int left_dir = turn[old_move_dir].left;
int right_dir = turn[old_move_dir].right;
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
+ if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = left_dir;
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
MovDelay[x][y] = 1;
}
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
+ if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = right_dir;
- if ((element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON)
- && MovDir[x][y] != old_move_dir)
+ if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
MovDelay[x][y] = 1;
}
+ else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ TestIfBadThingTouchesOtherBadThing(x, y);
+
+ if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+ MovDir[x][y] = right_dir;
+
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = 9;
+ }
else if (element == EL_YAMYAM)
{
- boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_DARK_YAMYAM)
{
- boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+ right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_PACMAN)
{
- boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
}
else if (element == EL_PIG)
{
- boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
- boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
- boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
boolean should_turn_left, should_turn_right, should_move_on;
int rnd_value = 24;
int rnd = RND(rnd_value);
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
- if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
+ if (!IN_LEV_FIELD(xx, yy) ||
+ (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_DRAGON)
{
- boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
- boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
- boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
+ boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+ boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
int rnd_value = 24;
int rnd = RND(rnd_value);
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
- if (!IS_FREE(xx, yy))
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
else if (element == EL_MOLE)
{
boolean can_move_on =
- (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
IS_AMOEBOID(Feld[move_x][move_y]) ||
Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
boolean can_turn_left =
- (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
IS_AMOEBOID(Feld[left_x][left_y])));
boolean can_turn_right =
- (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
IS_AMOEBOID(Feld[right_x][right_y])));
if (can_turn_left && can_turn_right)
else if (element == EL_SPRING)
{
if (MovDir[x][y] & MV_HORIZONTAL &&
- (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
- IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
+ (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+ SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
}
}
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+ if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+ (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+ game.engine_version < VERSION_IDENT(3,1,0,0)))
{
attr_x = ZX;
attr_y = ZY;
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- int ex = x + xy[i % 4][0];
- int ey = y + xy[i % 4][1];
+ int ex = x + xy[i][0];
+ int ey = y + xy[i][1];
if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
{
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, 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(newx, newy))
+ if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
return;
MovDir[x][y] = old_move_dir;
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] =
new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] = old_move_dir;
}
}
}
- else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
- element_info[element].move_pattern == MV_TURNING_LEFT ||
- element_info[element].move_pattern == MV_TURNING_RIGHT)
+ else if (move_pattern == MV_TURNING_LEFT ||
+ move_pattern == MV_TURNING_RIGHT ||
+ move_pattern == MV_TURNING_LEFT_RIGHT ||
+ move_pattern == MV_TURNING_RIGHT_LEFT ||
+ move_pattern == MV_TURNING_RANDOM ||
+ move_pattern == MV_ALL_DIRECTIONS)
{
- boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
- boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+ boolean can_turn_left =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right =
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
+ return;
+
+ if (move_pattern == MV_TURNING_LEFT)
MovDir[x][y] = left_dir;
- else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+ else if (move_pattern == MV_TURNING_RIGHT)
MovDir[x][y] = right_dir;
+ else if (move_pattern == MV_TURNING_LEFT_RIGHT)
+ MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+ else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+ MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+ else if (move_pattern == MV_TURNING_RANDOM)
+ MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+ can_turn_right && !can_turn_left ? right_dir :
+ RND(2) ? left_dir : right_dir);
else if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else if (can_turn_left)
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_HORIZONTAL ||
- element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_HORIZONTAL ||
+ move_pattern == MV_VERTICAL)
{
- if (element_info[element].move_pattern & old_move_dir)
+ if (move_pattern & old_move_dir)
MovDir[x][y] = back_dir;
- else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ else if (move_pattern == MV_HORIZONTAL)
MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
- else if (element_info[element].move_pattern == MV_VERTICAL)
+ else if (move_pattern == MV_VERTICAL)
MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ else if (move_pattern & MV_ANY_DIRECTION)
{
- MovDir[x][y] = element_info[element].move_pattern;
+ MovDir[x][y] = move_pattern;
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+ else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
- if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = right_dir;
if (MovDir[x][y] != old_move_dir)
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ else if (move_pattern == MV_ALONG_RIGHT_SIDE)
{
- if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = left_dir;
if (MovDir[x][y] != old_move_dir)
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
- else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
- element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+ else if (move_pattern == MV_TOWARDS_PLAYER ||
+ move_pattern == MV_AWAY_FROM_PLAYER)
{
int attr_x = -1, attr_y = -1;
int newx, newy;
- boolean move_away =
- (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+ boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
if (AllPlayersGone)
{
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
+ if (element_info[element].move_stepsize == 0) /* "not moving" */
+ {
+ first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+ MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+
+ return;
+ }
+
MovDir[x][y] =
new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ if (CUSTOM_ELEMENT_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 (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
return;
MovDir[x][y] = old_move_dir;
}
}
- else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
+ else if (move_pattern == MV_WHEN_PUSHED ||
+ move_pattern == MV_WHEN_DROPPED)
{
- if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
}
+ else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ static int test_xy[7][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 },
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ };
+ static int test_dir[7] =
+ {
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ MV_DOWN,
+ MV_UP,
+ MV_LEFT,
+ MV_RIGHT,
+ };
+ boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+ int move_preference = -1000000; /* start with very low preference */
+ int new_move_dir = MV_NO_MOVING;
+ int start_test = RND(4);
+ int i;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int move_dir = test_dir[start_test + i];
+ int move_dir_preference;
+
+ xx = x + test_xy[start_test + i][0];
+ yy = y + test_xy[start_test + i][1];
+
+ if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+ (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+ {
+ new_move_dir = move_dir;
+
+ break;
+ }
+
+ if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+ continue;
+
+ move_dir_preference = -1 * RunnerVisit[xx][yy];
+ if (hunter_mode && PlayerVisit[xx][yy] > 0)
+ move_dir_preference = PlayerVisit[xx][yy];
+
+ if (move_dir_preference > move_preference)
+ {
+ /* prefer field that has not been visited for the longest time */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ else if (move_dir_preference == move_preference &&
+ move_dir == old_move_dir)
+ {
+ /* prefer last direction when all directions are preferred equally */
+ move_preference = move_dir_preference;
+ new_move_dir = move_dir;
+ }
+ }
+
+ MovDir[x][y] = new_move_dir;
+ if (old_move_dir != new_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+}
+
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+ TurnRoundExt(x, y);
+
+ GfxDir[x][y] = MovDir[x][y];
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
}
static boolean JustBeingPushed(int x, int y)
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
void StartMoving(int x, int y)
{
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
if (Stop[x][y])
return;
- /* !!! this should be handled more generic (not only for mole) !!! */
- if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ if (MovDelay[x][y] == 0)
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;
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_ROCK;
-#if 1
- PlaySoundLevelAction(x, y, ACTION_EMPTYING);
-#else
- PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
-#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
Feld[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
-#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
-#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
-#endif
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
-#if 1
- PlaySoundLevelAction(x, y, ACTION_FILLING);
-#else
- PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
-#endif
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
}
else if (element == EL_MAGIC_WALL_FULL)
{
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
-#if 0
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
{
- SplashAcid(x, y);
+ SplashAcid(x, y + 1);
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Store[x][y] = EL_ACID;
-#if 0
- /* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
}
-#if 1
- else if ((game.engine_version < RELEASE_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
- (Feld[x][y + 1] == EL_BLOCKED)) ||
- (game.engine_version >= VERSION_IDENT(3,0,7) &&
- CAN_SMASH(element) && WasJustFalling[x][y] &&
- (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
+ else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-#else
-#if 1
- else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y])
-#endif
-#endif
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+ CAN_FALL(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+ (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)))
{
/* this is needed for a special case not covered by calling "Impact()"
from "ContinueMoving()": if an element moves to a tile directly below
element; also, the case of the player being the element to smash was
simply not covered here... :-/ ) */
+ CheckCollision[x][y] = 0;
+
Impact(x, y);
}
- else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
{
Feld[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
- /* Store[x][y + 1] must be zero, because:
- (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
- */
-#if 0
-#if OLD_GAME_BEHAVIOUR
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
-#else
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
- !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
- element != EL_DX_SUPABOMB)
-#endif
-#else
else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
(IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
!IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
{
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_any = (can_fall_left || can_fall_right);
boolean can_fall_both = (can_fall_left && can_fall_right);
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+ 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;
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
if (slippery_type == SLIPPERY_ONLY_LEFT)
can_fall_right = FALSE;
else if (slippery_type == SLIPPERY_ONLY_RIGHT)
can_fall_any = (can_fall_left || can_fall_right);
can_fall_both = (can_fall_left && can_fall_right);
}
+#endif
- if (can_fall_any)
+#if USE_NEW_ALL_SLIPPERY
+#else
+#if USE_NEW_SP_SLIPPERY
+ /* !!! better use the same properties as for custom elements here !!! */
+ else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
+ can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
+ {
+ can_fall_right = FALSE; /* slip down on left side */
+ can_fall_both = FALSE;
+ }
+#endif
+#endif
+
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_both)
+ {
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_both)
{
- if (can_fall_both &&
- (game.emulation != EMU_BOULDERDASH &&
- element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+ if (game.emulation == EMU_BOULDERDASH ||
+ element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
can_fall_left = !(can_fall_right = RND(2));
+ can_fall_both = FALSE;
+ }
+#endif
+
+ if (can_fall_any)
+ {
+ /* if not determined otherwise, prefer left side for slipping down */
InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
+#if 0
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
{
+ int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+
InitMovingField(x, y, belt_dir);
started_moving = TRUE;
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][y] = TRUE;
+
GfxAction[x][y] = ACTION_DEFAULT;
}
+ else
+ {
+ MovDir[x][y] = 0; /* if element was moving, stop it */
+ }
}
}
/* not "else if" because of elements that can fall and move (EL_SPRING) */
+#if 0
+ if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+#else
if (CAN_MOVE(element) && !started_moving)
+#endif
{
+ int move_pattern = element_info[element].move_pattern;
int newx, newy;
-#if 1
- if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
- return;
-#else
- if ((element == EL_SATELLITE ||
- element == EL_BALLOON ||
- element == EL_SPRING)
- && JustBeingPushed(x, y))
- return;
-#endif
-
-#if 0
#if 0
- if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
- Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+#if DEBUG
+ if (MovDir[x][y] == MV_NO_MOVING)
{
- Moving2Blocked(x, y, &newx, &newy);
- if (Feld[newx][newy] == EL_BLOCKED)
- Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
+ printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
+ x, y, element, element_info[element].token_name);
+ printf("StartMoving(): This should never happen!\n");
}
#endif
#endif
- if (!MovDelay[x][y]) /* start new movement phase */
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
+
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
{
- /* all objects that can change their move direction after each step
- (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+ WasJustMoving[x][y] = 0;
+ CheckCollision[x][y] = 0;
+
+ TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+
+ if (Feld[x][y] != element) /* element has changed */
+ return;
+ }
+
+ if (!MovDelay[x][y]) /* start new movement phase */
+ {
+ /* all objects that can change their move direction after each step
+ (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
element != EL_PACMAN &&
- !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
- element_info[element].move_pattern != MV_TURNING_LEFT &&
- element_info[element].move_pattern != MV_TURNING_RIGHT)
+ !(move_pattern & MV_ANY_DIRECTION) &&
+ move_pattern != MV_TURNING_LEFT &&
+ move_pattern != MV_TURNING_RIGHT &&
+ move_pattern != MV_TURNING_LEFT_RIGHT &&
+ move_pattern != MV_TURNING_RIGHT_LEFT &&
+ move_pattern != MV_TURNING_RANDOM)
{
TurnRound(x, y);
{
MovDelay[x][y]--;
-#if 0
- if (element == EL_YAMYAM)
- {
- printf("::: %d\n",
- el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
- DrawLevelElementAnimation(x, y, element);
- }
-#endif
-
- if (MovDelay[x][y]) /* element still has to wait some time */
- {
-#if 0
- /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
- ResetGfxAnimation(x, y);
-#endif
- GfxAction[x][y] = ACTION_WAITING;
- }
-
if (element == EL_ROBOT ||
-#if 0
- element == EL_PACMAN ||
-#endif
element == EL_YAMYAM ||
element == EL_DARK_YAMYAM)
{
-#if 0
- DrawLevelElementAnimation(x, y, element);
-#else
DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
DrawLevelElementAnimationIfNeeded(x, y, element);
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 0
- printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
-
GfxAction[x][y] = ACTION_ATTACKING;
if (IS_PLAYER(x, y))
else
DrawLevelField(x, y);
- PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
+ PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
- for (i=1; i <= 3; i++)
+ for (i = 1; i <= 3; i++)
{
int xx = x + i * dx;
int yy = y + i * dy;
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
+ /* !!! */
+#if 0
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+ Bang(xx, yy);
+ else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+ RemoveMovingField(xx, yy);
+ else
+ RemoveField(xx, yy);
+#else
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
+#endif
+
+ ChangeDelay[xx][yy] = 0;
Feld[xx][yy] = EL_FLAMES;
+
if (IN_SCR_FIELD(sx, sy))
{
DrawLevelFieldCrumbledSand(xx, yy);
if (MovDelay[x][y]) /* element still has to wait some time */
{
- PlaySoundLevelAction(x, y, ACTION_WAITING);
+ PlayLevelSoundAction(x, y, ACTION_WAITING);
return;
}
-
- /* 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 */
if (DONT_COLLIDE_WITH(element) &&
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
- !PLAYER_PROTECTED(newx, newy))
+ !PLAYER_ENEMY_PROTECTED(newx, newy))
{
-#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
- return;
-#else
- /* player killed by element which is deadly when colliding with */
- MovDir[x][y] = 0;
- KillHero(PLAYERINFO(newx, newy));
- return;
-#endif
+ return;
}
- else if ((element == EL_PENGUIN ||
- element == EL_ROBOT ||
- element == EL_SATELLITE ||
- element == EL_BALLOON ||
- IS_CUSTOM_ELEMENT(element)) &&
- IN_LEV_FIELD(newx, newy) &&
- MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+
+ else if (CAN_MOVE_INTO_ACID(element) &&
+ IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ (MovDir[x][y] == MV_DOWN ||
+ game.engine_version >= VERSION_IDENT(3,1,0,0)))
{
- SplashAcid(x, y);
+ SplashAcid(newx, newy);
Store[x][y] = EL_ACID;
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
if (Feld[newx][newy] == EL_EXIT_OPEN)
{
- Feld[x][y] = EL_EMPTY;
+ RemoveField(x, y);
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
+ PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
}
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
- if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+ if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
}
else if (!IS_FREE(newx, newy))
{
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
}
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_PIG_DIGGING);
+ PlayLevelSound(x, y, SND_PIG_DIGGING);
}
else if (!IS_FREE(newx, newy))
{
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
}
+ else if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+ {
+ int new_element = Feld[newx][newy];
+
+ if (!IS_FREE(newx, newy))
+ {
+ int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ /* no element can dig solid indestructible elements */
+ if (IS_INDESTRUCTIBLE(new_element) &&
+ !IS_DIGGABLE(new_element) &&
+ !IS_COLLECTIBLE(new_element))
+ return;
+
+ if (AmoebaNr[newx][newy] &&
+ (new_element == EL_AMOEBA_FULL ||
+ new_element == EL_BD_AMOEBA ||
+ new_element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[newx][newy]]--;
+ AmoebaCnt2[AmoebaNr[newx][newy]]--;
+ }
+
+ if (IS_MOVING(newx, newy))
+ RemoveMovingField(newx, newy);
+ else
+ {
+ RemoveField(newx, newy);
+ DrawLevelField(newx, newy);
+ }
+
+ /* if digged element was about to explode, prevent the explosion */
+ ExplodeField[newx][newy] = EX_TYPE_NONE;
+
+ PlayLevelSoundAction(x, y, action);
+ }
+
+ Store[newx][newy] = EL_EMPTY;
+ if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+ {
+ int move_leave_element = element_info[element].move_leave_element;
+
+ /* this makes it possible to leave the removed element again */
+ Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+ new_element : move_leave_element);
+ }
+
+ if (move_pattern & MV_MAZE_RUNNER_STYLE)
+ {
+ RunnerVisit[x][y] = FrameCounter;
+ PlayerVisit[x][y] /= 8; /* expire player visit path */
+ }
+ }
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
-#if 1
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_ATTACKING;
-#endif
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+ PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
+ /* !!! */
+#if 0
+ RemoveField(newx, newy);
+#endif
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+ {
+#if 0
+ RemoveField(newx1, newy1);
+#endif
Feld[newx1][newy1] = EL_FLAMES;
+ }
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+ {
+#if 0
+ RemoveField(newx2, newy2);
+#endif
Feld[newx2][newy2] = EL_FLAMES;
+ }
return;
}
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
}
else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
+#if 0
+ /* !!! test !!! */
+ if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+ {
+ RemoveMovingField(newx, newy);
+ }
+#else
if (IS_MOVING(newx, newy))
+ {
RemoveMovingField(newx, newy);
+ }
+#endif
else
{
Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
}
- PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
+ PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (element == EL_MOLE)
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
- PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+ PlayLevelSound(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 */
}
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
DrawLevelField(newx, newy);
- PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+ PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
TurnRound(x, y);
-#if 1
+#if 0
+ /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
+ if (move_pattern & MV_ANY_DIRECTION &&
+ move_pattern == MovDir[x][y])
+ {
+ int blocking_element =
+ (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+
+ CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+ MovDir[x][y]);
+
+ element = Feld[x][y]; /* element might have changed */
+ }
+#endif
+
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
-#else
- if (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK)
- DrawLevelField(x, y);
- else if (element == EL_MOLE)
- DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY ||
- element == EL_BD_FIREFLY)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SATELLITE)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
-#if 0
- PlaySoundLevelAction(x, y, ACTION_WAITING);
-#endif
-
return;
}
InitMovingField(x, y, MovDir[x][y]);
- PlaySoundLevelAction(x, y, ACTION_MOVING);
+ PlayLevelSoundAction(x, y, ACTION_MOVING);
}
if (MovDir[x][y])
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
+ int stored = Store[x][y];
+ struct ElementInfo *ei = &element_info[element];
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 newx = x + dx, newy = y + dy;
- int nextx = newx + dx, nexty = newy + dy;
- boolean pushed = Pushed[x][y];
+ boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
+ boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+ boolean last_line = (newy == lev_fieldy - 1);
MovPos[x][y] += getElementMoveStepsize(x, y);
- if (pushed) /* special case: moving object pushed by player */
+ if (pushed_by_player) /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
if (ABS(MovPos[x][y]) < TILEX)
Feld[newx][newy] = element;
MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
- if (element == EL_MOLE)
+ if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+ else if (element == EL_MOLE)
{
Feld[x][y] = EL_SAND;
if (!game.magic_wall_active)
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
+
+#if USE_NEW_COLLECT_COUNT
+ InitField(newx, newy, FALSE);
+#endif
}
else if (element == EL_BD_MAGIC_WALL_FILLING)
{
if (!game.magic_wall_active)
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
+
+#if USE_NEW_COLLECT_COUNT
+ InitField(newx, newy, FALSE);
+#endif
}
else if (element == EL_AMOEBA_DROPPING)
{
Back[x][y] = Back[newx][newy] = 0;
}
- else if (Store[x][y] == EL_ACID)
- {
- element = Feld[newx][newy] = EL_ACID;
- }
- Store[x][y] = 0;
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ Store[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+
MovDelay[newx][newy] = 0;
- /* copy element change control values to new field */
- ChangeDelay[newx][newy] = ChangeDelay[x][y];
- ChangePage[newx][newy] = ChangePage[x][y];
- Changed[newx][newy] = Changed[x][y];
- ChangeEvent[newx][newy] = ChangeEvent[x][y];
+ if (CAN_CHANGE(element))
+ {
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ Changed[newx][newy] = Changed[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+#if USE_NEW_COLLECT_COUNT
+ Count[newx][newy] = Count[x][y];
+#endif
+ }
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ Changed[x][y] = FALSE;
+ ChangeEvent[x][y] = -1;
+
+#if USE_NEW_COLLECT_COUNT
+ Count[x][y] = 0;
+#endif
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
Pushed[x][y] = Pushed[newx][newy] = FALSE;
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+ /* some elements can leave other elements behind after moving */
+ 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)))
+ {
+ int move_leave_element = ei->move_leave_element;
-#if 0
- /* 2.1.1 (does not work correctly for spring) */
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 0;
-#else
+ /* this makes it possible to leave the removed element again */
+ if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
+ ei->move_leave_element == EL_TRIGGER_ELEMENT)
+ move_leave_element = stored;
-#if 0
- /* (does not work for falling objects that slide horizontally) */
- if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
- MovDir[newx][newy] = 0;
-#else
- /*
- if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
- MovDir[newx][newy] = 0;
- */
+ Feld[x][y] = move_leave_element;
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && direction == MV_DOWN))
- MovDir[newx][newy] = 0;
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
-#endif
-#endif
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (ELEM_IS_PLAYER(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
+
+ /* do this after checking for left-behind element */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN &&
+ (element == EL_SPRING ||
+ element_info[element].move_pattern == MV_WHEN_PUSHED ||
+ element_info[element].move_pattern == MV_WHEN_DROPPED)))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
DrawLevelField(x, y);
DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
/* prevent pushed element from moving on in pushed direction */
- if (pushed && CAN_MOVE(element) &&
+ if (pushed_by_player && CAN_MOVE(element) &&
element_info[element].move_pattern & MV_ANY_DIRECTION &&
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
- if (!pushed) /* special case: moving object pushed by player */
+ /* prevent elements on conveyor belt from moving on in last direction */
+ if (pushed_by_conveyor && CAN_FALL(element) &&
+ direction & MV_HORIZONTAL)
+ MovDir[newx][newy] = 0;
+
+ if (!pushed_by_player)
{
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
WasJustMoving[newx][newy] = 3;
if (CAN_FALL(element) && direction == MV_DOWN)
WasJustFalling[newx][newy] = 3;
+
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = 2;
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
TestIfBadThingTouchesHero(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
- TestIfBadThingTouchesOtherBadThing(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+ /* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ (last_line || (!IS_FREE(x, newy + 1) &&
+ (!IS_PLAYER(x, newy + 1) ||
+ game.engine_version < VERSION_IDENT(3,1,1,0)))))
Impact(x, newy);
-#if 1
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ if (pushed_by_player && !game.use_change_when_pushing_bug)
+ {
+ int dig_side = MV_DIR_OPPOSITE(direction);
+ struct PlayerInfo *player = PLAYERINFO(x, y);
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
+ CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
+ player->index_bit, dig_side);
+ }
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
- CE_COLLISION, -1);
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+ TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
}
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x = ax + xy[i][0];
int y = ay + xy[i][1];
if (new_group_nr == 0)
return;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
x = ax + xy[i][0];
y = ay + xy[i][1];
AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
AmoebaCnt2[old_group_nr] = 0;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (yy = 0; yy < lev_fieldy; yy++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (xx = 0; xx < lev_fieldx; xx++)
{
if (AmoebaNr[xx][yy] == old_group_nr)
AmoebaNr[xx][yy] = new_group_nr;
}
#endif
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
}
}
}
- PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(ax, ay);
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
x = ax + xy[i][0];
y = ay + xy[i][1];
if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
{
- PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
SND_AMOEBA_TURNING_TO_ROCK));
Bang(x, y);
}
#endif
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
if (AmoebaNr[x][y] == group_nr &&
(Feld[x][y] == EL_AMOEBA_DEAD ||
}
if (done)
- PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
SND_BD_AMOEBA_TURNING_TO_ROCK :
SND_BD_AMOEBA_TURNING_TO_GEM));
}
if (DelayReached(&sound_delay, sound_delay_value))
{
-#if 1
- PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
- if (Store[x][y] == EL_BD_AMOEBA)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
- else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
-#endif
+ PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
sound_delay_value = 30;
}
}
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)
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY)
{
newax = x;
neway = y;
int start = RND(4);
boolean waiting_for_player = FALSE;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int j = (start + i) % 4;
int x = ax + xy[j][0];
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)
+ CAN_GROW_INTO(Feld[x][y]) ||
+ Feld[x][y] == EL_QUICKSAND_EMPTY)
{
newax = x;
neway = y;
if (newax == ax && neway == ay) /* amoeba cannot grow */
{
- if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+ if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
DrawLevelField(ax, ay);
else if (neway == ay)
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
-#if 1
- PlaySoundLevelAction(newax, neway, ACTION_GROWING);
-#else
- PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
-#endif
+
+ PlayLevelSoundAction(newax, neway, ACTION_GROWING);
}
else
{
return;
}
- for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+ for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
int xx = ax+x1, yy = ay+y1;
int nachbarn = 0;
if (!IN_LEV_FIELD(xx, yy))
continue;
- for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+ for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
{
int x = xx+x2, y = yy+y2;
changed = TRUE;
}
}
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
+ else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
{
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+ PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
SND_GAME_OF_LIFE_GROWING);
}
static void RunRobotWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+ PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
}
static void StopRobotWheel(int x, int y)
static void InitTimegateWheel(int x, int y)
{
- ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
}
static void RunTimegateWheel(int x, int y)
{
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
}
void CheckExit(int x, int y)
Feld[x][y] = EL_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
void CheckExitSP(int x, int y)
Feld[x][y] = EL_SP_EXIT_OPENING;
- PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+ PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
static void CloseAllOpenTimegates()
{
int x, y;
- for (y=0; y<lev_fieldy; y++)
+ for (y = 0; y < lev_fieldy; y++)
{
- for (x=0; x<lev_fieldx; x++)
+ for (x = 0; x < lev_fieldx; x++)
{
int element = Feld[x][y];
if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
-#if 1
- PlaySoundLevelAction(x, y, ACTION_CLOSING);
-#else
- PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
-#endif
+
+ PlayLevelSoundAction(x, y, ACTION_CLOSING);
}
}
}
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
{
Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
- MovDir[ax][ay-1] = MV_UP;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
IMG_EXPANDABLE_WALL_GROWING_UP, 0);
{
Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
- MovDir[ax][ay+1] = MV_DOWN;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
{
Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
- MovDir[ax-1][ay] = MV_LEFT;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
{
Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
- MovDir[ax+1][ay] = MV_RIGHT;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
Feld[ax][ay] = EL_WALL;
if (new_wall)
-#if 1
- PlaySoundLevelAction(ax, ay, ACTION_GROWING);
-#else
- PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
void CheckForDragon(int x, int y)
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- for (j=0; j<4; j++)
+ for (j = 0; j < 4; j++)
{
- int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+ int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
if (IN_LEV_FIELD(xx, yy) &&
(Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
if (!dragon_found)
{
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
- for (j=0; j<3; j++)
+ for (j = 0; j < 3; j++)
{
- int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+ int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int xx = x + xy[i][0], yy = y + xy[i][1];
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+ PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
break;
}
static void ActivateTrap(int x, int y)
{
- PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+ PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
}
static void ChangeActiveTrap(int x, int y)
DrawLevelFieldCrumbledSand(x, y);
}
-static void ChangeElementNowExt(int x, int y, int target_element)
+static int getSpecialActionElement(int element, int number, int base_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;
- }
+ return (element != EL_EMPTY ? element :
+ number != -1 ? base_element + number - 1 :
+ EL_EMPTY);
+}
- RemoveField(x, y);
- Feld[x][y] = target_element;
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+ int value_min, int value_max)
+{
+ int value_new = (operator == CA_MODE_ADD ? value_old + operand :
+ operator == CA_MODE_SUBTRACT ? value_old - operand :
+ operator == CA_MODE_MULTIPLY ? value_old * operand :
+ operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
+ operator == CA_MODE_SET ? operand :
+ value_old);
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+ return (value_new < value_min ? value_min :
+ value_new > value_max ? value_max :
+ value_new);
+}
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int action_type = change->action_type;
+ int action_mode = change->action_mode;
+ int action_arg = change->action_arg;
+ int i;
- InitField(x, y, FALSE);
- if (CAN_MOVE(Feld[x][y]))
- InitMovDir(x, y);
+ if (!change->has_action)
+ return;
- DrawLevelField(x, y);
+ /* ---------- determine action paramater values ---------- */
+
+ int action_arg_element =
+ (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
+ action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ EL_EMPTY);
+
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
+ CA_ARG_MIN);
+
+ int action_arg_number_max =
+ (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
+ action_type == CA_SET_GEMS ? 999 :
+ action_type == CA_SET_TIME ? 9999 :
+ action_type == CA_SET_SCORE ? 99999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
+ action_type == CA_SET_CE_COUNT ? 9999 :
+ CA_ARG_MAX);
+
+ int action_arg_number_reset =
+ (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
+ action_type == CA_SET_GEMS ? level.gems_needed :
+ action_type == CA_SET_TIME ? level.time :
+ action_type == CA_SET_SCORE ? 0 :
+ action_type == CA_SET_CE_SCORE ? 0 :
+ action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
+ 0);
+
+ int action_arg_number_normal =
+ (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
+ action_arg_number_reset);
+
+ int action_arg_number =
+ (action_arg <= CA_ARG_MAX ? action_arg :
+ 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_NORMAL ? action_arg_number_normal :
+ action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+#if USE_NEW_COLLECT_COUNT
+ action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
+#else
+ action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
+#endif
+ action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
+ -1);
+
+ int action_arg_number_old =
+ (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
+ action_type == CA_SET_TIME ? TimeLeft :
+ action_type == CA_SET_SCORE ? local_player->score :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
+ action_type == CA_SET_CE_COUNT ? Count[x][y] :
+ 0);
+
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
+
+ /* (for explicit player choice, set invalid value to "no player") */
+ int action_arg_player_bits =
+ (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
+ action_arg >= CA_ARG_PLAYER_1 &&
+ action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+ action_arg >= CA_ARG_1 &&
+ action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
+ action_arg_element >= EL_PLAYER_1 &&
+ action_arg_element <= EL_PLAYER_4 ?
+ (1 << (action_arg_element - EL_PLAYER_1)) :
+ 0);
+
+ /* (for implicit player choice, set invalid value to "all players") */
+ int trigger_player_bits =
+ (change->actual_trigger_player >= EL_PLAYER_1 &&
+ change->actual_trigger_player <= EL_PLAYER_4 ?
+ (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
+ PLAYER_BITS_ANY);
+
+ /* ---------- execute action ---------- */
+
+ switch(action_type)
+ {
+ case CA_NO_ACTION:
+ {
+ return;
+ }
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ case CA_EXIT_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
- TestIfBadThingTouchesHero(x, y);
- TestIfPlayerTouchesCustomElement(x, y);
- TestIfElementTouchesCustomElement(x, y);
+ break;
+ }
- if (ELEM_IS_PLAYER(target_element))
- RelocatePlayer(x, y, target_element);
-}
+ case CA_KILL_PLAYER:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (action_arg_player_bits & (1 << i))
+ KillHero(&stored_player[i]);
-static boolean ChangeElementNow(int x, int y, int element, int page)
-{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ break;
+ }
- /* always use default change event to prevent running into a loop */
- if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
- ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+ case CA_RESTART_LEVEL:
+ {
+ game.restart_level = TRUE;
- /* do not change already changed elements with same change event */
-#if 0
- if (Changed[x][y] & ChangeEvent[x][y])
- return FALSE;
-#else
- if (Changed[x][y])
- return FALSE;
-#endif
+ break;
+ }
- Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+ case CA_SHOW_ENVELOPE:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_ENVELOPE_1);
- CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+ if (IS_ENVELOPE(element))
+ local_player->show_envelope = element;
- if (change->explode)
- {
- Bang(x, y);
+ break;
+ }
- return TRUE;
- }
+ case CA_ADD_KEY:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
- if (change->use_content)
+ if (IS_KEY(element))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].key[KEY_NR(element)] = TRUE;
+
+ DrawGameValue_Keys(stored_player[i].key);
+
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ }
+ }
+
+ break;
+ }
+
+ case CA_DEL_KEY:
+ {
+ int element = getSpecialActionElement(action_arg_element,
+ action_arg_number, EL_KEY_1);
+
+ if (IS_KEY(element))
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].key[KEY_NR(element)] = FALSE;
+
+ DrawGameValue_Keys(stored_player[i].key);
+
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ }
+ }
+
+ break;
+ }
+
+ case CA_SET_PLAYER_SPEED:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
+
+ if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
+ {
+ /* translate "+" and "-" to "*" and "/" with powers of two */
+ action_arg_number = 1 << action_arg_number;
+ action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
+ CA_MODE_DIVIDE);
+ }
+
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
+
+ /* make sure that value is power of 2 */
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ stored_player[i].move_delay_value = TILEX / move_stepsize;
+
+#if 0
+ printf("::: move_delay_value == %d [%d]\n",
+ stored_player[i].move_delay_value, action_arg_number);
+#endif
+ }
+ }
+
+ break;
+ }
+
+ case CA_SET_GEMS:
+ {
+ local_player->gems_still_needed = action_arg_number_new;
+
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+ break;
+ }
+
+ case CA_SET_TIME:
+ {
+ if (level.time > 0) /* only modify limited time value */
+ {
+ TimeLeft = action_arg_number_new;
+
+ DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+
+ break;
+ }
+
+ case CA_SET_SCORE:
+ {
+ local_player->score = action_arg_number_new;
+
+ DrawGameValue_Score(local_player->score);
+
+ break;
+ }
+
+ case CA_SET_CE_SCORE:
+ {
+ ei->collect_score = action_arg_number_new;
+
+ break;
+ }
+
+ case CA_SET_CE_COUNT:
+ {
+#if USE_NEW_COLLECT_COUNT
+ int count_last = Count[x][y];
+
+ Count[x][y] = action_arg_number_new;
+
+#if 0
+ printf("::: Count == %d\n", Count[x][y]);
+#endif
+
+ if (Count[x][y] == 0 && count_last > 0)
+ {
+#if 0
+ printf("::: CE_COUNT_AT_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
+ CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
+ }
+#endif
+
+ break;
+ }
+
+ case CA_SET_DYNABOMB_NUMBER:
+ {
+ printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
+
+ break;
+ }
+
+ case CA_SET_DYNABOMB_SIZE:
+ {
+ printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
+
+ break;
+ }
+
+ case CA_SET_DYNABOMB_POWER:
+ {
+ printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
+
+ break;
+ }
+
+ case CA_TOGGLE_PLAYER_GRAVITY:
+ {
+ game.gravity = !game.gravity;
+
+ break;
+ }
+
+ case CA_ENABLE_PLAYER_GRAVITY:
+ {
+ game.gravity = TRUE;
+
+ break;
+ }
+
+ case CA_DISABLE_PLAYER_GRAVITY:
+ {
+ game.gravity = FALSE;
+
+ break;
+ }
+
+ default:
+ break;
+ }
+}
+
+static void ChangeElementNowExt(struct ElementChangeInfo *change,
+ int x, int y, int target_element)
+{
+ int previous_move_direction = MovDir[x][y];
+ boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+ IS_WALKABLE(Feld[x][y]));
+
+ /* 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_EXPLOSION_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+ {
+ Bang(x, y);
+ return;
+ }
+
+ if (!add_player)
+ {
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ RemoveMovingField(x, y);
+ else
+ RemoveField(x, y);
+
+ Feld[x][y] = target_element;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = previous_move_direction;
+
+ InitField_WithBug1(x, y, FALSE);
+
+ DrawLevelField(x, y);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+
+ /* "Changed[][]" not set yet to allow "entered by player" change one time */
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
+
+#if 1
+ Changed[x][y] = TRUE; /* ignore all further changes in this frame */
+#else
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+#endif
+
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+}
+
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ int target_element;
+ int old_element = Feld[x][y];
+
+ /* always use default change event to prevent running into a loop */
+ if (ChangeEvent[x][y] == -1)
+ ChangeEvent[x][y] = CE_DELAY;
+
+ if (ChangeEvent[x][y] == CE_DELAY)
{
- boolean complete_change = TRUE;
- boolean can_change[3][3];
+ /* reset actual trigger element, trigger player and action element */
+ change->actual_trigger_element = EL_EMPTY;
+ change->actual_trigger_player = EL_PLAYER_1;
+ }
+
+#if 1
+ /* do not change any elements that have already changed in this frame */
+ if (Changed[x][y])
+ return FALSE;
+#else
+ /* do not change already changed elements with same change event */
+ if (Changed[x][y] & ChangeEvent[x][y])
+ return FALSE;
+#endif
+
+#if 1
+ Changed[x][y] = TRUE; /* ignore all further changes in this frame */
+#else
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+#endif
+
+ if (change->explode)
+ {
+ Bang(x, y);
+
+ return TRUE;
+ }
+
+ if (change->use_target_content)
+ {
+ boolean complete_replace = TRUE;
+ boolean can_replace[3][3];
int xx, yy;
- for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
- boolean half_destructible;
+ boolean is_empty;
+ boolean is_walkable;
+ boolean is_diggable;
+ boolean is_collectible;
+ boolean is_removable;
+ boolean is_destructible;
int ex = x + xx - 1;
int ey = y + yy - 1;
+ int content_element = change->target_content[xx][yy];
int e;
- can_change[xx][yy] = TRUE;
+ can_replace[xx][yy] = TRUE;
if (ex == x && ey == y) /* do not check changing element itself */
continue;
- if (change->content[xx][yy] == EL_EMPTY_SPACE)
+ if (content_element == EL_EMPTY_SPACE)
{
- can_change[xx][yy] = FALSE; /* do not change empty borders */
+ can_replace[xx][yy] = FALSE; /* do not replace border with space */
continue;
}
if (!IN_LEV_FIELD(ex, ey))
{
- can_change[xx][yy] = FALSE;
- complete_change = FALSE;
+ can_replace[xx][yy] = FALSE;
+ complete_replace = FALSE;
continue;
}
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
e = MovingOrBlocked2Element(ex, ey);
- half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+ is_empty = (IS_FREE(ex, ey) ||
+ (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
- if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
- (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
- (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
- {
- can_change[xx][yy] = FALSE;
- complete_change = FALSE;
- }
+ is_walkable = (is_empty || IS_WALKABLE(e));
+ is_diggable = (is_empty || IS_DIGGABLE(e));
+ is_collectible = (is_empty || IS_COLLECTIBLE(e));
+ is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+ is_removable = (is_diggable || is_collectible);
+
+ can_replace[xx][yy] =
+ (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+ (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
+ (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+ (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
+ (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
+ (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+ !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+
+ if (!can_replace[xx][yy])
+ complete_replace = FALSE;
}
- if (!change->only_complete || complete_change)
+ if (!change->only_if_complete || complete_replace)
{
boolean something_has_changed = FALSE;
- if (change->only_complete && change->use_random_change &&
- RND(100) < change->random)
+ if (change->only_if_complete && change->use_random_replace &&
+ RND(100) < change->random_percentage)
return FALSE;
- for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
{
int ex = x + xx - 1;
int ey = y + yy - 1;
+ int content_element;
- if (can_change[xx][yy] && (!change->use_random_change ||
- RND(100) < change->random))
+ if (can_replace[xx][yy] && (!change->use_random_replace ||
+ RND(100) < change->random_percentage))
{
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
RemoveMovingField(ex, ey);
ChangeEvent[ex][ey] = ChangeEvent[x][y];
- ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+ content_element = change->target_content[xx][yy];
+ target_element = GET_TARGET_ELEMENT(content_element, change);
+
+ ChangeElementNowExt(change, ex, ey, target_element);
something_has_changed = TRUE;
}
if (something_has_changed)
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
}
else
{
- ChangeElementNowExt(x, y, change->target_element);
+ target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+ ChangeElementNowExt(change, x, y, target_element);
- PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
}
+ /* this uses direct change before indirect change */
+ CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
+
return TRUE;
}
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
-#if 0
#ifdef DEBUG
- if (!CAN_CHANGE(element))
+ if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
{
printf("\n\n");
printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
printf("\n\n");
}
#endif
+
+ /* this can happen with classic bombs on walkable, changing elements */
+ if (!CAN_CHANGE(element))
+ {
+#if 0
+ if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
+ ChangeDelay[x][y] = 0;
#endif
+ return;
+ }
+
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
- ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
- RND(change->delay_random * change->delay_frames)) + 1;
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
{
page = ChangePage[x][y];
ChangePage[x][y] = -1;
+
+ change = &ei->change_page[page];
}
if (IS_MOVING(x, y)) /* never change a running system ;-) */
}
}
-static boolean CheckTriggeredElementSideChange(int lx, int ly,
- int trigger_element,
- int trigger_side,
- int trigger_event)
+static boolean CheckTriggeredElementChangeExt(int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side,
+ int trigger_page)
{
- int i, j, x, y;
+ boolean change_done_any = FALSE;
+ int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+ int i;
- if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
- for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
+ boolean change_done = FALSE;
+ int p;
- boolean change_element = FALSE;
- int page = 0;
-
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
- for (j=0; j < element_info[element].num_change_pages; j++)
+ for (p = 0; p < element_info[element].num_change_pages; p++)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[j];
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
- if (change->can_change &&
- change->sides & trigger_side &&
- change->trigger_element == trigger_element)
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ change->trigger_page & trigger_page_bits &&
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
- change_element = TRUE;
- page = j;
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
- break;
+ if ((change->can_change && !change_done) || change->has_action)
+ {
+ int x, y;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ if (Feld[x][y] == element)
+ {
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+ ChangeElement(x, y, p);
+ }
+
+ if (change->has_action)
+ ExecuteCustomElementAction(x, y, element, p);
+ }
+ }
+
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
+ }
}
}
+ }
- if (!change_element)
- continue;
+ return change_done_any;
+}
+
+static boolean CheckElementChangeExt(int x, int y,
+ int element,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side)
+{
+ boolean change_done = FALSE;
+ int p;
+
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
+
+ if (Feld[x][y] != element) /* check if element has already changed */
+ return FALSE;
+
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
+
+ boolean check_trigger_element =
+ (trigger_event == CE_TOUCHING_X ||
+ trigger_event == CE_HITTING_X ||
+ trigger_event == CE_HIT_BY_X);
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ (!check_trigger_element ||
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
-#if 0
- if (x == lx && y == ly) /* do not change trigger element itself */
- continue;
-#endif
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
- if (Feld[x][y] == element)
+ if (change->can_change && !change_done)
{
ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
- ChangeElement(x, y, page);
+ ChangeEvent[x][y] = trigger_event;
+ ChangeElement(x, y, p);
+
+ change_done = TRUE;
}
+
+ if (change->has_action)
+ ExecuteCustomElementAction(x, y, element, p);
}
}
- return TRUE;
+ return change_done;
}
-static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
- int trigger_event)
+static void PlayPlayerSound(struct PlayerInfo *player)
{
- return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
- trigger_event);
+ int jx = player->jx, jy = player->jy;
+ int element = player->element_nr;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
+
+ if (player->is_waiting)
+ {
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[element].sound[last_action]);
+
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+ }
}
-static boolean CheckElementSideChange(int x, int y, int element, int side,
- int trigger_event, int page)
+static void PlayAllPlayersSound()
{
- if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
- return FALSE;
+ int i;
- if (Feld[x][y] == EL_BLOCKED)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
+
+ player->last_action_waiting = player->action_waiting;
+
+ if (is_waiting)
{
- Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
- }
+ if (!last_waiting) /* not waiting -> waiting */
+ {
+ player->is_waiting = TRUE;
- if (page < 0)
- page = element_info[element].event_page_nr[trigger_event];
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ SimpleRND(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ SimpleRND(game.player_sleeping_delay_random);
- if (!(element_info[element].change_page[page].sides & side))
- return FALSE;
+ InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+ }
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
- ChangeElement(x, y, page);
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
- return TRUE;
-}
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
-static boolean CheckElementChange(int x, int y, int element, int trigger_event)
-{
- return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->element_nr, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ }
+ else if (last_waiting) /* waiting -> not waiting */
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
}
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static byte 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, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
-
if (!player->active || tape.pausing)
- return;
+ return 0;
if (player_action)
{
}
}
- stored_player_action[player->index_nr] = player_action;
+ SetPlayerWaiting(player, FALSE);
+
+ return player_action;
}
else
{
/* no actions for this player (no input at player's configured device) */
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
- CheckGravityMovement(player);
+ CheckGravityMovementWhenNotMoving(player);
if (player->MovPos == 0)
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+ SetPlayerWaiting(player, TRUE);
if (player->MovPos == 0) /* needed for tape.playing */
player->is_moving = FALSE;
+
+ player->is_dropping = FALSE;
+
+ return 0;
}
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+ int i;
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ /* advance frame counters (global frame counter and time frame counter) */
+ FrameCounter++;
+ TimeFrames++;
+
+ /* advance player counters (counters for move delay, move animation etc.) */
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_delay_value = stored_player[i].move_delay_value;
+ int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
+
+ if (!advance_player_counters) /* not all players may be affected */
+ continue;
+
+#if USE_NEW_PLAYER_ANIM
+ if (move_frames == 0) /* less than one move per game frame */
+ {
+ int stepsize = TILEX / move_delay_value;
+ int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+ int count = (stored_player[i].is_moving ?
+ ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+ if (count % delay == 0)
+ move_frames = 1;
+ }
+#endif
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
+
+ /* due to bugs in previous versions, counter must count up, not down */
+ if (stored_player[i].push_delay != -1)
+ stored_player[i].push_delay++;
+
+ if (stored_player[i].drop_delay > 0)
+ stored_player[i].drop_delay--;
}
}
void GameActions()
{
- static unsigned long action_delay = 0;
- unsigned long action_delay_value;
+ 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];
if (game_status != GAME_MODE_PLAYING)
return;
- action_delay_value =
+ game_frame_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- if (tape.playing && tape.index_search && !tape.pausing)
- action_delay_value = 0;
+ if (tape.playing && tape.warp_forward && !tape.pausing)
+ game_frame_delay_value = 0;
/* ---------- main game synchronization point ---------- */
- WaitUntilDelayReached(&action_delay, action_delay_value);
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
if (network_playing && !network_player_action_received)
{
- /*
-#ifdef DEBUG
- printf("DEBUG: try to get network player actions in time\n");
-#endif
- */
+ /* try to get network player actions in time */
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
+ /* game was quit by network peer */
if (game_status != GAME_MODE_PLAYING)
return;
if (!network_player_action_received)
- {
- /*
-#ifdef DEBUG
- printf("DEBUG: failed to get network player actions in time\n");
-#endif
- */
- return;
- }
+ return; /* failed to get network player actions in time */
}
if (tape.pausing)
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- for (i=0; i<MAX_PLAYERS; i++)
+#if 1
+ /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
+ if (recorded_player_action == NULL && tape.pausing)
+ return;
+#endif
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
summarized_player_action |= stored_player[i].action;
stored_player[i].effective_action = stored_player[i].action;
}
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
- for (i=0; i<MAX_PLAYERS; i++)
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ tape_action[i] = stored_player[i].effective_action;
+
+ 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 */
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
+#if 1
+ /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
+ - rnd_equinox_tetrachloride 048
+ - rnd_equinox_tetrachloride_ii 096
+ - rnd_emanuel_schmieg 002
+ - doctor_sloan_ww 001, 020
+ */
+ if (stored_player[i].MovPos == 0)
+ CheckGravityMovement(&stored_player[i]);
+#endif
+
+ /* overwrite programmed action with tape action */
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
- if (recorded_player_action)
- actual_player_action = recorded_player_action[i];
-
+#if 1
PlayerActions(&stored_player[i], actual_player_action);
+#else
+ tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+#endif
+
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
ScrollScreen(NULL, SCROLL_GO_ON);
-#if 0
- FrameCounter++;
- TimeFrames++;
-
- for (i=0; i<MAX_PLAYERS; i++)
- stored_player[i].Frame++;
-#endif
+ /* for backwards compatibility, the following code emulates a fixed bug that
+ occured when pushing elements (causing elements that just made their last
+ pushing step to already (if possible) make their first falling step in the
+ same game frame, which is bad); this code is also needed to use the famous
+ "spring push bug" which is used in older levels and might be wanted to be
+ used also in newer levels, but in this case the buggy pushing code is only
+ affecting the "spring" element and no other elements */
-#if 1
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
{
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
int x = player->jx;
int y = player->jy;
if (player->active && player->is_pushing && player->is_moving &&
- IS_MOVING(x, y))
+ IS_MOVING(x, y) &&
+ (game.engine_version < VERSION_IDENT(2,2,0,7) ||
+ Feld[x][y] == EL_SPRING))
{
ContinueMoving(x, y);
}
}
}
-#endif
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
- Changed[x][y] = CE_BITMASK_DEFAULT;
- ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+ Changed[x][y] = FALSE;
+ ChangeEvent[x][y] = -1;
+
+ /* this must be handled before main playfield loop */
+ if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y] <= 0)
+ RemoveField(x, y);
+ }
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
WasJustMoving[x][y]--;
if (WasJustFalling[x][y] > 0)
WasJustFalling[x][y]--;
+ if (CheckCollision[x][y] > 0)
+ CheckCollision[x][y]--;
GfxFrame[x][y]++;
-#if 1
/* reset finished pushing action (not done in ContinueMoving() to allow
continous pushing animation for elements with zero 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))
#endif
}
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
-#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
-#else
- graphic = el2img(element);
-#endif
-
-#if 0
- if (element == -1)
- {
- printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
-
- element = graphic = 0;
- }
-#endif
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
SetRandomAnimationValue(x, y);
-#if 1
- PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
-#endif
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
if (IS_INACTIVE(element))
{
continue;
}
-#if 1
/* this may take place after moving, so 'element' may have changed */
- if (IS_CHANGING(x, y))
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
{
+ int page = element_info[element].event_page_nr[CE_DELAY];
+#if 0
+ ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
+#else
+
#if 0
- ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
- element_info[element].event_page_nr[CE_DELAY]);
-#else
- ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+ printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
+#endif
+
+ if (CAN_CHANGE(element))
+ ChangeElement(x, y, page);
+
+ if (HAS_ACTION(element) && ChangeDelay[x][y] == 0)
+ ExecuteCustomElementAction(x, y, element, page);
#endif
element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
-#endif
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
-#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
-#if 0
- 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)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y) &&
!Stop[x][y])
- {
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
- }
-
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
-#if 0
- else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
-#endif
else if (element == EL_AMOEBA_GROWING)
AmoebeWaechst(x, y);
else if (element == EL_AMOEBA_SHRINKING)
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
-#if 0
- else if (IS_AUTO_CHANGING(element))
- ChangeElement(x, y);
-#endif
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- /* this may take place after moving, so 'element' may have changed */
- if (IS_AUTO_CHANGING(Feld[x][y]))
- ChangeElement(x, y);
-#endif
-
if (IS_BELT_ACTIVE(element))
- PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
if (game.magic_wall_active)
{
#if USE_NEW_AMOEBA_CODE
/* new experimental amoeba growth stuff */
-#if 1
if (!(FrameCounter % 8))
-#endif
{
static unsigned long random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
-#if 0
- x = (random >> 10) % lev_fieldx;
- y = (random >> 20) % lev_fieldy;
-#else
x = RND(lev_fieldx);
y = RND(lev_fieldy);
-#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 ||
+ CAN_GROW_INTO(element) ||
element == EL_QUICKSAND_EMPTY ||
element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT))
{
game.explosions_delayed = FALSE;
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
else if (element == EL_EXPLOSION)
- Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
- ExplodeField[x][y] = EX_NO_EXPLOSION;
+ ExplodeField[x][y] = EX_TYPE_NONE;
}
game.explosions_delayed = TRUE;
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
else
- PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
game.magic_wall_time_left--;
if (!game.magic_wall_time_left)
{
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
CloseAllOpenTimegates();
}
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
if (SHIELD_ON(player))
{
if (player->shield_deadly_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
else if (player->shield_normal_time_left)
- PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
}
}
if (TimeFrames >= FRAMES_PER_SECOND)
{
TimeFrames = 0;
- TimePlayed++;
+ TapeTime++;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
}
}
- if (tape.recording || tape.playing)
- DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
-
- if (TimeLeft > 0)
+ if (!level.use_step_counter)
{
- TimeLeft--;
+ TimePlayed++;
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ DrawGameValue_Time(TimeLeft);
- if (!TimeLeft && setup.time_limit)
- for (i=0; i<MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ DrawGameValue_Time(TimePlayed);
}
- else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
- DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
DrawAllPlayers();
+ PlayAllPlayersSound();
if (options.debug) /* calculate frames per second */
{
redraw_mask |= REDRAW_FPS;
}
-#if 0
- if (stored_player[0].jx != stored_player[0].last_jx ||
- stored_player[0].jy != stored_player[0].last_jy)
- printf("::: %d, %d, %d, %d, %d\n",
- stored_player[0].MovDir,
- stored_player[0].MovPos,
- stored_player[0].GfxPos,
- stored_player[0].Frame,
- stored_player[0].StepFrame);
-#endif
-
-#if 1
- FrameCounter++;
- TimeFrames++;
-
- for (i=0; i<MAX_PLAYERS; i++)
- {
- int move_frames =
- MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
-
- stored_player[i].Frame += move_frames;
-
- if (stored_player[i].MovPos != 0)
- stored_player[i].StepFrame += move_frames;
- }
-#endif
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
-#if 1
if (local_player->show_envelope != 0 && local_player->MovPos == 0)
{
ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
local_player->show_envelope = 0;
}
-#endif
+
+ /* use random number generator in every frame to make it less predictable */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ RND(1);
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
int min_x = x, min_y = y, max_x = x, max_y = y;
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
{
int i;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
int jx = stored_player[i].jx, jy = stored_player[i].jy;
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);
}
redraw_mask |= REDRAW_FIELD;
}
+static boolean canFallDown(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+
+ return (IN_LEV_FIELD(jx, jy + 1) &&
+ (IS_FREE(jx, jy + 1) ||
+ (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+ IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+ !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+}
+
+static boolean canPassField(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int nextx = x + dx;
+ int nexty = y + dy;
+ int element = Feld[x][y];
+
+ return (IS_PASSABLE_FROM(element, opposite_dir) &&
+ !CAN_MOVE(element) &&
+ IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+ IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+ (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+}
+
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+ int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+ int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+ int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+ int newx = x + dx;
+ int newy = y + dy;
+
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+ (IS_DIGGABLE(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
+}
+
static void CheckGravityMovement(struct PlayerInfo *player)
{
if (game.gravity && !player->programmed_action)
{
- int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
- int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
- int move_dir =
- (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
- (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
- (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
+ int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+ int move_dir_vertical = player->effective_action & MV_VERTICAL;
+ boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+ int jx = player->jx, jy = player->jy;
+ boolean player_is_moving_to_valid_field =
+ (!player_is_snapping &&
+ (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+ canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+ boolean player_can_fall_down = canFallDown(player);
+
+ if (player_can_fall_down &&
+ !player_is_moving_to_valid_field)
+ player->programmed_action = MV_DOWN;
+ }
+}
+
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+ return CheckGravityMovement(player);
+
+ if (game.gravity && !player->programmed_action)
+ {
int jx = player->jx, jy = player->jy;
- int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
- int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
- int new_jx = jx + dx, new_jy = jy + dy;
boolean field_under_player_is_free =
(IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
- boolean player_is_moving_to_valid_field =
- (IN_LEV_FIELD(new_jx, new_jy) &&
- (Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_SAND));
- /* !!! extend EL_SAND to anything diggable !!! */
-
- if (field_under_player_is_free &&
- !player_is_moving_to_valid_field &&
- !IS_WALKABLE_INSIDE(Feld[jx][jy]))
+ boolean player_is_standing_on_valid_field =
+ (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+ (IS_WALKABLE(Feld[jx][jy]) &&
+ !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+
+ if (field_under_player_is_free && !player_is_standing_on_valid_field)
player->programmed_action = MV_DOWN;
}
}
boolean MovePlayerOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
-#if 0
- static int change_sides[4][2] =
- {
- /* enter side leave side */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
- };
- int move_direction = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
- int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
-#endif
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
int element;
if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
return MF_NO_ACTION;
-#if 0
- element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
if (DONT_RUN_INTO(element))
{
if (element == EL_ACID && dx == 0 && dy == 1)
{
- SplashAcid(jx, jy);
+ SplashAcid(new_jx, new_jy);
Feld[jx][jy] = EL_PLAYER_1;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
return MF_MOVING;
}
- can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
+ can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
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;
+ return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
- ScrollPlayer(player, SCROLL_INIT);
+ player->step_counter++;
-#if 0
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
- CE_OTHER_GETS_LEFT);
- CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
- CE_LEFT_BY_PLAYER, -1);
- }
+ PlayerVisit[jx][jy] = FrameCounter;
- if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
- {
- CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
- enter_side, CE_OTHER_GETS_ENTERED);
- CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
- CE_ENTERED_BY_PLAYER, -1);
- }
-#endif
+ ScrollPlayer(player, SCROLL_INIT);
return MF_MOVING;
}
int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
- if (!player->active || (!dx && !dy))
+ if (!player->active)
return FALSE;
-#if 0
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !tape.playing)
+ if (!dx && !dy)
+ {
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+
return FALSE;
-#else
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ }
+
+ if (player->move_delay > 0)
return FALSE;
-#endif
+
+ player->move_delay = -1; /* set to "uninitialized" value */
+
+ /* store if player is automatically moved to next field */
+ player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
/* remove the last programmed player action */
player->programmed_action = 0;
{
ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
- FrameCounter++;
+
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+
DrawAllPlayers();
BackToFront();
}
player->move_delay_value = original_move_delay_value;
}
- if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+ if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
{
if (jx != old_jx) /* player has moved horizontally */
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ 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);
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
/* don't scroll against the player's moving direction */
- if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
(player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
scroll_x = old_scroll_x;
}
else /* player has moved vertically */
{
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + 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);
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
/* don't scroll against the player's moving direction */
- if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
(player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
scroll_y = old_scroll_y;
}
}
}
-#if 0
-#if 1
- InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
- if (!(moved & MF_MOVING) && !player->is_pushing)
- player->Frame = 0;
-#endif
-#endif
-
player->StepFrame = 0;
if (moved & MF_MOVING)
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
-#if 1
player->is_snapping = FALSE;
-#endif
-
-#if 1
player->is_switching = FALSE;
-#endif
-
-
-#if 1
- {
- static int change_sides[4][2] =
- {
- /* enter side leave side */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
- };
- int move_direction = player->MovDir;
- int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
- int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
-
-#if 1
- if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
- {
- CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
- leave_side, CE_OTHER_GETS_LEFT);
- CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
- leave_side, CE_LEFT_BY_PLAYER, -1);
- }
-
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
- enter_side, CE_OTHER_GETS_ENTERED);
- CheckElementSideChange(jx, jy, Feld[jx][jy],
- enter_side, CE_ENTERED_BY_PLAYER, -1);
- }
-#endif
-
- }
-#endif
-
-
+ player->is_dropping = FALSE;
}
else
{
- CheckGravityMovement(player);
+ CheckGravityMovementWhenNotMoving(player);
- /*
- player->last_move_dir = MV_NO_MOVING;
- */
player->is_moving = FALSE;
+
+ /* at this point, the player is allowed to move, but cannot move right now
+ (e.g. because of something blocking the way) -- ensure that the player
+ is also allowed to move in the next frame (in old versions before 3.1.1,
+ the player was forced to wait again for eight frames before next try) */
+
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+ player->move_delay = 0; /* allow direct movement in the next frame */
}
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ if (player->move_delay == -1) /* not yet initialized by DigField() */
+ player->move_delay = player->move_delay_value;
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || !player->MovPos)
+#if USE_NEW_PLAYER_SPEED
+ if (!player->active)
+ return;
+
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
+ return;
+#else
+ if (!player->active || player->MovPos == 0)
return;
+#endif
if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (Feld[last_jx][last_jy] == EL_EMPTY)
+ if ((player->block_last_field || player->block_delay_adjustment > 0) &&
+ Feld[last_jx][last_jy] == EL_EMPTY)
+ {
+ int last_field_block_delay = 0; /* start with no blocking at all */
+ int block_delay_adjustment = player->block_delay_adjustment;
+
+ /* if player blocks last field, add delay for exactly one move */
+ if (player->block_last_field)
+ {
+ last_field_block_delay += player->move_delay_value;
+
+ /* when blocking enabled, prevent moving up despite gravity */
+ if (game.gravity && player->MovDir == MV_UP)
+ block_delay_adjustment = -1;
+ }
+
+ /* add block delay adjustment (also possible when not blocking) */
+ last_field_block_delay += block_delay_adjustment;
+
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+ MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
+ }
-#if 0
- DrawPlayer(player);
-#endif
+#if USE_NEW_PLAYER_SPEED
+ if (player->MovPos != 0) /* player has not yet reached destination */
+ return;
+#else
return;
+#endif
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
+#if 0
+ printf("::: player->MovPos: %d -> %d\n",
+ player->MovPos,
+ player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
+#endif
+
+#if USE_NEW_PLAYER_SPEED
+ if (player->MovPos != 0)
+ {
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+ }
+#else
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
- if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
- Feld[last_jx][last_jy] = EL_EMPTY;
-
/* before DrawPlayer() to draw correct player graphic for this case */
if (player->MovPos == 0)
CheckGravityMovement(player);
-
-#if 0
- DrawPlayer(player); /* needed here only to cleanup last field */
#endif
if (player->MovPos == 0) /* player reached destination field */
{
- if (IS_PASSABLE(Feld[last_jx][last_jy]))
+#if 0
+ printf("::: player reached destination field\n");
+#endif
+
+ if (player->move_delay_reset_counter > 0)
{
- /* continue with normal speed after quickly moving through gate */
- HALVE_PLAYER_SPEED(player);
+ player->move_delay_reset_counter--;
+
+ if (player->move_delay_reset_counter == 0)
+ {
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
- /* be able to make the next move without delay */
- player->move_delay = 0;
+ /* be able to make the next move without delay */
+ player->move_delay = 0;
+ }
}
player->last_jx = jx;
player->LevelSolved = player->GameOver = TRUE;
}
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ /* this breaks one level: "machine", level 000 */
+ {
+ int move_direction = player->MovDir;
+ int enter_side = MV_DIR_OPPOSITE(move_direction);
+ int leave_side = move_direction;
+ int old_jx = last_jx;
+ int old_jy = last_jy;
+ int old_element = Feld[old_jx][old_jy];
+ int new_element = Feld[jx][jy];
+
+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
+ player->index_bit, leave_side);
+
+ if (IS_CUSTOM_ELEMENT(new_element))
+ CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
+ player->index_bit, enter_side);
+ }
+
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
TestIfHeroTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
-#if 1
- TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
-#endif
+
+ /* needed because pushed element has not yet reached its destination,
+ so it would trigger a change event at its previous field location */
+ if (!player->is_pushing)
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
if (!player->active)
RemoveHero(player);
}
+ if (level.use_step_counter)
+ {
+ int i;
+
+ 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)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ DrawGameValue_Time(TimePlayed);
+ }
+
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
{ +1, 0 },
{ 0, +1 }
};
- static int change_sides[4][2] =
+ static int trigger_sides[4][2] =
{
/* center side border side */
{ CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
int center_element = Feld[x][y]; /* should always be non-moving! */
int i;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
- int center_side = change_sides[i][0];
- int border_side = change_sides[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_side = trigger_sides[i][1];
int border_element;
if (!IN_LEV_FIELD(xx, yy))
if (IS_PLAYER(x, y))
{
- if (game.engine_version < VERSION_IDENT(3,0,7))
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ 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
continue; /* center and border element do not touch */
- CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
- CE_OTHER_GETS_TOUCHED);
- CheckElementSideChange(xx, yy, border_element, border_side,
- CE_TOUCHED_BY_PLAYER, -1);
+ CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, border_side);
+ CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
+ player->index_bit, border_side);
}
else if (IS_PLAYER(xx, yy))
{
- if (game.engine_version >= VERSION_IDENT(3,0,7))
- {
- struct PlayerInfo *player = PLAYERINFO(xx, yy);
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
continue; /* center and border element do not touch */
}
- CheckTriggeredElementSideChange(x, y, center_element, center_side,
- CE_OTHER_GETS_TOUCHED);
- CheckElementSideChange(x, y, center_element, center_side,
- CE_TOUCHED_BY_PLAYER, -1);
-
+ CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+ player->index_bit, center_side);
+ CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
+ player->index_bit, center_side);
break;
}
}
{ +1, 0 },
{ 0, +1 }
};
- static int change_sides[4][2] =
+ static int trigger_sides[4][2] =
{
- /* center side border side */
+ /* 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 */
MV_LEFT | MV_RIGHT
};
boolean change_center_element = FALSE;
- int center_element_change_page = 0;
int center_element = Feld[x][y]; /* should always be non-moving! */
- int i, j;
+ int i;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
- int center_side = change_sides[i][0];
- int border_side = change_sides[i][1];
+ int center_side = trigger_sides[i][0];
+ int border_side = trigger_sides[i][1];
int border_element;
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (game.engine_version < VERSION_IDENT(3,0,7))
- 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 */
+ 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 */
+
+ /* 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);
+
+ /* check for change of border element */
+ CheckElementChangeBySide(xx, yy, border_element, center_element,
+ CE_TOUCHING_X, center_side);
+ }
+}
+
+void TestIfElementHitsCustomElement(int x, int y, int direction)
+{
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int hitx = x + dx, hity = y + dy;
+ int hitting_element = Feld[x][y];
+ int touched_element;
+
+ if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+ return;
+
+ touched_element = (IN_LEV_FIELD(hitx, hity) ?
+ MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ boolean object_hit = (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2);
+
+ object_hit = TRUE;
- /* 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)
+ if (object_hit)
{
- for (j=0; j < element_info[center_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[center_element].change_page[j];
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_X, touched_side);
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
- change->sides & border_side &&
- change->trigger_element == border_element)
- {
- change_center_element = TRUE;
- center_element_change_page = j;
+ CheckElementChangeBySide(hitx, hity, touched_element,
+ hitting_element, CE_HIT_BY_X, hitting_side);
- break;
- }
- }
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
}
+ }
- /* check for change of border element */
- if (IS_CUSTOM_ELEMENT(border_element) &&
- HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+ /* "hitting something" is also true when hitting the playfield border */
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_HITTING_SOMETHING, direction);
+}
+
+#if 0
+void TestIfElementSmashesCustomElement(int x, int y, int direction)
+{
+ int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+ int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ int hitx = x + dx, hity = y + dy;
+ int hitting_element = Feld[x][y];
+ int touched_element;
+#if 0
+ boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+ !IS_FREE(hitx, hity) &&
+ (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
+
+ if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+ return;
+
+#if 0
+ if (IN_LEV_FIELD(hitx, hity) && !object_hit)
+ return;
+#endif
+
+ touched_element = (IN_LEV_FIELD(hitx, hity) ?
+ MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ EP_CAN_SMASH_EVERYTHING, direction);
+
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+#if 0
+ int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
+#if 1
+ boolean object_hit = (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2);
+
+ object_hit = TRUE;
+#endif
+
+ if (object_hit)
{
- for (j=0; j < element_info[border_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[border_element].change_page[j];
+ int i;
- if (change->can_change &&
- change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
- change->sides & center_side &&
- change->trigger_element == center_element)
- {
- CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
- CE_OTHER_IS_TOUCHING, j);
- break;
- }
- }
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_SMASHED_BY_SOMETHING, opposite_direction);
+
+ CheckElementChangeBySide(x, y, hitting_element, touched_element,
+ CE_OTHER_IS_SMASHING, touched_side);
+
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_OTHER_GETS_SMASHED, hitting_side);
}
}
-
- if (change_center_element)
- CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
- CE_OTHER_IS_TOUCHING, center_element_change_page);
}
+#endif
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] =
{
{ 0, -1 },
MV_DOWN
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int test_x, test_y, test_move_dir, test_element;
test_x = good_x + test_xy[i][0];
test_y = good_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
test_move_dir =
(IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
-#if 0
- test_element = Feld[test_x][test_y];
-#else
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
/* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
{
kill_x = test_x;
kill_y = test_y;
+ bad_element = test_element;
+
break;
}
}
{
struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
- if (player->shield_deadly_time_left > 0)
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
Bang(kill_x, kill_y);
- else if (!PLAYER_PROTECTED(good_x, good_y))
+ else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
KillHero(player);
}
else
if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
return;
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int test_x, test_y, test_move_dir, test_element;
if (bad_element == EL_ROBOT && player->is_moving)
continue; /* robot does not kill player if he is moving */
- if (game.engine_version >= VERSION_IDENT(3,0,7))
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
continue; /* center and border element do not touch */
{
struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
- if (player->shield_deadly_time_left > 0)
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
Bang(bad_x, bad_y);
- else if (!PLAYER_PROTECTED(kill_x, kill_y))
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
KillHero(player);
}
else
{ 0, +1 }
};
- for (i=0; i<4; i++)
+ for (i = 0; i < NUM_DIRECTIONS; i++)
{
int x, y, element;
BuryHero(player);
}
-static void KillHeroUnlessProtected(int x, int y)
+static void KillHeroUnlessEnemyProtected(int x, int y)
+{
+ if (!PLAYER_ENEMY_PROTECTED(x, y))
+ KillHero(PLAYERINFO(x, y));
+}
+
+static void KillHeroUnlessExplosionProtected(int x, int y)
{
- if (!PLAYER_PROTECTED(x, y))
+ if (!PLAYER_EXPLOSION_PROTECTED(x, y))
KillHero(PLAYERINFO(x, y));
}
if (!player->active)
return;
-#if 1
- PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
- PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
- PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+ PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+ PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
RemoveHero(player);
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
found = TRUE;
*/
int DigField(struct PlayerInfo *player,
- int x, int y, int real_dx, int real_dy, int mode)
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
{
- static int change_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
- int jx = player->jx, jy = player->jy;
+ boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+ boolean player_was_pushing = player->is_pushing;
+ int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
- int dig_side = change_sides[MV_DIR_BIT(move_direction)];
+ int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+ int dig_side = MV_DIR_OPPOSITE(move_direction);
+ int old_element = Feld[jx][jy];
int element;
+ int collect_count;
- if (player->MovPos == 0)
+ if (is_player) /* function can also be called by EL_PENGUIN */
{
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
- if (player->MovPos == 0) /* last pushing move finished */
- player->is_pushing = FALSE;
+ if (player->MovPos == 0) /* last pushing move finished */
+ player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
- {
- player->is_switching = FALSE;
- player->push_delay = 0;
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ {
+ player->is_switching = FALSE;
+ player->push_delay = -1;
- return MF_NO_ACTION;
+ return MF_NO_ACTION;
+ }
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
-#if 0
- if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
- if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
-#endif
- {
- int i = 0;
- int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
- int tube_leave_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
- { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
- };
+ if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
- while (tube_leave_directions[i][0] != tube_element)
- {
- i++;
- if (tube_leave_directions[i][0] == -1) /* should not happen */
- break;
- }
+ /* in case of element dropped at player position, check background */
+ else if (Back[jx][jy] != EL_EMPTY &&
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
+ old_element = Back[jx][jy];
- if (!(tube_leave_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
- }
+ if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+ return MF_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 */
element = Feld[x][y];
+#if USE_NEW_COLLECT_COUNT
+ collect_count = Count[x][y];
+#else
+ collect_count = element_info[element].collect_count_initial;
+#endif
+
+#if 0
+ if (element != EL_BLOCKED &&
+ Count[x][y] != element_info[element].collect_count_initial)
+ printf("::: %d: %d != %d\n",
+ element,
+ Count[x][y],
+ element_info[element].collect_count_initial);
+#endif
+
+ if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ return MF_NO_ACTION;
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0))
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
- switch (element)
+ 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 */
+
+ if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
{
- case EL_SP_PORT_LEFT:
- case EL_SP_PORT_RIGHT:
- case EL_SP_PORT_UP:
- case EL_SP_PORT_DOWN:
- case EL_SP_PORT_HORIZONTAL:
- case EL_SP_PORT_VERTICAL:
- case EL_SP_PORT_ANY:
- case EL_SP_GRAVITY_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_UP:
- case EL_SP_GRAVITY_PORT_DOWN:
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
+ int sound_element = SND_ELEMENT(element);
+ int sound_action = ACTION_WALKING;
+
+ if (IS_RND_GATE(element))
+ {
+ if (!player->key[RND_GATE_NR(element)])
+ return MF_NO_ACTION;
+ }
+ else if (IS_RND_GATE_GRAY(element))
+ {
+ if (!player->key[RND_GATE_GRAY_NR(element)])
return MF_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
+
+ /* play sound from background or player, whatever is available */
+ if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+ else
+ PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+ }
+ else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+ {
+ if (!ACCESS_FROM(element, opposite_direction))
+ return MF_NO_ACTION; /* field not accessible from this direction */
+
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MF_NO_ACTION;
+ if (IS_EM_GATE(element))
+ {
+ if (!player->key[EM_GATE_NR(element)])
+ return MF_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY(element))
+ {
+ if (!player->key[EM_GATE_GRAY_NR(element)])
+ return MF_NO_ACTION;
+ }
+ else if (IS_SP_PORT(element))
+ {
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)
game.gravity = !game.gravity;
+ 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)
+ game.gravity = TRUE;
+ 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)
+ game.gravity = FALSE;
+ }
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
- break;
-
- case EL_TUBE_ANY:
- case EL_TUBE_VERTICAL:
- case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERTICAL_LEFT:
- case EL_TUBE_VERTICAL_RIGHT:
- case EL_TUBE_HORIZONTAL_UP:
- case EL_TUBE_HORIZONTAL_DOWN:
- case EL_TUBE_LEFT_UP:
- case EL_TUBE_LEFT_DOWN:
- case EL_TUBE_RIGHT_UP:
- case EL_TUBE_RIGHT_DOWN:
- {
- int i = 0;
- int tube_enter_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
- };
-
- while (tube_enter_directions[i][0] != element)
- {
- i++;
- if (tube_enter_directions[i][0] == -1) /* should not happen */
- break;
- }
-
- if (!(tube_enter_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
-
- PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
- }
- break;
-
- default:
-
- if (IS_WALKABLE(element))
- {
- int sound_action = ACTION_WALKING;
-
- if (element >= EL_GATE_1 && element <= EL_GATE_4)
- {
- if (!player->key[element - EL_GATE_1])
- return MF_NO_ACTION;
- }
- else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
- {
- if (!player->key[element - EL_GATE_1_GRAY])
- return MF_NO_ACTION;
- }
- else if (element == EL_EXIT_OPEN ||
- element == EL_SP_EXIT_OPEN ||
- element == EL_SP_EXIT_OPENING)
- {
- sound_action = ACTION_PASSING; /* player is passing exit */
- }
- else if (element == EL_EMPTY)
- {
- sound_action = ACTION_MOVING; /* nothing to walk on */
- }
-
- /* play sound from background or player, whatever is available */
- if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlaySoundLevelElementAction(x, y, element, sound_action);
- else
- PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
- break;
- }
- else if (IS_PASSABLE(element))
- {
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; /* two double speed steps */
-#if 1
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
- return MF_NO_ACTION;
-#endif
+ DOUBLE_PLAYER_SPEED(player);
+ }
- if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
- {
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- }
- else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
- {
- if (!player->key[element - EL_EM_GATE_1_GRAY])
- return MF_NO_ACTION;
- }
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
+ }
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = GFX_ELEMENT(element);
+ player->is_digging = TRUE;
+ }
- PlaySoundLevelAction(x, y, ACTION_PASSING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- break;
- }
- else if (IS_DIGGABLE(element))
- {
- RemoveField(x, y);
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
+ player->index_bit, dig_side);
- if (mode != DF_SNAP)
- {
-#if 1
- GfxElement[x][y] = GFX_ELEMENT(element);
-#else
- GfxElement[x][y] =
- (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
- player->is_digging = TRUE;
- }
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ }
+ else if (IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ if (is_player && mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+ if (element == EL_SPEED_PILL)
+ {
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ }
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawGameValue_Time(TimeLeft);
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ DrawGameValue_Dynamite(local_player->inventory_size);
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if (IS_KEY(element))
+ {
+ player->key[KEY_NR(element)] = TRUE;
- break;
- }
- else if (IS_COLLECTIBLE(element))
- {
- RemoveField(x, y);
+ DrawGameValue_Keys(player->key);
- if (mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (IS_ENVELOPE(element))
+ {
+ player->show_envelope = element;
+ }
+ else if (IS_DROPPABLE(element) ||
+ IS_THROWABLE(element)) /* can be collected and dropped */
+ {
+ int i;
- if (element == EL_SPEED_PILL)
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- else if (element == EL_EXTRA_TIME && level.time > 0)
- {
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- }
- else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
- {
- player->shield_normal_time_left += 10;
- if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
- }
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
- {
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (i = 0; i < 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 == EL_DYNABOMB_INCREASE_NUMBER)
- {
- player->dynabomb_count++;
- player->dynabombs_left++;
- }
- else if (element == EL_DYNABOMB_INCREASE_SIZE)
- {
- player->dynabomb_size++;
- }
- else if (element == EL_DYNABOMB_INCREASE_POWER)
- {
- player->dynabomb_xl = TRUE;
- }
- else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
- (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
- {
- int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
- element - EL_KEY_1 : element - EL_EM_KEY_1);
-
- player->key[key_nr] = TRUE;
-
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + key_nr));
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (IS_ENVELOPE(element))
- {
-#if 1
- player->show_envelope = element;
-#else
- ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
- }
- 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].collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
-
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
- }
-
- RaiseScoreElement(element);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
-
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
-
- break;
- }
- else if (IS_PUSHABLE(element))
- {
- if (mode == DF_SNAP && element != EL_BD_ROCK)
- return MF_NO_ACTION;
+ DrawGameValue_Dynamite(local_player->inventory_size);
+ }
+ else if (collect_count > 0)
+ {
+ local_player->gems_still_needed -= collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
- if (CAN_FALL(element) && dy)
- return MF_NO_ACTION;
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+ }
- if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
- !(element == EL_SPRING && use_spring_bug))
- return MF_NO_ACTION;
+ RaiseScoreElement(element);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
-#if 1
- /* 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;
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- return MF_NO_ACTION;
-#endif
- if (!player->is_pushing &&
- game.engine_version >= RELEASE_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ if (is_player)
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
+ player->index_bit, dig_side);
- player->is_pushing = TRUE;
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ }
+ else if (IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MF_NO_ACTION;
- if (!(IN_LEV_FIELD(nextx, nexty) &&
- (IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
- return MF_NO_ACTION;
+ if (CAN_FALL(element) && dy)
+ return MF_NO_ACTION;
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_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;
- if (player->push_delay == 0) /* new pushing; restart delay */
- player->push_delay = FrameCounter;
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ 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;
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
- {
- /* make sure that there is no move delay before next try to push */
- if (game.engine_version >= VERSION_IDENT(3,0,7))
- player->move_delay = INITIAL_MOVE_DELAY_OFF;
+ /* 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 MF_NO_ACTION;
- }
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
- if (IS_SB_ELEMENT(element))
- {
- if (element == EL_SOKOBAN_FIELD_FULL)
- {
- Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
- }
+ player->is_pushing = TRUE;
- if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
- {
- Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
- }
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
+ return MF_NO_ACTION;
- Feld[x][y] = EL_SOKOBAN_OBJECT;
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
- if (Back[x][y] == Back[nextx][nexty])
- PlaySoundLevelAction(x, y, ACTION_PUSHING);
- else if (Back[x][y] != 0)
- PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
- ACTION_EMPTYING);
- else
- PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
- ACTION_FILLING);
+ if (player->push_delay == -1) /* new pushing; restart delay */
+ player->push_delay = 0;
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
- }
- }
- else
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ if (player->push_delay < player->push_delay_value &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = 0;
- InitMovingField(x, y, move_direction);
- GfxAction[x][y] = ACTION_PUSHING;
+ return MF_NO_ACTION;
+ }
- if (mode == DF_SNAP)
- ContinueMoving(x, y);
- else
- MovPos[x][y] = (dx != 0 ? dx : dy);
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
- Pushed[x][y] = TRUE;
- Pushed[nextx][nexty] = TRUE;
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
- CheckTriggeredElementSideChange(x, y, element, dig_side,
- CE_OTHER_GETS_PUSHED);
- CheckElementSideChange(x, y, element, dig_side,
- CE_PUSHED_BY_PLAYER, -1);
+ if (Back[x][y] == Back[nextx][nexty])
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
- break;
- }
- else if (IS_SWITCHABLE(element))
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
{
- if (PLAYER_SWITCHING(player, x, y))
- return MF_ACTION;
+ player->LevelSolved = player->GameOver = TRUE;
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
- PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
- if (element == EL_ROBOT_WHEEL)
- {
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
- DrawLevelField(x, y);
- }
- else if (element == EL_SP_TERMINAL)
- {
- int xx, yy;
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
- for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
- else if (IS_BELT_SWITCH(element))
- {
- ToggleBeltSwitch(x, y);
- }
- else if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- ToggleSwitchgateSwitch(x, y);
- }
- else if (element == EL_LIGHT_SWITCH ||
- element == EL_LIGHT_SWITCH_ACTIVE)
- {
- ToggleLightSwitch(x, y);
+ /* check for element change _after_ element has been pushed */
+ if (game.use_change_when_pushing_bug)
+ {
+ CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
+ player->index_bit, dig_side);
+ }
+ }
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ {
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
-#if 0
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
- }
- else if (element == EL_TIMEGATE_SWITCH)
- {
- ActivateTimegateSwitch(x, y);
- }
- else if (element == EL_BALLOON_SWITCH_LEFT ||
- element == EL_BALLOON_SWITCH_RIGHT ||
- element == EL_BALLOON_SWITCH_UP ||
- element == EL_BALLOON_SWITCH_DOWN ||
- element == EL_BALLOON_SWITCH_ANY)
- {
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- }
- else if (element == EL_LAMP)
- {
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ return MF_ACTION;
+ }
- DrawLevelField(x, y);
- }
- else if (element == EL_TIME_ORB_FULL)
- {
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
- DrawLevelField(x, y);
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
-#if 0
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
- }
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
- return MF_ACTION;
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
}
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+ }
+ else if (element == EL_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ if (element == EL_BALLOON_SWITCH_ANY)
+ game.balloon_dir = move_direction;
else
- {
- if (!PLAYER_SWITCHING(player, x, y))
- {
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ }
+ else if (element == EL_LAMP)
+ {
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
- CheckTriggeredElementSideChange(x, y, element, dig_side,
- CE_OTHER_IS_SWITCHING);
- CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
- }
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+ TimeLeft += 10;
+ DrawGameValue_Time(TimeLeft);
- CheckTriggeredElementSideChange(x, y, element, dig_side,
- CE_OTHER_GETS_PRESSED);
- CheckElementSideChange(x, y, element, dig_side,
- CE_PRESSED_BY_PLAYER, -1);
- }
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
- return MF_NO_ACTION;
+ CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
+
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MF_ACTION;
+ }
+ else
+ {
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
+ }
+
+ CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
+
+ return MF_NO_ACTION;
}
- player->push_delay = 0;
+ player->push_delay = -1;
- if (Feld[x][y] != element) /* really digged/collected something */
- player->is_collecting = !player->is_digging;
+ if (is_player) /* function can also be called by EL_PENGUIN */
+ {
+ if (Feld[x][y] != element) /* really digged/collected something */
+ player->is_collecting = !player->is_digging;
+ }
return MF_MOVING;
}
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))
player->MovDir = snap_direction;
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ player->is_dropping = FALSE;
- if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+ if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->is_snapping = TRUE;
- player->is_moving = FALSE;
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
+ if (player->MovPos == 0)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
+
+ if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
+ DrawLevelField(player->last_jx, player->last_jy);
DrawLevelField(x, y);
- BackToFront();
return TRUE;
}
boolean DropElement(struct PlayerInfo *player)
{
- int jx = player->jx, jy = player->jy;
- int old_element;
+ int old_element, new_element;
+ int dropx = player->jx, dropy = player->jy;
+ int drop_direction = player->MovDir;
+ int drop_side = drop_direction;
+ int drop_element = (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
+
+ /* 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;
+
+ if (IS_THROWABLE(drop_element))
+ {
+ dropx += GET_DX_FROM_DIR(drop_direction);
+ dropy += GET_DY_FROM_DIR(drop_direction);
+
+ if (!IN_LEV_FIELD(dropx, dropy))
+ return FALSE;
+ }
- if (!player->active || player->MovPos)
- return FALSE;
+ old_element = Feld[dropx][dropy]; /* old element at dropping position */
+ new_element = drop_element; /* default: no change when dropping */
- old_element = Feld[jx][jy];
+ /* check if player is active, not moving and ready to drop */
+ if (!player->active || player->MovPos || player->drop_delay > 0)
+ return FALSE;
/* check if player has anything that can be dropped */
- if (player->inventory_size == 0 && player->dynabombs_left == 0)
+ if (new_element == EL_UNDEFINED)
return FALSE;
/* check if anything can be dropped at the current position */
return FALSE;
/* 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)
+ if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
return FALSE;
if (old_element != EL_EMPTY)
- Back[jx][jy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; /* store old element on this field */
- MovDelay[jx][jy] = 96;
+ ResetGfxAnimation(dropx, dropy);
+ ResetRandomAnimationValue(dropx, dropy);
- ResetGfxAnimation(jx, jy);
- ResetRandomAnimationValue(jx, jy);
-
- if (player->inventory_size > 0)
+ if (player->inventory_size > 0 ||
+ player->inventory_infinite_element != EL_UNDEFINED)
{
- int new_element = player->inventory_element[--player->inventory_size];
+ if (player->inventory_size > 0)
+ {
+ player->inventory_size--;
- Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
- new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
- new_element);
+ DrawGameValue_Dynamite(local_player->inventory_size);
- DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ if (new_element == EL_DYNAMITE)
+ new_element = EL_DYNAMITE_ACTIVE;
+ else if (new_element == EL_SP_DISK_RED)
+ new_element = EL_SP_DISK_RED_ACTIVE;
+ }
+
+ Feld[dropx][dropy] = new_element;
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
- CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
- CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
+ /* needed if previous element just changed to "empty" in the last frame */
+ Changed[dropx][dropy] = FALSE; /* allow another change */
- TestIfElementTouchesCustomElement(jx, jy);
+ CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+ player->index_bit, drop_side);
+ CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
+ player->index_bit, drop_side);
+
+ TestIfElementTouchesCustomElement(dropx, dropy);
}
else /* player is dropping a dyna bomb */
{
player->dynabombs_left--;
- Feld[jx][jy] =
- EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
+ Feld[dropx][dropy] = new_element;
+
+ if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+ DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+ el2img(Feld[dropx][dropy]), 0);
- if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+ PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+ }
+
+ if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ InitField_WithBug1(dropx, dropy, FALSE);
+
+ new_element = Feld[dropx][dropy]; /* element might have changed */
+
+ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
+ element_info[new_element].move_pattern == MV_WHEN_DROPPED)
+ {
+ int move_direction, nextx, nexty;
+
+ if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
+ MovDir[dropx][dropy] = drop_direction;
- PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+ move_direction = MovDir[dropx][dropy];
+ nextx = dropx + GET_DX_FROM_DIR(move_direction);
+ nexty = dropy + GET_DY_FROM_DIR(move_direction);
+
+ Changed[dropx][dropy] = FALSE; /* allow another change */
+ CheckCollision[dropx][dropy] = 2;
}
+ player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+ player->is_dropping = TRUE;
+
+ player->drop_x = dropx;
+ player->drop_y = dropy;
+
return TRUE;
}
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
{
int num_sounds = getSoundListSize();
- if (loop_sound_frame != NULL)
- free(loop_sound_frame);
-
- if (loop_sound_volume != NULL)
- free(loop_sound_volume);
+ checked_free(loop_sound_frame);
+ checked_free(loop_sound_volume);
- loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+ loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
}
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
{
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
PlaySoundExt(nr, volume, stereo_position, type);
}
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
{
- PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
x > LEVELX(BX2) ? LEVELX(BX2) : x,
y < LEVELY(BY1) ? LEVELY(BY1) :
y > LEVELY(BY2) ? LEVELY(BY2) : y,
sound_action);
}
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
{
- PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+ PlayLevelSoundElementAction(x, y, Feld[x][y], action);
}
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED)
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+ int action)
+{
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+ if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+ PlayLevelSound(x, y, sound_effect);
}
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- PlaySoundLevel(x, y, sound_effect);
+ PlayLevelSound(x, y, sound_effect);
}
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
- StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+ StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+ if (levelset.music[level_nr] != MUS_UNDEFINED)
+ PlayMusic(levelset.music[level_nr]); /* from config file */
+ else
+ PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+}
+
+void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+{
+ int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+
+ switch (sample)
+ {
+ case SAMPLE_blank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+ break;
+
+ case SAMPLE_roll:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_stone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_nut:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_crack:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SAMPLE_bug:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_tank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_android_clone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_android_move:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_spring:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_slurp:
+ PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
+ break;
+
+ case SAMPLE_eater:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+ break;
+
+ case SAMPLE_eater_eat:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_alien:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_collect:
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case SAMPLE_diamond:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_squash:
+ /* !!! CHECK THIS !!! */
+#if 1
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+ PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+ break;
+
+ case SAMPLE_wonderfall:
+ PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+ break;
+
+ case SAMPLE_drip:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_push:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_dirt:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_acid:
+ PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+ break;
+
+ case SAMPLE_ball:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_grow:
+ PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+ break;
+
+ case SAMPLE_wonder:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_door:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_exit_open:
+ PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+ break;
+
+ case SAMPLE_exit_leave:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_dynamite:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_tick:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_press:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ break;
+
+ case SAMPLE_wheel:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_boom:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+ break;
+
+ case SAMPLE_die:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ case SAMPLE_time:
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ break;
+
+ default:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+ break;
+ }
}
void RaiseScore(int value)
{
local_player->score += value;
- DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
+
+ DrawGameValue_Score(local_player->score);
}
void RaiseScoreElement(int element)
case EL_KEY_2:
case EL_KEY_3:
case EL_KEY_4:
+ case EL_EM_KEY_1:
+ case EL_EM_KEY_2:
+ case EL_EM_KEY_3:
+ case EL_EM_KEY_4:
+ case EL_EMC_KEY_5:
+ case EL_EMC_KEY_6:
+ case EL_EMC_KEY_7:
+ case EL_EMC_KEY_8:
RaiseScore(level.score[SC_KEY]);
break;
default:
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_StopPlaying();
else
}
else
{
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOff(TRUE);
+
OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+ if (tape.playing && tape.deactivate_display)
+ TapeDeactivateDisplayOn();
}
}
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
struct GadgetInfo *gi;
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
FreeGadget(game_gadget[i]);
}
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
MapGadget(game_gadget[i]);
}
{
int i;
- for (i=0; i<NUM_GAME_BUTTONS; i++)
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
UnmapGadget(game_gadget[i]);
}
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_ContinuePlaying();
else
setup.sound = setup.sound_music = TRUE;
SetAudioMode(setup.sound);
- PlayMusic(level_nr);
+
+ PlayLevelMusic();
}
break;