// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// game.c
// ============================================================================
#include "files.h"
#include "tape.h"
#include "network.h"
+#include "anim.h"
-/* DEBUG SETTINGS */
+// DEBUG SETTINGS
#define DEBUG_INIT_PLAYER 1
#define DEBUG_PLAYER_ACTIONS 0
-/* EXPERIMENTAL STUFF */
+// EXPERIMENTAL STUFF
#define USE_NEW_AMOEBA_CODE FALSE
-/* EXPERIMENTAL STUFF */
+// EXPERIMENTAL STUFF
#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
#define USE_QUICKSAND_IMPACT_BUGFIX 0
#define USE_DELAYED_GFX_REDRAW 0
#endif
-/* for DigField() */
+// for DigField()
#define DF_NO_PUSH 0
#define DF_DIG 1
#define DF_SNAP 2
-/* for MovePlayer() */
+// for MovePlayer()
#define MP_NO_ACTION 0
#define MP_MOVING 1
#define MP_ACTION 2
#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
-/* for ScrollPlayer() */
+// for ScrollPlayer()
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
-/* for Bang()/Explode() */
+// for Bang()/Explode()
#define EX_PHASE_START 0
#define EX_TYPE_NONE 0
#define EX_TYPE_NORMAL (1 << 0)
#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-#define PANEL_OFF() (local_player->LevelSolved_PanelOff)
+#define PANEL_OFF() (game.panel.active == FALSE)
#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
-/* game panel display and control definitions */
+// game panel display and control definitions
#define GAME_PANEL_LEVEL_NUMBER 0
#define GAME_PANEL_GEMS 1
#define GAME_PANEL_INVENTORY_COUNT 2
#define GAME_PANEL_TIME_HH 32
#define GAME_PANEL_TIME_MM 33
#define GAME_PANEL_TIME_SS 34
-#define GAME_PANEL_FRAME 35
-#define GAME_PANEL_SHIELD_NORMAL 36
-#define GAME_PANEL_SHIELD_NORMAL_TIME 37
-#define GAME_PANEL_SHIELD_DEADLY 38
-#define GAME_PANEL_SHIELD_DEADLY_TIME 39
-#define GAME_PANEL_EXIT 40
-#define GAME_PANEL_EMC_MAGIC_BALL 41
-#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
-#define GAME_PANEL_LIGHT_SWITCH 43
-#define GAME_PANEL_LIGHT_SWITCH_TIME 44
-#define GAME_PANEL_TIMEGATE_SWITCH 45
-#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
-#define GAME_PANEL_SWITCHGATE_SWITCH 47
-#define GAME_PANEL_EMC_LENSES 48
-#define GAME_PANEL_EMC_LENSES_TIME 49
-#define GAME_PANEL_EMC_MAGNIFIER 50
-#define GAME_PANEL_EMC_MAGNIFIER_TIME 51
-#define GAME_PANEL_BALLOON_SWITCH 52
-#define GAME_PANEL_DYNABOMB_NUMBER 53
-#define GAME_PANEL_DYNABOMB_SIZE 54
-#define GAME_PANEL_DYNABOMB_POWER 55
-#define GAME_PANEL_PENGUINS 56
-#define GAME_PANEL_SOKOBAN_OBJECTS 57
-#define GAME_PANEL_SOKOBAN_FIELDS 58
-#define GAME_PANEL_ROBOT_WHEEL 59
-#define GAME_PANEL_CONVEYOR_BELT_1 60
-#define GAME_PANEL_CONVEYOR_BELT_2 61
-#define GAME_PANEL_CONVEYOR_BELT_3 62
-#define GAME_PANEL_CONVEYOR_BELT_4 63
-#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
-#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
-#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
-#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
-#define GAME_PANEL_MAGIC_WALL 68
-#define GAME_PANEL_MAGIC_WALL_TIME 69
-#define GAME_PANEL_GRAVITY_STATE 70
-#define GAME_PANEL_GRAPHIC_1 71
-#define GAME_PANEL_GRAPHIC_2 72
-#define GAME_PANEL_GRAPHIC_3 73
-#define GAME_PANEL_GRAPHIC_4 74
-#define GAME_PANEL_GRAPHIC_5 75
-#define GAME_PANEL_GRAPHIC_6 76
-#define GAME_PANEL_GRAPHIC_7 77
-#define GAME_PANEL_GRAPHIC_8 78
-#define GAME_PANEL_ELEMENT_1 79
-#define GAME_PANEL_ELEMENT_2 80
-#define GAME_PANEL_ELEMENT_3 81
-#define GAME_PANEL_ELEMENT_4 82
-#define GAME_PANEL_ELEMENT_5 83
-#define GAME_PANEL_ELEMENT_6 84
-#define GAME_PANEL_ELEMENT_7 85
-#define GAME_PANEL_ELEMENT_8 86
-#define GAME_PANEL_ELEMENT_COUNT_1 87
-#define GAME_PANEL_ELEMENT_COUNT_2 88
-#define GAME_PANEL_ELEMENT_COUNT_3 89
-#define GAME_PANEL_ELEMENT_COUNT_4 90
-#define GAME_PANEL_ELEMENT_COUNT_5 91
-#define GAME_PANEL_ELEMENT_COUNT_6 92
-#define GAME_PANEL_ELEMENT_COUNT_7 93
-#define GAME_PANEL_ELEMENT_COUNT_8 94
-#define GAME_PANEL_CE_SCORE_1 95
-#define GAME_PANEL_CE_SCORE_2 96
-#define GAME_PANEL_CE_SCORE_3 97
-#define GAME_PANEL_CE_SCORE_4 98
-#define GAME_PANEL_CE_SCORE_5 99
-#define GAME_PANEL_CE_SCORE_6 100
-#define GAME_PANEL_CE_SCORE_7 101
-#define GAME_PANEL_CE_SCORE_8 102
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 103
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 104
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 105
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 106
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 107
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 108
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 109
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 110
-#define GAME_PANEL_PLAYER_NAME 111
-#define GAME_PANEL_LEVEL_NAME 112
-#define GAME_PANEL_LEVEL_AUTHOR 113
-
-#define NUM_GAME_PANEL_CONTROLS 114
+#define GAME_PANEL_TIME_ANIM 35
+#define GAME_PANEL_HEALTH 36
+#define GAME_PANEL_HEALTH_ANIM 37
+#define GAME_PANEL_FRAME 38
+#define GAME_PANEL_SHIELD_NORMAL 39
+#define GAME_PANEL_SHIELD_NORMAL_TIME 40
+#define GAME_PANEL_SHIELD_DEADLY 41
+#define GAME_PANEL_SHIELD_DEADLY_TIME 42
+#define GAME_PANEL_EXIT 43
+#define GAME_PANEL_EMC_MAGIC_BALL 44
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
+#define GAME_PANEL_LIGHT_SWITCH 46
+#define GAME_PANEL_LIGHT_SWITCH_TIME 47
+#define GAME_PANEL_TIMEGATE_SWITCH 48
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
+#define GAME_PANEL_SWITCHGATE_SWITCH 50
+#define GAME_PANEL_EMC_LENSES 51
+#define GAME_PANEL_EMC_LENSES_TIME 52
+#define GAME_PANEL_EMC_MAGNIFIER 53
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 54
+#define GAME_PANEL_BALLOON_SWITCH 55
+#define GAME_PANEL_DYNABOMB_NUMBER 56
+#define GAME_PANEL_DYNABOMB_SIZE 57
+#define GAME_PANEL_DYNABOMB_POWER 58
+#define GAME_PANEL_PENGUINS 59
+#define GAME_PANEL_SOKOBAN_OBJECTS 60
+#define GAME_PANEL_SOKOBAN_FIELDS 61
+#define GAME_PANEL_ROBOT_WHEEL 62
+#define GAME_PANEL_CONVEYOR_BELT_1 63
+#define GAME_PANEL_CONVEYOR_BELT_2 64
+#define GAME_PANEL_CONVEYOR_BELT_3 65
+#define GAME_PANEL_CONVEYOR_BELT_4 66
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
+#define GAME_PANEL_MAGIC_WALL 71
+#define GAME_PANEL_MAGIC_WALL_TIME 72
+#define GAME_PANEL_GRAVITY_STATE 73
+#define GAME_PANEL_GRAPHIC_1 74
+#define GAME_PANEL_GRAPHIC_2 75
+#define GAME_PANEL_GRAPHIC_3 76
+#define GAME_PANEL_GRAPHIC_4 77
+#define GAME_PANEL_GRAPHIC_5 78
+#define GAME_PANEL_GRAPHIC_6 79
+#define GAME_PANEL_GRAPHIC_7 80
+#define GAME_PANEL_GRAPHIC_8 81
+#define GAME_PANEL_ELEMENT_1 82
+#define GAME_PANEL_ELEMENT_2 83
+#define GAME_PANEL_ELEMENT_3 84
+#define GAME_PANEL_ELEMENT_4 85
+#define GAME_PANEL_ELEMENT_5 86
+#define GAME_PANEL_ELEMENT_6 87
+#define GAME_PANEL_ELEMENT_7 88
+#define GAME_PANEL_ELEMENT_8 89
+#define GAME_PANEL_ELEMENT_COUNT_1 90
+#define GAME_PANEL_ELEMENT_COUNT_2 91
+#define GAME_PANEL_ELEMENT_COUNT_3 92
+#define GAME_PANEL_ELEMENT_COUNT_4 93
+#define GAME_PANEL_ELEMENT_COUNT_5 94
+#define GAME_PANEL_ELEMENT_COUNT_6 95
+#define GAME_PANEL_ELEMENT_COUNT_7 96
+#define GAME_PANEL_ELEMENT_COUNT_8 97
+#define GAME_PANEL_CE_SCORE_1 98
+#define GAME_PANEL_CE_SCORE_2 99
+#define GAME_PANEL_CE_SCORE_3 100
+#define GAME_PANEL_CE_SCORE_4 101
+#define GAME_PANEL_CE_SCORE_5 102
+#define GAME_PANEL_CE_SCORE_6 103
+#define GAME_PANEL_CE_SCORE_7 104
+#define GAME_PANEL_CE_SCORE_8 105
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 110
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 111
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 112
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 113
+#define GAME_PANEL_PLAYER_NAME 114
+#define GAME_PANEL_LEVEL_NAME 115
+#define GAME_PANEL_LEVEL_AUTHOR 116
+
+#define NUM_GAME_PANEL_CONTROLS 117
struct GamePanelOrderInfo
{
struct TextPosInfo *pos;
int type;
+ int graphic, graphic_active;
+
int value, last_value;
int frame, last_frame;
int gfx_frame;
&game.panel.time_ss,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_TIME_ANIM,
+ &game.panel.time_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_TIME_ANIM,
+ IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_HEALTH,
+ &game.panel.health,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HEALTH_ANIM,
+ &game.panel.health_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+ },
{
GAME_PANEL_FRAME,
&game.panel.frame,
}
};
-/* values for delayed check of falling and moving elements and for collision */
+// values for delayed check of falling and moving elements and for collision
#define CHECK_DELAY_MOVING 3
#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
#define CHECK_DELAY_COLLISION 2
#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
-/* values for initial player move delay (initial delay counter value) */
+// values for initial player move delay (initial delay counter value)
#define INITIAL_MOVE_DELAY_OFF -1
#define INITIAL_MOVE_DELAY_ON 0
-/* values for player movement speed (which is in fact a delay value) */
+// 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 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 */
+// values for scroll positions
+#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
+ (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+ (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+ (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+ (y) - MIDPOSY)
+
+// values for other actions
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
#define MOVE_STEPSIZE_MIN (1)
#define MOVE_STEPSIZE_MAX (TILEX)
#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) || \
+ Tile[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) || \
+ Tile[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) || \
+ Tile[x][y] == EL_ACID) || \
(DONT_COLLIDE_WITH(e) && \
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
#define ANDROID_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
#define ANDROID_CAN_CLONE_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[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]))
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[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]))
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[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 || \
- Feld[x][y] == EL_EM_EXIT_OPEN || \
- Feld[x][y] == EL_STEEL_EXIT_OPEN || \
- Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
- IS_FOOD_PENGUIN(Feld[x][y])))
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_EXIT_OPEN || \
+ Tile[x][y] == EL_STEEL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
+ IS_FOOD_PENGUIN(Tile[x][y])))
#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
- (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
- Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
+ (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
+ Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define CE_ENTER_FIELD_COND(e, x, y) \
(!IS_PLAYER(x, y) && \
- IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+ IS_EQUAL_OR_IN_GROUP(Tile[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 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 MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
+// game button identifiers
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define GAME_CTRL_ID_PLAY 2
#define GAME_CTRL_ID_UNDO 3
#define GAME_CTRL_ID_REDO 4
#define GAME_CTRL_ID_SAVE 5
-#define GAME_CTRL_ID_LOAD 6
-#define SOUND_CTRL_ID_MUSIC 7
-#define SOUND_CTRL_ID_LOOPS 8
-#define SOUND_CTRL_ID_SIMPLE 9
+#define GAME_CTRL_ID_PAUSE2 6
+#define GAME_CTRL_ID_LOAD 7
+#define GAME_CTRL_ID_PANEL_STOP 8
+#define GAME_CTRL_ID_PANEL_PAUSE 9
+#define GAME_CTRL_ID_PANEL_PLAY 10
+#define GAME_CTRL_ID_TOUCH_STOP 11
+#define GAME_CTRL_ID_TOUCH_PAUSE 12
+#define SOUND_CTRL_ID_MUSIC 13
+#define SOUND_CTRL_ID_LOOPS 14
+#define SOUND_CTRL_ID_SIMPLE 15
+#define SOUND_CTRL_ID_PANEL_MUSIC 16
+#define SOUND_CTRL_ID_PANEL_LOOPS 17
+#define SOUND_CTRL_ID_PANEL_SIMPLE 18
-#define NUM_GAME_BUTTONS 10
+#define NUM_GAME_BUTTONS 19
-/* forward declaration for internal use */
+// forward declaration for internal use
static void CreateField(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 PlayLevelMusic(void);
+static void FadeLevelSoundsAndMusic(void);
static void HandleGameButtons(struct GadgetInfo *);
-int AmoebeNachbarNr(int, int);
-void AmoebeUmwandeln(int, int);
+int AmoebaNeighbourNr(int, int);
+void AmoebaToDiamond(int, int);
void ContinueMoving(int, int);
void Bang(int, int);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
-int NewHiScore(void);
+int NewHiScore(int);
void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
void RemovePlayer(struct PlayerInfo *);
+void ExitPlayer(struct PlayerInfo *);
static int getInvisibleActiveFromInvisibleElement(int);
static int getInvisibleFromInvisibleActiveElement(int);
static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-/* for detection of endless loops, caused by custom element programming */
-/* (using maximal playfield width x 10 is just a rough approximation) */
+// for detection of endless loops, caused by custom element programming
+// (using maximal playfield width x 10 is just a rough approximation)
#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
#define RECURSION_LOOP_DETECTION_START(e, rc) \
static int map_player_action[MAX_PLAYERS];
-/* ------------------------------------------------------------------------- */
-/* definition of elements that automatically change to other elements after */
-/* a specified time, eventually calling a function when changing */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// definition of elements that automatically change to other elements after
+// a specified time, eventually calling a function when changing
+// ----------------------------------------------------------------------------
-/* forward declaration for changer functions */
+// forward declaration for changer functions
static void InitBuggyBase(int, int);
static void WarnBuggyBase(int, int);
#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]) || \
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
IS_JUST_CHANGING(x, y))
#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
-/* static variables for playfield scan mode (scanning forward or backward) */
+// static variables for playfield scan mode (scanning forward or backward)
static int playfield_scan_start_x = 0;
static int playfield_scan_start_y = 0;
static int playfield_scan_delta_x = 1;
(x) += playfield_scan_delta_x)
#ifdef DEBUG
-void DEBUG_SetMaximumDynamite()
+void DEBUG_SetMaximumDynamite(void)
{
int i;
}
#endif
-static void InitPlayfieldScanModeVars()
+static void InitPlayfieldScanModeVars(void)
{
if (game.use_reverse_scan_direction)
{
move_stepsize =
MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
- /* make sure that stepsize value is always a power of 2 */
+ // make sure that stepsize value is always a power of 2
move_stepsize = (1 << log_2(move_stepsize));
return TILEX / move_stepsize;
int move_delay = get_move_delay_from_stepsize(move_stepsize);
boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
- /* do no immediately change move delay -- the player might just be moving */
+ // do no immediately change move delay -- the player might just be moving
player->move_delay_value_next = move_delay;
- /* information if player can move must be set separately */
+ // information if player can move must be set separately
player->cannot_move = cannot_move;
if (init_game)
}
}
-void GetPlayerConfig()
+void GetPlayerConfig(void)
{
GameFrameDelay = setup.game_frame_delay;
setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
SetAudioMode(setup.sound);
- InitJoysticks();
}
int GetElementFromGroupElement(int element)
return element;
}
+static void IncrementSokobanFieldsNeeded(void)
+{
+ if (level.sb_fields_needed)
+ game.sokoban_fields_still_needed++;
+}
+
+static void IncrementSokobanObjectsNeeded(void)
+{
+ if (level.sb_objects_needed)
+ game.sokoban_objects_still_needed++;
+}
+
+static void DecrementSokobanFieldsNeeded(void)
+{
+ if (game.sokoban_fields_still_needed > 0)
+ game.sokoban_fields_still_needed--;
+}
+
+static void DecrementSokobanObjectsNeeded(void)
+{
+ if (game.sokoban_objects_still_needed > 0)
+ game.sokoban_objects_still_needed--;
+}
+
static void InitPlayerField(int x, int y, int element, boolean init_game)
{
if (element == EL_SP_MURPHY)
{
if (stored_player[0].present)
{
- Feld[x][y] = EL_SP_MURPHY_CLONE;
+ Tile[x][y] = EL_SP_MURPHY_CLONE;
return;
}
stored_player[0].artwork_element = EL_SP_MURPHY;
}
- Feld[x][y] = EL_PLAYER_1;
+ Tile[x][y] = EL_PLAYER_1;
}
}
if (init_game)
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+ struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
int jx = player->jx, jy = player->jy;
player->present = TRUE;
level.sp_block_last_field :
level.block_last_field);
- /* ---------- initialize player's last field block delay --------------- */
+ // ---------- initialize player's last field block delay ------------------
- /* always start with reliable default value (no adjustment needed) */
+ // 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 */
+ // 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 */
+ // 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)
+ if (!network.enabled || player->connected_network)
{
player->active = TRUE;
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
+ // remove potentially duplicate players
+ if (StorePlayer[jx][jy] == Tile[x][y])
StorePlayer[jx][jy] = 0;
- StorePlayer[x][y] = Feld[x][y];
+ StorePlayer[x][y] = Tile[x][y];
#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("- player element %d activated", player->element_nr);
- printf(" (local player is %d and currently %s)\n",
- local_player->element_nr,
- local_player->active ? "active" : "not active");
- }
+ Debug("game:init:player", "- player element %d activated",
+ player->element_nr);
+ Debug("game:init:player", " (local player is %d and currently %s)",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
}
#endif
- Feld[x][y] = EL_EMPTY;
+ Tile[x][y] = EL_EMPTY;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
- if (!init_game)
+ // always check if player was just killed and should be reanimated
{
int player_nr = GET_PLAYER_NR(element);
struct PlayerInfo *player = &stored_player[player_nr];
if (player->active && player->killed)
- player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ player->reanimated = TRUE; // if player was just killed, reanimate him
}
}
static void InitField(int x, int y, boolean init_game)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
switch (element)
{
break;
case EL_SOKOBAN_FIELD_PLAYER:
- element = Feld[x][y] = EL_PLAYER_1;
+ element = Tile[x][y] = EL_PLAYER_1;
InitField(x, y, init_game);
- element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
InitField(x, y, init_game);
break;
case EL_SOKOBAN_FIELD_EMPTY:
- local_player->sokobanfields_still_needed++;
+ IncrementSokobanFieldsNeeded();
+ break;
+
+ case EL_SOKOBAN_OBJECT:
+ IncrementSokobanObjectsNeeded();
break;
case EL_STONEBLOCK:
- if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_TOPLEFT;
- else if (x > 0 && Feld[x-1][y] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
- else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
- Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
- else if (y > 0 && Feld[x][y-1] == EL_ACID)
- Feld[x][y] = EL_ACID_POOL_BOTTOM;
- else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
- Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
+ if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPLEFT;
+ else if (x > 0 && Tile[x-1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_BOTTOM;
+ else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
break;
case EL_BUG:
case EL_MOLE_RIGHT:
case EL_MOLE_UP:
case EL_MOLE_DOWN:
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
InitMovDir(x, y);
break;
case EL_AMOEBA_DROP:
if (y == lev_fieldy - 1)
{
- Feld[x][y] = EL_AMOEBA_GROWING;
+ Tile[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
break;
break;
case EL_LAMP:
- local_player->lights_still_needed++;
+ game.lights_still_needed++;
break;
case EL_PENGUIN:
- local_player->friends_still_needed++;
+ game.friends_still_needed++;
break;
case EL_PIG:
case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
if (init_game)
{
- int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
- int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+ int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
- if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
+ if (game.belt_dir_nr[belt_nr] == 3) // initial value
{
game.belt_dir[belt_nr] = belt_dir;
game.belt_dir_nr[belt_nr] = belt_dir_nr;
}
- else /* more than one switch -- set it like the first switch */
+ else // more than one switch -- set it like the first switch
{
- Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+ Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
}
}
break;
case EL_INVISIBLE_SAND:
if (game.light_time_left > 0 ||
game.lenses_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
break;
case EL_EMC_MAGIC_BALL:
- if (game.ball_state)
- Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
break;
case EL_EMC_MAGIC_BALL_SWITCH:
- if (game.ball_state)
- Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
break;
case EL_TRIGGER_PLAYER:
case EL_NEXT_CE_6:
case EL_NEXT_CE_7:
case EL_NEXT_CE_8:
- /* reference elements should not be used on the playfield */
- Feld[x][y] = EL_EMPTY;
+ // reference elements should not be used on the playfield
+ Tile[x][y] = EL_EMPTY;
break;
default:
InitMovDir(x, y);
if (!element_info[element].use_last_ce_value || init_game)
- CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
}
else if (IS_GROUP_ELEMENT(element))
{
- Feld[x][y] = GetElementFromGroupElement(element);
+ Tile[x][y] = GetElementFromGroupElement(element);
InitField(x, y, init_game);
}
CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+static void InitField_WithBug1(int x, int y, boolean init_game)
{
InitField(x, y, init_game);
- /* not needed to call InitMovDir() -- already done by InitField()! */
+ // not needed to call InitMovDir() -- already done by InitField()!
if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
- CAN_MOVE(Feld[x][y]))
+ CAN_MOVE(Tile[x][y]))
InitMovDir(x, y);
}
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+static void InitField_WithBug2(int x, int y, boolean init_game)
{
- int old_element = Feld[x][y];
+ int old_element = Tile[x][y];
InitField(x, y, init_game);
- /* not needed to call InitMovDir() -- already done by InitField()! */
+ // 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))
static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
- /* pos >= 0: get element from bottom of the stack;
- pos < 0: get element from top of the stack */
+ // pos >= 0: get element from bottom of the stack;
+ // pos < 0: get element from top of the stack
if (pos < 0)
{
return compare_result;
}
-void InitGameControlValues()
+int getPlayerInventorySize(int player_nr)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return game_em.ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return game_sp.red_disk_count;
+ else
+ return stored_player[player_nr].inventory_size;
+}
+
+static void InitGameControlValues(void)
{
int i;
if (nr != i)
{
- Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
- Error(ERR_EXIT, "this should not happen -- please debug");
+ Error("'game_panel_controls' structure corrupted at %d", i);
+
+ Fail("this should not happen -- please debug");
}
- /* force update of game controls after initialization */
+ // force update of game controls after initialization
gpc->value = gpc->last_value = -1;
gpc->frame = gpc->last_frame = -1;
gpc->gfx_frame = -1;
- /* determine panel value width for later calculation of alignment */
+ // determine panel value width for later calculation of alignment
if (type == TYPE_INTEGER || type == TYPE_STRING)
{
pos->width = pos->size * getFontWidth(pos->font);
pos->height = pos->size;
}
- /* fill structure for game panel draw order */
+ // fill structure for game panel draw order
gpo->nr = gpc->nr;
gpo->sort_priority = pos->sort_priority;
}
- /* sort game panel controls according to sort_priority and control number */
+ // sort game panel controls according to sort_priority and control number
qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}
-void UpdatePlayfieldElementCount()
+static void UpdatePlayfieldElementCount(void)
{
boolean use_element_count = FALSE;
int i, j, x, y;
- /* first check if it is needed at all to calculate playfield element count */
+ // first check if it is needed at all to calculate playfield element count
for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
use_element_count = TRUE;
SCAN_PLAYFIELD(x, y)
{
- element_info[Feld[x][y]].element_count++;
+ element_info[Tile[x][y]].element_count++;
}
for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
element_info[j].element_count;
}
-void UpdateGameControlValues()
+static void UpdateGameControlValues(void)
{
int i, k;
- int time = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingTime :
+ int time = (game.LevelSolved ?
+ game.LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->time :
+ game_em.lev->time :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
- level.native_sp_level->game_sp->time_played :
+ game_sp.time_played :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.energy_left :
game.no_time_limit ? TimePlayed : TimeLeft);
- int score = (local_player->LevelSolved ?
- local_player->LevelSolved_CountingScore :
+ int score = (game.LevelSolved ?
+ game.LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->score :
+ game_em.lev->score :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
- level.native_sp_level->game_sp->score :
- local_player->score);
+ game_sp.score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->required :
+ game_em.lev->gems_needed :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
- level.native_sp_level->game_sp->infotrons_still_needed :
- local_player->gems_still_needed);
+ game_sp.infotrons_still_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed :
+ game.gems_still_needed);
int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->required > 0 :
+ game_em.lev->gems_needed > 0 :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
- level.native_sp_level->game_sp->infotrons_still_needed > 0 :
- local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0);
+ game_sp.infotrons_still_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed > 0 ||
+ game_mm.lights_still_needed > 0 :
+ game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0);
+ int health = (game.LevelSolved ?
+ game.LevelSolved_CountingHealth :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
UpdatePlayfieldElementCount();
- /* update game panel control values */
+ // update game panel control values
- game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+ // used instead of "level_nr" (for network games)
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
game_panel_controls[GAME_PANEL_GEMS].value = gems;
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
{
for (i = 0; i < MAX_PLAYERS; i++)
{
- /* only one player in Supaplex game engine */
+ // only one player in Supaplex game engine
if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
break;
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- if (level.native_em_level->ply[i]->keys & (1 << k))
+ if (game_em.ply[i]->keys & (1 << k))
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
}
get_key_element_from_nr(k);
}
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_em_level->ply[i]->dynamite;
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_sp_level->game_sp->red_disk_count;
- else
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[i].inventory_size;
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(i);
if (stored_player[i].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value =
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ if (game_em.ply[player_nr]->keys & (1 << k))
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
}
get_key_element_from_nr(k);
}
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_em_level->ply[player_nr]->dynamite;
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_sp_level->game_sp->red_disk_count;
- else
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[player_nr].inventory_size;
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(player_nr);
if (stored_player[player_nr].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+ if (level.time == 0)
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
+ else
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
+
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
+
game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
(exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
EL_EMC_MAGIC_BALL_SWITCH);
game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
(local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
game_panel_controls[GAME_PANEL_PENGUINS].value =
- local_player->friends_still_needed;
+ game.friends_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
- local_player->sokobanfields_still_needed;
+ game.sokoban_objects_still_needed;
game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
- local_player->sokobanfields_still_needed;
+ game.sokoban_fields_still_needed;
game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
(game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
- /* update game panel control frames */
+ // update game panel control frames
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
gpc->gfx_frame);
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ else if (gpc->type == TYPE_GRAPHIC)
+ {
+ if (gpc->graphic != IMG_UNDEFINED)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int graphic = gpc->graphic;
+
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
+
+ gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
if (ANIM_MODE(graphic) == ANIM_RANDOM)
gfx.anim_random_frame = last_anim_random_frame;
}
}
}
-void DisplayGameControlValues()
+static void DisplayGameControlValues(void)
{
boolean redraw_panel = FALSE;
int i;
if (!redraw_panel)
return;
- /* copy default game door content to main double buffer */
+ // copy default game door content to main double buffer
- /* !!! CHECK AGAIN !!! */
+ // !!! CHECK AGAIN !!!
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
- /* redraw game control buttons */
+ // redraw game control buttons
RedrawGameButtons();
- game_status = GAME_MODE_PSEUDO_PANEL;
+ SetGameStatus(GAME_MODE_PSEUDO_PANEL);
for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
{
boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
- if (use_dynamic_size) /* use dynamic number of digits */
+ if (use_dynamic_size) // use dynamic number of digits
{
int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
}
}
- /* correct text size if "digits" is zero or less */
+ // correct text size if "digits" is zero or less
if (size <= 0)
size = strlen(int2str(value, size));
- /* dynamically correct text alignment */
+ // dynamically correct text alignment
pos->width = size * getFontWidth(font);
DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
element = value;
graphic = el2panelimg(value);
- // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+#if 0
+ Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
+ element, EL_NAME(element), size);
+#endif
if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
size = TILESIZE;
dst_x, dst_y);
}
}
+ else if (type == TYPE_GRAPHIC)
+ {
+ int graphic = gpc->graphic;
+ int graphic_active = gpc->graphic_active;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+ boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+ level.game_engine_type != GAME_ENGINE_TYPE_MM);
+
+ if (graphic != IMG_UNDEFINED && !skip)
+ {
+ if (pos->style == STYLE_REVERSE)
+ value = 100 - value;
+
+ getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ width = graphic_info[graphic_active].width * value / 100;
+ height = graphic_info[graphic_active].height;
+
+ if (pos->direction == MV_LEFT)
+ {
+ src_x += graphic_info[graphic_active].width - width;
+ dst_x += graphic_info[graphic_active].width - width;
+ }
+ }
+ else
+ {
+ width = graphic_info[graphic_active].width;
+ height = graphic_info[graphic_active].height * value / 100;
+
+ if (pos->direction == MV_UP)
+ {
+ src_y += graphic_info[graphic_active].height - height;
+ dst_y += graphic_info[graphic_active].height - height;
+ }
+ }
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+
+ getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ if (pos->direction == MV_RIGHT)
+ {
+ src_x += width;
+ dst_x += width;
+ }
+ else
+ {
+ dst_x = PANEL_XPOS(pos);
+ }
+
+ width = graphic_info[graphic].width - width;
+ }
+ else
+ {
+ if (pos->direction == MV_DOWN)
+ {
+ src_y += height;
+ dst_y += height;
+ }
+ else
+ {
+ dst_y = PANEL_YPOS(pos);
+ }
+
+ height = graphic_info[graphic].height - height;
+ }
+
+ if (draw_masked)
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
else if (type == TYPE_STRING)
{
boolean active = (value != 0);
if (nr == GAME_PANEL_GRAVITY_STATE)
{
- int font1 = pos->font; /* (used for normal state) */
- int font2 = pos->font_alt; /* (used for active state) */
+ int font1 = pos->font; // (used for normal state)
+ int font2 = pos->font_alt; // (used for active state)
font = (active ? font2 : font1);
}
if (size <= 0)
{
- /* don't truncate output if "chars" is zero or less */
+ // don't truncate output if "chars" is zero or less
size = strlen(s);
- /* dynamically correct text alignment */
+ // dynamically correct text alignment
pos->width = size * getFontWidth(font);
}
redraw_mask |= REDRAW_DOOR_1;
}
- game_status = GAME_MODE_PLAYING;
+ SetGameStatus(GAME_MODE_PLAYING);
}
-void UpdateAndDisplayGameControlValues()
+void UpdateAndDisplayGameControlValues(void)
{
if (tape.deactivate_display)
return;
DisplayGameControlValues();
}
-void UpdateGameDoorValues()
+#if 0
+static void UpdateGameDoorValues(void)
{
UpdateGameControlValues();
}
+#endif
-void DrawGameDoorValues()
+void DrawGameDoorValues(void)
{
DisplayGameControlValues();
}
-/*
- =============================================================================
- InitGameEngine()
- -----------------------------------------------------------------------------
- initialize game engine due to level / tape version number
- =============================================================================
-*/
+// ============================================================================
+// InitGameEngine()
+// ----------------------------------------------------------------------------
+// initialize game engine due to level / tape version number
+// ============================================================================
-static void InitGameEngine()
+static void InitGameEngine(void)
{
int i, j, k, l, x, y;
- /* set game engine from tape file when re-playing, else from level file */
+ // 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 single or multi-player game mode (needed for re-playing tapes) */
+ // set single or multi-player game mode (needed for re-playing tapes)
game.team_mode = setup.team_mode;
if (tape.playing)
if (tape.player_participates[i])
num_players++;
- /* multi-player tapes contain input data for more than one player */
+ // multi-player tapes contain input data for more than one player
game.team_mode = (num_players > 1);
}
- /* ---------------------------------------------------------------------- */
- /* set flags for bugs and changes according to active game engine version */
- /* ---------------------------------------------------------------------- */
+#if 0
+ Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
+ level.game_version);
+ Debug("game:init:level", " tape.file_version == %06d",
+ tape.file_version);
+ Debug("game:init:level", " tape.game_version == %06d",
+ tape.game_version);
+ Debug("game:init:level", " tape.engine_version == %06d",
+ tape.engine_version);
+ Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
+ game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
+#endif
+
+ // --------------------------------------------------------------------------
+ // set flags for bugs and changes according to active game engine version
+ // --------------------------------------------------------------------------
+
+ /*
+ Summary of bugfix:
+ Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
+
+ Bug was introduced in version:
+ 2.0.1
+
+ Bug was fixed in version:
+ 4.2.0.0
+
+ Description:
+ In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
+ but the property "can fall" was missing, which caused some levels to be
+ unsolvable. This was fixed in version 4.2.0.0.
+
+ Affected levels/tapes:
+ An example for a tape that was fixed by this bugfix is tape 029 from the
+ level set "rnd_sam_bateman".
+ The wrong behaviour will still be used for all levels or tapes that were
+ created/recorded with it. An example for this is tape 023 from the level
+ set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
+ */
+
+ boolean use_amoeba_dropping_cannot_fall_bug =
+ ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
+ game.engine_version < VERSION_IDENT(4,2,0,0)) ||
+ (tape.playing &&
+ tape.game_version >= VERSION_IDENT(2,0,1,0) &&
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
+
+ /*
+ Summary of bugfix/change:
+ Fixed move speed of elements entering or leaving magic wall.
+
+ Fixed/changed in version:
+ 2.0.1
+
+ Description:
+ Before 2.0.1, move speed of elements entering or leaving magic wall was
+ twice as fast as it is now.
+ Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
+
+ Affected levels/tapes:
+ The first condition is generally needed for all levels/tapes before version
+ 2.0.1, which might use the old behaviour before it was changed; known tapes
+ that are affected: Tape 014 from the level set "rnd_conor_mancone".
+ 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 2.0.1 or
+ above, but before it was known that this change would break tapes like the
+ above and was fixed in 4.2.0.0, so that the changed behaviour was active
+ although the engine version while recording maybe was before 2.0.1. There
+ are a lot of tapes that are affected by this exception, like tape 006 from
+ the level set "rnd_conor_mancone".
+ */
+
+ boolean use_old_move_stepsize_for_magic_wall =
+ (game.engine_version < VERSION_IDENT(2,0,1,0) &&
+ !(tape.playing &&
+ tape.game_version >= VERSION_IDENT(2,0,1,0) &&
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
/*
Summary of bugfix/change:
game.use_block_last_field_bug =
(game.engine_version < VERSION_IDENT(3,1,1,0));
- /* ---------------------------------------------------------------------- */
+ /* various special flags and settings for native Emerald Mine game engine */
+
+ game_em.use_single_button =
+ (game.engine_version > VERSION_IDENT(4,0,0,2));
+
+ game_em.use_snap_key_bug =
+ (game.engine_version < VERSION_IDENT(4,0,1,0));
- /* set maximal allowed number of custom element changes per game frame */
+ game_em.use_random_bug =
+ (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
+
+ boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
+
+ game_em.use_old_explosions = use_old_em_engine;
+ game_em.use_old_android = use_old_em_engine;
+ game_em.use_old_push_elements = use_old_em_engine;
+ game_em.use_old_push_into_acid = use_old_em_engine;
+
+ game_em.use_wrap_around = !use_old_em_engine;
+
+ // --------------------------------------------------------------------------
+
+ // set maximal allowed number of custom element changes per game frame
game.max_num_changes_per_frame = 1;
- /* default scan direction: scan playfield from top/left to bottom/right */
+ // default scan direction: scan playfield from top/left to bottom/right
InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
- /* dynamically adjust element properties according to game engine version */
+ // dynamically adjust element properties according to game engine version
InitElementPropertiesEngine(game.engine_version);
-#if 0
- printf("level %d: level version == %06d\n", level_nr, level.game_version);
- printf(" tape version == %06d [%s] [file: %06d]\n",
- tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
- tape.file_version);
- printf(" => game.engine_version == %06d\n", game.engine_version);
-#endif
+ // ---------- initialize special element properties -------------------------
- /* ---------- initialize player's initial move delay --------------------- */
+ // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
+ if (use_amoeba_dropping_cannot_fall_bug)
+ SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
- /* dynamically adjust player properties according to level information */
+ // ---------- initialize player's initial move delay ------------------------
+
+ // dynamically adjust player properties according to level information
for (i = 0; i < MAX_PLAYERS; i++)
game.initial_move_delay_value[i] =
get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
- /* dynamically adjust player properties according to game engine version */
+ // dynamically adjust player properties according to game engine version
for (i = 0; i < MAX_PLAYERS; i++)
game.initial_move_delay[i] =
(game.engine_version <= VERSION_IDENT(2,0,1,0) ?
game.initial_move_delay_value[i] : 0);
- /* ---------- initialize player's initial push delay --------------------- */
+ // ---------- initialize player's initial push delay ------------------------
- /* dynamically adjust player properties according to game engine version */
+ // 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 ----------------------------------
- /* initialize changing elements information */
+ // initialize changing elements information
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
- /* this pointer might have been changed in the level editor */
+ // this pointer might have been changed in the level editor
ei->change = &ei->change_page[0];
if (!IS_CUSTOM_ELEMENT(i))
}
}
- /* add changing elements from pre-defined list */
+ // add changing elements from pre-defined list
for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
struct ChangingElementInfo *ch_delay = &change_delay_list[i];
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
- /* ---------- initialize internal run-time variables --------------------- */
+ // ---------- initialize internal run-time variables ------------------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* add change events from custom element configuration */
+ // add change events from custom element configuration
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
for (k = 0; k < NUM_CHANGE_EVENTS; k++)
{
- /* only add event page for the first page found with this event */
+ // only add event page for the first page found with this event
if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
{
ei->has_change_event[k] = TRUE;
}
}
- /* ---------- initialize reference elements in change conditions --------- */
+ // ---------- initialize reference elements in change conditions ------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* ---------- initialize run-time trigger player and element ------------- */
+ // ---------- initialize run-time trigger player and element ----------------
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
- /* ---------- initialize trigger events ---------------------------------- */
+ // ---------- initialize trigger events -------------------------------------
- /* initialize trigger events information */
+ // initialize trigger events information
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
for (j = 0; j < NUM_CHANGE_EVENTS; j++)
trigger_events[i][j] = FALSE;
- /* add trigger events from element change event properties */
+ // add trigger events from element change event properties
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
struct ElementInfo *ei = &element_info[i];
}
}
- /* ---------- initialize push delay -------------------------------------- */
+ // ---------- initialize push delay -----------------------------------------
- /* initialize push delay values to default */
+ // initialize push delay values to default
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
- /* set default push delay values (corrected since version 3.0.7-1) */
+ // set default push delay values (corrected since version 3.0.7-1)
if (game.engine_version < VERSION_IDENT(3,0,7,1))
{
element_info[i].push_delay_fixed = 2;
}
}
- /* set push delay value for certain elements from pre-defined list */
+ // set push delay value for certain elements from pre-defined list
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 */
+ // 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 */
+ // 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;
}
}
- /* ---------- initialize move stepsize ----------------------------------- */
+ // ---------- initialize move stepsize --------------------------------------
- /* initialize move stepsize values to default */
+ // initialize move stepsize values to default
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
- /* set move stepsize value for certain elements from pre-defined list */
+ // set move stepsize value for certain elements from pre-defined list
for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
{
int e = move_stepsize_list[i].element;
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+
+ // set move stepsize value for certain elements for older engine versions
+ if (use_old_move_stepsize_for_magic_wall)
+ {
+ if (e == EL_MAGIC_WALL_FILLING ||
+ e == EL_MAGIC_WALL_EMPTYING ||
+ e == EL_BD_MAGIC_WALL_FILLING ||
+ e == EL_BD_MAGIC_WALL_EMPTYING)
+ element_info[e].move_stepsize *= 2;
+ }
}
- /* ---------- initialize collect score ----------------------------------- */
+ // ---------- initialize collect score --------------------------------------
- /* initialize collect score values for custom elements from initial value */
+ // 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 collect count ----------------------------------- */
+ // ---------- initialize collect count --------------------------------------
- /* initialize collect count values for non-custom elements */
+ // 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_initial = 0;
- /* add collect count values for all elements from pre-defined list */
+ // 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 -----------------------------------
- /* initialize access direction values to default (access from every side) */
+ // 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 */
+ // 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;
- /* ---------- initialize explosion content ------------------------------- */
+ // ---------- initialize explosion content ----------------------------------
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (IS_CUSTOM_ELEMENT(i))
for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
{
- /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+ // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
element_info[i].content.e[x][y] =
(i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
}
}
- /* ---------- initialize recursion detection ------------------------------ */
+ // ---------- initialize recursion detection --------------------------------
recursion_loop_depth = 0;
recursion_loop_detected = FALSE;
recursion_loop_element = EL_UNDEFINED;
- /* ---------- initialize graphics engine ---------------------------------- */
+ // ---------- initialize graphics engine ------------------------------------
game.scroll_delay_value =
(game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+ !setup.forced_scroll_delay ? 0 :
setup.scroll_delay ? setup.scroll_delay_value : 0);
game.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
- /* ---------- initialize game engine snapshots ---------------------------- */
+ // ---------- initialize game engine snapshots ------------------------------
for (i = 0; i < MAX_PLAYERS; i++)
game.snapshot.last_action[i] = 0;
game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
game.snapshot.mode =
(strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
SNAPSHOT_MODE_EVERY_STEP :
strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
- SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
+ SNAPSHOT_MODE_EVERY_MOVE :
+ strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+ SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
+ game.snapshot.save_snapshot = FALSE;
+
+ // ---------- initialize level time for Supaplex engine ---------------------
+ // Supaplex levels with time limit currently unsupported -- should be added
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ level.time = 0;
+
+ // ---------- initialize flags for handling game actions --------------------
+
+ // set flags for game actions to default values
+ game.use_key_actions = TRUE;
+ game.use_mouse_actions = FALSE;
+
+ // when using Mirror Magic game engine, handle mouse events only
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ game.use_key_actions = FALSE;
+ game.use_mouse_actions = TRUE;
+ }
+
+ // check for custom elements with mouse click events
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+ game.use_mouse_actions = TRUE;
+ }
+ }
}
-int get_num_special_action(int element, int action_first, int action_last)
+static int get_num_special_action(int element, int action_first,
+ int action_last)
{
int num_special_action = 0;
int i, j;
}
-/*
- =============================================================================
- InitGame()
- -----------------------------------------------------------------------------
- initialize and start new game
- =============================================================================
-*/
+// ============================================================================
+// InitGame()
+// ----------------------------------------------------------------------------
+// initialize and start new game
+// ============================================================================
-void InitGame()
+#if DEBUG_INIT_PLAYER
+static void DebugPrintPlayerStatus(char *message)
+{
+ int i;
+
+ if (!options.debug)
+ return;
+
+ Debug("game:init:player", "%s:", message);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ Debug("game:init:player",
+ "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
+ i + 1,
+ player->present,
+ player->connected,
+ player->connected_locally,
+ player->connected_network,
+ player->active,
+ (local_player == player ? " (local player)" : ""));
+ }
+}
+#endif
+
+void InitGame(void)
{
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+ int fade_mask = REDRAW_FIELD;
- 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 */
+ 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 initial_move_dir = MV_DOWN;
int i, j, x, y;
- game_status = GAME_MODE_PLAYING;
-
- StopAnimation();
+ // required here to update video display before fading (FIX THIS)
+ DrawMaskedBorder(REDRAW_DOOR_2);
if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
+ SetGameStatus(GAME_MODE_PLAYING);
+
if (level_editor_test_game)
- FadeSkipNextFadeIn();
+ FadeSkipNextFadeOut();
else
FadeSetEnterScreen();
- FadeOut(REDRAW_FIELD);
+ if (CheckFadeAll())
+ fade_mask = REDRAW_ALL;
+
+ FadeLevelSoundsAndMusic();
+
+ ExpireSoundLoops(TRUE);
- /* needed if different viewport properties defined for playing */
+ FadeOut(fade_mask);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
+
+ // needed if different viewport properties defined for playing
ChangeViewportPropertiesIfNeeded();
+ ClearField();
+
DrawCompleteVideoDisplay();
+ OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
InitGameEngine();
InitGameControlValues();
- /* don't play tapes over network */
- network_playing = (options.network && !tape.playing);
+ // initialize tape actions from game when recording tape
+ if (tape.recording)
+ {
+ tape.use_key_actions = game.use_key_actions;
+ tape.use_mouse_actions = game.use_mouse_actions;
+ }
+
+ // don't play tapes over network
+ network_playing = (network.enabled && !tape.playing);
for (i = 0; i < MAX_PLAYERS; i++)
{
player->killed = FALSE;
player->reanimated = FALSE;
+ player->buried = FALSE;
player->action = 0;
player->effective_action = 0;
player->programmed_action = 0;
+ player->snap_action = 0;
- player->score = 0;
- player->score_final = 0;
+ player->mouse_action.lx = 0;
+ player->mouse_action.ly = 0;
+ player->mouse_action.button = 0;
+ player->mouse_action.button_hint = 0;
- player->gems_still_needed = level.gems_needed;
- player->sokobanfields_still_needed = 0;
- player->lights_still_needed = 0;
- player->friends_still_needed = 0;
+ player->effective_mouse_action.lx = 0;
+ player->effective_mouse_action.ly = 0;
+ player->effective_mouse_action.button = 0;
+ player->effective_mouse_action.button_hint = 0;
for (j = 0; j < MAX_NUM_KEYS; j++)
player->key[j] = FALSE;
player->element_nr);
player->use_murphy = FALSE;
- player->block_last_field = FALSE; /* initialized in InitPlayerField() */
- player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->block_last_field = FALSE; // initialized in InitPlayerField()
+ player->block_delay_adjustment = 0; // initialized in InitPlayerField()
player->gravity = level.initial_player_gravity[i];
player->is_bored = FALSE;
player->is_sleeping = FALSE;
+ player->was_waiting = TRUE;
+ player->was_moving = FALSE;
+ player->was_snapping = FALSE;
+ player->was_dropping = FALSE;
+
+ player->force_dropping = FALSE;
+
player->frame_counter_bored = -1;
player->frame_counter_sleeping = -1;
SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
- player->push_delay = -1; /* initialized when pushing starts */
+ player->push_delay = -1; // initialized when pushing starts
player->push_delay_value = game.initial_push_delay_value;
player->drop_delay = 0;
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
- player->LevelSolved = FALSE;
- player->GameOver = FALSE;
-
- player->LevelSolved_GameWon = FALSE;
- player->LevelSolved_GameEnd = FALSE;
- player->LevelSolved_PanelOff = FALSE;
- player->LevelSolved_SaveTape = FALSE;
- player->LevelSolved_SaveScore = FALSE;
- player->LevelSolved_CountingTime = 0;
- player->LevelSolved_CountingScore = 0;
-
map_player_action[i] = i;
}
network_player_action_received = FALSE;
-#if defined(NETWORK_AVALIABLE)
- /* initial null action */
+ // initial null action
if (network_playing)
SendToServer_MovePlayer(MV_NONE);
-#endif
-
- ZX = ZY = -1;
- ExitX = ExitY = -1;
FrameCounter = 0;
TimeFrames = 0;
ScreenMovPos = 0;
ScreenGfxPos = 0;
- ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
+ ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
+
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
+
+ game.exit_x = -1;
+ game.exit_y = -1;
+
+ game.all_players_gone = FALSE;
+
+ game.LevelSolved = FALSE;
+ game.GameOver = FALSE;
- AllPlayersGone = FALSE;
+ game.GamePlayed = !tape.playing;
+
+ game.LevelSolved_GameWon = FALSE;
+ game.LevelSolved_GameEnd = FALSE;
+ game.LevelSolved_SaveTape = FALSE;
+ game.LevelSolved_SaveScore = FALSE;
+
+ game.LevelSolved_CountingTime = 0;
+ game.LevelSolved_CountingScore = 0;
+ game.LevelSolved_CountingHealth = 0;
+
+ game.panel.active = TRUE;
game.no_time_limit = (level.time == 0);
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
+ game.score = 0;
+ game.score_final = 0;
+
+ game.health = MAX_HEALTH;
+ game.health_final = MAX_HEALTH;
+
+ game.gems_still_needed = level.gems_needed;
+ game.sokoban_fields_still_needed = 0;
+ game.sokoban_objects_still_needed = 0;
+ game.lights_still_needed = 0;
+ game.players_still_needed = 0;
+ game.friends_still_needed = 0;
+
game.lenses_time_left = 0;
game.magnify_time_left = 0;
- game.ball_state = level.ball_state_initial;
+ game.ball_active = level.ball_active_initial;
game.ball_content_nr = 0;
- game.envelope_active = FALSE;
-
- /* set focus to local player for network games, else to all players */
- game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
- game.centered_player_nr_next = game.centered_player_nr;
- game.set_centered_player = FALSE;
+ game.explosions_delayed = TRUE;
- if (network_playing && tape.recording)
- {
- /* store client dependent player focus when recording network games */
- tape.centered_player_nr_next = game.centered_player_nr_next;
- tape.set_centered_player = TRUE;
- }
+ game.envelope_active = FALSE;
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
}
for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("Player status at level initialization:\n");
- }
+ DebugPrintPlayerStatus("Player status at level initialization");
#endif
SCAN_PLAYFIELD(x, y)
{
- Feld[x][y] = level.field[x][y];
+ Tile[x][y] = Last[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
- CustomValue[x][y] = 0; /* initialized in InitField() */
+ CustomValue[x][y] = 0; // initialized in InitField()
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
SCAN_PLAYFIELD(x, y)
{
- if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+ if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
emulate_bd = FALSE;
- if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+ if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
emulate_sb = FALSE;
- if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+ if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
emulate_sp = FALSE;
InitField(x, y, TRUE);
{
struct PlayerInfo *player = &stored_player[i];
- /* set number of special actions for bored and sleeping animation */
+ // set number of special actions for bored and sleeping animation
player->num_special_action_bored =
get_num_special_action(player->artwork_element,
ACTION_BORING_1, ACTION_BORING_LAST);
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
- /* initialize type of slippery elements */
+ // 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 */
+ // 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 */
+ // 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 */
+ // 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;
}
}
- /* initialize explosion and ignition delay */
+ // initialize explosion and ignition delay
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
}
}
- /* correct non-moving belts to start moving left */
+ // correct non-moving belts to start moving left
for (i = 0; i < NUM_BELTS; i++)
if (game.belt_dir[i] == MV_NONE)
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+ game.belt_dir_nr[i] = 3; // not moving, next moving left
#if USE_NEW_PLAYER_ASSIGNMENTS
- /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
- /* choose default local player */
- local_player = &stored_player[0];
+ // use preferred player also in local single-player mode
+ if (!network.enabled && !game.team_mode)
+ {
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected_locally = FALSE;
+
+ stored_player[new_index_nr].connected_locally = TRUE;
+ }
+ }
for (i = 0; i < MAX_PLAYERS; i++)
+ {
stored_player[i].connected = FALSE;
- local_player->connected = TRUE;
- /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ // in network game mode, the local player might not be the first player
+ if (stored_player[i].connected_locally)
+ local_player = &stored_player[i];
+ }
+
+ if (!network.enabled)
+ local_player->connected = TRUE;
if (tape.playing)
{
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected = tape.player_participates[i];
}
- else if (game.team_mode && !options.network)
+ else if (network.enabled)
{
- /* try to guess locally connected team mode players (needed for correct
- assignment of player figures from level to locally playing players) */
+ // add team mode players connected over the network (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
- if (setup.input[i].use_joystick ||
- setup.input[i].key.left != KSYM_UNDEFINED)
+ if (stored_player[i].connected_network)
stored_player[i].connected = TRUE;
}
-
-#if DEBUG_INIT_PLAYER
- if (options.debug)
+ else if (game.team_mode)
{
- printf("Player status after level initialization:\n");
+ // try to guess locally connected team mode players (needed for correct
+ // assignment of player figures from level to locally playing players)
for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- printf("- player %d: present == %d, connected == %d, active == %d",
- i + 1,
- player->present,
- player->connected,
- player->active);
-
- if (local_player == player)
- printf(" (local player)");
-
- printf("\n");
- }
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
}
+
+#if DEBUG_INIT_PLAYER
+ DebugPrintPlayerStatus("Player status after level initialization");
#endif
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("Reassigning players ...\n");
+ Debug("game:init:player", "Reassigning players ...");
#endif
- /* check if any connected player was not found in playfield */
+ // check if any connected player was not found in playfield
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
struct PlayerInfo *field_player = NULL;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("- looking for field player for player %d ...\n", i + 1);
+ Debug("game:init:player",
+ "- looking for field player for player %d ...", i + 1);
#endif
- /* assign first free player found that is present in the playfield */
+ // assign first free player found that is present in the playfield
- /* first try: look for unmapped playfield player that is not connected */
+ // first try: look for unmapped playfield player that is not connected
for (j = 0; j < MAX_PLAYERS; j++)
if (field_player == NULL &&
stored_player[j].present &&
!stored_player[j].connected)
field_player = &stored_player[j];
- /* second try: look for *any* unmapped playfield player */
+ // second try: look for *any* unmapped playfield player
for (j = 0; j < MAX_PLAYERS; j++)
if (field_player == NULL &&
stored_player[j].present &&
int jx = field_player->jx, jy = field_player->jy;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("- found player %d\n", field_player->index_nr + 1);
+ Debug("game:init:player", "- found player %d",
+ field_player->index_nr + 1);
#endif
player->present = FALSE;
field_player->mapped = TRUE;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("- map_player_action[%d] == %d\n",
- field_player->index_nr + 1, i + 1);
+ Debug("game:init:player", "- map_player_action[%d] == %d",
+ field_player->index_nr + 1, i + 1);
#endif
}
}
}
#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("Player status after player assignment (first stage):\n");
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- printf("- player %d: present == %d, connected == %d, active == %d",
- i + 1,
- player->present,
- player->connected,
- player->active);
-
- if (local_player == player)
- printf(" (local player)");
-
- printf("\n");
- }
- }
+ DebugPrintPlayerStatus("Player status after player assignment (first stage)");
#endif
#else
- /* check if any connected player was not found in playfield */
+ // check if any connected player was not found in playfield
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
struct PlayerInfo *field_player = &stored_player[j];
int jx = field_player->jx, jy = field_player->jy;
- /* assign first free player found that is present in the playfield */
+ // assign first free player found that is present in the playfield
if (field_player->present && !field_player->connected)
{
player->present = TRUE;
#endif
#if 0
- printf("::: local_player->present == %d\n", local_player->present);
+ Debug("game:init:player", "local_player->present == %d",
+ local_player->present);
#endif
+ // set focus to local player for network games, else to all players
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ game.set_centered_player_wrap = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ // store client dependent player focus when recording network games
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
if (tape.playing)
{
- /* when playing a tape, eliminate all players who do not participate */
+ // when playing a tape, eliminate all players who do not participate
#if USE_NEW_PLAYER_ASSIGNMENTS
int jx = player->jx, jy = player->jy;
#if DEBUG_INIT_PLAYER
- if (options.debug)
- printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+ Debug("game:init:player", "Removing player %d at (%d, %d)",
+ i + 1, jx, jy);
#endif
player->active = FALSE;
StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
+ Tile[jx][jy] = EL_EMPTY;
}
}
}
player->active = FALSE;
StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
+ Tile[jx][jy] = EL_EMPTY;
}
}
#endif
}
- else if (!options.network && !game.team_mode) /* && !tape.playing */
+ else if (!network.enabled && !game.team_mode) // && !tape.playing
{
- /* when in single player mode, eliminate all but the first active player */
+ // when in single player mode, eliminate all but the local player
for (i = 0; i < MAX_PLAYERS; i++)
{
- if (stored_player[i].active)
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player != local_player)
{
- for (j = i + 1; j < MAX_PLAYERS; j++)
- {
- if (stored_player[j].active)
- {
- struct PlayerInfo *player = &stored_player[j];
- int jx = player->jx, jy = player->jy;
+ int jx = player->jx, jy = player->jy;
- player->active = FALSE;
- player->present = FALSE;
+ player->active = FALSE;
+ player->present = FALSE;
- StorePlayer[jx][jy] = 0;
- Feld[jx][jy] = EL_EMPTY;
- }
- }
+ StorePlayer[jx][jy] = 0;
+ Tile[jx][jy] = EL_EMPTY;
}
}
}
- /* when recording the game, store which players take part in the game */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ game.players_still_needed++;
+
+ if (level.solved_by_one_player)
+ game.players_still_needed = 1;
+
+ // when recording the game, store which players take part in the game
if (tape.recording)
{
#if USE_NEW_PLAYER_ASSIGNMENTS
}
#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("Player status after player assignment (final stage):\n");
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- printf("- player %d: present == %d, connected == %d, active == %d",
- i + 1,
- player->present,
- player->connected,
- player->active);
-
- if (local_player == player)
- printf(" (local player)");
-
- printf("\n");
- }
- }
+ DebugPrintPlayerStatus("Player status after player assignment (final stage)");
#endif
if (BorderElement == EL_EMPTY)
if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
SBY_Upper--;
- /* if local player not found, look for custom element that might create
- the player (make some assumptions about the right custom element) */
+ // if local player not found, look for custom element that might create
+ // the player (make some assumptions about the right custom element)
if (!local_player->present)
{
int start_x = 0, start_y = 0;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int content;
int xx, yy;
boolean is_player;
{
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- /* check for player created from custom element as single target */
+ // check for player created from custom element as single target
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++)
{
- /* check for player created from custom element as explosion content */
+ // check for player created from custom element as explosion content
content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- /* check for player created from custom element as extended target */
+ // check for player created from custom element as extended target
content =
element_info[element].change_page[i].target_content.e[xx][yy];
}
}
- scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
- start_x > SBX_Right + MIDPOSX ? SBX_Right :
- start_x - MIDPOSX);
-
- scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- start_y - MIDPOSY);
+ scroll_x = SCROLL_POSITION_X(start_x);
+ scroll_y = SCROLL_POSITION_Y(start_y);
}
else
{
- 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);
+ scroll_x = SCROLL_POSITION_X(local_player->jx);
+ scroll_y = SCROLL_POSITION_Y(local_player->jy);
}
- /* !!! FIX THIS (START) !!! */
+ // !!! FIX THIS (START) !!!
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
{
InitGameEngine_SP();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ InitGameEngine_MM();
+ }
else
{
DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
- /* after drawing the level, correct some elements */
+ // after drawing the level, correct some elements
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
}
- /* blit playfield from scroll buffer to normal back buffer for fading in */
+ // blit playfield from scroll buffer to normal back buffer for fading in
BlitScreenToBitmap(backbuffer);
+ // !!! FIX THIS (END) !!!
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- /* !!! FIX THIS (END) !!! */
+ DrawMaskedBorder(fade_mask);
- FadeIn(REDRAW_FIELD);
+ FadeIn(fade_mask);
#if 1
// full screen redraw is required at this point in the following cases:
if (!game.restart_level)
{
- /* copy default game door content to main double buffer */
+ // copy default game door content to main double buffer
- /* !!! CHECK AGAIN !!! */
+ // !!! CHECK AGAIN !!!
SetPanelBackground();
// SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
DrawBackground(DX, DY, DXSIZE, DYSIZE);
{
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;
+
+ FreeGameButtons();
+ CreateGameButtons();
+
MapGameButtons();
MapTapeButtons();
- /* copy actual game door content to door double buffer for OpenDoor() */
+ // copy actual game door content to door double buffer for OpenDoor()
BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
OpenDoor(DOOR_OPEN_ALL);
- PlaySound(SND_GAME_STARTING);
-
- if (setup.sound_music)
- PlayLevelMusic();
-
KeyboardAutoRepeatOffUnlessAutoplay();
#if DEBUG_INIT_PLAYER
- if (options.debug)
- {
- printf("Player status (final):\n");
-
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- printf("- player %d: present == %d, connected == %d, active == %d",
- i + 1,
- player->present,
- player->connected,
- player->active);
-
- if (local_player == player)
- printf(" (local player)");
-
- printf("\n");
- }
- }
+ DebugPrintPlayerStatus("Player status (final)");
#endif
}
}
game.restart_level = FALSE;
+ game.restart_game_message = NULL;
+ game.request_active = FALSE;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ InitGameActions_MM();
SaveEngineSnapshotToListInitial();
+
+ if (!game.restart_level)
+ {
+ PlaySound(SND_GAME_STARTING);
+
+ if (setup.sound_music)
+ PlayLevelMusic();
+ }
}
-void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+ int actual_player_x, int actual_player_y)
{
- /* this is used for non-R'n'D game engines to update certain engine values */
+ // 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 */
+ // needed to determine if sounds are played within the visible screen area
scroll_x = actual_scroll_x;
scroll_y = actual_scroll_y;
+
+ // needed to get player position for "follow finger" playing input method
+ local_player->jx = actual_player_x;
+ local_player->jy = actual_player_y;
}
void InitMovDir(int x, int y)
{
- int i, element = Feld[x][y];
+ int i, element = Tile[x][y];
static int xy[4][2] =
{
{ 0, +1 },
case EL_BUG_UP:
case EL_BUG_LEFT:
case EL_BUG_DOWN:
- Feld[x][y] = EL_BUG;
+ Tile[x][y] = EL_BUG;
MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
break;
case EL_SPACESHIP_UP:
case EL_SPACESHIP_LEFT:
case EL_SPACESHIP_DOWN:
- Feld[x][y] = EL_SPACESHIP;
+ Tile[x][y] = EL_SPACESHIP;
MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
break;
case EL_BD_BUTTERFLY_UP:
case EL_BD_BUTTERFLY_LEFT:
case EL_BD_BUTTERFLY_DOWN:
- Feld[x][y] = EL_BD_BUTTERFLY;
+ Tile[x][y] = EL_BD_BUTTERFLY;
MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
break;
case EL_BD_FIREFLY_UP:
case EL_BD_FIREFLY_LEFT:
case EL_BD_FIREFLY_DOWN:
- Feld[x][y] = EL_BD_FIREFLY;
+ Tile[x][y] = EL_BD_FIREFLY;
MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
break;
case EL_PACMAN_UP:
case EL_PACMAN_LEFT:
case EL_PACMAN_DOWN:
- Feld[x][y] = EL_PACMAN;
+ Tile[x][y] = EL_PACMAN;
MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
break;
case EL_YAMYAM_RIGHT:
case EL_YAMYAM_UP:
case EL_YAMYAM_DOWN:
- Feld[x][y] = EL_YAMYAM;
+ Tile[x][y] = EL_YAMYAM;
MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
break;
case EL_MOLE_RIGHT:
case EL_MOLE_UP:
case EL_MOLE_DOWN:
- Feld[x][y] = EL_MOLE;
+ Tile[x][y] = EL_MOLE;
MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
+ Tile[x][y] = EL_SPRING;
+ MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
+ break;
+
default:
if (IS_CUSTOM_ELEMENT(element))
{
else if (move_pattern == MV_ALONG_LEFT_SIDE ||
move_pattern == MV_ALONG_RIGHT_SIDE)
{
- /* use random direction as default start direction */
+ // use random direction as default start direction
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
MovDir[x][y] = 1 << RND(4);
void InitAmoebaNr(int x, int y)
{
int i;
- int group_nr = AmoebeNachbarNr(x, y);
+ int group_nr = AmoebaNeighbourNr(x, y);
if (group_nr == 0)
{
AmoebaCnt2[group_nr]++;
}
-static void PlayerWins(struct PlayerInfo *player)
+static void LevelSolved(void)
{
- player->LevelSolved = TRUE;
- player->GameOver = TRUE;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+ game.players_still_needed > 0)
+ return;
- player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->score : player->score);
+ game.LevelSolved = TRUE;
+ game.GameOver = TRUE;
- player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
- TimeLeft);
- player->LevelSolved_CountingScore = player->score_final;
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+ game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+
+ game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.LevelSolved_CountingScore = game.score_final;
+ game.LevelSolved_CountingHealth = game.health_final;
}
-void GameWon()
+void GameWon(void)
{
+ static int time_count_steps;
static int time, time_final;
static int score, score_final;
+ static int health, health_final;
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
+ static int game_over_delay_3 = 0;
int game_over_delay_value_1 = 50;
- int game_over_delay_value_2 = 50;
+ int game_over_delay_value_2 = 25;
+ int game_over_delay_value_3 = 50;
- if (!local_player->LevelSolved_GameWon)
+ if (!game.LevelSolved_GameWon)
{
int i;
- /* do not start end game actions before the player stops moving (to exit) */
- if (local_player->MovPos)
+ // do not start end game actions before the player stops moving (to exit)
+ if (local_player->active && local_player->MovPos)
return;
- local_player->LevelSolved_GameWon = TRUE;
- local_player->LevelSolved_SaveTape = tape.recording;
- local_player->LevelSolved_SaveScore = !tape.playing;
+ game.LevelSolved_GameWon = TRUE;
+ game.LevelSolved_SaveTape = tape.recording;
+ game.LevelSolved_SaveScore = !tape.playing;
if (!tape.playing)
{
SaveLevelSetup_SeriesInfo();
}
- if (tape.auto_play) /* tape might already be stopped here */
+ if (tape.auto_play) // tape might already be stopped here
tape.auto_play_level_solved = TRUE;
TapeStop();
- game_over_delay_1 = game_over_delay_value_1;
- game_over_delay_2 = game_over_delay_value_2;
+ game_over_delay_1 = 0;
+ game_over_delay_2 = 0;
+ game_over_delay_3 = game_over_delay_value_3;
time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
- score = score_final = local_player->score_final;
+ score = score_final = game.score_final;
+ health = health_final = game.health_final;
- if (TimeLeft > 0)
+ if (level.score[SC_TIME_BONUS] > 0)
{
- time_final = 0;
- score_final += TimeLeft * level.score[SC_TIME_BONUS];
- }
- else if (game.no_time_limit && TimePlayed < 999)
- {
- time_final = 999;
- score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
- }
+ if (TimeLeft > 0)
+ {
+ time_final = 0;
+ score_final += TimeLeft * level.score[SC_TIME_BONUS];
+ }
+ else if (game.no_time_limit && TimePlayed < 999)
+ {
+ time_final = 999;
+ score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+ }
+
+ time_count_steps = MAX(1, ABS(time_final - time) / 100);
+
+ game_over_delay_1 = game_over_delay_value_1;
- local_player->score_final = score_final;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ health_final = 0;
+ score_final += health * level.score[SC_TIME_BONUS];
+
+ game_over_delay_2 = game_over_delay_value_2;
+ }
+
+ game.score_final = score_final;
+ game.health_final = health_final;
+ }
if (level_editor_test_game)
{
time = time_final;
score = score_final;
- local_player->LevelSolved_CountingTime = time;
- local_player->LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
- if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
+ // check if last player has left the level
+ if (game.exit_x >= 0 &&
+ game.exit_y >= 0)
{
- /* close exit door after last player */
- if ((AllPlayersGone &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
- Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
+ int x = game.exit_x;
+ int y = game.exit_y;
+ int element = Tile[x][y];
+
+ // close exit door after last player
+ if ((game.all_players_gone &&
+ (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN)) ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN)
{
- int element = Feld[ExitX][ExitY];
- Feld[ExitX][ExitY] =
+ Tile[x][y] =
(element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
- element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+ element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+ element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
EL_EM_STEEL_EXIT_CLOSING);
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
}
- /* player disappears */
- DrawLevelField(ExitX, ExitY);
+ // player disappears
+ DrawLevelField(x, y);
}
for (i = 0; i < MAX_PLAYERS; i++)
{
RemovePlayer(player);
- /* player disappears */
+ // player disappears
DrawLevelField(player->jx, player->jy);
}
}
if (game_over_delay_1 > 0)
{
- game_over_delay_1--;
+ game_over_delay_1--;
+
+ return;
+ }
+
+ if (time != time_final)
+ {
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
+
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
+
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * level.score[SC_TIME_BONUS];
+
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+ DisplayGameControlValues();
+
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
+ }
+
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
return;
}
- if (time != time_final)
+ if (health != health_final)
{
- int time_to_go = ABS(time_final - time);
- int time_count_dir = (time < time_final ? +1 : -1);
- int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
+ int health_count_dir = (health < health_final ? +1 : -1);
- time += time_count_steps * time_count_dir;
- score += time_count_steps * level.score[SC_TIME_BONUS];
+ health += health_count_dir;
+ score += level.score[SC_TIME_BONUS];
- local_player->LevelSolved_CountingTime = time;
- local_player->LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingHealth = health;
+ game.LevelSolved_CountingScore = score;
- game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
game_panel_controls[GAME_PANEL_SCORE].value = score;
DisplayGameControlValues();
- if (time == time_final)
+ if (health == health_final)
StopSound(SND_GAME_LEVELTIME_BONUS);
else if (setup.sound_loops)
PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
return;
}
- local_player->LevelSolved_PanelOff = TRUE;
+ game.panel.active = FALSE;
- if (game_over_delay_2 > 0)
+ if (game_over_delay_3 > 0)
{
- game_over_delay_2--;
+ game_over_delay_3--;
return;
}
GameEnd();
}
-void GameEnd()
+void GameEnd(void)
{
+ // used instead of "level_nr" (needed for network games)
+ int last_level_nr = levelset.level_nr;
int hi_pos;
- boolean raise_level = FALSE;
- local_player->LevelSolved_GameEnd = TRUE;
+ game.LevelSolved_GameEnd = TRUE;
- if (!global.use_envelope_request)
- CloseDoor(DOOR_CLOSE_1);
-
- if (local_player->LevelSolved_SaveTape)
+ if (game.LevelSolved_SaveTape)
{
- SaveTapeChecked(tape.level_nr); /* ask to save tape */
+ // make sure that request dialog to save tape does not open door again
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
+
+ SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
}
+ // if no tape is to be saved, close both doors simultaneously
CloseDoor(DOOR_CLOSE_ALL);
if (level_editor_test_game)
{
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
- DrawAndFadeInMainMenu(REDRAW_FIELD);
+ DrawMainMenu();
return;
}
- if (!local_player->LevelSolved_SaveScore)
+ if (!game.LevelSolved_SaveScore)
{
- FadeOut(REDRAW_FIELD);
+ SetGameStatus(GAME_MODE_MAIN);
- game_status = GAME_MODE_MAIN;
-
- DrawAndFadeInMainMenu(REDRAW_FIELD);
+ DrawMainMenu();
return;
}
SaveLevelSetup_SeriesInfo();
}
- if (level_nr < leveldir_current->last_level)
- raise_level = TRUE; /* advance to next level */
-
- if ((hi_pos = NewHiScore()) >= 0)
+ if (setup.increment_levels &&
+ level_nr < leveldir_current->last_level &&
+ !network_playing)
{
- game_status = GAME_MODE_SCORES;
-
- /* needed if different viewport properties defined for scores */
- ChangeViewportPropertiesIfNeeded();
-
- DrawHallOfFame(hi_pos);
+ level_nr++; // advance to next level
+ TapeErase(); // start with empty tape
- if (raise_level)
+ if (setup.auto_play_next_level)
{
- level_nr++;
- TapeErase();
+ LoadLevel(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
}
}
- else
- {
- FadeOut(REDRAW_FIELD);
- game_status = GAME_MODE_MAIN;
+ hi_pos = NewHiScore(last_level_nr);
- if (raise_level)
- {
- level_nr++;
- TapeErase();
- }
+ if (hi_pos >= 0 && !setup.skip_scores_after_game)
+ {
+ SetGameStatus(GAME_MODE_SCORES);
+
+ DrawHallOfFame(last_level_nr, hi_pos);
+ }
+ else if (setup.auto_play_next_level && setup.increment_levels &&
+ last_level_nr < leveldir_current->last_level &&
+ !network_playing)
+ {
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else
+ {
+ SetGameStatus(GAME_MODE_MAIN);
- DrawAndFadeInMainMenu(REDRAW_FIELD);
+ DrawMainMenu();
}
}
-int NewHiScore()
+int NewHiScore(int level_nr)
{
int k, l;
int position = -1;
+ boolean one_score_entry_per_name = !program.many_scores_per_name;
LoadScore(level_nr);
if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
- local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ game.score_final < 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_final > highscore[k].Score)
+ if (game.score_final > highscore[k].Score)
{
- /* player has made it to the hall of fame */
+ // player has made it to the hall of fame
if (k < MAX_SCORE_ENTRIES - 1)
{
int m = MAX_SCORE_ENTRIES - 1;
-#ifdef ONE_PER_NAME
- for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (strEqual(setup.player_name, highscore[l].Name))
- m = l;
- if (m == k) /* player's new highscore overwrites his old one */
- goto put_into_list;
-#endif
+ if (one_score_entry_per_name)
+ {
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(setup.player_name, highscore[l].Name))
+ m = l;
+
+ if (m == k) // player's new highscore overwrites his old one
+ goto put_into_list;
+ }
for (l = m; l > k; l--)
{
}
}
-#ifdef ONE_PER_NAME
put_into_list:
-#endif
+
strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
- highscore[k].Score = local_player->score_final;
+ highscore[k].Score = game.score_final;
position = k;
+
break;
}
-
-#ifdef ONE_PER_NAME
- else if (!strncmp(setup.player_name, highscore[k].Name,
+ else if (one_score_entry_per_name &&
+ !strncmp(setup.player_name, highscore[k].Name,
MAX_PLAYER_NAME_LEN))
- break; /* player already there with a higher score */
-#endif
-
+ break; // player already there with a higher score
}
if (position >= 0)
return position;
}
-inline static int getElementMoveStepsizeExt(int x, int y, int direction)
+static int getElementMoveStepsizeExt(int x, int y, int direction)
{
- int element = Feld[x][y];
+ int element = Tile[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 */
+ // 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]))
+ y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
step = sign * MOVE_STEPSIZE_NORMAL / 2;
else if (element == EL_SPRING)
step = sign * MOVE_STEPSIZE_NORMAL * 2;
return step;
}
-inline static int getElementMoveStepsize(int x, int y)
+static int getElementMoveStepsize(int x, int y)
{
return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
}
}
}
-static void ResetGfxFrame(int x, int y, boolean redraw)
+static void ResetGfxFrame(int x, int y)
{
- int element = Feld[x][y];
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
+
+ int element = Tile[x][y];
int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- int last_gfx_frame = GfxFrame[x][y];
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
GfxFrame[x][y] = element_info[element].collect_score;
else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
GfxFrame[x][y] = ChangeDelay[x][y];
-
- if (redraw && GfxFrame[x][y] != last_gfx_frame)
- DrawLevelGraphicAnimation(x, y, graphic);
}
static void ResetGfxAnimation(int x, int y)
GfxDir[x][y] = MovDir[x][y];
GfxFrame[x][y] = 0;
- ResetGfxFrame(x, y, FALSE);
+ ResetGfxFrame(x, y);
}
static void ResetRandomAnimationValue(int x, int y)
GfxRandom[x][y] = INIT_GFX_RANDOM();
}
-void InitMovingField(int x, int y, int direction)
+static void InitMovingField(int x, int y, int direction)
{
- int element = Feld[x][y];
+ int element = Tile[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;
int newy = y + dy;
boolean is_moving_before, is_moving_after;
- /* check if element was/is moving or being moved before/after mode change */
+ // check if element was/is moving or being moved before/after mode change
is_moving_before = (WasJustMoving[x][y] != 0);
is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
- /* reset animation only for moving elements which change direction of moving
- or which just started or stopped moving
- (else CEs with property "can move" / "not moving" are reset each frame) */
+ // reset animation only for moving elements which change direction of moving
+ // or which just started or stopped moving
+ // (else CEs with property "can move" / "not moving" are reset each frame)
if (is_moving_before != is_moving_after ||
direction != MovDir[x][y])
ResetGfxAnimation(x, y);
direction == MV_DOWN && CAN_FALL(element) ?
ACTION_FALLING : ACTION_MOVING);
- /* this is needed for CEs with property "can move" / "not moving" */
+ // this is needed for CEs with property "can move" / "not moving"
if (is_moving_after)
{
- if (Feld[newx][newy] == EL_EMPTY)
- Feld[newx][newy] = EL_BLOCKED;
+ if (Tile[newx][newy] == EL_EMPTY)
+ Tile[newx][newy] = EL_BLOCKED;
MovDir[newx][newy] = MovDir[x][y];
*comes_from_y = oldy;
}
-int MovingOrBlocked2Element(int x, int y)
+static int MovingOrBlocked2Element(int x, int y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (element == EL_BLOCKED)
{
int oldx, oldy;
Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
+ return Tile[oldx][oldy];
}
else
return element;
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
- /* like MovingOrBlocked2Element(), but if element is moving
- and (x,y) is the field the moving element is just leaving,
- return EL_BLOCKED instead of the element value */
- int element = Feld[x][y];
+ // like MovingOrBlocked2Element(), but if element is moving
+ // and (x,y) is the field the moving element is just leaving,
+ // return EL_BLOCKED instead of the element value
+ int element = Tile[x][y];
if (IS_MOVING(x, y))
{
int oldx, oldy;
Blocked2Moving(x, y, &oldx, &oldy);
- return Feld[oldx][oldy];
+ return Tile[oldx][oldy];
}
else
return EL_BLOCKED;
static void RemoveField(int x, int y)
{
- Feld[x][y] = EL_EMPTY;
+ Tile[x][y] = EL_EMPTY;
MovPos[x][y] = 0;
MovDir[x][y] = 0;
GfxDir[x][y] = MV_NONE;
}
-void RemoveMovingField(int x, int y)
+static void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
- int element = Feld[x][y];
+ int element = Tile[x][y];
int next_element = EL_UNDEFINED;
if (element != EL_BLOCKED && !IS_MOVING(x, y))
{
Moving2Blocked(x, y, &newx, &newy);
- if (Feld[newx][newy] != EL_BLOCKED)
+ if (Tile[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 */
+ // 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);
}
if (element == EL_BLOCKED &&
- (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
- Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
- Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
- Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
- next_element = get_next_element(Feld[oldx][oldy]);
+ (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
+ Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
+ Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
+ next_element = get_next_element(Tile[oldx][oldy]);
RemoveField(oldx, oldy);
RemoveField(newx, newy);
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
if (next_element != EL_UNDEFINED)
- Feld[oldx][oldy] = next_element;
+ Tile[oldx][oldy] = next_element;
TEST_DrawLevelField(oldx, oldy);
TEST_DrawLevelField(newx, newy);
void DrawDynamite(int x, int y)
{
int sx = SCREENX(x), sy = SCREENY(y);
- int graphic = el2img(Feld[x][y]);
+ int graphic = el2img(Tile[x][y]);
int frame;
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
DrawGraphic(sx, sy, graphic, frame);
}
-void CheckDynamite(int x, int y)
+static void CheckDynamite(int x, int y)
{
- if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
+ if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
{
MovDelay[x][y]--;
}
}
-static boolean checkIfAllPlayersFitToScreen_RND()
+static boolean checkIfAllPlayersFitToScreen_RND(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
*sy = (sy1 + sy2) / 2;
}
-void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
- boolean center_screen, boolean quick_relocation)
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
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 new_scroll_x, new_scroll_y;
- if (quick_relocation)
+ if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
{
- if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
- {
- if (!level.shifted_relocation || center_screen)
- {
- /* quick relocation (without scrolling), with centering of screen */
-
- scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
-
- scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
- }
- else
- {
- /* quick relocation (without scrolling), but do not center screen */
-
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
-
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
-
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
-
- scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
-
- scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
- }
- }
- else
- {
- if (!level.shifted_relocation || center_screen)
- {
- /* quick relocation (without scrolling), with centering of screen */
+ // case 1: quick relocation inside visible screen (without scrolling)
- scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ RedrawPlayfield();
- scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
- }
- else
- {
- /* quick relocation (without scrolling), but do not center screen */
-
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
-
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
-
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
-
- scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
+ return;
+ }
- scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
- }
- }
+ if (!level.shifted_relocation || center_screen)
+ {
+ // relocation _with_ centering of screen
- RedrawPlayfield(TRUE, 0,0,0,0);
+ new_scroll_x = SCROLL_POSITION_X(x);
+ new_scroll_y = SCROLL_POSITION_Y(y);
}
else
{
- int scroll_xx, scroll_yy;
+ // relocation _without_ centering of screen
- if (!level.shifted_relocation || center_screen)
- {
- /* visible relocation (with scrolling), with centering of screen */
-
- scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ int center_scroll_x = SCROLL_POSITION_X(old_x);
+ int center_scroll_y = SCROLL_POSITION_Y(old_y);
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
- }
- else
- {
- /* visible relocation (with scrolling), but do not center screen */
+ // for new screen position, apply previous offset to center position
+ new_scroll_x = SCROLL_POSITION_X(offset_x);
+ new_scroll_y = SCROLL_POSITION_Y(offset_y);
+ }
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
+ if (quick_relocation)
+ {
+ // case 2: quick relocation (redraw without visible scrolling)
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
+ scroll_x = new_scroll_x;
+ scroll_y = new_scroll_y;
- int offset_x = x + (scroll_x - center_scroll_x);
- int offset_y = y + (scroll_y - center_scroll_y);
+ RedrawPlayfield();
- scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
+ return;
+ }
- scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
- }
+ // case 3: visible relocation (with scrolling to new position)
+ ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ SetVideoFrameDelay(wait_delay_value);
- while (scroll_x != scroll_xx || scroll_y != scroll_yy)
- {
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
+ {
+ int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+ int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 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;
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
+ scroll_x -= dx;
+ scroll_y -= dy;
- scroll_x -= dx;
- scroll_y -= dy;
+ // set values for horizontal/vertical screen scrolling (half tile size)
+ int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
+ int dir_y = (dy != 0 ? MV_VERTICAL : 0);
+ int pos_x = dx * TILEX / 2;
+ int pos_y = dy * TILEY / 2;
+ int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
+ int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ // scroll in two steps of half tile size to make things smoother
+ BlitScreenToBitmapExt_RND(window, fx, fy);
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- Delay(wait_delay_value);
+ // scroll second step to align at full tile size
+ BlitScreenToBitmap(window);
+ }
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
- }
+ DrawAllPlayers();
+ BackToFront();
- DrawAllPlayers();
- BackToFront();
- Delay(wait_delay_value);
- }
+ SetVideoFrameDelay(frame_delay_value_old);
}
-void RelocatePlayer(int jx, int jy, int el_player_raw)
+static void RelocatePlayer(int jx, int jy, int el_player_raw)
{
int el_player = GET_PLAYER_ELEMENT(el_player_raw);
int player_nr = GET_PLAYER_NR(el_player);
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];
+ int old_element = Tile[old_jx][old_jy];
+ int element = Tile[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 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 */
+ if (player->buried) // do not reanimate dead player
return;
- if (!player_relocated) /* no need to relocate the player */
+ if (!player_relocated) // no need to relocate the player
return;
- if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ if (IS_PLAYER(jx, jy)) // player already placed at new position
{
- RemoveField(jx, jy); /* temporarily remove newly placed player */
+ RemoveField(jx, jy); // temporarily remove newly placed player
DrawLevelField(jx, jy);
}
DrawPlayer(player);
- BackToFront();
- Delay(wait_delay_value);
+ BackToFront_WithFrameDelay(wait_delay_value);
}
- DrawPlayer(player); /* needed here only to cleanup last field */
- DrawLevelField(player->jx, player->jy); /* remove player graphic */
+ DrawPlayer(player); // needed here only to cleanup last field
+ DrawLevelField(player->jx, player->jy); // remove player graphic
player->is_moving = FALSE;
}
CE_PLAYER_LEAVES_X,
player->index_bit, leave_side);
- Feld[jx][jy] = el_player;
+ Tile[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
- /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+ /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
possible that the relocation target field did not contain a player element,
but a walkable element, to which the new player was relocated -- in this
case, restore that (already initialized!) element on the player field */
- if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
{
- Feld[jx][jy] = element; /* restore previously existing element */
+ Tile[jx][jy] = element; // restore previously existing element
}
- /* only visually relocate centered player */
+ // only visually relocate centered player
DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
FALSE, level.instant_relocation);
}
}
-void Explode(int ex, int ey, int phase, int mode)
+static void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
int last_phase;
int border_element;
- /* !!! eliminate this variable !!! */
+ // !!! eliminate this variable !!!
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
if (game.explosions_delayed)
return;
}
- if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ if (phase == EX_PHASE_START) // initialize 'Store[][]' field
{
- int center_element = Feld[ex][ey];
- int artwork_element, explosion_element; /* set these values later */
+ int center_element = Tile[ex][ey];
+ int artwork_element, explosion_element; // set these values later
- /* remove things displayed in background while burning dynamite */
+ // remove things displayed in background while burning dynamite
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
- /* put moving element to center field (and let it explode there) */
+ // put moving element to center field (and let it explode there)
center_element = MovingOrBlocked2Element(ex, ey);
RemoveMovingField(ex, ey);
- Feld[ex][ey] = center_element;
+ Tile[ex][ey] = center_element;
}
- /* now "center_element" is finally determined -- set related values now */
- artwork_element = center_element; /* for custom player artwork */
- explosion_element = center_element; /* for custom player artwork */
+ // now "center_element" is finally determined -- set related values now
+ artwork_element = center_element; // for custom player artwork
+ explosion_element = center_element; // for custom player artwork
if (IS_PLAYER(ex, ey))
{
(mode == EX_TYPE_CROSS && (x != ex && y != ey)))
continue;
- element = Feld[x][y];
+ element = Tile[x][y];
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
RemoveMovingField(x, y);
}
- /* indestructible elements can only explode in center (but not flames) */
+ // indestructible elements can only explode in center (but not flames)
if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
mode == EX_TYPE_BORDER)) ||
element == EL_FLAMES)
/* 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) */
+ // (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) ||
{
if (IS_ACTIVE_BOMB(element))
{
- /* re-activate things under the bomb like gate or penguin */
- Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ // re-activate things under the bomb like gate or penguin
+ Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
Back[x][y] = 0;
}
continue;
}
- /* save walkable background elements while explosion on same tile */
+ // save walkable background elements while explosion on same tile
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
(x != ex || y != ey || mode == EX_TYPE_BORDER))
Back[x][y] = element;
- /* ignite explodable elements reached by other explosion */
+ // ignite explodable elements reached by other explosion
if (element == EL_EXPLOSION)
element = Store2[x][y];
Store[x][y] = EL_EMPTY;
}
- /* !!! check this case -- currently needed for rnd_rado_negundo_v,
- !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+ // !!! check this case -- currently needed for rnd_rado_negundo_v,
+ // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
else if (ELEM_IS_PLAYER(center_element))
Store[x][y] = EL_EMPTY;
else if (center_element == EL_YAMYAM)
else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
Store[x][y] = element_info[center_element].content.e[xx][yy];
#if 1
- /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
- (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
- otherwise) -- FIX THIS !!! */
+ // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+ // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+ // otherwise) -- FIX THIS !!!
else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
Store[x][y] = element_info[element].content.e[1][1];
#else
center_element == EL_AMOEBA_TO_DIAMOND)
Store2[x][y] = element;
- Feld[x][y] = EL_EXPLOSION;
+ Tile[x][y] = EL_EXPLOSION;
GfxElement[x][y] = artwork_element;
ExplodePhase[x][y] = 1;
y = ey;
if (phase == 1)
- GfxFrame[x][y] = 0; /* restart explosion animation */
+ GfxFrame[x][y] = 0; // restart explosion animation
last_phase = ExplodeDelay[x][y];
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
- /* this can happen if the player leaves an explosion just in time */
+ // this can happen if the player leaves an explosion just in time
if (GfxElement[x][y] == EL_UNDEFINED)
GfxElement[x][y] = EL_EMPTY;
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
{
- Feld[x][y] = Store2[x][y];
+ Tile[x][y] = Store2[x][y];
Store2[x][y] = 0;
Bang(x, y);
border_explosion = TRUE;
}
else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
- AmoebeUmwandeln(x, y);
+ AmoebaToDiamond(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 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;
}
{
int element;
- element = Feld[x][y] = Store[x][y];
+ element = Tile[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
GfxElement[x][y] = EL_UNDEFINED;
- /* player can escape from explosions and might therefore be still alive */
+ // player can escape from explosions and might therefore be still alive
if (element >= EL_PLAYER_IS_EXPLODING_1 &&
element <= EL_PLAYER_IS_EXPLODING_4)
{
if (level.use_explosion_element[player_nr])
explosion_element = level.explosion_element[player_nr];
- Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+ Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
element_info[explosion_element].content.e[xx][yy]);
}
- /* restore probably existing indestructible background element */
+ // restore probably existing indestructible background element
if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
- element = Feld[x][y] = Back[x][y];
+ element = Tile[x][y] = Back[x][y];
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
}
}
-void DynaExplode(int ex, int ey)
+static void DynaExplode(int ex, int ey)
{
int i, j;
- int dynabomb_element = Feld[ex][ey];
+ int dynabomb_element = Tile[ex][ey];
int dynabomb_size = 1;
boolean dynabomb_xl = FALSE;
struct PlayerInfo *player;
int y = ey + j * xy[i][1];
int element;
- if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+ if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
break;
- element = Feld[x][y];
+ element = Tile[x][y];
- /* do not restart explosions of fields with active bombs */
+ // do not restart explosions of fields with active bombs
if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
continue;
{
struct PlayerInfo *player = PLAYERINFO(x, y);
- element = Feld[x][y] = player->initial_element;
+ element = Tile[x][y] = player->initial_element;
if (level.use_explosion_element[player->index_nr])
{
case EL_LAMP:
case EL_LAMP_ACTIVE:
case EL_AMOEBA_TO_DIAMOND:
- if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
+ if (!IS_PLAYER(x, y)) // penguin and player may be at same field
explosion_type = EX_TYPE_CENTER;
break;
CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}
-void SplashAcid(int x, int y)
+static void SplashAcid(int x, int y)
{
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;
+ Tile[x - 1][y - 1] = 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;
+ Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
PlayLevelSound(x, y, SND_ACID_SPLASHING);
}
-static void InitBeltMovement()
+static void InitBeltMovement(void)
{
static int belt_base_element[4] =
{
int x, y, i, j;
- /* set frame order for belt animation graphic according to belt direction */
+ // set frame order for belt animation graphic according to belt direction
for (i = 0; i < NUM_BELTS; i++)
{
int belt_nr = i;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
for (i = 0; i < NUM_BELTS; i++)
{
if (e_belt_nr == belt_nr)
{
- int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+ int belt_part = Tile[x][y] - belt_base_element[belt_nr];
- Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+ Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
}
}
}
MV_NONE,
};
- int element = Feld[x][y];
+ int element = Tile[x][y];
int belt_nr = getBeltNrFromBeltSwitchElement(element);
int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
int belt_dir = belt_move_dir[belt_dir_nr];
if (belt_dir_nr == 3)
belt_dir_nr = 1;
- /* set frame order for belt animation graphic according to belt direction */
+ // set frame order for belt animation graphic according to belt direction
for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
SCAN_PLAYFIELD(xx, yy)
{
- int element = Feld[xx][yy];
+ int element = Tile[xx][yy];
if (IS_BELT_SWITCH(element))
{
if (e_belt_nr == belt_nr)
{
- Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+ Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
TEST_DrawLevelField(xx, yy);
}
}
if (e_belt_nr == belt_nr)
{
- int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+ int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
- Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+ Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
TEST_DrawLevelField(xx, yy);
}
}
if (e_belt_nr == belt_nr)
{
- int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+ int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
- Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+ Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
TEST_DrawLevelField(xx, yy);
}
}
SCAN_PLAYFIELD(xx, yy)
{
- int element = Feld[xx][yy];
+ int element = Tile[xx][yy];
if (element == EL_SWITCHGATE_SWITCH_UP)
{
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
TEST_DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_SWITCH_DOWN)
{
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+ Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
{
- Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+ Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
- Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+ Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
TEST_DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
- Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+ Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
- Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+ Tile[xx][yy] = EL_SWITCHGATE_OPENING;
PlayLevelSoundAction(xx, yy, ACTION_OPENING);
}
element);
}
-static void RedrawAllLightSwitchesAndInvisibleElements()
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
{
int x, y;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (element == EL_LIGHT_SWITCH &&
game.light_time_left > 0)
{
- Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+ Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
TEST_DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
- Feld[x][y] = EL_LIGHT_SWITCH;
+ Tile[x][y] = EL_LIGHT_SWITCH;
TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER &&
game.light_time_left > 0)
{
- Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.light_time_left == 0)
{
- Feld[x][y] = EL_EMC_DRIPPER;
+ Tile[x][y] = EL_EMC_DRIPPER;
TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_SAND)
{
if (game.light_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
TEST_DrawLevelField(x, y);
- /* uncrumble neighbour fields, if needed */
+ // uncrumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
element == EL_INVISIBLE_SAND_ACTIVE)
{
if (game.light_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+ Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
TEST_DrawLevelField(x, y);
- /* re-crumble neighbour fields, if needed */
+ // re-crumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
-static void RedrawAllInvisibleElementsForLenses()
+static void RedrawAllInvisibleElementsForLenses(void)
{
int x, y;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (element == EL_EMC_DRIPPER &&
game.lenses_time_left > 0)
{
- Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+ Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.lenses_time_left == 0)
{
- Feld[x][y] = EL_EMC_DRIPPER;
+ Tile[x][y] = EL_EMC_DRIPPER;
TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_SAND)
{
if (game.lenses_time_left > 0)
- Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
TEST_DrawLevelField(x, y);
- /* uncrumble neighbour fields, if needed */
+ // uncrumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
element == EL_INVISIBLE_SAND_ACTIVE)
{
if (game.lenses_time_left == 0)
- Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+ Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
TEST_DrawLevelField(x, y);
- /* re-crumble neighbour fields, if needed */
+ // re-crumble neighbour fields, if needed
if (element == EL_INVISIBLE_SAND)
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
-static void RedrawAllInvisibleElementsForMagnifier()
+static void RedrawAllInvisibleElementsForMagnifier(void)
{
int x, y;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (element == EL_EMC_FAKE_GRASS &&
game.magnify_time_left > 0)
{
- Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+ Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
game.magnify_time_left == 0)
{
- Feld[x][y] = EL_EMC_FAKE_GRASS;
+ Tile[x][y] = EL_EMC_FAKE_GRASS;
TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY(element) &&
game.magnify_time_left > 0)
{
- Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+ Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
IS_EM_GATE_GRAY(element) ?
element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
else if (IS_GATE_GRAY_ACTIVE(element) &&
game.magnify_time_left == 0)
{
- Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+ Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
IS_EM_GATE_GRAY_ACTIVE(element) ?
element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
static void ToggleLightSwitch(int x, int y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
game.light_time_left =
(element == EL_LIGHT_SWITCH ?
SCAN_PLAYFIELD(xx, yy)
{
- int element = Feld[xx][yy];
+ int element = Tile[xx][yy];
if (element == EL_TIMEGATE_CLOSED ||
element == EL_TIMEGATE_CLOSING)
{
- Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ Tile[xx][yy] = EL_TIMEGATE_OPENING;
PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
}
/*
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
- Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+ Tile[xx][yy] = EL_TIMEGATE_SWITCH;
TEST_DrawLevelField(xx, yy);
}
*/
}
- Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+ Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
EL_DC_TIMEGATE_SWITCH_ACTIVE);
}
-void Impact(int x, int y)
+static void Impact(int x, int y)
{
boolean last_line = (y == lev_fieldy - 1);
boolean object_hit = FALSE;
boolean impact = (last_line || object_hit);
- int element = Feld[x][y];
+ int element = Tile[x][y];
int smashed = EL_STEELWALL;
- if (!last_line) /* check if element below was hit */
+ if (!last_line) // check if element below was hit
{
- if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+ if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
- /* do not smash moving elements that left the smashed field in time */
+ // do not smash moving elements that left the smashed field in time
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 USE_QUICKSAND_IMPACT_BUGFIX
- if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+ if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
{
RemoveMovingField(x, y + 1);
- Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 2] = EL_ROCK;
+ Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 2] = EL_ROCK;
TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
- if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+ if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
{
RemoveMovingField(x, y + 1);
- Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
- Feld[x][y + 2] = EL_ROCK;
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 2] = EL_ROCK;
TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
impact = (last_line || object_hit);
}
- if (!last_line && smashed == EL_ACID) /* element falls into acid */
+ if (!last_line && smashed == EL_ACID) // element falls into acid
{
SplashAcid(x, y + 1);
return;
}
- /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
- /* only reset graphic animation if graphic really changes after impact */
+ // !!! 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))
{
{
ResetGfxAnimation(x, y);
- Feld[x][y] = EL_PEARL_BREAKING;
+ Tile[x][y] = EL_PEARL_BREAKING;
PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
Bang(x, y + 1);
else
{
- Feld[x][y] = EL_AMOEBA_GROWING;
+ Tile[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
ResetRandomAnimationValue(x, y);
return;
}
- if (object_hit) /* check which object was hit */
+ if (object_hit) // check which object was hit
{
if ((CAN_PASS_MAGIC_WALL(element) &&
(smashed == EL_MAGIC_WALL ||
smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
EL_DC_MAGIC_WALL_ACTIVE);
- /* activate magic wall / mill */
+ // activate magic wall / mill
SCAN_PLAYFIELD(xx, yy)
{
- if (Feld[xx][yy] == smashed)
- Feld[xx][yy] = activated_magic_wall;
+ if (Tile[xx][yy] == smashed)
+ Tile[xx][yy] = activated_magic_wall;
}
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
}
else if (smashed == EL_NUT)
{
- Feld[x][y + 1] = EL_NUT_BREAKING;
+ Tile[x][y + 1] = EL_NUT_BREAKING;
PlayLevelSound(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
{
ResetGfxAnimation(x, y);
- Feld[x][y + 1] = EL_PEARL_BREAKING;
+ Tile[x][y + 1] = EL_PEARL_BREAKING;
PlayLevelSound(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
- Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+ Tile[x][y + 1] = EL_DIAMOND_BREAKING;
PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
return;
}
}
}
- /* play sound of magic wall / mill */
+ // play sound of magic wall / mill
if (!last_line &&
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
{
- if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
- else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
- else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
return;
}
- /* play sound of object that hits the ground */
+ // play sound of object that hits the ground
if (last_line || object_hit)
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}
-inline static void TurnRoundExt(int x, int y)
+static void TurnRoundExt(int x, int y)
{
static struct
{
{ MV_RIGHT, MV_LEFT, MV_UP }
};
- int element = Feld[x][y];
+ int element = Tile[x][y];
int move_pattern = element_info[element].move_pattern;
int old_move_dir = MovDir[x][y];
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
- else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_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)
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) */
+ 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)
yy = y + move_xy[MovDir[x][y]].dy;
if (!IN_LEV_FIELD(xx, yy) ||
- (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+ (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
{
boolean can_move_on =
(MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
- IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
+ IS_AMOEBOID(Tile[move_x][move_y]) ||
+ Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
boolean can_turn_left =
(MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
- IS_AMOEBOID(Feld[left_x][left_y])));
+ IS_AMOEBOID(Tile[left_x][left_y])));
boolean can_turn_right =
(MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
- IS_AMOEBOID(Feld[right_x][right_y])));
+ IS_AMOEBOID(Tile[right_x][right_y])));
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(2) ? left_dir : right_dir);
if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
!SPRING_CAN_ENTER_FIELD(element, x, y + 1))
{
- Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+ Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
ResetGfxAnimation(move_x, move_y);
TEST_DrawLevelField(move_x, move_y);
{
int attr_x = -1, attr_y = -1;
- if (AllPlayersGone)
+ if (game.all_players_gone)
{
- attr_x = ExitX;
- attr_y = ExitY;
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
}
else
{
}
}
- if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
- (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+ if (element == EL_ROBOT &&
+ game.robot_wheel_x >= 0 &&
+ game.robot_wheel_y >= 0 &&
+ (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
game.engine_version < VERSION_IDENT(3,1,0,0)))
{
- attr_x = ZX;
- attr_y = ZY;
+ attr_x = game.robot_wheel_x;
+ attr_y = game.robot_wheel_y;
}
if (element == EL_PENGUIN)
int ex = x + xy[i][0];
int ey = y + xy[i][1];
- if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
- Feld[ex][ey] == EL_EM_EXIT_OPEN ||
- Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
- Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
+ if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
+ Tile[ex][ey] == EL_EM_EXIT_OPEN ||
+ Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
+ Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
{
attr_x = ex;
attr_y = ey;
MovDir[x][y] = MV_NONE;
if (attr_x < x)
- MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+ MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
- MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+ MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
if (attr_y < y)
- MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+ MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
else if (attr_y > y)
- MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+ MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
if (element == EL_ROBOT)
{
{
static int check_pos[16] =
{
- -1, /* 0 => (invalid) */
- 7, /* 1 => MV_LEFT */
- 3, /* 2 => MV_RIGHT */
- -1, /* 3 => (invalid) */
- 1, /* 4 => MV_UP */
- 0, /* 5 => MV_LEFT | MV_UP */
- 2, /* 6 => MV_RIGHT | MV_UP */
- -1, /* 7 => (invalid) */
- 5, /* 8 => MV_DOWN */
- 6, /* 9 => MV_LEFT | MV_DOWN */
- 4, /* 10 => MV_RIGHT | MV_DOWN */
- -1, /* 11 => (invalid) */
- -1, /* 12 => (invalid) */
- -1, /* 13 => (invalid) */
- -1, /* 14 => (invalid) */
- -1, /* 15 => (invalid) */
+ -1, // 0 => (invalid)
+ 7, // 1 => MV_LEFT
+ 3, // 2 => MV_RIGHT
+ -1, // 3 => (invalid)
+ 1, // 4 => MV_UP
+ 0, // 5 => MV_LEFT | MV_UP
+ 2, // 6 => MV_RIGHT | MV_UP
+ -1, // 7 => (invalid)
+ 5, // 8 => MV_DOWN
+ 6, // 9 => MV_LEFT | MV_DOWN
+ 4, // 10 => MV_RIGHT | MV_DOWN
+ -1, // 11 => (invalid)
+ -1, // 12 => (invalid)
+ -1, // 13 => (invalid)
+ -1, // 14 => (invalid)
+ -1, // 15 => (invalid)
};
static struct
{
boolean can_clone = FALSE;
int i;
- /* check if there is any free field around current position */
+ // check if there is any free field around current position
for (i = 0; i < 8; i++)
{
int newx = x + check_xy[i].dx;
}
}
- if (can_clone) /* randomly find an element to clone */
+ if (can_clone) // randomly find an element to clone
{
can_clone = FALSE;
element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
- Store[x][y] = Feld[newx][newy];
+ Store[x][y] = Tile[newx][newy];
can_clone = TRUE;
}
}
- if (can_clone) /* randomly find a direction to move */
+ if (can_clone) // randomly find a direction to move
{
can_clone = FALSE;
}
}
- if (can_clone) /* cloning and moving successful */
+ if (can_clone) // cloning and moving successful
return;
- /* cannot clone -- try to move towards player */
+ // cannot clone -- try to move towards player
start_pos = check_pos[MovDir[x][y] & 0x0f];
check_order = (RND(2) ? -1 : +1);
for (i = 0; i < 3; i++)
{
- /* first check start_pos, then previous/next or (next/previous) pos */
+ // first check start_pos, then previous/next or (next/previous) pos
int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
int pos = (pos_raw + 8) % 8;
int newx = x + check_xy[pos].dx;
boolean can_turn_right =
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- if (element_info[element].move_stepsize == 0) /* "not moving" */
+ if (element_info[element].move_stepsize == 0) // "not moving"
return;
if (move_pattern == MV_TURNING_LEFT)
int newx, newy;
boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
- if (AllPlayersGone)
+ if (game.all_players_gone)
{
- attr_x = ExitX;
- attr_y = ExitY;
+ attr_x = game.exit_x;
+ attr_y = game.exit_y;
}
else
{
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
- if (element_info[element].move_stepsize == 0) /* "not moving" */
+ 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);
MV_RIGHT,
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
- int move_preference = -1000000; /* start with very low preference */
+ int move_preference = -1000000; // start with very low preference
int new_move_dir = MV_NONE;
int start_test = RND(4);
int i;
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))
+ (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
{
new_move_dir = move_dir;
if (move_dir_preference > move_preference)
{
- /* prefer field that has not been visited for the longest time */
+ // 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 */
+ // prefer last direction when all directions are preferred equally
move_preference = move_dir_preference;
new_move_dir = move_dir;
}
if (MovDelay[x][y])
GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
- ResetGfxFrame(x, y, FALSE);
+ ResetGfxFrame(x, y);
}
static boolean JustBeingPushed(int x, int y)
return FALSE;
}
-void StartMoving(int x, int y)
+static void StartMoving(int x, int y)
{
- boolean started_moving = FALSE; /* some elements can fall _and_ move */
- int element = Feld[x][y];
+ boolean started_moving = FALSE; // some elements can fall _and_ move
+ int element = Tile[x][y];
if (Stop[x][y])
return;
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Tile[x][y] = EL_QUICKSAND_EMPTYING;
#if USE_QUICKSAND_BD_ROCK_BUGFIX
if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
Store[x][y] = EL_ROCK;
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
- else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
{
return;
}
- Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Tile[x][y] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
- else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
{
if (!MovDelay[x][y])
{
return;
}
- Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Tile[x][y] = EL_QUICKSAND_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
#if USE_QUICKSAND_BD_ROCK_BUGFIX
if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
Store[x][y] = EL_ROCK;
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
- else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
{
if (!MovDelay[x][y])
{
return;
}
- Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
- else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
{
return;
}
- Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Tile[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_QUICKSAND_FILLING;
+ Tile[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+ Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
Store[x][y] = element;
PlayLevelSoundAction(x, y, ACTION_FILLING);
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+ Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED(Store[x][y]);
}
- else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+ else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY / 4 + 1;
return;
}
- Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
- Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
Store[x][y + 1] = EL_CHANGED(Store[x][y]);
Store[x][y] = 0;
}
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+ Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED_BD(Store[x][y]);
}
- else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY / 4 + 1;
return;
}
- Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
- Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
Store[x][y] = 0;
}
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+ Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED_DC(Store[x][y]);
}
- else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY / 4 + 1;
return;
}
- Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
- Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+ Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+ Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
Store[x][y] = 0;
}
}
else if ((CAN_PASS_MAGIC_WALL(element) &&
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
(CAN_PASS_DC_MAGIC_WALL(element) &&
- (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
+ (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
- Feld[x][y] =
- (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
- Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+ Tile[x][y] =
+ (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
EL_DC_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
- else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+ else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
{
SplashAcid(x, y + 1);
CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
(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))) ||
+ (Tile[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)))
+ (Tile[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
started_moving = TRUE;
}
}
- else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
+ else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (WasJustFalling[x][y]) /* prevent animation from being restarted */
+ if (WasJustFalling[x][y]) // prevent animation from being restarted
MovDir[x][y] = MV_DOWN;
InitMovingField(x, y, MV_DOWN);
}
else if (element == EL_AMOEBA_DROP)
{
- Feld[x][y] = EL_AMOEBA_GROWING;
+ Tile[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
- else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
- (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+ else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+ (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
!IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
{
boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
(IS_FREE(x - 1, y + 1) ||
- Feld[x - 1][y + 1] == EL_ACID));
+ Tile[x - 1][y + 1] == EL_ACID));
boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
(IS_FREE(x + 1, y + 1) ||
- Feld[x + 1][y + 1] == EL_ACID));
+ Tile[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;
+ int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
if (can_fall_both)
{
if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
- can_fall_right = FALSE; /* slip down on left side */
+ can_fall_right = FALSE; // slip down on left side
else
can_fall_left = !(can_fall_right = RND(2));
if (can_fall_any)
{
- /* if not determined otherwise, prefer left side for slipping down */
+ // if not determined otherwise, prefer left side for slipping down
InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+ else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
- int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+ int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
int belt_dir = game.belt_dir[belt_nr];
if ((belt_dir == MV_LEFT && left_is_free) ||
}
else
{
- MovDir[x][y] = 0; /* if element was moving, stop it */
+ MovDir[x][y] = 0; // if element was moving, stop it
}
}
}
- /* not "else if" because of elements that can fall and move (EL_SPRING) */
+ // not "else if" because of elements that can fall and move (EL_SPRING)
if (CAN_MOVE(element) && !started_moving)
{
int move_pattern = element_info[element].move_pattern;
TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
- if (Feld[x][y] != element) /* element has changed */
+ if (Tile[x][y] != element) // element has changed
return;
}
- if (!MovDelay[x][y]) /* start new movement phase */
+ 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 */
+ // 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 &&
}
}
- if (MovDelay[x][y]) /* wait some time before next movement */
+ if (MovDelay[x][y]) // wait some time before next movement
{
MovDelay[x][y]--;
int sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
- if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
break;
if (MovDelay[x][y])
ChangeDelay[xx][yy] = 0;
- Feld[xx][yy] = EL_FLAMES;
+ Tile[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
{
}
else
{
- if (Feld[xx][yy] == EL_FLAMES)
- Feld[xx][yy] = EL_EMPTY;
+ if (Tile[xx][yy] == EL_FLAMES)
+ Tile[xx][yy] = EL_EMPTY;
TEST_DrawLevelField(xx, yy);
}
}
}
- if (MovDelay[x][y]) /* element still has to wait some time */
+ if (MovDelay[x][y]) // element still has to wait some time
{
PlayLevelSoundAction(x, y, ACTION_WAITING);
}
}
- /* now make next step */
+ // now make next step
- Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
+ Moving2Blocked(x, y, &newx, &newy); // get next screen position
if (DONT_COLLIDE_WITH(element) &&
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
}
else if (CAN_MOVE_INTO_ACID(element) &&
- IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+ IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
!IS_MV_DIAGONAL(MovDir[x][y]) &&
(MovDir[x][y] == MV_DOWN ||
game.engine_version >= VERSION_IDENT(3,1,0,0)))
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (Feld[newx][newy] == EL_EXIT_OPEN ||
- Feld[newx][newy] == EL_EM_EXIT_OPEN ||
- Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
- Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
+ if (Tile[newx][newy] == EL_EXIT_OPEN ||
+ Tile[newx][newy] == EL_EM_EXIT_OPEN ||
+ Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
+ Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
RemoveField(x, y);
TEST_DrawLevelField(x, y);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
- local_player->friends_still_needed--;
- if (!local_player->friends_still_needed &&
- !local_player->GameOver && AllPlayersGone)
- PlayerWins(local_player);
+ game.friends_still_needed--;
+ if (!game.friends_still_needed &&
+ !game.GameOver &&
+ game.all_players_gone)
+ LevelSolved();
return;
}
- else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
+ else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
{
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
TEST_DrawLevelField(newx, newy);
}
else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
{
- if (IS_FOOD_PIG(Feld[newx][newy]))
+ if (IS_FOOD_PIG(Tile[newx][newy]))
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
else
{
- Feld[newx][newy] = EL_EMPTY;
+ Tile[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
}
boolean can_clone = FALSE;
int xx, yy;
- /* check if element to clone is still there */
+ // check if element to clone is still there
for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
{
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+ if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
{
can_clone = TRUE;
}
}
- /* cannot clone or target field not free anymore -- do not clone */
+ // cannot clone or target field not free anymore -- do not clone
if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
Store[x][y] = EL_EMPTY;
}
int change_delay = 8;
int graphic;
- /* android is moving diagonally */
+ // android is moving diagonally
CreateField(x, y, EL_DIAGONAL_SHRINKING);
DrawLevelGraphicAnimation(x, y, graphic);
PlayLevelSoundAction(x, y, ACTION_SHRINKING);
- if (Feld[newx][newy] == EL_ACID)
+ if (Tile[newx][newy] == EL_ACID)
{
SplashAcid(newx, newy);
}
else
{
- Feld[newx][newy] = EL_EMPTY;
+ Tile[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
PlayLevelSoundAction(x, y, ACTION_DIGGING);
if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
RunnerVisit[x][y] = FrameCounter;
- PlayerVisit[x][y] /= 8; /* expire player visit path */
+ PlayerVisit[x][y] /= 8; // expire player visit path
}
}
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
MovDelay[x][y] = 50;
- Feld[newx][newy] = EL_FLAMES;
- if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- Feld[newx1][newy1] = EL_FLAMES;
- if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- Feld[newx2][newy2] = EL_FLAMES;
+ Tile[newx][newy] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
+ Tile[newx1][newy1] = EL_FLAMES;
+ if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
+ Tile[newx2][newy2] = EL_FLAMES;
return;
}
}
}
else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- Feld[newx][newy] == EL_DIAMOND)
+ Tile[newx][newy] == EL_DIAMOND)
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
else
{
- Feld[newx][newy] = EL_EMPTY;
+ Tile[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
}
else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
- IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+ IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBA_FULL ||
- Feld[newx][newy] == EL_BD_AMOEBA)
+ if (Tile[newx][newy] == EL_AMOEBA_FULL ||
+ Tile[newx][newy] == EL_BD_AMOEBA)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
}
else
{
- Feld[newx][newy] = EL_EMPTY;
+ Tile[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
}
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]))
+ && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
{
if (AmoebaNr[newx][newy])
{
AmoebaCnt2[AmoebaNr[newx][newy]]--;
- if (Feld[newx][newy] == EL_AMOEBA_FULL ||
- Feld[newx][newy] == EL_BD_AMOEBA)
+ if (Tile[newx][newy] == EL_AMOEBA_FULL ||
+ Tile[newx][newy] == EL_BD_AMOEBA)
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
if (element == EL_MOLE)
{
- Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+ Tile[newx][newy] = EL_AMOEBA_SHRINKING;
PlayLevelSound(x, y, SND_MOLE_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
TEST_DrawLevelField(x, y);
- MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
+ MovDelay[newx][newy] = 0; // start amoeba shrinking delay
- return; /* wait for shrinking amoeba */
+ return; // wait for shrinking amoeba
}
- else /* element == EL_PACMAN */
+ else // element == EL_PACMAN
{
- Feld[newx][newy] = EL_EMPTY;
+ Tile[newx][newy] = EL_EMPTY;
TEST_DrawLevelField(newx, newy);
PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
- (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
- (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+ (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
+ (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
{
- /* wait for shrinking amoeba to completely disappear */
+ // wait for shrinking amoeba to completely disappear
return;
}
else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
{
- /* object was running against a wall */
+ // object was running against a wall
TurnRound(x, y);
- if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
DrawLevelElementAnimation(x, y, element);
if (DONT_TOUCH(element))
void ContinueMoving(int x, int y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
struct ElementInfo *ei = &element_info[element];
int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
MovPos[x][y] += getElementMoveStepsize(x, y);
- if (pushed_by_player) /* 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)
{
TEST_DrawLevelField(x, y);
- return; /* element is still moving */
+ return; // element is still moving
}
- /* element reached destination field */
+ // element reached destination field
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ Tile[x][y] = EL_EMPTY;
+ Tile[newx][newy] = element;
+ MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
- if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
+ if (Store[x][y] == EL_ACID) // element is moving into acid pool
{
- element = Feld[newx][newy] = EL_ACID;
+ element = Tile[newx][newy] = EL_ACID;
}
else if (element == EL_MOLE)
{
- Feld[x][y] = EL_SAND;
+ Tile[x][y] = EL_SAND;
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
- element = Feld[newx][newy] = get_next_element(element);
+ element = Tile[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
}
else if (element == EL_QUICKSAND_EMPTYING)
{
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
}
else if (element == EL_QUICKSAND_FAST_FILLING)
{
- element = Feld[newx][newy] = get_next_element(element);
+ element = Tile[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
}
else if (element == EL_QUICKSAND_FAST_EMPTYING)
{
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
}
else if (element == EL_MAGIC_WALL_FILLING)
{
- element = Feld[newx][newy] = get_next_element(element);
+ element = Tile[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
Store[newx][newy] = Store[x][y];
}
else if (element == EL_MAGIC_WALL_EMPTYING)
{
- Feld[x][y] = get_next_element(element);
+ Tile[x][y] = get_next_element(element);
if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
InitField(newx, newy, FALSE);
}
else if (element == EL_BD_MAGIC_WALL_FILLING)
{
- element = Feld[newx][newy] = get_next_element(element);
+ element = Tile[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
Store[newx][newy] = Store[x][y];
}
else if (element == EL_BD_MAGIC_WALL_EMPTYING)
{
- Feld[x][y] = get_next_element(element);
+ Tile[x][y] = get_next_element(element);
if (!game.magic_wall_active)
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
InitField(newx, newy, FALSE);
}
else if (element == EL_DC_MAGIC_WALL_FILLING)
{
- element = Feld[newx][newy] = get_next_element(element);
+ element = Tile[newx][newy] = get_next_element(element);
if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
Store[newx][newy] = Store[x][y];
}
else if (element == EL_DC_MAGIC_WALL_EMPTYING)
{
- Feld[x][y] = get_next_element(element);
+ Tile[x][y] = get_next_element(element);
if (!game.magic_wall_active)
- Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ element = Tile[newx][newy] = Store[x][y];
InitField(newx, newy, FALSE);
}
else if (element == EL_AMOEBA_DROPPING)
{
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
+ Tile[x][y] = get_next_element(element);
+ element = Tile[newx][newy] = Store[x][y];
}
else if (element == EL_SOKOBAN_OBJECT)
{
if (Back[x][y])
- Feld[x][y] = Back[x][y];
+ Tile[x][y] = Back[x][y];
if (Back[newx][newy])
- Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+ Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
Back[x][y] = Back[newx][newy] = 0;
}
if (CAN_CHANGE_OR_HAS_ACTION(element))
{
- /* copy element change control values to new field */
+ // copy element change control values to new field
ChangeDelay[newx][newy] = ChangeDelay[x][y];
ChangePage[newx][newy] = ChangePage[x][y];
ChangeCount[newx][newy] = ChangeCount[x][y];
CustomValue[x][y] = 0;
- /* copy animation control values to new field */
+ // copy animation control values to new field
GfxFrame[newx][newy] = GfxFrame[x][y];
- 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 */
+ 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;
- /* some elements can leave other elements behind after moving */
+ // some elements can leave other elements behind after moving
if (ei->move_leave_element != EL_EMPTY &&
(ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
(!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
{
int move_leave_element = ei->move_leave_element;
- /* this makes it possible to leave the removed element again */
+ // this makes it possible to leave the removed element again
if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
- Feld[x][y] = move_leave_element;
+ Tile[x][y] = move_leave_element;
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = direction;
InitField(x, y, FALSE);
- if (GFX_CRUMBLED(Feld[x][y]))
+ if (GFX_CRUMBLED(Tile[x][y]))
TEST_DrawLevelFieldCrumbledNeighbours(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 */
+ // 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 &&
TEST_DrawLevelField(x, y);
TEST_DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+ Stop[newx][newy] = TRUE; // ignore this element until the next frame
- /* prevent pushed element from moving on in pushed direction */
+ // prevent pushed element from moving on in pushed direction
if (pushed_by_player && CAN_MOVE(element) &&
element_info[element].move_pattern & MV_ANY_DIRECTION &&
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
- /* prevent elements on conveyor belt from moving on in last direction */
+ // 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;
CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
}
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ if (DONT_TOUCH(element)) // object may be nasty to player or others
{
TestIfBadThingTouchesPlayer(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
}
- /* give the player one last chance (one more frame) to move away */
+ // give the player one last chance (one more frame) to move away
if (CAN_FALL(element) && direction == MV_DOWN &&
(last_line || (!IS_FREE(x, newy + 1) &&
(!IS_PLAYER(x, newy + 1) ||
player->index_bit, push_side);
}
- if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
+ if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
MovDelay[newx][newy] = 1;
CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
- TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+ TestIfElementTouchesCustomElement(x, y); // empty or new element
TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
MV_DIR_OPPOSITE(direction));
}
-int AmoebeNachbarNr(int ax, int ay)
+int AmoebaNeighbourNr(int ax, int ay)
{
int i;
- int element = Feld[ax][ay];
+ int element = Tile[ax][ay];
int group_nr = 0;
static int xy[4][2] =
{
if (!IN_LEV_FIELD(x, y))
continue;
- if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+ if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
group_nr = AmoebaNr[x][y];
}
return group_nr;
}
-void AmoebenVereinigen(int ax, int ay)
+static void AmoebaMerge(int ax, int ay)
{
int i, x, y, xx, yy;
int new_group_nr = AmoebaNr[ax][ay];
if (!IN_LEV_FIELD(x, y))
continue;
- if ((Feld[x][y] == EL_AMOEBA_FULL ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_DEAD) &&
+ if ((Tile[x][y] == EL_AMOEBA_FULL ||
+ Tile[x][y] == EL_BD_AMOEBA ||
+ Tile[x][y] == EL_AMOEBA_DEAD) &&
AmoebaNr[x][y] != new_group_nr)
{
int old_group_nr = AmoebaNr[x][y];
}
}
-void AmoebeUmwandeln(int ax, int ay)
+void AmoebaToDiamond(int ax, int ay)
{
int i, x, y;
- if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+ if (Tile[ax][ay] == EL_AMOEBA_DEAD)
{
int group_nr = AmoebaNr[ax][ay];
#ifdef DEBUG
if (group_nr == 0)
{
- printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandeln(): This should never happen!\n");
+ Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
+ Debug("game:playing:AmoebaToDiamond", "This should never happen!");
+
return;
}
#endif
SCAN_PLAYFIELD(x, y)
{
- if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+ if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
AmoebaNr[x][y] = 0;
- Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+ Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
}
}
if (!IN_LEV_FIELD(x, y))
continue;
- if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+ if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
{
PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
SND_AMOEBA_TURNING_TO_GEM :
}
}
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void AmoebaToDiamondBD(int ax, int ay, int new_element)
{
int x, y;
int group_nr = AmoebaNr[ax][ay];
#ifdef DEBUG
if (group_nr == 0)
{
- printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
+ Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
+
return;
}
#endif
SCAN_PLAYFIELD(x, y)
{
if (AmoebaNr[x][y] == group_nr &&
- (Feld[x][y] == EL_AMOEBA_DEAD ||
- Feld[x][y] == EL_BD_AMOEBA ||
- Feld[x][y] == EL_AMOEBA_GROWING))
+ (Tile[x][y] == EL_AMOEBA_DEAD ||
+ Tile[x][y] == EL_BD_AMOEBA ||
+ Tile[x][y] == EL_AMOEBA_GROWING))
{
AmoebaNr[x][y] = 0;
- Feld[x][y] = new_element;
+ Tile[x][y] = new_element;
InitField(x, y, FALSE);
TEST_DrawLevelField(x, y);
done = TRUE;
SND_BD_AMOEBA_TURNING_TO_GEM));
}
-void AmoebeWaechst(int x, int y)
+static void AmoebaGrowing(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
- if (!MovDelay[x][y]) /* start new growing cycle */
+ if (!MovDelay[x][y]) // start new growing cycle
{
MovDelay[x][y] = 7;
}
}
- if (MovDelay[x][y]) /* wait some time before growing bigger */
+ if (MovDelay[x][y]) // wait some time before growing bigger
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
if (!MovDelay[x][y])
{
- Feld[x][y] = Store[x][y];
+ Tile[x][y] = Store[x][y];
Store[x][y] = 0;
TEST_DrawLevelField(x, y);
}
}
}
-void AmoebaDisappearing(int x, int y)
+static void AmoebaShrinking(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
- if (!MovDelay[x][y]) /* start new shrinking cycle */
+ if (!MovDelay[x][y]) // start new shrinking cycle
{
MovDelay[x][y] = 7;
sound_delay_value = 30;
}
- if (MovDelay[x][y]) /* wait some time before shrinking */
+ if (MovDelay[x][y]) // wait some time before shrinking
{
MovDelay[x][y]--;
if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
if (!MovDelay[x][y])
{
- Feld[x][y] = EL_EMPTY;
+ Tile[x][y] = EL_EMPTY;
TEST_DrawLevelField(x, y);
- /* don't let mole enter this field in this cycle;
- (give priority to objects falling to this field from above) */
+ // don't let mole enter this field in this cycle;
+ // (give priority to objects falling to this field from above)
Stop[x][y] = TRUE;
}
}
}
-void AmoebeAbleger(int ax, int ay)
+static void AmoebaReproduce(int ax, int ay)
{
int i;
- int element = Feld[ax][ay];
+ int element = Tile[ax][ay];
int graphic = el2img(element);
int newax = ax, neway = ay;
boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
- Feld[ax][ay] = EL_AMOEBA_DEAD;
+ Tile[ax][ay] = EL_AMOEBA_DEAD;
TEST_DrawLevelField(ax, ay);
return;
}
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start making new amoeba field */
+ if (!MovDelay[ax][ay]) // start making new amoeba field
MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
- if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
+ if (MovDelay[ax][ay]) // wait some time before making new amoeba
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
return;
}
- if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
+ if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
{
int start = RND(4);
int x = ax + xy[start][0];
return;
if (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY ||
- Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+ CAN_GROW_INTO(Tile[x][y]) ||
+ Tile[x][y] == EL_QUICKSAND_EMPTY ||
+ Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
if (newax == ax && neway == ay)
return;
}
- else /* normal or "filled" (BD style) amoeba */
+ else // normal or "filled" (BD style) amoeba
{
int start = RND(4);
boolean waiting_for_player = FALSE;
continue;
if (IS_FREE(x, y) ||
- CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY ||
- Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+ CAN_GROW_INTO(Tile[x][y]) ||
+ Tile[x][y] == EL_QUICKSAND_EMPTY ||
+ Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
waiting_for_player = TRUE;
}
- if (newax == ax && neway == ay) /* amoeba cannot grow */
+ if (newax == ax && neway == ay) // amoeba cannot grow
{
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
- Feld[ax][ay] = EL_AMOEBA_DEAD;
+ Tile[ax][ay] = EL_AMOEBA_DEAD;
TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
- if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
+ if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
{
if (element == EL_AMOEBA_FULL)
- AmoebeUmwandeln(ax, ay);
+ AmoebaToDiamond(ax, ay);
else if (element == EL_BD_AMOEBA)
- AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ AmoebaToDiamondBD(ax, ay, level.amoeba_content);
}
}
return;
}
else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
{
- /* amoeba gets larger by growing in some direction */
+ // amoeba gets larger by growing in some direction
int new_group_nr = AmoebaNr[ax][ay];
#ifdef DEBUG
if (new_group_nr == 0)
{
- printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
- printf("AmoebeAbleger(): This should never happen!\n");
+ Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
+ newax, neway);
+ Debug("game:playing:AmoebaReproduce", "This should never happen!");
+
return;
}
#endif
AmoebaCnt[new_group_nr]++;
AmoebaCnt2[new_group_nr]++;
- /* if amoeba touches other amoeba(s) after growing, unify them */
- AmoebenVereinigen(newax, neway);
+ // if amoeba touches other amoeba(s) after growing, unify them
+ AmoebaMerge(newax, neway);
if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
{
- AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+ AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
return;
}
}
if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
(neway == lev_fieldy - 1 && newax != ax))
{
- Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
+ Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
Store[newax][neway] = element;
}
else if (neway == ay || element == EL_EMC_DRIPPER)
{
- Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
+ Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
PlayLevelSoundAction(newax, neway, ACTION_GROWING);
}
else
{
- InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
- Feld[ax][ay] = EL_AMOEBA_DROPPING;
+ InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
+ Tile[ax][ay] = EL_AMOEBA_DROPPING;
Store[ax][ay] = EL_AMOEBA_DROP;
ContinueMoving(ax, ay);
return;
TEST_DrawLevelField(newax, neway);
}
-void Life(int ax, int ay)
+static void Life(int ax, int ay)
{
int x1, y1, x2, y2;
int life_time = 40;
- int element = Feld[ax][ay];
+ int element = Tile[ax][ay];
int graphic = el2img(element);
int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
level.biomaze);
if (Stop[ax][ay])
return;
- if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
+ if (!MovDelay[ax][ay]) // start new "game of life" cycle
MovDelay[ax][ay] = life_time;
- if (MovDelay[ax][ay]) /* wait some time before next cycle */
+ if (MovDelay[ax][ay]) // wait some time before next cycle
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
{
int xx = ax+x1, yy = ay+y1;
- int nachbarn = 0;
+ int old_element = Tile[xx][yy];
+ int num_neighbours = 0;
if (!IN_LEV_FIELD(xx, yy))
continue;
if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
continue;
- if (((Feld[x][y] == element ||
- (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
- !Stop[x][y]) ||
- (IS_FREE(x, y) && Stop[x][y]))
- nachbarn++;
+ boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+ boolean is_neighbour = FALSE;
+
+ if (level.use_life_bugs)
+ is_neighbour =
+ (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
+ (IS_FREE(x, y) && Stop[x][y]));
+ else
+ is_neighbour =
+ (Last[x][y] == element || is_player_cell);
+
+ if (is_neighbour)
+ num_neighbours++;
}
- if (xx == ax && yy == ay) /* field in the middle */
+ boolean is_free = FALSE;
+
+ if (level.use_life_bugs)
+ is_free = (IS_FREE(xx, yy));
+ else
+ is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
+
+ if (xx == ax && yy == ay) // field in the middle
{
- if (nachbarn < life_parameter[0] ||
- nachbarn > life_parameter[1])
+ if (num_neighbours < life_parameter[0] ||
+ num_neighbours > life_parameter[1])
{
- Feld[xx][yy] = EL_EMPTY;
- if (!Stop[xx][yy])
+ Tile[xx][yy] = EL_EMPTY;
+ if (Tile[xx][yy] != old_element)
TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
}
- else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
- { /* free border field */
- if (nachbarn >= life_parameter[2] &&
- nachbarn <= life_parameter[3])
+ else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
+ { // free border field
+ if (num_neighbours >= life_parameter[2] &&
+ num_neighbours <= life_parameter[3])
{
- Feld[xx][yy] = element;
+ Tile[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
- if (!Stop[xx][yy])
+ if (Tile[xx][yy] != old_element)
TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
static void StopRobotWheel(int x, int y)
{
- if (ZX == x && ZY == y)
+ if (game.robot_wheel_x == x &&
+ game.robot_wheel_y == y)
{
- ZX = ZY = -1;
-
+ game.robot_wheel_x = -1;
+ game.robot_wheel_y = -1;
game.robot_wheel_active = FALSE;
}
}
if (level.ball_random)
{
- int pos_border = RND(8); /* select one of the eight border elements */
+ int pos_border = RND(8); // select one of the eight border elements
int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
int xx = pos_content % 3;
int yy = pos_content / 3;
x = bx - 1 + xx;
y = by - 1 + yy;
- if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
}
else
int xx = x - bx + 1;
int yy = y - by + 1;
- if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+ if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
}
}
game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}
-void CheckExit(int x, int y)
+static void CheckExit(int x, int y)
{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
- Feld[x][y] = EL_EXIT_OPENING;
+ Tile[x][y] = EL_EXIT_OPENING;
PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
-void CheckExitEM(int x, int y)
+static void CheckExitEM(int x, int y)
{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
- Feld[x][y] = EL_EM_EXIT_OPENING;
+ Tile[x][y] = EL_EM_EXIT_OPENING;
PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
}
-void CheckExitSteel(int x, int y)
+static void CheckExitSteel(int x, int y)
{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
- Feld[x][y] = EL_STEEL_EXIT_OPENING;
+ Tile[x][y] = EL_STEEL_EXIT_OPENING;
PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
}
-void CheckExitSteelEM(int x, int y)
+static void CheckExitSteelEM(int x, int y)
{
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
+ if (game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
- Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+ Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
}
-void CheckExitSP(int x, int y)
+static void CheckExitSP(int x, int y)
{
- if (local_player->gems_still_needed > 0)
+ if (game.gems_still_needed > 0)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int graphic = el2img(element);
if (IS_ANIMATED(graphic))
return;
}
- if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ // do not re-open exit door closed after last player
+ if (game.all_players_gone)
return;
- Feld[x][y] = EL_SP_EXIT_OPENING;
+ Tile[x][y] = EL_SP_EXIT_OPENING;
PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
-static void CloseAllOpenTimegates()
+static void CloseAllOpenTimegates(void)
{
int x, y;
SCAN_PLAYFIELD(x, y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
{
- Feld[x][y] = EL_TIMEGATE_CLOSING;
+ Tile[x][y] = EL_TIMEGATE_CLOSING;
PlayLevelSoundAction(x, y, ACTION_CLOSING);
}
}
}
-void DrawTwinkleOnField(int x, int y)
+static void DrawTwinkleOnField(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
- if (Feld[x][y] == EL_BD_DIAMOND)
+ if (Tile[x][y] == EL_BD_DIAMOND)
return;
- if (MovDelay[x][y] == 0) /* next animation frame */
+ if (MovDelay[x][y] == 0) // next animation frame
MovDelay[x][y] = 11 * !GetSimpleRandom(500);
- if (MovDelay[x][y] != 0) /* wait some time before next frame */
+ if (MovDelay[x][y] != 0) // wait some time before next frame
{
MovDelay[x][y]--;
- DrawLevelElementAnimation(x, y, Feld[x][y]);
+ DrawLevelElementAnimation(x, y, Tile[x][y]);
if (MovDelay[x][y] != 0)
{
}
}
-void MauerWaechst(int x, int y)
+static void MauerWaechst(int x, int y)
{
int delay = 6;
- if (!MovDelay[x][y]) /* next animation frame */
+ if (!MovDelay[x][y]) // next animation frame
MovDelay[x][y] = 3 * delay;
- if (MovDelay[x][y]) /* wait some time before next frame */
+ if (MovDelay[x][y]) // wait some time before next frame
{
MovDelay[x][y]--;
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+ int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
TEST_DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
TEST_DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
TEST_DrawLevelField(x, y - 1);
}
else
{
- if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
TEST_DrawLevelField(x, y + 1);
}
- Feld[x][y] = Store[x][y];
+ Tile[x][y] = Store[x][y];
Store[x][y] = 0;
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
TEST_DrawLevelField(x, y);
}
}
-void MauerAbleger(int ax, int ay)
+static void MauerAbleger(int ax, int ay)
{
- int element = Feld[ax][ay];
+ int element = Tile[ax][ay];
int graphic = el2img(element);
boolean oben_frei = FALSE, unten_frei = FALSE;
boolean links_frei = FALSE, rechts_frei = FALSE;
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start building new wall */
+ if (!MovDelay[ax][ay]) // start building new wall
MovDelay[ax][ay] = 6;
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
{
if (oben_frei)
{
- Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+ Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
}
if (unten_frei)
{
- Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+ Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
{
if (links_frei)
{
- Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
if (rechts_frei)
{
- Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+ Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
TEST_DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
element == EL_EXPANDABLE_WALL) &&
((links_massiv && rechts_massiv) ||
element == EL_EXPANDABLE_WALL_VERTICAL))
- Feld[ax][ay] = EL_WALL;
+ Tile[ax][ay] = EL_WALL;
if (new_wall)
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void MauerAblegerStahl(int ax, int ay)
+static void MauerAblegerStahl(int ax, int ay)
{
- int element = Feld[ax][ay];
+ int element = Tile[ax][ay];
int graphic = el2img(element);
boolean oben_frei = FALSE, unten_frei = FALSE;
boolean links_frei = FALSE, rechts_frei = FALSE;
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
- if (!MovDelay[ax][ay]) /* start building new wall */
+ if (!MovDelay[ax][ay]) // start building new wall
MovDelay[ax][ay] = 6;
- if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ if (MovDelay[ax][ay]) // wait some time before building new wall
{
MovDelay[ax][ay]--;
if (MovDelay[ax][ay])
{
if (oben_frei)
{
- Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
Store[ax][ay-1] = element;
GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
}
if (unten_frei)
{
- Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
Store[ax][ay+1] = element;
GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
{
if (links_frei)
{
- Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
Store[ax-1][ay] = element;
GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
if (rechts_frei)
{
- Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+ Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
Store[ax+1][ay] = element;
GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
}
}
- if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
((links_massiv && rechts_massiv) ||
element == EL_EXPANDABLE_STEELWALL_VERTICAL))
- Feld[ax][ay] = EL_STEELWALL;
+ Tile[ax][ay] = EL_STEELWALL;
if (new_wall)
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
-void CheckForDragon(int x, int y)
+static void CheckForDragon(int x, int y)
{
int i, j;
boolean dragon_found = FALSE;
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))
+ (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
{
- if (Feld[xx][yy] == EL_DRAGON)
+ if (Tile[xx][yy] == EL_DRAGON)
dragon_found = TRUE;
}
else
{
int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+ if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
{
- Feld[xx][yy] = EL_EMPTY;
+ Tile[xx][yy] = EL_EMPTY;
TEST_DrawLevelField(xx, yy);
}
else
static void InitBuggyBase(int x, int y)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
int activating_delay = FRAMES_PER_SECOND / 4;
ChangeDelay[x][y] =
{
int graphic = IMG_TRAP_ACTIVE;
- /* if new animation frame was drawn, correct crumbled sand border */
+ // if new animation frame was drawn, correct crumbled sand border
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
TEST_DrawLevelFieldCrumbled(x, y);
}
if (!change->has_action)
return;
- /* ---------- determine action paramater values -------------------------- */
+ // ---------- determine action paramater values -----------------------------
int level_time_value =
(level.time > 0 ? TimeLeft :
action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
- action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
- action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+ action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
+ action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
-1);
int action_arg_number_old =
- (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+ (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
action_type == CA_SET_LEVEL_TIME ? TimeLeft :
- action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+ action_type == CA_SET_LEVEL_SCORE ? game.score :
action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
action_type == CA_SET_CE_SCORE ? ei->collect_score :
0);
action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
- /* ---------- execute action -------------------------------------------- */
+ // ---------- execute action -----------------------------------------------
switch (action_type)
{
return;
}
- /* ---------- level actions ------------------------------------------- */
+ // ---------- level actions ----------------------------------------------
case CA_RESTART_LEVEL:
{
case CA_SET_LEVEL_TIME:
{
- if (level.time > 0) /* only modify limited time value */
+ if (level.time > 0) // only modify limited time value
{
TimeLeft = action_arg_number_new;
case CA_SET_LEVEL_SCORE:
{
- local_player->score = action_arg_number_new;
+ game.score = action_arg_number_new;
- game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
DisplayGameControlValues();
case CA_SET_LEVEL_GEMS:
{
- local_player->gems_still_needed = action_arg_number_new;
+ game.gems_still_needed = action_arg_number_new;
+
+ game.snapshot.collected_item = TRUE;
- game_panel_controls[GAME_PANEL_GEMS].value =
- local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
DisplayGameControlValues();
case CA_SET_LEVEL_RANDOM_SEED:
{
- /* ensure that setting a new random seed while playing is predictable */
+ // ensure that setting a new random seed while playing is predictable
InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
break;
}
- /* ---------- player actions ------------------------------------------ */
+ // ---------- player actions ---------------------------------------------
case CA_MOVE_PLAYER:
+ case CA_MOVE_PLAYER_NEW:
{
- /* automatically move to the next field in specified direction */
+ // automatically move to the next field in specified direction
for (i = 0; i < MAX_PLAYERS; i++)
if (trigger_player_bits & (1 << i))
- stored_player[i].programmed_action = action_arg_direction;
+ if (action_type == CA_MOVE_PLAYER ||
+ stored_player[i].MovPos == 0)
+ stored_player[i].programmed_action = action_arg_direction;
break;
}
{
for (i = 0; i < MAX_PLAYERS; i++)
if (action_arg_player_bits & (1 << i))
- PlayerWins(&stored_player[i]);
+ ExitPlayer(&stored_player[i]);
+
+ if (game.players_still_needed == 0)
+ LevelSolved();
break;
}
SetPlayerWaiting(&stored_player[i], FALSE);
- /* set number of special actions for bored and sleeping animation */
+ // set number of special actions for bored and sleeping animation
stored_player[i].num_special_action_bored =
get_num_special_action(artwork_element,
ACTION_BORING_1, ACTION_BORING_LAST);
break;
}
- /* ---------- CE actions ---------------------------------------------- */
+ // ---------- CE actions -------------------------------------------------
case CA_SET_CE_VALUE:
{
if (CustomValue[x][y] == 0)
{
+ // reset change counter (else CE_VALUE_GETS_ZERO would not work)
+ ChangeCount[x][y] = 0; // allow at least one more change
+
CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
}
{
int xx, yy;
+ // reset change counter (else CE_SCORE_GETS_ZERO would not work)
+ ChangeCount[x][y] = 0; // allow at least one more change
+
CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
*/
SCAN_PLAYFIELD(xx, yy)
{
- if (Feld[xx][yy] == element)
+ if (Tile[xx][yy] == element)
CheckElementChange(xx, yy, element, EL_UNDEFINED,
CE_SCORE_GETS_ZERO);
}
SCAN_PLAYFIELD(xx, yy)
{
- if (Feld[xx][yy] == element)
+ if (Tile[xx][yy] == element)
{
if (reset_frame)
{
break;
}
- /* ---------- engine actions ------------------------------------------ */
+ // ---------- engine actions ---------------------------------------------
case CA_SET_ENGINE_SCAN_MODE:
{
static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
- int old_element = Feld[x][y];
+ int old_element = Tile[x][y];
int new_element = GetElementFromGroupElement(element);
int previous_move_direction = MovDir[x][y];
int last_ce_value = CustomValue[x][y];
else
RemoveField(x, y);
- Feld[x][y] = new_element;
+ Tile[x][y] = new_element;
if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
InitField_WithBug1(x, y, FALSE);
- new_element = Feld[x][y]; /* element may have changed */
+ new_element = Tile[x][y]; // element may have changed
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
- /* check if element under the player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
- /* (must be checked after creating new element for walkable group elements) */
+ // check if element under the player changes from accessible to unaccessible
+ // (needed for special case of dropping element which then changes)
+ // (must be checked after creating new element for walkable group elements)
if (IS_PLAYER(x, y) && !player_explosion_protected &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
return;
}
- /* "ChangeCount" not set yet to allow "entered by player" change one time */
+ // "ChangeCount" not set yet to allow "entered by player" change one time
if (new_element_is_player)
RelocatePlayer(x, y, new_element);
if (is_change)
- ChangeCount[x][y]++; /* count number of changes in the same frame */
+ ChangeCount[x][y]++; // count number of changes in the same frame
TestIfBadThingTouchesPlayer(x, y);
TestIfPlayerTouchesCustomElement(x, y);
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
- int old_element = Feld[x][y];
+ int old_element = Tile[x][y];
- /* prevent changed element from moving in same engine frame
- unless both old and new element can either fall or move */
+ // prevent changed element from moving in same engine frame
+ // unless both old and new element can either fall or move
if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
Stop[x][y] = TRUE;
int ce_value = CustomValue[x][y];
int ce_score = ei->collect_score;
int target_element;
- int old_element = Feld[x][y];
+ int old_element = Tile[x][y];
- /* always use default change event to prevent running into a loop */
+ // 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)
{
- /* reset actual trigger element, trigger player and action element */
+ // reset actual trigger element, trigger player and action element
change->actual_trigger_element = EL_EMPTY;
change->actual_trigger_player = EL_EMPTY;
change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_ce_score = 0;
}
- /* do not change elements more than a specified maximum number of changes */
+ // do not change elements more than a specified maximum number of changes
if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
return FALSE;
- ChangeCount[x][y]++; /* count number of changes in the same frame */
+ ChangeCount[x][y]++; // count number of changes in the same frame
if (change->explode)
{
can_replace[xx][yy] = TRUE;
- if (ex == x && ey == y) /* do not check changing element itself */
+ if (ex == x && ey == y) // do not check changing element itself
continue;
if (content_element == EL_EMPTY_SPACE)
{
- can_replace[xx][yy] = FALSE; /* do not replace border with space */
+ can_replace[xx][yy] = FALSE; // do not replace border with space
continue;
}
continue;
}
- e = Feld[ex][ey];
+ e = Tile[ex][ey];
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
e = MovingOrBlocked2Element(ex, ey);
something_has_changed = TRUE;
- /* for symmetry reasons, freeze newly created border elements */
+ // for symmetry reasons, freeze newly created border elements
if (ex != x || ey != y)
- Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ Stop[ex][ey] = TRUE; // no more moving in this frame
}
}
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
- /* this uses direct change before indirect change */
+ // this uses direct change before indirect change
CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
return TRUE;
if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
!CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
{
- printf("\n\n");
- printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
- x, y, element, element_info[element].token_name);
- printf("HandleElementChange(): This should never happen!\n");
- printf("\n\n");
+ Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
+ x, y, element, element_info[element].token_name);
+ Debug("game:playing:HandleElementChange", "This should never happen!");
}
#endif
- /* this can happen with classic bombs on walkable, changing elements */
+ // this can happen with classic bombs on walkable, changing elements
if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
return;
}
- if (ChangeDelay[x][y] == 0) /* initialize element change */
+ if (ChangeDelay[x][y] == 0) // initialize element change
{
ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
if (change->can_change)
{
- /* !!! not clear why graphic animation should be reset at all here !!! */
- /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
- /* when a custom element is about to change (for example by change delay),
- do not reset graphic animation when the custom element is moving */
- if (!IS_MOVING(x, y))
+ // !!! not clear why graphic animation should be reset at all here !!!
+ // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
+ // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
+
+ /*
+ GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+ When using an animation frame delay of 1 (this only happens with
+ "sp_zonk.moving.left/right" in the classic graphics), the default
+ (non-moving) animation shows wrong animation frames (while the
+ moving animation, like "sp_zonk.moving.left/right", is correct,
+ so this graphical bug never shows up with the classic graphics).
+ For an animation with 4 frames, this causes wrong frames 0,0,1,2
+ be drawn instead of the correct frames 0,1,2,3. This is caused by
+ "GfxFrame[][]" being reset *twice* (in two successive frames) after
+ an element change: First when the change delay ("ChangeDelay[][]")
+ counter has reached zero after decrementing, then a second time in
+ the next frame (after "GfxFrame[][]" was already incremented) when
+ "ChangeDelay[][]" is reset to the initial delay value again.
+
+ This causes frame 0 to be drawn twice, while the last frame won't
+ be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+ As some animations may already be cleverly designed around this bug
+ (at least the "Snake Bite" snake tail animation does this), it cannot
+ simply be fixed here without breaking such existing animations.
+ Unfortunately, it cannot easily be detected if a graphics set was
+ designed "before" or "after" the bug was fixed. As a workaround,
+ a new graphics set option "game.graphics_engine_version" was added
+ to be able to specify the game's major release version for which the
+ graphics set was designed, which can then be used to decide if the
+ bugfix should be used (version 4 and above) or not (version 3 or
+ below, or if no version was specified at all, as with old sets).
+
+ (The wrong/fixed animation frames can be tested with the test level set
+ "test_gfxframe" and level "000", which contains a specially prepared
+ custom element at level position (x/y) == (11/9) which uses the zonk
+ animation mentioned above. Using "game.graphics_engine_version: 4"
+ fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+ This can also be seen from the debug output for this test element.)
+ */
+
+ // when a custom element is about to change (for example by change delay),
+ // do not reset graphic animation when the custom element is moving
+ if (game.graphics_engine_version < 4 &&
+ !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
ChangeDelay[x][y]--;
- if (ChangeDelay[x][y] != 0) /* continue element change */
+ if (ChangeDelay[x][y] != 0) // continue element change
{
if (change->can_change)
{
change->change_function(x, y);
}
}
- else /* finish element change */
+ else // finish element change
{
- if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ if (ChangePage[x][y] != -1) // remember page from delayed change
{
page = ChangePage[x][y];
ChangePage[x][y] = -1;
change = &ei->change_page[page];
}
- if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ if (IS_MOVING(x, y)) // never change a running system ;-)
{
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
+ ChangeDelay[x][y] = 1; // try change after next move step
+ ChangePage[x][y] = page; // remember page to use for change
return;
}
- /* special case: set new level random seed before changing element */
+ // special case: set new level random seed before changing element
if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
handle_action_before_change = TRUE;
SCAN_PLAYFIELD(x, y)
{
- if (Feld[x][y] == element)
+ if (Tile[x][y] == element)
{
if (change->can_change && !change_done)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
}
else if (change->has_action)
{
- /* if element already changed in this frame, not only prevent
- another element change (checked in ChangeElement()), but
- also prevent additional element actions for this element */
+ // if element already changed in this frame, not only prevent
+ // another element change (checked in ChangeElement()), but
+ // also prevent additional element actions for this element
if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
!level.use_action_after_change_bug)
!HAS_ANY_CHANGE_EVENT(element, trigger_event))
return FALSE;
- if (Feld[x][y] == EL_BLOCKED)
+ if (Tile[x][y] == EL_BLOCKED)
{
Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
+ element = Tile[x][y];
}
- /* check if element has already changed or is about to change after moving */
+ // check if element has already changed or is about to change after moving
if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
- Feld[x][y] != element) ||
+ Tile[x][y] != element) ||
(game.engine_version >= VERSION_IDENT(3,2,0,7) &&
(ChangeCount[x][y] >= game.max_num_changes_per_frame ||
(trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X ||
- trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
+ trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
if (change->can_change_or_has_action &&
change->has_event[trigger_event] &&
change->actual_trigger_ce_value = CustomValue[x][y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
- /* special case: trigger element not at (x,y) position for some events */
+ // special case: trigger element not at (x,y) position for some events
if (check_trigger_element)
{
static struct
}
}
-static void PlayAllPlayersSound()
+static void PlayAllPlayersSound(void)
{
int i;
if (is_waiting)
{
- if (!last_waiting) /* not waiting -> waiting */
+ if (!last_waiting) // not waiting -> waiting
{
player->is_waiting = TRUE;
if (player->is_sleeping && player->use_murphy)
{
- /* special case for sleeping Murphy when leaning against non-free tile */
+ // special case for sleeping Murphy when leaning against non-free tile
if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
- (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+ (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
!IS_MOVING(player->jx - 1, player->jy)))
move_dir = MV_LEFT;
else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
- (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+ (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
!IS_MOVING(player->jx + 1, player->jy)))
move_dir = MV_RIGHT;
else
}
}
}
- else if (last_waiting) /* waiting -> not waiting */
+ else if (last_waiting) // waiting -> not waiting
{
player->is_waiting = FALSE;
player->is_bored = FALSE;
static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
{
- static boolean player_was_moving = FALSE;
- static boolean player_was_snapping = FALSE;
- static boolean player_was_dropping = FALSE;
-
- if ((!player->is_moving && player_was_moving) ||
- (player->MovPos == 0 && player_was_moving) ||
- (player->is_snapping && !player_was_snapping) ||
- (player->is_dropping && !player_was_dropping))
+ if ((!player->is_moving && player->was_moving) ||
+ (player->MovPos == 0 && player->was_moving) ||
+ (player->is_snapping && !player->was_snapping) ||
+ (player->is_dropping && !player->was_dropping))
{
- if (!SaveEngineSnapshotToList())
+ if (!CheckSaveEngineSnapshotToList())
return;
- player_was_moving = FALSE;
- player_was_snapping = TRUE;
- player_was_dropping = TRUE;
+ player->was_moving = FALSE;
+ player->was_snapping = TRUE;
+ player->was_dropping = TRUE;
}
else
{
if (player->is_moving)
- player_was_moving = TRUE;
+ player->was_moving = TRUE;
if (!player->is_snapping)
- player_was_snapping = FALSE;
+ player->was_snapping = FALSE;
if (!player->is_dropping)
- player_was_dropping = FALSE;
+ player->was_dropping = FALSE;
}
+
+ static struct MouseActionInfo mouse_action_last = { 0 };
+ struct MouseActionInfo mouse_action = player->effective_mouse_action;
+ boolean new_released = (!mouse_action.button && mouse_action_last.button);
+
+ if (new_released)
+ CheckSaveEngineSnapshotToList();
+
+ mouse_action_last = mouse_action;
}
static void CheckSingleStepMode(struct PlayerInfo *player)
{
/* as it is called "single step mode", just return to pause mode when the
player stopped moving after one tile (or never starts moving at all) */
- if (!player->is_moving && !player->is_pushing)
- {
+ if (!player->is_moving &&
+ !player->is_pushing &&
+ !player->is_dropping_pressed &&
+ !player->effective_mouse_action.button)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
}
CheckSaveEngineSnapshot(player);
}
else
{
- /* no actions for this player (no input at player's configured device) */
+ // no actions for this player (no input at player's configured device)
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
if (player->MovPos == 0)
SetPlayerWaiting(player, TRUE);
- if (player->MovPos == 0) /* needed for tape.playing */
+ if (player->MovPos == 0) // needed for tape.playing
player->is_moving = FALSE;
player->is_dropping = FALSE;
}
}
-static void CheckLevelTime()
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+ byte *tape_action)
{
- int i;
+ if (!tape.use_mouse_actions)
+ return;
+
+ mouse_action->lx = tape_action[TAPE_ACTION_LX];
+ mouse_action->ly = tape_action[TAPE_ACTION_LY];
+ mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
+}
+
+static void SetTapeActionFromMouseAction(byte *tape_action,
+ struct MouseActionInfo *mouse_action)
+{
+ if (!tape.use_mouse_actions)
+ return;
+
+ tape_action[TAPE_ACTION_LX] = mouse_action->lx;
+ tape_action[TAPE_ACTION_LY] = mouse_action->ly;
+ tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
- /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+static void CheckLevelSolved(void)
+{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
- if (level.native_em_level->lev->home == 0) /* all players at home */
+ if (game_em.level_solved &&
+ !game_em.game_over) // game won
{
- PlayerWins(local_player);
+ LevelSolved();
- AllPlayersGone = TRUE;
+ game_em.game_over = TRUE;
- level.native_em_level->lev->home = -1;
+ game.all_players_gone = TRUE;
}
- if (level.native_em_level->ply[0]->alive == 0 &&
- level.native_em_level->ply[1]->alive == 0 &&
- level.native_em_level->ply[2]->alive == 0 &&
- level.native_em_level->ply[3]->alive == 0) /* all dead */
- AllPlayersGone = TRUE;
+ if (game_em.game_over) // game lost
+ game.all_players_gone = TRUE;
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
- if (game_sp.LevelSolved &&
- !game_sp.GameOver) /* game won */
+ if (game_sp.level_solved &&
+ !game_sp.game_over) // game won
+ {
+ LevelSolved();
+
+ game_sp.game_over = TRUE;
+
+ game.all_players_gone = TRUE;
+ }
+
+ if (game_sp.game_over) // game lost
+ game.all_players_gone = TRUE;
+ }
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (game_mm.level_solved &&
+ !game_mm.game_over) // game won
{
- PlayerWins(local_player);
+ LevelSolved();
- game_sp.GameOver = TRUE;
+ game_mm.game_over = TRUE;
- AllPlayersGone = TRUE;
+ game.all_players_gone = TRUE;
}
- if (game_sp.GameOver) /* game lost */
- AllPlayersGone = TRUE;
+ if (game_mm.game_over) // game lost
+ game.all_players_gone = TRUE;
}
+}
+
+static void CheckLevelTime(void)
+{
+ int i;
if (TimeFrames >= FRAMES_PER_SECOND)
{
}
}
- if (!local_player->LevelSolved && !level.use_step_counter)
+ if (!game.LevelSolved && !level.use_step_counter)
{
TimePlayed++;
if (!TimeLeft && setup.time_limit)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- level.native_em_level->lev->killed_out_of_time = TRUE;
+ game_em.lev->killed_out_of_time = TRUE;
else
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
}
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !game.all_players_gone)
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
}
- level.native_em_level->lev->time =
- (game.no_time_limit ? TimePlayed : TimeLeft);
+ game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
{
int i;
- /* advance frame counters (global frame counter and time frame counter) */
+ // advance frame counters (global frame counter and time frame counter)
FrameCounter++;
TimeFrames++;
- /* advance player counters (counters for move delay, move animation etc.) */
+ // advance player counters (counters for move delay, move animation etc.)
for (i = 0; i < MAX_PLAYERS; i++)
{
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 */
+ if (!advance_player_counters) // not all players may be affected
continue;
- if (move_frames == 0) /* less than one move per game frame */
+ 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;
if (stored_player[i].move_delay > 0)
stored_player[i].move_delay--;
- /* due to bugs in previous versions, counter must count up, not down */
+ // 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 (record_tape)
TapeStartRecording(new_random_seed);
-#if defined(NETWORK_AVALIABLE)
if (init_network_game)
{
+ SendToServer_LevelFile();
SendToServer_StartPlaying();
return;
}
-#endif
InitGame();
}
-void GameActions()
+static void GameActionsExt(void)
{
+#if 0
static unsigned int game_frame_delay = 0;
+#endif
unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
- byte tape_action[MAX_PLAYERS];
+ byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
int i;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- // allow engine snapshot if movement attempt was stopped
- if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
- (player->action & KEY_MOTION) == 0)
- game.snapshot.changed_action = TRUE;
-
- // allow engine snapshot in case of snapping/dropping attempt
- if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
- (player->action & KEY_BUTTON) != 0)
- game.snapshot.changed_action = TRUE;
-
- game.snapshot.last_action[i] = player->action;
- }
-
- /* detect endless loops, caused by custom element programming */
+ // detect endless loops, caused by custom element programming
if (recursion_loop_detected && recursion_loop_depth == 0)
{
char *message = getStringCat3("Internal Error! Element ",
EL_NAME(recursion_loop_element),
" caused endless loop! Quit the game?");
- Error(ERR_WARN, "element '%s' caused endless loop in game engine",
- EL_NAME(recursion_loop_element));
+ Warn("element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
RequestQuitGameExt(FALSE, level_editor_test_game, message);
- recursion_loop_detected = FALSE; /* if game should be continued */
+ recursion_loop_detected = FALSE; // if game should be continued
free(message);
}
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, level.random_seed);
-
- /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- if (level.native_em_level->lev->home == 0) /* all players at home */
- {
- PlayerWins(local_player);
-
- AllPlayersGone = TRUE;
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
- level.native_em_level->lev->home = -1;
- }
-
- if (level.native_em_level->ply[0]->alive == 0 &&
- level.native_em_level->ply[1]->alive == 0 &&
- level.native_em_level->ply[2]->alive == 0 &&
- level.native_em_level->ply[3]->alive == 0) /* all dead */
- AllPlayersGone = TRUE;
- }
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- {
- if (game_sp.LevelSolved &&
- !game_sp.GameOver) /* game won */
- {
- PlayerWins(local_player);
-
- game_sp.GameOver = TRUE;
-
- AllPlayersGone = TRUE;
- }
-
- if (game_sp.GameOver) /* game lost */
- AllPlayersGone = TRUE;
- }
+ CheckLevelSolved();
- if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+ if (game.LevelSolved && !game.LevelSolved_GameEnd)
GameWon();
- if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+ if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
TapeStop();
- if (game_status != GAME_MODE_PLAYING) /* status might have changed */
+ if (game_status != GAME_MODE_PLAYING) // status might have changed
return;
game_frame_delay_value =
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
- /* ---------- main game synchronization point ---------- */
+ SetVideoFrameDelay(game_frame_delay_value);
+
+ // (de)activate virtual buttons depending on current game status
+ if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
+ {
+ if (game.all_players_gone) // if no players there to be controlled anymore
+ SetOverlayActive(FALSE);
+ else if (!tape.playing) // if game continues after tape stopped playing
+ SetOverlayActive(TRUE);
+ }
+
+#if 0
+#if 0
+ // ---------- main game synchronization point ----------
+
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ Debug("game:playing:skip", "skip == %d", skip);
+
+#else
+ // ---------- main game synchronization point ----------
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
+#endif
if (network_playing && !network_player_action_received)
{
- /* try to get network player actions in time */
+ // try to get network player actions in time
-#if defined(NETWORK_AVALIABLE)
- /* last chance to get network player actions without main loop delay */
+ // last chance to get network player actions without main loop delay
HandleNetworking();
-#endif
- /* game was quit by network peer */
+ // game was quit by network peer
if (game_status != GAME_MODE_PLAYING)
return;
- if (!network_player_action_received)
- return; /* failed to get network player actions in time */
+ // check if network player actions still missing and game still running
+ if (!network_player_action_received && !checkGameEnded())
+ return; // failed to get network player actions in time
- /* do not yet reset "network_player_action_received" (for tape.pausing) */
+ // do not yet reset "network_player_action_received" (for tape.pausing)
}
if (tape.pausing)
return;
- /* at this point we know that we really continue executing the game */
+ // at this point we know that we really continue executing the game
network_player_action_received = FALSE;
- /* when playing tape, read previously recorded player input from tape data */
+ // when playing tape, read previously recorded player input from tape data
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
- /* TapePlayAction() may return NULL when toggling to "pause before death" */
+ local_player->effective_mouse_action = local_player->mouse_action;
+
+ if (recorded_player_action != NULL)
+ SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+ recorded_player_action);
+
+ // TapePlayAction() may return NULL when toggling to "pause before death"
if (tape.pausing)
return;
stored_player[i].effective_action = stored_player[i].action;
}
-#if defined(NETWORK_AVALIABLE)
- if (network_playing)
+ if (network_playing && !checkGameEnded())
SendToServer_MovePlayer(summarized_player_action);
-#endif
- if (!options.network && !game.team_mode)
- local_player->effective_action = summarized_player_action;
+ // summarize all actions at local players mapped input device position
+ // (this allows using different input devices in single player mode)
+ if (!network.enabled && !game.team_mode)
+ stored_player[map_player_action[local_player->index_nr]].effective_action =
+ summarized_player_action;
+ // summarize all actions at centered player in local team mode
if (tape.recording &&
- setup.team_mode &&
+ setup.team_mode && !network.enabled &&
setup.input_on_focus &&
game.centered_player_nr != -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action =
+ stored_player[map_player_action[i]].effective_action =
(i == game.centered_player_nr ? summarized_player_action : 0);
}
tape.player_participates[i] = TRUE;
}
- /* only record actions from input devices, but not programmed actions */
+ SetTapeActionFromMouseAction(tape_action,
+ &local_player->effective_mouse_action);
+
+ // only record actions from input devices, but not programmed actions
if (tape.recording)
TapeRecordAction(tape_action);
+ // remember if game was played (especially after tape stopped playing)
+ if (!tape.playing && summarized_player_action)
+ game.GamePlayed = TRUE;
+
#if USE_NEW_PLAYER_ASSIGNMENTS
// !!! also map player actions in single player mode !!!
// if (game.team_mode)
+ if (1)
{
byte mapped_action[MAX_PLAYERS];
#if DEBUG_PLAYER_ACTIONS
- printf(":::");
for (i = 0; i < MAX_PLAYERS; i++)
- printf(" %d, ", stored_player[i].effective_action);
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
#endif
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action = mapped_action[i];
#if DEBUG_PLAYER_ACTIONS
- printf(" =>");
+ DebugContinued("", "=> ");
for (i = 0; i < MAX_PLAYERS; i++)
- printf(" %d, ", stored_player[i].effective_action);
- printf("\n");
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
#endif
}
#if DEBUG_PLAYER_ACTIONS
else
{
- printf(":::");
for (i = 0; i < MAX_PLAYERS; i++)
- printf(" %d, ", stored_player[i].effective_action);
- printf("\n");
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
}
#endif
#endif
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // allow engine snapshot in case of changed movement attempt
+ if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+ (stored_player[i].effective_action & KEY_MOTION))
+ game.snapshot.changed_action = TRUE;
+
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (stored_player[i].effective_action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+
+ game.snapshot.last_action[i] = stored_player[i].effective_action;
+ }
+
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();
{
GameActions_SP_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ GameActions_MM_Main();
+ }
else
{
GameActions_RND_Main();
}
- redraw_mask |= REDRAW_FIELD;
+ BlitScreenToBitmap(backbuffer);
+
+ CheckLevelSolved();
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
+
+ if (global.show_frames_per_second)
+ {
+ static unsigned int fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
+
+ fps_frames++;
+
+ if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
+ {
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+ fps_frames = 0;
+ fps_counter = Counter();
+
+ // always draw FPS to screen after FPS value was updated
+ redraw_mask |= REDRAW_FPS;
+ }
+
+ // only draw FPS if no screen areas are deactivated (invisible warp mode)
+ if (GetDrawDeactivationMask() == REDRAW_NONE)
+ redraw_mask |= REDRAW_FPS;
+ }
+}
+
+static void GameActions_CheckSaveEngineSnapshot(void)
+{
+ if (!game.snapshot.save_snapshot)
+ return;
+
+ // clear flag for saving snapshot _before_ saving snapshot
+ game.snapshot.save_snapshot = FALSE;
+
+ SaveEngineSnapshotToList();
+}
+
+void GameActions(void)
+{
+ GameActionsExt();
+
+ GameActions_CheckSaveEngineSnapshot();
}
-void GameActions_EM_Main()
+void GameActions_EM_Main(void)
{
byte effective_action[MAX_PLAYERS];
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
effective_action[i] = stored_player[i].effective_action;
GameActions_EM(effective_action, warp_mode);
-
- CheckLevelTime();
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
-void GameActions_SP_Main()
+void GameActions_SP_Main(void)
{
byte effective_action[MAX_PLAYERS];
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
GameActions_SP(effective_action, warp_mode);
- CheckLevelTime();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].force_dropping)
+ stored_player[i].action |= KEY_BUTTON_DROP;
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+ stored_player[i].force_dropping = FALSE;
+ }
}
-void GameActions_RND_Main()
+void GameActions_MM_Main(void)
{
- GameActions_RND();
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
- BlitScreenToBitmap_RND(backbuffer);
+ GameActions_MM(local_player->effective_mouse_action, warp_mode);
+}
+
+void GameActions_RND_Main(void)
+{
+ GameActions_RND();
}
-void GameActions_RND()
+void GameActions_RND(void)
{
+ static struct MouseActionInfo mouse_action_last = { 0 };
+ struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
int magic_wall_x = 0, magic_wall_y = 0;
- int i, x, y, element, graphic;
+ int i, x, y, element, graphic, last_gfx_frame;
InitPlayfieldScanModeVars();
{
boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
- /* switching to "all players" only possible if all players fit to screen */
+ // switching to "all players" only possible if all players fit to screen
if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
{
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
}
- /* do not switch focus to non-existing (or non-active) player */
+ // do not switch focus to non-existing (or non-active) player
if (game.centered_player_nr_next >= 0 &&
!stored_player[game.centered_player_nr_next].active)
{
}
if (game.set_centered_player &&
- ScreenMovPos == 0) /* screen currently aligned at tile position */
+ ScreenMovPos == 0) // screen currently aligned at tile position
{
int sx, sy;
CheckGravityMovement(&stored_player[i]);
#endif
- /* overwrite programmed action with tape action */
+ // overwrite programmed action with tape action
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y) &&
(game.engine_version < VERSION_IDENT(2,2,0,7) ||
- Feld[x][y] == EL_SPRING))
+ Tile[x][y] == EL_SPRING))
{
ContinueMoving(x, y);
- /* continue moving after pushing (this is actually a bug) */
+ // continue moving after pushing (this is actually a bug)
if (!IS_MOVING(x, y))
Stop[x][y] = FALSE;
}
SCAN_PLAYFIELD(x, y)
{
+ Last[x][y] = Tile[x][y];
+
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
- /* this must be handled before main playfield loop */
- if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+ // this must be handled before main playfield loop
+ if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
{
MovDelay[x][y]--;
if (MovDelay[x][y] <= 0)
RemoveField(x, y);
}
- if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+ if (Tile[x][y] == EL_ELEMENT_SNAPPING)
{
MovDelay[x][y]--;
if (MovDelay[x][y] <= 0)
RemoveField(x, y);
TEST_DrawLevelField(x, y);
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
}
}
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
{
- printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
- printf("GameActions(): This should never happen!\n");
+ Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
+ x, y);
+ Debug("game:playing:GameActions_RND", "This should never happen!");
ChangePage[x][y] = -1;
}
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
{
- printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
- printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
- printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
- printf("GameActions(): This should never happen!\n");
+ Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
+ Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
+ Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
+ Debug("game:playing:GameActions_RND", "This should never happen!");
}
}
#endif
}
+ if (mouse_action.button)
+ {
+ int new_button = (mouse_action.button && mouse_action_last.button == 0);
+
+ x = mouse_action.lx;
+ y = mouse_action.ly;
+ element = Tile[x][y];
+
+ if (new_button)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
+ CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+ }
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
+ CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+ }
+
SCAN_PLAYFIELD(x, y)
{
- element = Feld[x][y];
+ element = Tile[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ last_gfx_frame = GfxFrame[x][y];
+
+ ResetGfxFrame(x, y);
- ResetGfxFrame(x, y, TRUE);
+ if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
+ DrawLevelGraphicAnimation(x, y, graphic);
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
continue;
}
- /* this may take place after moving, so 'element' may have changed */
+ // this may take place after moving, so 'element' may have changed
if (IS_CHANGING(x, y) &&
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
{
HandleElementChange(x, y, page);
- element = Feld[x][y];
+ element = Tile[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
{
StartMoving(x, y);
- element = Feld[x][y];
+ element = Tile[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic) &&
if (IS_GEM(element) || element == EL_SP_INFOTRON)
TEST_DrawTwinkleOnField(x, y);
}
- else if ((element == EL_ACID ||
- element == EL_EXIT_OPEN ||
+ else if (element == EL_ACID)
+ {
+ if (!Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ }
+ else if ((element == EL_EXIT_OPEN ||
element == EL_EM_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
element == EL_STEEL_EXIT_OPEN ||
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
else if (element == EL_AMOEBA_GROWING)
- AmoebeWaechst(x, y);
+ AmoebaGrowing(x, y);
else if (element == EL_AMOEBA_SHRINKING)
- AmoebaDisappearing(x, y);
+ AmoebaShrinking(x, y);
#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x, y);
+ AmoebaReproduce(x, y);
#endif
else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
else if (element == EL_FLAMES)
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
- ; /* drawing of correct explosion animation is handled separately */
+ ; // drawing of correct explosion animation is handled separately
else if (element == EL_ELEMENT_SNAPPING ||
element == EL_DIAGONAL_SHRINKING ||
element == EL_DIAGONAL_GROWING)
{
int jx = local_player->jx, jy = local_player->jy;
- /* play the element sound at the position nearest to the player */
+ // play the element sound at the position nearest to the player
if ((element == EL_MAGIC_WALL_FULL ||
element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_DC_MAGIC_WALL_FULL ||
element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ ABS(x - jx) + ABS(y - jy) <
+ ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
{
magic_wall_x = x;
magic_wall_y = y;
}
#if USE_NEW_AMOEBA_CODE
- /* new experimental amoeba growth stuff */
+ // new experimental amoeba growth stuff
if (!(FrameCounter % 8))
{
static unsigned int random = 1684108901;
{
x = RND(lev_fieldx);
y = RND(lev_fieldy);
- element = Feld[x][y];
+ element = Tile[x][y];
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT))
{
- if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
- (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
- Feld[x][y] = EL_AMOEBA_DROP;
+ if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
+ Tile[x][y] = EL_AMOEBA_DROP;
}
random = random * 129 + 1;
SCAN_PLAYFIELD(x, y)
{
- element = Feld[x][y];
+ element = Tile[x][y];
if (ExplodeField[x][y])
Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
{
if (!(game.magic_wall_time_left % 4))
{
- int element = Feld[magic_wall_x][magic_wall_y];
+ int element = Tile[magic_wall_x][magic_wall_y];
if (element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
{
SCAN_PLAYFIELD(x, y)
{
- element = Feld[x][y];
+ element = Tile[x][y];
if (element == EL_MAGIC_WALL_ACTIVE ||
element == EL_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ Tile[x][y] = EL_MAGIC_WALL_DEAD;
TEST_DrawLevelField(x, y);
}
else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
TEST_DrawLevelField(x, y);
}
else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_FULL)
{
- Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
TEST_DrawLevelField(x, y);
}
}
}
#endif
- CheckLevelTime();
-
DrawAllPlayers();
PlayAllPlayersSound();
- if (options.debug) /* calculate frames per second */
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- static unsigned int fps_counter = 0;
- static int fps_frames = 0;
- unsigned int fps_delay_ms = Counter() - fps_counter;
-
- fps_frames++;
+ struct PlayerInfo *player = &stored_player[i];
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ if (player->show_envelope != 0 && (!player->active ||
+ player->MovPos == 0))
{
- global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+ ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
- fps_frames = 0;
- fps_counter = Counter();
+ player->show_envelope = 0;
}
-
- redraw_mask |= REDRAW_FPS;
- }
-
- AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
-
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
- {
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
-
- local_player->show_envelope = 0;
}
- /* use random number generator in every frame to make it less predictable */
+ // use random number generator in every frame to make it less predictable
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);
+
+ mouse_action_last = mouse_action;
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}
-static boolean AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen(void)
{
int i;
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]));
+ (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+ IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
+ !IS_WALKABLE_INSIDE(Tile[jx][jy]));
}
static boolean canPassField(int x, int y, int move_dir)
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];
+ int element = Tile[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) &&
+ IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
(level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
}
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) ||
+ IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
+ (IS_DIGGABLE(Tile[newx][newy]) ||
+ IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
canPassField(newx, newy, move_dir)));
}
boolean field_under_player_is_free =
(IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
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)));
+ (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
+ (IS_WALKABLE(Tile[jx][jy]) &&
+ !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
if (field_under_player_is_free && !player_is_standing_on_valid_field)
player->programmed_action = MV_DOWN;
}
}
- if (!options.network && game.centered_player_nr == -1 &&
+ if (!network.enabled && game.centered_player_nr == -1 &&
!AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
if (can_move != MP_MOVING)
return can_move;
- /* check if DigField() has caused relocation of the player */
+ // check if DigField() has caused relocation of the player
if (player->jx != jx || player->jy != jy)
- return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
+ return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->is_moving = TRUE;
#if 1
- /* should better be called in MovePlayer(), but this breaks some tapes */
+ // should better be called in MovePlayer(), but this breaks some tapes
ScrollPlayer(player, SCROLL_INIT);
#endif
if (player->move_delay > 0)
return FALSE;
- player->move_delay = -1; /* set to "uninitialized" value */
+ player->move_delay = -1; // set to "uninitialized" value
- /* store if player is automatically moved to next field */
+ // store if player is automatically moved to next field
player->is_auto_moving = (player->programmed_action != MV_NONE);
- /* remove the last programmed player action */
+ // remove the last programmed player action
player->programmed_action = 0;
if (player->MovPos)
{
- /* should only happen if pre-1.2 tape recordings are played */
- /* this is only for backward compatibility */
+ // should only happen if pre-1.2 tape recordings are played
+ // this is only for backward compatibility
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
- tape.counter);
+ Debug("game:playing:MovePlayer",
+ "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
+ tape.counter);
#endif
- /* scroll remaining steps with finest movement resolution */
+ // scroll remaining steps with finest movement resolution
player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
while (player->MovPos)
AdvanceFrameAndPlayerCounters(player->index_nr);
DrawAllPlayers();
- BackToFront();
+ BackToFront_WithFrameDelay(0);
}
player->move_delay_value = original_move_delay_value;
game.centered_player_nr == -1))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
- /* actual player has left the screen -- scroll in that direction */
- if (jx != old_jx) /* player has moved horizontally */
+ // actual player has left the screen -- scroll in that direction
+ if (jx != old_jx) // player has moved horizontally
scroll_x += (jx - old_jx);
- else /* player has moved vertically */
+ else // player has moved vertically
scroll_y += (jy - old_jy);
}
else
{
- if (jx != old_jx) /* player has moved horizontally */
+ int offset_raw = game.scroll_delay_value;
+
+ if (jx != old_jx) // player has moved horizontally
{
- 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);
+ int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
+ int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
+ int new_scroll_x = jx - MIDPOSX + offset_x;
+
+ if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
+ scroll_x = new_scroll_x;
- /* don't scroll over playfield boundaries */
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ // don't scroll over playfield boundaries
+ scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
- /* don't scroll more than one field at a time */
+ // don't scroll more than one field at a time
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
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 */
+ else // player has moved vertically
{
- 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);
+ int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
+ int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
+ int new_scroll_y = jy - MIDPOSY + offset_y;
- /* 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->MovDir == MV_UP && scroll_y > new_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
+ scroll_y = new_scroll_y;
- /* don't scroll more than one field at a time */
+ // don't scroll over playfield boundaries
+ scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
+
+ // don't scroll more than one field at a time
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
- /* don't scroll against the player's moving direction */
+ // don't scroll against the player's moving direction
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 (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (!options.network && game.centered_player_nr == -1 &&
+ if (!network.enabled && game.centered_player_nr == -1 &&
!AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); // for "crumbled sand"
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
player->drop_pressed_delay = 0;
#if 0
- /* should better be called here than above, but this breaks some tapes */
+ // should better be called here than above, but this breaks some tapes
ScrollPlayer(player, SCROLL_INIT);
#endif
}
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 */
+ player->move_delay = 0; // allow direct movement in the next frame
}
- if (player->move_delay == -1) /* not yet initialized by DigField() */
+ 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))
if (!player->active)
return;
- if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
return;
if (mode == SCROLL_INIT)
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
- Feld[last_jx][last_jy] == EL_EMPTY)
+ Tile[last_jx][last_jy] == EL_EMPTY)
{
- int last_field_block_delay = 0; /* start with no blocking at all */
+ 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 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 */
+ // when blocking enabled, prevent moving up despite gravity
if (player->gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
}
- /* add block delay adjustment (also possible when not blocking) */
+ // 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;
+ Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
- if (player->MovPos != 0) /* player has not yet reached destination */
+ if (player->MovPos != 0) // player has not yet reached destination
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
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 */
+ // before DrawPlayer() to draw correct player graphic for this case
if (player->MovPos == 0)
CheckGravityMovement(player);
}
- if (player->MovPos == 0) /* player reached destination field */
+ if (player->MovPos == 0) // player reached destination field
{
if (player->move_delay_reset_counter > 0)
{
if (player->move_delay_reset_counter == 0)
{
- /* continue with normal speed after quickly moving through gate */
+ // continue with normal speed after quickly moving through gate
HALVE_PLAYER_SPEED(player);
- /* be able to make the next move without delay */
+ // be able to make the next move without delay
player->move_delay = 0;
}
}
player->last_jx = jx;
player->last_jy = jy;
- if (Feld[jx][jy] == EL_EXIT_OPEN ||
- Feld[jx][jy] == EL_EM_EXIT_OPEN ||
- Feld[jx][jy] == EL_EM_EXIT_OPENING ||
- Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
- Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
- Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
+ if (Tile[jx][jy] == EL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_EXIT_OPENING ||
+ Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+ Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+ Tile[jx][jy] == EL_SP_EXIT_OPEN ||
+ Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
{
- DrawPlayer(player); /* needed here only to cleanup last field */
- RemovePlayer(player);
+ ExitPlayer(player);
- if (local_player->friends_still_needed == 0 ||
- IS_SP_ELEMENT(Feld[jx][jy]))
- PlayerWins(player);
+ if (game.players_still_needed == 0 &&
+ (game.friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Tile[jx][jy])))
+ LevelSolved();
}
- /* this breaks one level: "machine", level 000 */
+ // 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];
+ int old_element = Tile[old_jx][old_jy];
+ int new_element = Tile[jx][jy];
if (IS_CUSTOM_ELEMENT(old_element))
CheckElementChangeByPlayer(old_jx, old_jy, old_element,
/* 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 */
+ TestIfElementTouchesCustomElement(jx, jy); // for empty space
if (!player->active)
RemovePlayer(player);
}
- if (!local_player->LevelSolved && level.use_step_counter)
+ if (!game.LevelSolved && level.use_step_counter)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
- else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !game.all_players_gone)
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
if (mode == SCROLL_INIT)
{
- /* set scrolling step size according to actual player's moving speed */
+ // set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
screen_frame_counter = FrameCounter;
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_UP | MV_DOWN,
MV_LEFT | MV_RIGHT
};
- int center_element = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Tile[x][y]; // should always be non-moving!
int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y)) /* player found at center element */
+ if (IS_PLAYER(x, y)) // player found at center element
{
struct PlayerInfo *player = PLAYERINFO(x, y);
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Tile[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 = Tile[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 */
+ continue; // center and border element do not touch
CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
player->index_bit, border_side);
CE_TOUCHING_X, border_side);
}
}
- else if (IS_PLAYER(xx, yy)) /* player found at border element */
+ else if (IS_PLAYER(xx, yy)) // player found at border element
{
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 */
+ continue; // center and border element do not touch
}
CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
};
static int trigger_sides[4][2] =
{
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ // center side border side
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
};
static int touch_dir[4] =
{
MV_LEFT | MV_RIGHT
};
boolean change_center_element = FALSE;
- int center_element = Feld[x][y]; /* should always be non-moving! */
+ int center_element = Tile[x][y]; // should always be non-moving!
int border_element_old[NUM_DIRECTIONS];
int i;
continue;
if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
+ border_element = Tile[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 = Tile[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 */
+ continue; // center and border element do not touch
border_element_old[i] = border_element;
}
if (border_element == -1)
continue;
- /* check for change of border element */
+ // check for change of border element
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
- /* (center element cannot be player, so we dont have to check this here) */
+ // (center element cannot be player, so we dont have to check this here)
}
for (i = 0; i < NUM_DIRECTIONS; i++)
if (border_element == -1)
continue;
- /* check for change of center element (but change it only once) */
+ // 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,
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 hitting_element = Tile[x][y];
int touched_element;
if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
}
}
- /* "hitting something" is also true when hitting the playfield border */
+ // "hitting something" is also true when hitting the playfield border
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_SOMETHING, direction);
}
void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
int i, kill_x = -1, kill_y = -1;
- int bad_element = Feld[bad_x][bad_y];
+ int bad_element = Tile[bad_x][bad_y];
static int test_xy[4][2] =
{
{ 0, -1 },
MV_DOWN
};
- if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
+ if (bad_element == EL_EXPLOSION) // skip just exploding bad things
return;
for (i = 0; i < NUM_DIRECTIONS; i++)
test_move_dir =
(IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- test_element = Feld[test_x][test_y];
+ test_element = Tile[test_x][test_y];
/* 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
if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
(DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
- /* good thing is player or penguin that does not move away */
+ // good thing is player or penguin that does not move away
if (IS_PLAYER(test_x, test_y))
{
struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
if (bad_element == EL_ROBOT && player->is_moving)
- continue; /* robot does not kill player if he is moving */
+ continue; // robot does not kill player if he is moving
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 */
+ continue; // center and border element do not touch
}
kill_x = test_x;
void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
{
- int bad_element = Feld[bad_x][bad_y];
+ int bad_element = Tile[bad_x][bad_y];
int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
int test_x = bad_x + dx, test_y = bad_y + dy;
test_move_dir =
(IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
- test_element = Feld[test_x][test_y];
+ test_element = Tile[test_x][test_y];
if (test_move_dir != bad_move_dir)
{
- /* good thing can be player or penguin that does not move away */
+ // good thing can be player or penguin that does not move away
if (IS_PLAYER(test_x, test_y))
{
struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
player as being hit when he is moving towards the bad thing, because
the "get hit by" condition would be lost after the player stops) */
if (player->MovPos != 0 && player->MovDir == bad_move_dir)
- return; /* player moves away from bad thing */
+ return; // player moves away from bad thing
kill_x = test_x;
kill_y = test_y;
if (!IN_LEV_FIELD(x, y))
continue;
- element = Feld[x][y];
+ element = Tile[x][y];
if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
{
return;
#if 0
- printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
- player->killed, player->active, player->reanimated);
+ Debug("game:playing:KillPlayer",
+ "0: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
#endif
/* the following code was introduced to prevent an infinite loop when calling
player->killed = TRUE;
- /* remove accessible field at the player's position */
- Feld[jx][jy] = EL_EMPTY;
+ // remove accessible field at the player's position
+ Tile[jx][jy] = EL_EMPTY;
- /* deactivate shield (else Bang()/Explode() would not work right) */
+ // deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
#if 0
- printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
- player->killed, player->active, player->reanimated);
+ Debug("game:playing:KillPlayer",
+ "1: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
#endif
Bang(jx, jy);
#if 0
- printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
- player->killed, player->active, player->reanimated);
+ Debug("game:playing:KillPlayer",
+ "2: killed == %d, active == %d, reanimated == %d",
+ player->killed, player->active, player->reanimated);
#endif
- if (player->reanimated) /* killed player may have been reanimated */
+ if (player->reanimated) // killed player may have been reanimated
player->killed = player->reanimated = FALSE;
else
BuryPlayer(player);
PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
PlayLevelSound(jx, jy, SND_GAME_LOSING);
- player->GameOver = TRUE;
RemovePlayer(player);
+
+ player->buried = TRUE;
+
+ if (game.all_players_gone)
+ game.GameOver = TRUE;
}
void RemovePlayer(struct PlayerInfo *player)
player->present = FALSE;
player->active = FALSE;
+ // required for some CE actions (even if the player is not active anymore)
+ player->MovPos = 0;
+
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
found = TRUE;
if (!found)
- AllPlayersGone = TRUE;
+ {
+ game.all_players_gone = TRUE;
+ game.GameOver = TRUE;
+ }
- ExitX = ZX = jx;
- ExitY = ZY = jy;
+ game.exit_x = game.robot_wheel_x = jx;
+ game.exit_y = game.robot_wheel_y = jy;
+}
+
+void ExitPlayer(struct PlayerInfo *player)
+{
+ DrawPlayer(player); // needed here only to cleanup last field
+ RemovePlayer(player);
+
+ if (game.players_still_needed > 0)
+ game.players_still_needed--;
}
static void setFieldForSnapping(int x, int y, int element, int direction)
int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
- Feld[x][y] = EL_ELEMENT_SNAPPING;
+ Tile[x][y] = EL_ELEMENT_SNAPPING;
MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
ResetGfxAnimation(x, y);
{
int jx, jy, dx, dy, xx, yy;
- if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
return TRUE;
- /* diagonal direction: check alternative direction */
+ // diagonal direction: check alternative direction
jx = player->jx;
jy = player->jy;
dx = x - jx;
xx = jx + (dx == 0 ? real_dx : 0);
yy = jy + (dy == 0 ? real_dy : 0);
- return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
}
/*
dy == +1 ? MV_DOWN : MV_NONE);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
- int old_element = Feld[jx][jy];
+ int old_element = Tile[jx][jy];
int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
int collect_count;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
if (player->MovPos == 0)
{
player->is_collecting = FALSE;
}
- if (player->MovPos == 0) /* last pushing move finished */
+ if (player->MovPos == 0) // last pushing move finished
player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ if (mode == DF_NO_PUSH) // player just stopped pushing
{
player->is_switching = FALSE;
player->push_delay = -1;
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
- /* in case of element dropped at player position, check background */
+ // 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 (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MP_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; // field has no opening in this direction
if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MP_NO_ACTION; /* field has no opening in this direction */
+ return MP_NO_ACTION; // field has no opening in this direction
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
SplashAcid(x, y);
- Feld[jx][jy] = player->artwork_element;
+ Tile[jx][jy] = player->artwork_element;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
collect_count = element_info[element].collect_count_initial;
- if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
return MP_NO_ACTION;
if (game.engine_version < VERSION_IDENT(2,2,0,0))
if (element == EL_DC_LANDMINE)
Bang(x, y);
- if (Feld[x][y] != element) /* field changed by snapping */
+ if (Tile[x][y] != element) // field changed by snapping
return MP_ACTION;
return MP_NO_ACTION;
if (player->gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MP_NO_ACTION; /* player cannot walk here due to gravity */
+ return MP_NO_ACTION; // player cannot walk here due to gravity
if (player_can_move &&
IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
- sound_action = ACTION_PASSING; /* player is passing exit */
+ sound_action = ACTION_PASSING; // player is passing exit
}
else if (element == EL_EMPTY)
{
- sound_action = ACTION_MOVING; /* nothing to walk on */
+ sound_action = ACTION_MOVING; // nothing to walk on
}
- /* play sound from background or player, whatever is available */
+ // 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
IS_PASSABLE(element) && canPassField(x, y, move_direction))
{
if (!ACCESS_FROM(element, opposite_direction))
- return MP_NO_ACTION; /* field not accessible from this direction */
+ return MP_NO_ACTION; // field not accessible from this direction
- if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ if (CAN_MOVE(element)) // only fixed elements can be passed!
return MP_NO_ACTION;
if (IS_EM_GATE(element))
player->gravity = FALSE;
}
- /* automatically move to the next field with double speed */
+ // automatically move to the next field with double speed
player->programmed_action = move_direction;
if (player->move_delay_reset_counter == 0)
{
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ player->move_delay_reset_counter = 2; // two double speed steps
DOUBLE_PLAYER_SPEED(player);
}
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
player->index_bit, dig_side);
+ // if digging triggered player relocation, finish digging tile
+ if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+ setFieldForSnapping(x, y, element, move_direction);
+
if (mode == DF_SNAP)
{
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
{
player->num_white_keys++;
- /* display white keys? */
- /* DrawGameDoorValues(); */
+ // display white keys?
+ // DrawGameDoorValues();
}
else if (IS_ENVELOPE(element))
{
RedrawAllInvisibleElementsForMagnifier();
}
else if (IS_DROPPABLE(element) ||
- IS_THROWABLE(element)) /* can be collected and dropped */
+ IS_THROWABLE(element)) // can be collected and dropped
{
int i;
}
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;
+ game.gems_still_needed -= collect_count;
+ if (game.gems_still_needed < 0)
+ game.gems_still_needed = 0;
- game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+ game.snapshot.collected_item = TRUE;
+
+ game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
DisplayGameControlValues();
}
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
if (is_player)
+ {
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
player->index_bit, dig_side);
+ // if collecting triggered player relocation, finish collecting tile
+ if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+ setFieldForSnapping(x, y, element, move_direction);
+ }
+
if (mode == DF_SNAP)
{
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ TestIfElementTouchesCustomElement(x, y); // for empty space
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
return MP_NO_ACTION;
- /* do not push elements already moving away faster than player */
+ // 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 MP_NO_ACTION;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
(IS_SB_ELEMENT(element) &&
- Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+ Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
(IS_CUSTOM_ELEMENT(element) &&
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
return MP_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MP_NO_ACTION;
- if (player->push_delay == -1) /* new pushing; restart delay */
+ if (player->push_delay == -1) // new pushing; restart delay
player->push_delay = 0;
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 */
+ // 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;
if (IS_SB_ELEMENT(element))
{
+ boolean sokoban_task_solved = FALSE;
+
if (element == EL_SOKOBAN_FIELD_FULL)
{
Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+
+ IncrementSokobanFieldsNeeded();
+ IncrementSokobanObjectsNeeded();
}
- if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
{
Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
+
+ DecrementSokobanFieldsNeeded();
+ DecrementSokobanObjectsNeeded();
+
+ // sokoban object was pushed from empty field to sokoban field
+ if (Back[x][y] == EL_EMPTY)
+ sokoban_task_solved = TRUE;
}
- Feld[x][y] = EL_SOKOBAN_OBJECT;
+ Tile[x][y] = EL_SOKOBAN_OBJECT;
if (Back[x][y] == Back[nextx][nexty])
PlayLevelSoundAction(x, y, ACTION_PUSHING);
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
- if (local_player->sokobanfields_still_needed == 0 &&
+ if (sokoban_task_solved &&
+ game.sokoban_fields_still_needed == 0 &&
+ game.sokoban_objects_still_needed == 0 &&
(game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
{
- PlayerWins(player);
+ game.players_still_needed = 0;
+
+ LevelSolved();
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
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 */
+ player->push_delay_value = -1; // get new value later
- /* check for element change _after_ element has been pushed */
+ // check for element change _after_ element has been pushed
if (game.use_change_when_pushing_bug)
{
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
if (element == EL_ROBOT_WHEEL)
{
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ game.robot_wheel_x = x;
+ game.robot_wheel_y = y;
game.robot_wheel_active = TRUE;
TEST_DrawLevelField(x, y);
SCAN_PLAYFIELD(xx, yy)
{
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ if (Tile[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 (Tile[xx][yy] == EL_SP_TERMINAL)
+ {
+ Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+
+ ResetGfxAnimation(xx, yy);
+ TEST_DrawLevelField(xx, yy);
+ }
}
}
else if (IS_BELT_SWITCH(element))
}
else if (element == EL_LAMP)
{
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ Tile[x][y] = EL_LAMP_ACTIVE;
+ game.lights_still_needed--;
ResetGfxAnimation(x, y);
TEST_DrawLevelField(x, y);
}
else if (element == EL_TIME_ORB_FULL)
{
- Feld[x][y] = EL_TIME_ORB_EMPTY;
+ Tile[x][y] = EL_TIME_ORB_EMPTY;
if (level.time > 0 || level.use_time_orb_bug)
{
{
int xx, yy;
- game.ball_state = !game.ball_state;
+ game.ball_active = !game.ball_active;
SCAN_PLAYFIELD(xx, yy)
{
- int e = Feld[xx][yy];
+ int e = Tile[xx][yy];
- if (game.ball_state)
+ if (game.ball_active)
{
if (e == EL_EMC_MAGIC_BALL)
CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
player->push_delay = -1;
- if (is_player) /* function can also be called by EL_PENGUIN */
+ if (is_player) // function can also be called by EL_PENGUIN
{
- if (Feld[x][y] != element) /* really digged/collected something */
+ if (Tile[x][y] != element) // really digged/collected something
{
player->is_collecting = !player->is_digging;
player->is_active = TRUE;
static boolean DigFieldByCE(int x, int y, int digging_element)
{
- int element = Feld[x][y];
+ int element = Tile[x][y];
if (!IS_FREE(x, y))
{
IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
ACTION_BREAKING);
- /* no element can dig solid indestructible elements */
+ // no element can dig solid indestructible elements
if (IS_INDESTRUCTIBLE(element) &&
!IS_DIGGABLE(element) &&
!IS_COLLECTIBLE(element))
TEST_DrawLevelField(x, y);
}
- /* if digged element was about to explode, prevent the explosion */
+ // if digged element was about to explode, prevent the explosion
ExplodeField[x][y] = EX_TYPE_NONE;
PlayLevelSoundAction(x, y, action);
Store[x][y] = EL_EMPTY;
- /* this makes it possible to leave the removed element again */
+ // this makes it possible to leave the removed element again
if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
Store[x][y] = element;
return FALSE;
}
- /* prevent snapping with already pressed snap key when not allowed */
+ // prevent snapping with already pressed snap key when not allowed
if (player->is_snapping && !can_continue_snapping)
return FALSE;
player->is_collecting = FALSE;
}
- if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
+ if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
TEST_DrawLevelField(player->last_jx, player->last_jy);
TEST_DrawLevelField(x, y);
int drop_side = drop_direction;
int drop_element = get_next_dropped_element(player);
- player->is_dropping_pressed = TRUE;
-
/* do not drop an element on top of another element; when holding drop key
pressed without moving, dropped element must move away before the next
element can be dropped (this is especially important if the next element
is dynamite, which can be placed on background for historical reasons) */
- if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
+ if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
return MP_ACTION;
if (IS_THROWABLE(drop_element))
return FALSE;
}
- old_element = Feld[dropx][dropy]; /* old element at dropping position */
- new_element = drop_element; /* default: no change when dropping */
+ old_element = Tile[dropx][dropy]; // old element at dropping position
+ new_element = drop_element; // default: no change when dropping
- /* check if player is active, not moving and ready to drop */
+ // 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 */
+ // check if player has anything that can be dropped
if (new_element == EL_UNDEFINED)
return FALSE;
- /* check if drop key was pressed long enough for EM style dynamite */
+ // only set if player has anything that can be dropped
+ player->is_dropping_pressed = TRUE;
+
+ // check if drop key was pressed long enough for EM style dynamite
if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
return FALSE;
- /* check if anything can be dropped at the current position */
+ // check if anything can be dropped at the current position
if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
- /* collected custom elements can only be dropped on empty fields */
+ // collected custom elements can only be dropped on empty fields
if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
return FALSE;
if (old_element != EL_EMPTY)
- Back[dropx][dropy] = old_element; /* store old element on this field */
+ Back[dropx][dropy] = old_element; // store old element on this field
ResetGfxAnimation(dropx, dropy);
ResetRandomAnimationValue(dropx, dropy);
new_element = EL_SP_DISK_RED_ACTIVE;
}
- Feld[dropx][dropy] = new_element;
+ Tile[dropx][dropy] = new_element;
if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
- el2img(Feld[dropx][dropy]), 0);
+ el2img(Tile[dropx][dropy]), 0);
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
- /* needed if previous element just changed to "empty" in the last frame */
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+ // needed if previous element just changed to "empty" in the last frame
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
player->index_bit, drop_side);
TestIfElementTouchesCustomElement(dropx, dropy);
}
- else /* player is dropping a dyna bomb */
+ else // player is dropping a dyna bomb
{
player->dynabombs_left--;
- Feld[dropx][dropy] = new_element;
+ Tile[dropx][dropy] = new_element;
if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
- el2img(Feld[dropx][dropy]), 0);
+ el2img(Tile[dropx][dropy]), 0);
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
- if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+ if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
InitField_WithBug1(dropx, dropy, FALSE);
- new_element = Feld[dropx][dropy]; /* element might have changed */
+ new_element = Tile[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)
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
- ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+ ChangeCount[dropx][dropy] = 0; // allow at least one more change
- /* do not cause impact style collision by dropping elements that can fall */
+ // do not cause impact style collision by dropping elements that can fall
CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
}
return TRUE;
}
-/* ------------------------------------------------------------------------- */
-/* game sound playing functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// game sound playing functions
+// ----------------------------------------------------------------------------
static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;
-void InitPlayLevelSound()
+void InitPlayLevelSound(void)
{
int num_sounds = getSoundListSize();
static void PlayLevelSoundAction(int x, int y, int action)
{
- PlayLevelSoundElementAction(x, y, Feld[x][y], action);
+ PlayLevelSoundElementAction(x, y, Tile[x][y], action);
}
static void PlayLevelSoundElementAction(int x, int y, int element, int action)
static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
StopSound(sound_effect);
}
-static void PlayLevelMusic()
+static int getLevelMusicNr(void)
{
if (levelset.music[level_nr] != MUS_UNDEFINED)
- PlayMusic(levelset.music[level_nr]); /* from config file */
+ return levelset.music[level_nr]; // from config file
else
- PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+ return MAP_NOCONF_MUSIC(level_nr); // from music dir
+}
+
+static void FadeLevelSounds(void)
+{
+ FadeSounds();
+}
+
+static void FadeLevelMusic(void)
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic(void)
+{
+ FadeLevelSounds();
+ FadeLevelMusic();
+}
+
+static void PlayLevelMusic(void)
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ PlayMusicLoop(music_nr);
}
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
{
- int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
- int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
- int x = xx - 1 - offset;
- int y = yy - 1 - offset;
+ int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
switch (sample)
{
- case SAMPLE_blank:
+ case SOUND_blank:
PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
break;
- case SAMPLE_roll:
+ case SOUND_roll:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_stone:
+ case SOUND_stone:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_nut:
+ case SOUND_nut:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_crack:
+ case SOUND_crack:
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
break;
- case SAMPLE_bug:
+ case SOUND_bug:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_tank:
+ case SOUND_tank:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_android_clone:
+ case SOUND_android_clone:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_android_move:
+ case SOUND_android_move:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_spring:
+ case SOUND_spring:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_slurp:
+ case SOUND_slurp:
PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
- case SAMPLE_eater:
+ case SOUND_eater:
PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
break;
- case SAMPLE_eater_eat:
+ case SOUND_eater_eat:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_alien:
+ case SOUND_alien:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_collect:
+ case SOUND_collect:
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
break;
- case SAMPLE_diamond:
+ case SOUND_diamond:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_squash:
- /* !!! CHECK THIS !!! */
+ case SOUND_squash:
+ // !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
#else
#endif
break;
- case SAMPLE_wonderfall:
+ case SOUND_wonderfall:
PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
- case SAMPLE_drip:
+ case SOUND_drip:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_push:
+ case SOUND_push:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_dirt:
+ case SOUND_dirt:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_acid:
+ case SOUND_acid:
PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
- case SAMPLE_ball:
+ case SOUND_ball:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_grow:
+ case SOUND_slide:
PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
break;
- case SAMPLE_wonder:
+ case SOUND_wonder:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_door:
+ case SOUND_door:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_exit_open:
+ case SOUND_exit_open:
PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
break;
- case SAMPLE_exit_leave:
+ case SOUND_exit_leave:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_dynamite:
+ case SOUND_dynamite:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_tick:
+ case SOUND_tick:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_press:
+ case SOUND_press:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
break;
- case SAMPLE_wheel:
+ case SOUND_wheel:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_boom:
+ case SOUND_boom:
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
- case SAMPLE_die:
+ case SOUND_die:
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
- case SAMPLE_time:
+ case SOUND_time:
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;
PlayLevelSoundElementAction(x, y, element, action);
}
+void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
+{
+ int element = map_element_MM_to_RND(element_mm);
+ int action = map_action_MM_to_RND(action_mm);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
+
+ if (!IS_MM_ELEMENT(element))
+ element = EL_MM_DEFAULT;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlaySound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySound(sound);
+}
+
+void PlaySoundLoop_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySoundLoop(sound);
+}
+
+void StopSound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
+}
+
void RaiseScore(int value)
{
- local_player->score += value;
+ game.score += value;
- game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = game.score;
DisplayGameControlValues();
}
{
if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
- /* closing door required in case of envelope style request dialogs */
+ // closing door required in case of envelope style request dialogs
if (!skip_request)
+ {
+ // prevent short reactivation of overlay buttons while closing door
+ SetOverlayActive(FALSE);
+
CloseDoor(DOOR_CLOSE_1);
+ }
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
else
-#endif
{
if (quick_quit)
- {
FadeSkipNextFadeIn();
- game_status = GAME_MODE_MAIN;
-
- DrawAndFadeInMainMenu(REDRAW_FIELD);
- }
- else
- {
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
- DrawAndFadeInMainMenu(REDRAW_FIELD);
- }
+ DrawMainMenu();
}
}
- else /* continue playing the game */
+ else // continue playing the game
{
if (tape.playing && tape.deactivate_display)
TapeDeactivateDisplayOff(TRUE);
void RequestQuitGame(boolean ask_if_really_quit)
{
boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
- boolean skip_request = AllPlayersGone || quick_quit;
+ boolean skip_request = game.all_players_gone || quick_quit;
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");
}
+void RequestRestartGame(char *message)
+{
+ game.restart_game_message = NULL;
+
+ boolean has_started_game = hasStartedNetworkGame();
+ int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
+
+ if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
+ {
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+ }
+ else
+ {
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
+ }
+}
+
+void CheckGameOver(void)
+{
+ static boolean last_game_over = FALSE;
+ static int game_over_delay = 0;
+ int game_over_delay_value = 50;
+ boolean game_over = checkGameFailed();
+
+ // do not handle game over if request dialog is already active
+ if (game.request_active)
+ return;
+
+ // do not ask to play again if game was never actually played
+ if (!game.GamePlayed)
+ return;
+
+ if (!game_over)
+ {
+ last_game_over = FALSE;
+ game_over_delay = game_over_delay_value;
+
+ return;
+ }
+
+ if (game_over_delay > 0)
+ {
+ game_over_delay--;
+
+ return;
+ }
+
+ if (last_game_over != game_over)
+ game.restart_game_message = (hasStartedNetworkGame() ?
+ "Game over! Play it again?" :
+ "Game over!");
+
+ last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+ // set for all game engines if level was solved
+ return game.LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return (game_em.game_over && !game_em.level_solved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return (game_sp.game_over && !game_sp.level_solved);
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ return (game_mm.game_over && !game_mm.level_solved);
+ else // GAME_ENGINE_TYPE_RND
+ return (game.GameOver && !game.LevelSolved);
+}
+
+boolean checkGameEnded(void)
+{
+ return (checkGameSolved() || checkGameFailed());
+}
+
-/* ------------------------------------------------------------------------- */
-/* random generator functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// random generator functions
+// ----------------------------------------------------------------------------
unsigned int InitEngineRandom_RND(int seed)
{
}
-/* ------------------------------------------------------------------------- */
-/* game engine snapshot handling functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// game engine snapshot handling functions
+// ----------------------------------------------------------------------------
struct EngineSnapshotInfo
{
- /* runtime values for custom element collect score */
+ // runtime values for custom element collect score
int collect_score[NUM_CUSTOM_ELEMENTS];
- /* runtime values for group element choice position */
+ // runtime values for group element choice position
int choice_pos[NUM_GROUP_ELEMENTS];
- /* runtime values for belt position animations */
+ // runtime values for belt position animations
int belt_graphic[4][NUM_BELT_PARTS];
int belt_anim_mode[4][NUM_BELT_PARTS];
};
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;
-static void SaveEngineSnapshotValues_RND()
+static void SaveEngineSnapshotValues_RND(void)
{
static int belt_base_active_element[4] =
{
}
}
-static void LoadEngineSnapshotValues_RND()
+static void LoadEngineSnapshotValues_RND(void)
{
unsigned int num_random_calls = game.num_random_calls;
int i, j;
if (game.num_random_calls != num_random_calls)
{
- Error(ERR_INFO, "number of random calls out of sync");
- Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
- Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
- Error(ERR_EXIT, "this should not happen -- please debug");
+ Error("number of random calls out of sync");
+ Error("number of random calls should be %d", num_random_calls);
+ Error("number of random calls is %d", game.num_random_calls);
+
+ Fail("this should not happen -- please debug");
}
}
-void FreeEngineSnapshotSingle()
+void FreeEngineSnapshotSingle(void)
{
FreeSnapshotSingle();
snapshot_level_nr = -1;
}
-void FreeEngineSnapshotList()
+void FreeEngineSnapshotList(void)
{
FreeSnapshotList();
}
-ListNode *SaveEngineSnapshotBuffers()
+static ListNode *SaveEngineSnapshotBuffers(void)
{
ListNode *buffers = NULL;
- /* copy some special values to a structure better suited for the snapshot */
+ // copy some special values to a structure better suited for the snapshot
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
SaveEngineSnapshotValues_RND();
SaveEngineSnapshotValues_EM();
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
SaveEngineSnapshotValues_SP(&buffers);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveEngineSnapshotValues_MM(&buffers);
- /* save values stored in special snapshot structure */
+ // save values stored in special snapshot structure
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
- /* save further RND engine values */
+ // save further RND engine values
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
-
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
-
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
- SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
node = node->next;
}
- printf("::: size of engine snapshot: %d bytes\n", num_bytes);
+ Debug("game:playing:SaveEngineSnapshotBuffers",
+ "size of engine snapshot: %d bytes", num_bytes);
#endif
return buffers;
}
-void SaveEngineSnapshotSingle()
+void SaveEngineSnapshotSingle(void)
{
ListNode *buffers = SaveEngineSnapshotBuffers();
- /* finally save all snapshot buffers to single snapshot */
+ // finally save all snapshot buffers to single snapshot
SaveSnapshotSingle(buffers);
- /* save level identification information */
+ // save level identification information
setString(&snapshot_level_identifier, leveldir_current->identifier);
snapshot_level_nr = level_nr;
}
-static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
+boolean CheckSaveEngineSnapshotToList(void)
{
boolean save_snapshot =
- (initial_snapshot ||
- (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+ ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
(game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
- game.snapshot.changed_action));
+ game.snapshot.changed_action) ||
+ (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ game.snapshot.collected_item));
game.snapshot.changed_action = FALSE;
+ game.snapshot.collected_item = FALSE;
+ game.snapshot.save_snapshot = save_snapshot;
+ return save_snapshot;
+}
+
+void SaveEngineSnapshotToList(void)
+{
if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
- tape.quick_resume ||
- !save_snapshot)
- return FALSE;
+ tape.quick_resume)
+ return;
ListNode *buffers = SaveEngineSnapshotBuffers();
- /* finally save all snapshot buffers to snapshot list */
+ // finally save all snapshot buffers to snapshot list
SaveSnapshotToList(buffers);
-
- return TRUE;
-}
-
-boolean SaveEngineSnapshotToList()
-{
- return SaveEngineSnapshotToListExt(FALSE);
}
-void SaveEngineSnapshotToListInitial()
+void SaveEngineSnapshotToListInitial(void)
{
FreeEngineSnapshotList();
- SaveEngineSnapshotToListExt(TRUE);
+ SaveEngineSnapshotToList();
}
-void LoadEngineSnapshotValues()
+static void LoadEngineSnapshotValues(void)
{
- /* restore special values from snapshot structure */
+ // restore special values from snapshot structure
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
LoadEngineSnapshotValues_RND();
LoadEngineSnapshotValues_EM();
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
LoadEngineSnapshotValues_SP();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ LoadEngineSnapshotValues_MM();
}
-void LoadEngineSnapshotSingle()
+void LoadEngineSnapshotSingle(void)
{
LoadSnapshotSingle();
LoadEngineSnapshotValues();
}
-void LoadEngineSnapshot_Undo(int steps)
+static void LoadEngineSnapshot_Undo(int steps)
{
LoadSnapshotFromList_Older(steps);
LoadEngineSnapshotValues();
}
-void LoadEngineSnapshot_Redo(int steps)
+static void LoadEngineSnapshot_Redo(int steps)
{
LoadSnapshotFromList_Newer(steps);
LoadEngineSnapshotValues();
}
-boolean CheckEngineSnapshotSingle()
+boolean CheckEngineSnapshotSingle(void)
{
return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
snapshot_level_nr == level_nr);
}
-boolean CheckEngineSnapshotList()
+boolean CheckEngineSnapshotList(void)
{
return CheckSnapshotList();
}
-/* ---------- new game button stuff ---------------------------------------- */
+// ---------- new game button stuff -------------------------------------------
static struct
{
int graphic;
struct XY *pos;
int gadget_id;
+ boolean *setup_value;
+ boolean allowed_on_tape;
+ boolean is_touch_button;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
- GAME_CTRL_ID_STOP, "stop game"
+ IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, NULL,
+ TRUE, FALSE, "stop game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, NULL,
+ TRUE, FALSE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, NULL,
+ TRUE, FALSE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, NULL,
+ TRUE, FALSE, "undo step"
},
{
- IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
- GAME_CTRL_ID_PAUSE, "pause game"
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, NULL,
+ TRUE, FALSE, "redo step"
},
{
- IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
- GAME_CTRL_ID_PLAY, "play game"
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, NULL,
+ TRUE, FALSE, "save game"
},
{
- IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
- GAME_CTRL_ID_UNDO, "undo step"
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, NULL,
+ TRUE, FALSE, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
- GAME_CTRL_ID_REDO, "redo step"
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, NULL,
+ TRUE, FALSE, "load game"
},
{
- IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
- GAME_CTRL_ID_SAVE, "save game"
+ IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
+ GAME_CTRL_ID_PANEL_STOP, NULL,
+ FALSE, FALSE, "stop game"
},
{
- IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
- GAME_CTRL_ID_LOAD, "load game"
+ IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
+ GAME_CTRL_ID_PANEL_PAUSE, NULL,
+ FALSE, FALSE, "pause game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
- SOUND_CTRL_ID_MUSIC, "background music on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
+ GAME_CTRL_ID_PANEL_PLAY, NULL,
+ FALSE, FALSE, "play game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
- SOUND_CTRL_ID_LOOPS, "sound loops on/off"
+ IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
+ GAME_CTRL_ID_TOUCH_STOP, NULL,
+ FALSE, TRUE, "stop game"
},
{
- IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
- SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
+ IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
+ GAME_CTRL_ID_TOUCH_PAUSE, NULL,
+ FALSE, TRUE, "pause game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, &setup.sound_music,
+ TRUE, FALSE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
+ TRUE, FALSE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
+ TRUE, FALSE, "normal sounds on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
+ SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
+ FALSE, FALSE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
+ SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
+ FALSE, FALSE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
+ SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
+ FALSE, FALSE, "normal sounds on/off"
}
};
-void CreateGameButtons()
+void CreateGameButtons(void)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ int graphic = gamebutton_info[i].graphic;
+ struct GraphicInfo *gfx = &graphic_info[graphic];
struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
unsigned int event_mask;
- int base_x = (tape.show_game_buttons ? VX : DX);
- int base_y = (tape.show_game_buttons ? VY : DY);
+ boolean is_touch_button = gamebutton_info[i].is_touch_button;
+ boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+ boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+ int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
+ int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
int gd_x = gfx->src_x;
int gd_y = gfx->src_y;
int gd_xp = gfx->src_x + gfx->pressed_xoffset;
int gd_ya = gfx->src_y + gfx->active_yoffset;
int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
+ int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
+ int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
int id = i;
if (gfx->bitmap == NULL)
}
if (id == GAME_CTRL_ID_STOP ||
- id == GAME_CTRL_ID_PAUSE ||
+ id == GAME_CTRL_ID_PANEL_STOP ||
+ id == GAME_CTRL_ID_TOUCH_STOP ||
id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_PANEL_PLAY ||
id == GAME_CTRL_ID_SAVE ||
id == GAME_CTRL_ID_LOAD)
{
else
{
button_type = GD_TYPE_CHECK_BUTTON;
- checked =
- ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
- (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
- (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+ checked = (gamebutton_info[i].setup_value != NULL ?
+ *gamebutton_info[i].setup_value : FALSE);
event_mask = GD_EVENT_PRESSED;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_IMAGE_ID, graphic,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
- GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+ GDI_X, base_x + x,
+ GDI_Y, base_y + y,
GDI_WIDTH, gfx->width,
GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
GDI_DIRECT_DRAW, FALSE,
+ GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
if (gi == NULL)
- Error(ERR_EXIT, "cannot create gadget");
+ Fail("cannot create gadget");
game_gadget[id] = gi;
}
}
-void FreeGameButtons()
+void FreeGameButtons(void)
{
int i;
FreeGadget(game_gadget[i]);
}
-static void MapGameButtonsAtSamePosition(int id)
+static void UnmapGameButtonsAtSamePosition(int id)
{
int i;
if (i != id &&
gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
- MapGadget(game_gadget[i]);
+ UnmapGadget(game_gadget[i]);
}
-static void UnmapGameButtonsAtSamePosition(int id)
+static void UnmapGameButtonsAtSamePosition_All(void)
+{
+ if (setup.show_snapshot_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ else
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
+ }
+}
+
+static void MapGameButtonsAtSamePosition(int id)
{
int i;
if (i != id &&
gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
- UnmapGadget(game_gadget[i]);
+ MapGadget(game_gadget[i]);
+
+ UnmapGameButtonsAtSamePosition_All();
}
-void MapUndoRedoButtons()
+void MapUndoRedoButtons(void)
{
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
- UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
- MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
}
-void UnmapUndoRedoButtons()
+void UnmapUndoRedoButtons(void)
{
UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
- UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
- MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
}
-void MapGameButtons()
+void ModifyPauseButtons(void)
+{
+ static int ids[] =
+ {
+ GAME_CTRL_ID_PAUSE,
+ GAME_CTRL_ID_PAUSE2,
+ GAME_CTRL_ID_PANEL_PAUSE,
+ GAME_CTRL_ID_TOUCH_PAUSE,
+ -1
+ };
+ int i;
+
+ for (i = 0; ids[i] > -1; i++)
+ ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
+}
+
+static void MapGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- if (i != GAME_CTRL_ID_UNDO &&
- i != GAME_CTRL_ID_REDO &&
- i != GAME_CTRL_ID_PLAY)
+ if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
+ i != GAME_CTRL_ID_UNDO &&
+ i != GAME_CTRL_ID_REDO)
MapGadget(game_gadget[i]);
+
+ UnmapGameButtonsAtSamePosition_All();
+
+ RedrawGameButtons();
}
-void UnmapGameButtons()
+static void UnmapGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- UnmapGadget(game_gadget[i]);
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ UnmapGadget(game_gadget[i]);
}
-void RedrawGameButtons()
+static void RedrawGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- RedrawGadget(game_gadget[i]);
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ RedrawGadget(game_gadget[i]);
+}
+
+static void SetGadgetState(struct GadgetInfo *gi, boolean state)
+{
+ if (gi == NULL)
+ return;
+
+ gi->checked = state;
+}
+
+static void RedrawSoundButtonGadget(int id)
+{
+ int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
+ id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
+ id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
+ id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
+ id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
+ id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
+ id);
+
+ SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
+ RedrawGadget(game_gadget[id2]);
+}
+
+void MapGameButtons(void)
+{
+ MapGameButtonsExt(FALSE);
+}
+
+void UnmapGameButtons(void)
+{
+ UnmapGameButtonsExt(FALSE);
+}
+
+void RedrawGameButtons(void)
+{
+ RedrawGameButtonsExt(FALSE);
+}
+
+void MapGameButtonsOnTape(void)
+{
+ MapGameButtonsExt(TRUE);
+}
+
+void UnmapGameButtonsOnTape(void)
+{
+ UnmapGameButtonsExt(TRUE);
+}
- // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
- redraw_mask &= ~REDRAW_ALL;
+void RedrawGameButtonsOnTape(void)
+{
+ RedrawGameButtonsExt(TRUE);
}
-void GameUndoRedoExt()
+static void GameUndoRedoExt(void)
{
ClearPlayerAction();
DrawCompleteVideoDisplay();
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
- DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
- VIDEO_STATE_1STEP_OFF), 0);
+ DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
BackToFront();
}
-void GameUndo(int steps)
+static void GameUndo(int steps)
{
if (!CheckEngineSnapshotList())
return;
GameUndoRedoExt();
}
-void GameRedo(int steps)
+static void GameRedo(int steps)
{
if (!CheckEngineSnapshotList())
return;
static void HandleGameButtonsExt(int id, int button)
{
+ static boolean game_undo_executed = FALSE;
int steps = BUTTON_STEPSIZE(button);
boolean handle_game_buttons =
(game_status == GAME_MODE_PLAYING ||
switch (id)
{
case GAME_CTRL_ID_STOP:
+ case GAME_CTRL_ID_PANEL_STOP:
+ case GAME_CTRL_ID_TOUCH_STOP:
if (game_status == GAME_MODE_MAIN)
break;
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network && game_status == GAME_MODE_PLAYING)
+ case GAME_CTRL_ID_PAUSE2:
+ case GAME_CTRL_ID_PANEL_PAUSE:
+ case GAME_CTRL_ID_TOUCH_PAUSE:
+ if (network.enabled && game_status == GAME_MODE_PLAYING)
{
-#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
SendToServer_PausePlaying();
-#endif
}
else
TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+ game_undo_executed = FALSE;
+
break;
case GAME_CTRL_ID_PLAY:
+ case GAME_CTRL_ID_PANEL_PLAY:
if (game_status == GAME_MODE_MAIN)
{
- StartGameActions(options.network, setup.autorecord, level.random_seed);
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
else if (tape.pausing)
{
-#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
SendToServer_ContinuePlaying();
else
-#endif
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
}
break;
case GAME_CTRL_ID_UNDO:
+ // Important: When using "save snapshot when collecting an item" mode,
+ // load last (current) snapshot for first "undo" after pressing "pause"
+ // (else the last-but-one snapshot would be loaded, because the snapshot
+ // pointer already points to the last snapshot when pressing "pause",
+ // which is fine for "every step/move" mode, but not for "every collect")
+ if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+ !game_undo_executed)
+ steps--;
+
+ game_undo_executed = TRUE;
+
GameUndo(steps);
break;
break;
case SOUND_CTRL_ID_MUSIC:
+ case SOUND_CTRL_ID_PANEL_MUSIC:
if (setup.sound_music)
{
setup.sound_music = FALSE;
SetAudioMode(setup.sound);
- PlayLevelMusic();
+ if (game_status == GAME_MODE_PLAYING)
+ PlayLevelMusic();
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_LOOPS:
+ case SOUND_CTRL_ID_PANEL_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_SIMPLE:
+ case SOUND_CTRL_ID_PANEL_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
default:
void HandleSoundButtonKeys(Key key)
{
-
if (key == setup.shortcut.sound_simple)
ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
else if (key == setup.shortcut.sound_loops)