-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* game.c *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
#include "libgame/libgame.h"
#include "tape.h"
#include "network.h"
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER 1
+#define DEBUG_PLAYER_ACTIONS 0
+
/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF ( 1)
-
-#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
-#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
-#define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
-#define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
-#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
-#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
-#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
-#define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
-#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
-#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
-
-#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX 0
+#define USE_QUICKSAND_IMPACT_BUGFIX 0
+#define USE_DELAYED_GFX_REDRAW 0
+#define USE_NEW_PLAYER_ASSIGNMENTS 1
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y) \
+ DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y) \
+ DrawTwinkleOnField(x, y)
+#endif
+
/* for DigField() */
#define DF_NO_PUSH 0
#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL 37
-#define YY_LEVEL 20
-#define XX_EMERALDS 29
-#define YY_EMERALDS 54
-#define XX_DYNAMITE 29
-#define YY_DYNAMITE 89
-#define XX_KEYS 18
-#define YY_KEYS 123
-#define XX_SCORE 15
-#define YY_SCORE 159
-#define XX_TIME1 29
-#define XX_TIME2 30
-#define YY_TIME 194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL (DX + XX_LEVEL)
-#define DY_LEVEL (DY + YY_LEVEL)
-#define DX_EMERALDS (DX + XX_EMERALDS)
-#define DY_EMERALDS (DY + YY_EMERALDS)
-#define DX_DYNAMITE (DX + XX_DYNAMITE)
-#define DY_DYNAMITE (DY + YY_DYNAMITE)
-#define DX_KEYS (DX + XX_KEYS)
-#define DY_KEYS (DY + YY_KEYS)
-#define DX_SCORE (DX + XX_SCORE)
-#define DY_SCORE (DY + YY_SCORE)
-#define DX_TIME1 (DX + XX_TIME1)
-#define DX_TIME2 (DX + XX_TIME2)
-#define DY_TIME (DY + YY_TIME)
+#define PANEL_OFF() (local_player->LevelSolved_PanelOff)
+#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 */
+#define GAME_PANEL_LEVEL_NUMBER 0
+#define GAME_PANEL_GEMS 1
+#define GAME_PANEL_INVENTORY_COUNT 2
+#define GAME_PANEL_INVENTORY_FIRST_1 3
+#define GAME_PANEL_INVENTORY_FIRST_2 4
+#define GAME_PANEL_INVENTORY_FIRST_3 5
+#define GAME_PANEL_INVENTORY_FIRST_4 6
+#define GAME_PANEL_INVENTORY_FIRST_5 7
+#define GAME_PANEL_INVENTORY_FIRST_6 8
+#define GAME_PANEL_INVENTORY_FIRST_7 9
+#define GAME_PANEL_INVENTORY_FIRST_8 10
+#define GAME_PANEL_INVENTORY_LAST_1 11
+#define GAME_PANEL_INVENTORY_LAST_2 12
+#define GAME_PANEL_INVENTORY_LAST_3 13
+#define GAME_PANEL_INVENTORY_LAST_4 14
+#define GAME_PANEL_INVENTORY_LAST_5 15
+#define GAME_PANEL_INVENTORY_LAST_6 16
+#define GAME_PANEL_INVENTORY_LAST_7 17
+#define GAME_PANEL_INVENTORY_LAST_8 18
+#define GAME_PANEL_KEY_1 19
+#define GAME_PANEL_KEY_2 20
+#define GAME_PANEL_KEY_3 21
+#define GAME_PANEL_KEY_4 22
+#define GAME_PANEL_KEY_5 23
+#define GAME_PANEL_KEY_6 24
+#define GAME_PANEL_KEY_7 25
+#define GAME_PANEL_KEY_8 26
+#define GAME_PANEL_KEY_WHITE 27
+#define GAME_PANEL_KEY_WHITE_COUNT 28
+#define GAME_PANEL_SCORE 29
+#define GAME_PANEL_HIGHSCORE 30
+#define GAME_PANEL_TIME 31
+#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
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
+
+struct GamePanelControlInfo
+{
+ int nr;
+
+ struct TextPosInfo *pos;
+ int type;
+
+ int value, last_value;
+ int frame, last_frame;
+ int gfx_frame;
+ int gfx_random;
+};
+
+static struct GamePanelControlInfo game_panel_controls[] =
+{
+ {
+ GAME_PANEL_LEVEL_NUMBER,
+ &game.panel.level_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GEMS,
+ &game.panel.gems,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_INVENTORY_COUNT,
+ &game.panel.inventory_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_1,
+ &game.panel.inventory_first[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_2,
+ &game.panel.inventory_first[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_3,
+ &game.panel.inventory_first[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_4,
+ &game.panel.inventory_first[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_5,
+ &game.panel.inventory_first[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_6,
+ &game.panel.inventory_first[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_7,
+ &game.panel.inventory_first[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_FIRST_8,
+ &game.panel.inventory_first[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_1,
+ &game.panel.inventory_last[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_2,
+ &game.panel.inventory_last[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_3,
+ &game.panel.inventory_last[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_4,
+ &game.panel.inventory_last[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_5,
+ &game.panel.inventory_last[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_6,
+ &game.panel.inventory_last[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_7,
+ &game.panel.inventory_last[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_INVENTORY_LAST_8,
+ &game.panel.inventory_last[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_1,
+ &game.panel.key[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_2,
+ &game.panel.key[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_3,
+ &game.panel.key[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_4,
+ &game.panel.key[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_5,
+ &game.panel.key[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_6,
+ &game.panel.key[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_7,
+ &game.panel.key[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_8,
+ &game.panel.key[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE,
+ &game.panel.key_white,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE_COUNT,
+ &game.panel.key_white_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SCORE,
+ &game.panel.score,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME,
+ &game.panel.time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_HH,
+ &game.panel.time_hh,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_MM,
+ &game.panel.time_mm,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_SS,
+ &game.panel.time_ss,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL,
+ &game.panel.shield_normal,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL_TIME,
+ &game.panel.shield_normal_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY,
+ &game.panel.shield_deadly,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY_TIME,
+ &game.panel.shield_deadly_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EXIT,
+ &game.panel.exit,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL,
+ &game.panel.emc_magic_ball,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+ &game.panel.emc_magic_ball_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH,
+ &game.panel.light_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH_TIME,
+ &game.panel.light_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH,
+ &game.panel.timegate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH_TIME,
+ &game.panel.timegate_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SWITCHGATE_SWITCH,
+ &game.panel.switchgate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES,
+ &game.panel.emc_lenses,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES_TIME,
+ &game.panel.emc_lenses_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER,
+ &game.panel.emc_magnifier,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER_TIME,
+ &game.panel.emc_magnifier_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_BALLOON_SWITCH,
+ &game.panel.balloon_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_DYNABOMB_NUMBER,
+ &game.panel.dynabomb_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_SIZE,
+ &game.panel.dynabomb_size,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_POWER,
+ &game.panel.dynabomb_power,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PENGUINS,
+ &game.panel.penguins,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_OBJECTS,
+ &game.panel.sokoban_objects,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_FIELDS,
+ &game.panel.sokoban_fields,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ROBOT_WHEEL,
+ &game.panel.robot_wheel,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_switch[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_switch[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_switch[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_switch[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL,
+ &game.panel.magic_wall,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL_TIME,
+ &game.panel.magic_wall_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GRAVITY_STATE,
+ &game.panel.gravity_state,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1,
+ &game.panel.ce_score[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2,
+ &game.panel.ce_score[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3,
+ &game.panel.ce_score[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4,
+ &game.panel.ce_score[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5,
+ &game.panel.ce_score[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6,
+ &game.panel.ce_score[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7,
+ &game.panel.ce_score[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8,
+ &game.panel.ce_score[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1_ELEMENT,
+ &game.panel.ce_score_element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2_ELEMENT,
+ &game.panel.ce_score_element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3_ELEMENT,
+ &game.panel.ce_score_element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4_ELEMENT,
+ &game.panel.ce_score_element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5_ELEMENT,
+ &game.panel.ce_score_element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6_ELEMENT,
+ &game.panel.ce_score_element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7_ELEMENT,
+ &game.panel.ce_score_element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8_ELEMENT,
+ &game.panel.ce_score_element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PLAYER_NAME,
+ &game.panel.player_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_NAME,
+ &game.panel.level_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_AUTHOR,
+ &game.panel.level_author,
+ TYPE_STRING,
+ },
+
+ {
+ -1,
+ NULL,
+ -1,
+ }
+};
/* values for delayed check of falling and moving elements and for collision */
#define CHECK_DELAY_MOVING 3
-#define CHECK_DELAY_FALLING 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) */
#define INITIAL_MOVE_DELAY_OFF -1
#define MOVE_DELAY_HIGH_SPEED 4
#define MOVE_DELAY_MAX_SPEED 1
-#if 0
-#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#else
#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
-#endif
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
/* values for other actions */
#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
-#define INIT_GFX_RANDOM() (SimpleRND(1000000))
+#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
RND(element_info[e].push_delay_random))
RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
-#define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
RND((c)->delay_random * (c)->delay_frames))
#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
RND((c)->delay_random))
-#if 1
+
#define GET_VALID_RUNTIME_ELEMENT(e) \
((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
-#else
-#define GET_VALID_FILE_ELEMENT(e) \
- ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
-#endif
-#define GET_TARGET_ELEMENT(e, ch) \
- ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
- (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
- (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : (e))
+#define RESOLVED_REFERENCE_ELEMENT(be, e) \
+ ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
+ (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
+ (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : \
+ (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ RESOLVED_REFERENCE_ELEMENT(be, e) : \
+ (e))
#define CAN_GROW_INTO(e) \
((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
- ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+ 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])))
#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
(IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
-#if 0
-#define GROUP_NR(e) ((e) - EL_GROUP_START)
-#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
-#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
-
-#define IS_EQUAL_OR_IN_GROUP(e, ge) \
- (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-#endif
-
#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define CE_ENTER_FIELD_COND(e, x, y) \
#define SOUND_CTRL_ID_MUSIC 3
#define SOUND_CTRL_ID_LOOPS 4
#define SOUND_CTRL_ID_SIMPLE 5
+#define GAME_CTRL_ID_SAVE 6
+#define GAME_CTRL_ID_LOAD 7
-#define NUM_GAME_BUTTONS 6
+#define NUM_GAME_BUTTONS 8
/* forward declaration for internal use */
static void CreateField(int, int, int);
+static void ResetGfxAnimation(int, int);
+
static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
static void ScrollPlayer(struct PlayerInfo *, int);
static void ScrollScreen(struct PlayerInfo *, int);
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static void TestIfElementHitsCustomElement(int, int, int);
-#if 0
-static void TestIfElementSmashesCustomElement(int, int, int);
-#endif
static void HandleElementChange(int, int, int);
static void ExecuteCustomElementAction(int, int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
-static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
int AmoebeNachbarNr(int, int);
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
void RemovePlayer(struct PlayerInfo *);
-boolean SnapField(struct PlayerInfo *, int, int);
-boolean DropElement(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) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc) \
+{ \
+ if (recursion_loop_detected) \
+ return (rc); \
+ \
+ if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
+ { \
+ recursion_loop_detected = TRUE; \
+ recursion_loop_element = (e); \
+ } \
+ \
+ recursion_loop_depth++; \
+}
+
+#define RECURSION_LOOP_DETECTION_END() \
+{ \
+ recursion_loop_depth--; \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
static void InitMagicBallDelay(int, int);
static void ActivateMagicBall(int, int);
-static void InitDiagonalMovingElement(int, int);
-
struct ChangingElementInfo
{
int element;
static struct ChangingElementInfo change_delay_list[] =
{
{
- EL_NUT_BREAKING,
- EL_EMERALD,
- 6,
+ EL_NUT_BREAKING,
+ EL_EMERALD,
+ 6,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_PEARL_BREAKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_OPENING,
+ EL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_CLOSING,
+ EL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_OPENING,
+ EL_STEEL_EXIT_OPEN,
+ 29,
NULL,
NULL,
NULL
},
{
- EL_PEARL_BREAKING,
+ EL_STEEL_EXIT_CLOSING,
+ EL_STEEL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_OPENING,
+ EL_EM_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_CLOSING,
EL_EMPTY,
- 8,
+ 29,
NULL,
NULL,
NULL
},
{
- EL_EXIT_OPENING,
- EL_EXIT_OPEN,
+ EL_EM_STEEL_EXIT_OPENING,
+ EL_EM_STEEL_EXIT_OPEN,
29,
NULL,
NULL,
NULL
},
{
- EL_EXIT_CLOSING,
- EL_EXIT_CLOSED,
+ EL_EM_STEEL_EXIT_CLOSING,
+ EL_STEELWALL,
29,
NULL,
NULL,
RunTimegateWheel,
NULL
},
+ {
+ EL_DC_TIMEGATE_SWITCH_ACTIVE,
+ EL_DC_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
{
EL_EMC_MAGIC_BALL_ACTIVE,
EL_EMC_MAGIC_BALL_ACTIVE,
0,
NULL,
NULL,
- InitDiagonalMovingElement
+ NULL,
},
{
{ EL_AMOEBA_DROPPING, 2 },
{ EL_QUICKSAND_FILLING, 1 },
{ EL_QUICKSAND_EMPTYING, 1 },
+ { EL_QUICKSAND_FAST_FILLING, 2 },
+ { EL_QUICKSAND_FAST_EMPTYING, 2 },
{ EL_MAGIC_WALL_FILLING, 2 },
- { EL_BD_MAGIC_WALL_FILLING, 2 },
{ EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
{ EL_BD_MAGIC_WALL_EMPTYING, 2 },
+ { EL_DC_MAGIC_WALL_FILLING, 2 },
+ { EL_DC_MAGIC_WALL_EMPTYING, 2 },
{ EL_UNDEFINED, 0 },
};
(y) += playfield_scan_delta_y) \
for ((x) = playfield_scan_start_x; \
(x) >= 0 && (x) <= lev_fieldx - 1; \
- (x) += playfield_scan_delta_x) \
+ (x) += playfield_scan_delta_x)
#ifdef DEBUG
void DEBUG_SetMaximumDynamite()
static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
boolean init_game)
{
+ int player_nr = player->index_nr;
int move_delay = get_move_delay_from_stepsize(move_stepsize);
boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
if (init_game)
{
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
player->move_delay_value_next = -1;
void GetPlayerConfig()
{
+ GameFrameDelay = setup.game_frame_delay;
+
if (!audio.sound_available)
setup.sound_simple = FALSE;
InitJoysticks();
}
-static int getBeltNrFromBeltElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
+int GetElementFromGroupElement(int element)
{
- static int belt_base_element[4] =
+ if (IS_GROUP_ELEMENT(element))
{
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = element - belt_base_element[belt_nr];
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
- return (belt_dir_nr % 3);
-}
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
-static int getBeltDirFromBeltSwitchElement(int element)
-{
- static int belt_move_dir[3] =
- {
- MV_LEFT,
- MV_NONE,
- MV_RIGHT
- };
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+ group->choice_pos++;
+
+ element = group->element_resolved[element_pos];
+ }
- return belt_move_dir[belt_dir_nr];
+ return element;
}
static void InitPlayerField(int x, int y, int element, boolean init_game)
}
else
{
+ stored_player[0].initial_element = element;
stored_player[0].use_murphy = TRUE;
if (!level.use_artwork_element[0])
StorePlayer[x][y] = Feld[x][y];
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
+ 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");
}
}
+#endif
Feld[x][y] = EL_EMPTY;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
+
+ if (!init_game)
+ {
+ 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 */
+ }
}
static void InitField(int x, int y, boolean init_game)
}
break;
- case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
- if (init_game)
- Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
- break;
-
case EL_LIGHT_SWITCH_ACTIVE:
if (init_game)
game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
case EL_EMC_MAGIC_BALL:
if (game.ball_state)
Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
break;
+ case EL_TRIGGER_PLAYER:
+ case EL_TRIGGER_ELEMENT:
+ case EL_TRIGGER_CE_VALUE:
+ case EL_TRIGGER_CE_SCORE:
+ case EL_SELF:
+ case EL_ANY_ELEMENT:
+ case EL_CURRENT_CE_VALUE:
+ case EL_CURRENT_CE_SCORE:
+ case EL_PREV_CE_1:
+ case EL_PREV_CE_2:
+ case EL_PREV_CE_3:
+ case EL_PREV_CE_4:
+ case EL_PREV_CE_5:
+ case EL_PREV_CE_6:
+ case EL_PREV_CE_7:
+ case EL_PREV_CE_8:
+ case EL_NEXT_CE_1:
+ case EL_NEXT_CE_2:
+ case EL_NEXT_CE_3:
+ case EL_NEXT_CE_4:
+ case EL_NEXT_CE_5:
+ 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;
+ break;
+
default:
-#if 1
if (IS_CUSTOM_ELEMENT(element))
{
if (CAN_MOVE(element))
InitMovDir(x, y);
-#if USE_NEW_CUSTOM_VALUE
if (!element_info[element].use_last_ce_value || init_game)
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#endif
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
}
-#else
- if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
- InitMovDir(x, y);
-#endif
else if (IS_GROUP_ELEMENT(element))
{
- struct ElementGroupInfo *group = element_info[element].group;
- int last_anim_random_frame = gfx.anim_random_frame;
- int element_pos;
-
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = RND(group->num_elements_resolved);
-
- element_pos = getAnimationFrame(group->num_elements_resolved, 1,
- group->choice_mode, 0,
- group->choice_pos);
-
- if (group->choice_mode == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
-
- group->choice_pos++;
-
- Feld[x][y] = group->element_resolved[element_pos];
+ Feld[x][y] = GetElementFromGroupElement(element);
InitField(x, y, init_game);
}
+
break;
}
-#if 1
if (!init_game)
CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
-#endif
-
-#if 0
-
-#if USE_NEW_CUSTOM_VALUE
-
-#if 1
- CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#else
- CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
-#endif
-
-#endif
-
-#endif
}
static inline void InitField_WithBug1(int x, int y, boolean init_game)
*/
}
-inline void DrawGameValue_Emeralds(int value)
+static int get_key_element_from_nr(int key_nr)
{
- DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+ int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ EL_EM_KEY_1 : EL_KEY_1);
+
+ return key_base_element + key_nr;
}
-inline void DrawGameValue_Dynamite(int value)
+static int get_next_dropped_element(struct PlayerInfo *player)
{
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+ return (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
}
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
- int i;
+ /* pos >= 0: get element from bottom of the stack;
+ pos < 0: get element from top of the stack */
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
+ if (pos < 0)
{
- if (key[i])
- DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(EL_KEY_1 + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
- MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+ int min_inventory_size = -pos;
+ int inventory_pos = player->inventory_size - min_inventory_size;
+ int min_dynabombs_left = min_inventory_size - player->inventory_size;
+
+ return (player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ EL_UNDEFINED);
}
-}
+ else
+ {
+ int min_dynabombs_left = pos + 1;
+ int min_inventory_size = pos + 1 - player->dynabombs_left;
+ int inventory_pos = pos - player->dynabombs_left;
-inline void DrawGameValue_Score(int value)
-{
- DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+ return (player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ EL_UNDEFINED);
+ }
}
-inline void DrawGameValue_Time(int value)
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
{
- if (value < 1000)
- DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
else
- DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
}
-inline void DrawGameValue_Level(int value)
+void InitGameControlValues()
{
- if (level_nr < 100)
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
- else
+ int i;
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
{
- /* misuse area for displaying emeralds to draw bigger level number */
- DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
- int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
+ int nr = gpc->nr;
+ int type = gpc->type;
+
+ if (nr != i)
+ {
+ Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+ Error(ERR_EXIT, "this should not happen -- please debug");
+ }
- /* now copy it to the area for displaying level number */
- BlitBitmap(drawto, drawto,
- DX_EMERALDS, DY_EMERALDS + 1,
- getFontWidth(FONT_LEVEL_NUMBER) * 3,
- getFontHeight(FONT_LEVEL_NUMBER) - 1,
- DX_LEVEL - 1, DY_LEVEL + 1);
+ /* force update of game controls after initialization */
+ gpc->value = gpc->last_value = -1;
+ gpc->frame = gpc->last_frame = -1;
+ gpc->gfx_frame = -1;
- /* restore the area for displaying emeralds */
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ /* 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 = getFontHeight(pos->font);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ pos->width = pos->size;
+ pos->height = pos->size;
+ }
- /* yes, this is all really ugly :-) */
+ /* 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 */
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
- int key_bits)
+void UpdatePlayfieldElementCount()
{
- int key[MAX_NUM_KEYS];
- int i;
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ /* 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;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Feld[x][y]].element_count++;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+ int i, k;
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
+ game.no_time_limit ? TimePlayed : TimeLeft);
+ int score = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->score :
+ local_player->score);
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed :
+ local_player->gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required > 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);
+
+ UpdatePlayfieldElementCount();
+
+ /* update game panel control values */
+
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
for (i = 0; i < MAX_NUM_KEYS; i++)
- key[i] = key_bits & (1 << i);
+ game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
- DrawGameValue_Level(level_nr);
+ if (game.centered_player_nr == -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ /* only one player in Supaplex game engine */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
- DrawGameValue_Emeralds(emeralds);
- DrawGameValue_Dynamite(dynamite);
- DrawGameValue_Score(score);
- DrawGameValue_Time(time);
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
- DrawGameValue_Keys(key);
-}
+ 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;
-void DrawGameDoorValues()
-{
- int i;
+ if (stored_player[i].num_white_keys > 0)
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+ EL_DC_KEY_WHITE;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+ stored_player[i].num_white_keys;
+ }
+ }
+ else
{
- DrawGameDoorValues_EM();
+ int player_nr = game.centered_player_nr;
- return;
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ 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;
+
+ 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_KEY_WHITE_COUNT].value +=
+ stored_player[player_nr].num_white_keys;
+ }
+
+ for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+ {
+ game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+ get_inventory_element_from_pos(local_player, i);
+ game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+ get_inventory_element_from_pos(local_player, -i - 1);
}
- DrawGameValue_Level(level_nr);
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- DrawGameValue_Dynamite(local_player->inventory_size);
- DrawGameValue_Score(local_player->score);
- DrawGameValue_Time(TimeLeft);
+ game_panel_controls[GAME_PANEL_TIME].value = time;
- for (i = 0; i < MAX_PLAYERS; i++)
- DrawGameValue_Keys(stored_player[i].key);
+ game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+ game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+ game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+ (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+ local_player->shield_normal_time_left;
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+ (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+ EL_EMPTY);
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+ local_player->shield_deadly_time_left;
+
+ game_panel_controls[GAME_PANEL_EXIT].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_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+ (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ EL_EMC_MAGIC_BALL_SWITCH);
+
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+ (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+ game.light_time_left;
+
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+ (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+ game.timegate_time_left;
+
+ game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+ EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+ game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+ (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+ game.lenses_time_left;
+
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+ (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+ game.magnify_time_left;
+
+ game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+ (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
+ game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+ game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
+ game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
+ EL_BALLOON_SWITCH_NONE);
+
+ game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+ local_player->dynabomb_count;
+ game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+ local_player->dynabomb_size;
+ game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+ (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+ game_panel_controls[GAME_PANEL_PENGUINS].value =
+ local_player->friends_still_needed;
+
+ game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+ local_player->sokobanfields_still_needed;
+ game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+ local_player->sokobanfields_still_needed;
+
+ game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+ (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+ (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+ EL_CONVEYOR_BELT_1_MIDDLE) + i;
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+ getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+ }
+
+ game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+ (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+ game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+ game.magic_wall_time_left;
+
+ game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+ local_player->gravity;
+
+ for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+ game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+ (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+ game.panel.element[i].id : EL_UNDEFINED);
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+ (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+ element_info[game.panel.element_count[i].id].element_count : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
+
+ game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+ /* update game panel control frames */
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (gpc->type == TYPE_ELEMENT)
+ {
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
+
+ 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;
+
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
+
+ gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+ gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ }
}
-#if 0
-static void resolve_group_element(int group_element, int recursion_depth)
+void DisplayGameControlValues()
{
- static int group_nr;
- static struct ElementGroupInfo *group;
- struct ElementGroupInfo *actual_group = element_info[group_element].group;
+ boolean redraw_panel = FALSE;
int i;
- if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (PANEL_DEACTIVATED(gpc->pos))
+ continue;
+
+ if (gpc->value == gpc->last_value &&
+ gpc->frame == gpc->last_frame)
+ continue;
+
+ redraw_panel = TRUE;
+ }
+
+ if (!redraw_panel)
+ return;
+
+ /* copy default game door content to main double buffer */
+
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
+
+ /* redraw game control buttons */
+ RedrawGameButtons();
+
+ game_status = GAME_MODE_PSEUDO_PANEL;
+
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
{
- Error(ERR_WARN, "recursion too deep when resolving group element %d",
- group_element - EL_GROUP_START + 1);
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+ struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
+ int value = gpc->value;
+ int frame = gpc->frame;
+ int size = pos->size;
+ int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+ if (PANEL_DEACTIVATED(pos))
+ continue;
+
+ gpc->last_value = value;
+ gpc->last_frame = frame;
+
+ if (type == TYPE_INTEGER)
+ {
+ if (nr == GAME_PANEL_LEVEL_NUMBER ||
+ nr == GAME_PANEL_TIME)
+ {
+ boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+ 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);
+ int size2 = size1 + 1;
+ int font1 = pos->font;
+ int font2 = pos->font_alt;
+
+ size = (value < value_change ? size1 : size2);
+ font = (value < value_change ? font1 : font2);
+ }
+ }
+
+ /* correct text size if "digits" is zero or less */
+ if (size <= 0)
+ size = strlen(int2str(value, size));
+
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ int element, graphic;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ 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);
+ char *state_normal = "off";
+ char *state_active = "on";
+ char *state = (active ? state_active : state_normal);
+ char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+ nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
+ nr == GAME_PANEL_LEVEL_NAME ? level.name :
+ nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
+
+ if (nr == GAME_PANEL_GRAVITY_STATE)
+ {
+ int font1 = pos->font; /* (used for normal state) */
+ int font2 = pos->font_alt; /* (used for active state) */
+
+ font = (active ? font2 : font1);
+ }
+
+ if (s != NULL)
+ {
+ char *s_cut;
- /* replace element which caused too deep recursion by question mark */
- group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+ if (size <= 0)
+ {
+ /* don't truncate output if "chars" is zero or less */
+ size = strlen(s);
+
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+ }
+
+ s_cut = getStringCopyN(s, size);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
+
+ free(s_cut);
+ }
+ }
- return;
+ redraw_mask |= REDRAW_DOOR_1;
}
- if (recursion_depth == 0) /* initialization */
- {
- group = element_info[group_element].group;
- group_nr = group_element - EL_GROUP_START;
+ game_status = GAME_MODE_PLAYING;
+}
- group->num_elements_resolved = 0;
- group->choice_pos = 0;
- }
+void UpdateAndDisplayGameControlValues()
+{
+ if (tape.warp_forward)
+ return;
- for (i = 0; i < actual_group->num_elements; i++)
- {
- int element = actual_group->element[i];
+ UpdateGameControlValues();
+ DisplayGameControlValues();
+}
- if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
- break;
+void UpdateGameDoorValues()
+{
+ UpdateGameControlValues();
+}
- if (IS_GROUP_ELEMENT(element))
- resolve_group_element(element, recursion_depth + 1);
- else
- {
- group->element_resolved[group->num_elements_resolved++] = element;
- element_info[element].in_group[group_nr] = TRUE;
- }
- }
+void DrawGameDoorValues()
+{
+ DisplayGameControlValues();
}
-#endif
+
/*
=============================================================================
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* set single or multi-player game mode (needed for re-playing tapes) */
+ game.team_mode = setup.team_mode;
+
+ if (tape.playing)
+ {
+ int num_players = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ /* 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 */
/* ---------------------------------------------------------------------- */
game.use_block_last_field_bug =
(game.engine_version < VERSION_IDENT(3,1,1,0));
- /*
- Summary of bugfix/change:
- Changed behaviour of CE changes with multiple changes per single frame.
-
- Fixed/changed in version:
- 3.2.0-6
-
- Description:
- Before 3.2.0-6, only one single CE change was allowed in each engine frame.
- This resulted in race conditions where CEs seem to behave strange in some
- situations (where triggered CE changes were just skipped because there was
- already a CE change on that tile in the playfield in that engine frame).
- Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
- (The number of changes per frame must be limited in any case, because else
- it is easily possible to define CE changes that would result in an infinite
- loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
- should be set large enough so that it would only be reached in cases where
- the corresponding CE change conditions run into a loop. Therefore, it seems
- to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
- maximal number of change pages for custom elements.)
-
- Affected levels/tapes:
- Probably many.
- */
+ /* ---------------------------------------------------------------------- */
-#if USE_ONLY_ONE_CHANGE_PER_FRAME
+ /* set maximal allowed number of custom element changes per game frame */
game.max_num_changes_per_frame = 1;
-#else
- game.max_num_changes_per_frame =
- (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
-#endif
-
- /* ---------------------------------------------------------------------- */
/* default scan direction: scan playfield from top/left to bottom/right */
InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
-#if 0
- /* ---------- recursively resolve group elements ------------------------- */
-
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
- element_info[i].in_group[j] = FALSE;
-
- for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
- resolve_group_element(EL_GROUP_START + i, 0);
-#endif
-
/* ---------- initialize player's initial move delay --------------------- */
-#if 1
- /* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- get_move_delay_from_stepsize(level.initial_player_stepsize);
-#else
/* dynamically adjust player properties according to level information */
- game.initial_move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
-#endif
+ 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 */
- game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
- game.initial_move_delay_value : 0);
+ 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 --------------------- */
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++)
{
}
}
+ /* ---------- initialize reference elements in change conditions --------- */
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ int trigger_element = ei->change_page[j].initial_trigger_element;
+
+ if (trigger_element >= EL_PREV_CE_8 &&
+ trigger_element <= EL_NEXT_CE_8)
+ trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+ ei->change_page[j].trigger_element = trigger_element;
+ }
+ }
+
/* ---------- initialize run-time trigger player and element ------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
for (j = 0; j < ei->num_change_pages; j++)
{
ei->change_page[j].actual_trigger_element = EL_EMPTY;
- ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ ei->change_page[j].actual_trigger_player = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
+ ei->change_page[j].actual_trigger_ce_score = 0;
}
}
for (l = 0; l < group->num_elements_resolved; l++)
trigger_events[group->element_resolved[l]][k] = TRUE;
}
+ else if (trigger_element == EL_ANY_ELEMENT)
+ for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+ trigger_events[l][k] = TRUE;
else
trigger_events[trigger_element][k] = TRUE;
}
{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = game.default_push_delay_fixed;
- element_info[i].push_delay_random = game.default_push_delay_random;
+ /* 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;
+ element_info[i].push_delay_random = 8;
+ }
+ else
+ {
+ element_info[i].push_delay_fixed = 8;
+ element_info[i].push_delay_random = 8;
+ }
}
}
EL_EMPTY);
}
}
+
+ /* ---------- initialize recursion detection ------------------------------ */
+ recursion_loop_depth = 0;
+ recursion_loop_detected = FALSE;
+ recursion_loop_element = EL_UNDEFINED;
+
+ /* ---------- initialize graphics engine ---------------------------------- */
+ game.scroll_delay_value =
+ (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ setup.scroll_delay ? setup.scroll_delay_value : 0);
+ game.scroll_delay_value =
+ MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
}
int get_num_special_action(int element, int action_first, int action_last)
break;
}
-#if 0
- printf("::: %d->%d: %d\n", action_first, action_last, num_special_action);
-#endif
-
return num_special_action;
}
+
/*
=============================================================================
InitGame()
void InitGame()
{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+
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();
+
+ if (!game.restart_level)
+ CloseDoor(DOOR_CLOSE_1);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
+ else
+ FadeSetEnterScreen();
+
+ FadeOut(REDRAW_FIELD);
+
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+
+ DrawCompleteVideoDisplay();
+
InitGameEngine();
+ InitGameControlValues();
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
player->present = FALSE;
player->active = FALSE;
+ player->mapped = FALSE;
+
+ player->killed = FALSE;
+ player->reanimated = FALSE;
player->action = 0;
player->effective_action = 0;
player->programmed_action = 0;
player->score = 0;
+ player->score_final = 0;
+
player->gems_still_needed = level.gems_needed;
player->sokobanfields_still_needed = 0;
player->lights_still_needed = 0;
for (j = 0; j < MAX_NUM_KEYS; j++)
player->key[j] = FALSE;
+ player->num_white_keys = 0;
+
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NONE;
+ player->MovDir = initial_move_dir;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NONE;
+ player->GfxDir = initial_move_dir;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy = FALSE;
+ player->initial_element = player->element_nr;
player->artwork_element =
(level.use_artwork_element[i] ? level.artwork_element[i] :
player->element_nr);
+ player->use_murphy = FALSE;
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
+ player->gravity = level.initial_player_gravity[i];
+
player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
player->actual_frame_counter = 0;
player->step_counter = 0;
- player->last_move_dir = MV_NONE;
+ player->last_move_dir = initial_move_dir;
+
+ player->is_active = FALSE;
player->is_waiting = FALSE;
player->is_moving = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
- player->dir_waiting = MV_NONE;
+ player->dir_waiting = initial_move_dir;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->special_action_sleeping = ACTION_DEFAULT;
-#if 1
- /* cannot be set here -- could be modified in Init[Player]Field() below */
-#else
- /* 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);
- player->num_special_action_sleeping =
- get_num_special_action(player->artwork_element,
- ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
-#endif
-
player->switch_x = -1;
player->switch_y = -1;
player->show_envelope = 0;
-#if 1
- SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
-#else
- player->move_delay = game.initial_move_delay;
- player->move_delay_value = game.initial_move_delay_value;
-
- player->move_delay_value_next = -1;
-
- player->move_delay_reset_counter = 0;
-
- player->cannot_move = FALSE;
-#endif
+ SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
player->push_delay = -1; /* initialized when pushing starts */
player->push_delay_value = game.initial_push_delay_value;
player->drop_delay = 0;
player->drop_pressed_delay = 0;
- player->last_jx = player->last_jy = 0;
- player->jx = player->jy = 0;
+ player->last_jx = -1;
+ player->last_jy = -1;
+ player->jx = -1;
+ player->jy = -1;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
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;
AllPlayersGone = FALSE;
+ game.no_time_limit = (level.time == 0);
+
game.yamyam_content_nr = 0;
+ game.robot_wheel_active = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
- game.gravity = level.initial_gravity;
- game.explosions_delayed = TRUE;
game.lenses_time_left = 0;
game.magnify_time_left = 0;
game.envelope_active = FALSE;
- game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */
+ /* 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;
+ 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;
+ }
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status at level initialization:\n");
+ }
#endif
+
+ SCAN_PLAYFIELD(x, y)
{
Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0; /* initialized in InitField() */
-#endif
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
WasJustMoving[x][y] = 0;
WasJustFalling[x][y] = 0;
CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
emulate_bd = FALSE;
if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
emulate_sp = FALSE;
- InitField(x, y, TRUE);
- }
+ InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
+ }
+
+ InitBeltMovement();
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ /* 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);
+ player->num_special_action_sleeping =
+ get_num_special_action(player->artwork_element,
+ ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ }
+
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
+ /* initialize type of slippery elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ /* default: elements slip down either to the left or right randomly */
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ /* SP style elements prefer to slip down on the left side */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ /* BD style elements prefer to slip down on the left side */
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+
+ /* initialize explosion and ignition delay */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ int num_phase = 8;
+ int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+ game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+ game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = (num_phase + 1) * delay;
+ int half_phase = (num_phase / 2) * delay;
+
+ element_info[i].explosion_delay = last_phase - 1;
+ element_info[i].ignition_delay = half_phase;
+
+ if (i == EL_BLACK_ORB)
+ element_info[i].ignition_delay = 1;
+ }
+ }
+
+ /* 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 */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ /* choose default local player */
+ local_player = &stored_player[0];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = FALSE;
+
+ local_player->connected = TRUE;
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+ 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)
+ {
+ /* 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++)
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
+ }
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status after level initialization:\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");
+ }
+ }
+#endif
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("Reassigning players ...\n");
+#endif
+
+ /* check if any connected player was not found in playfield */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- looking for field player for player %d ...\n", i + 1);
+#endif
+
+ /* assign first free player found that is present in the playfield */
- InitBeltMovement();
+ /* 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].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ /* second try: look for *any* unmapped playfield player */
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
-#if 1
- /* 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);
- player->num_special_action_sleeping =
- get_num_special_action(player->artwork_element,
- ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+ if (field_player != NULL)
+ {
+ 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);
#endif
- }
+ player->present = FALSE;
+ player->active = FALSE;
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ field_player->present = TRUE;
+ field_player->active = TRUE;
-#if USE_NEW_ALL_SLIPPERY
- /* initialize type of slippery elements */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- if (!IS_CUSTOM_ELEMENT(i))
- {
- /* default: elements slip down either to the left or right randomly */
- element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+ /*
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
- /* 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;
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+ */
- /* 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;
+ StorePlayer[jx][jy] = field_player->element_nr;
+
+ field_player->jx = field_player->last_jx = jx;
+ field_player->jy = field_player->last_jy = jy;
+
+ if (local_player == player)
+ local_player = field_player;
+
+ map_player_action[field_player->index_nr] = i;
+
+ 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);
+#endif
+ }
}
+
+ if (player->connected && player->present)
+ player->mapped = TRUE;
}
-#endif
- /* initialize explosion and ignition delay */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
{
- if (!IS_CUSTOM_ELEMENT(i))
- {
- int num_phase = 8;
- int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
- game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
- game.emulation == EMU_SUPAPLEX ? 3 : 2);
- int last_phase = (num_phase + 1) * delay;
- int half_phase = (num_phase / 2) * delay;
+ printf("Player status after player assignment (first stage):\n");
- element_info[i].explosion_delay = last_phase - 1;
- element_info[i].ignition_delay = half_phase;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- if (i == EL_BLACK_ORB)
- element_info[i].ignition_delay = 1;
- }
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
-#if 0
- if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
- element_info[i].explosion_delay = 1;
+ if (local_player == player)
+ printf(" (local player)");
- if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
- element_info[i].ignition_delay = 1;
-#endif
+ printf("\n");
+ }
}
+#endif
- /* 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 */
+#else
/* check if any connected player was not found in playfield */
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
- struct PlayerInfo *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
+ 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 */
- if (some_player->present && !some_player->connected)
+ if (field_player->present && !field_player->connected)
{
player->present = TRUE;
player->active = TRUE;
- some_player->present = FALSE;
- some_player->active = FALSE;
-
-#if 0
- player->element_nr = some_player->element_nr;
-#endif
+ field_player->present = FALSE;
+ field_player->active = FALSE;
- player->artwork_element = some_player->artwork_element;
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
- player->block_last_field = some_player->block_last_field;
- player->block_delay_adjustment = some_player->block_delay_adjustment;
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
StorePlayer[jx][jy] = player->element_nr;
+
player->jx = player->last_jx = jx;
player->jy = player->last_jy = jy;
}
}
}
+#endif
+
+#if 0
+ printf("::: local_player->present == %d\n", local_player->present);
+#endif
if (tape.playing)
{
/* when playing a tape, eliminate all players who do not participate */
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+ if (!game.team_mode)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ 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);
+#endif
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+ }
+
+#else
+
for (i = 0; i < MAX_PLAYERS; i++)
{
- if (stored_player[i].active && !tape.player_participates[i])
+ if (stored_player[i].active &&
+ !tape.player_participates[i])
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
Feld[jx][jy] = EL_EMPTY;
}
}
+#endif
}
- else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ else if (!options.network && !game.team_mode) /* && !tape.playing */
{
/* when in single player mode, eliminate all but the first active player */
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected)
+ tape.player_participates[i] = TRUE;
+#else
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
tape.player_participates[i] = TRUE;
+#endif
}
+#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.\n",
- i+1,
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
player->present,
player->connected,
player->active);
+
if (local_player == player)
- printf("Player %d is local player.\n", i+1);
+ printf(" (local player)");
+
+ printf("\n");
}
}
+#endif
if (BorderElement == EL_EMPTY)
{
SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
}
- if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+ if (full_lev_fieldx <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
-
- if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+ if (full_lev_fieldy <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+ SBX_Left--;
+ 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->present)
int found_element = EL_UNDEFINED;
int player_nr = local_player->index_nr;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
int content;
content = element_info[element].change_page[i].target_element;
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 3 || element < found_element))
+ if (is_player && (found_rating < 3 ||
+ (found_rating == 3 && element < found_element)))
{
start_x = x;
start_y = y;
content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 2 || element < found_element))
+ if (is_player && (found_rating < 2 ||
+ (found_rating == 2 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 1 || element < found_element))
+ if (is_player && (found_rating < 1 ||
+ (found_rating == 1 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
local_player->jy - MIDPOSY);
}
- if (!game.restart_level)
- CloseDoor(DOOR_CLOSE_1);
-
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
InitGameEngine_EM();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+ }
else
{
- DrawLevel();
+ DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+ }
- if (setup.soft_scrolling)
- BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap(backbuffer);
- redraw_mask |= REDRAW_FROM_BACKBUFFER;
- FadeToFront();
- }
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
/* !!! FIX THIS (END) !!! */
+ FadeIn(REDRAW_FIELD);
+
+#if 1
+ // full screen redraw is required at this point in the following cases:
+ // - special editor door undrawn when game was started from level editor
+ // - drawing area (playfield) was changed and has to be removed completely
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+#endif
+
if (!game.restart_level)
{
/* copy default game door content to main double buffer */
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
}
- DrawGameDoorValues();
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
+
+ UpdateAndDisplayGameControlValues();
if (!game.restart_level)
{
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
- BlitBitmap(drawto, bitmap_db_door,
- DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
OpenDoor(DOOR_OPEN_ALL);
- PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+ 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++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
+ {
+ 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");
+ }
}
+#endif
+ }
+
+ UnmapAllGadgets();
+
+ MapGameButtons();
+ MapTapeButtons();
+
+ if (!game.restart_level && !tape.playing)
+ {
+ LevelStats_incPlayed(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
}
game.restart_level = FALSE;
{ MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
};
- switch(element)
+ switch (element)
{
case EL_BUG_RIGHT:
case EL_BUG_UP:
AmoebaCnt2[group_nr]++;
}
-void GameWon()
+static void PlayerWins(struct PlayerInfo *player)
{
- int hi_pos;
- boolean raise_level = FALSE;
-
- if (local_player->MovPos)
- return;
+ player->LevelSolved = TRUE;
+ player->GameOver = TRUE;
- if (tape.auto_play) /* tape might already be stopped here */
- tape.auto_play_level_solved = TRUE;
+ player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score : player->score);
- local_player->LevelSolved = FALSE;
+ player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+ TimeLeft);
+ player->LevelSolved_CountingScore = player->score_final;
+}
- PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+void GameWon()
+{
+ static int time, time_final;
+ static int score, score_final;
+ static int game_over_delay_1 = 0;
+ static int game_over_delay_2 = 0;
+ int game_over_delay_value_1 = 50;
+ int game_over_delay_value_2 = 50;
- if (TimeLeft)
+ if (!local_player->LevelSolved_GameWon)
{
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ int i;
+
+ /* do not start end game actions before the player stops moving (to exit) */
+ if (local_player->MovPos)
+ return;
+
+ local_player->LevelSolved_GameWon = TRUE;
+ local_player->LevelSolved_SaveTape = tape.recording;
+ local_player->LevelSolved_SaveScore = !tape.playing;
- while (TimeLeft > 0)
+ if (!tape.playing)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
+ LevelStats_incSolved(level_nr);
- if (TimeLeft > 100 && TimeLeft % 10 == 0)
- {
- TimeLeft -= 10;
- RaiseScore(level.score[SC_TIME_BONUS] * 10);
- }
- else
- {
- TimeLeft--;
- RaiseScore(level.score[SC_TIME_BONUS]);
- }
+ SaveLevelSetup_SeriesInfo();
+ }
- DrawGameValue_Time(TimeLeft);
+ if (tape.auto_play) /* tape might already be stopped here */
+ tape.auto_play_level_solved = TRUE;
- BackToFront();
+ TapeStop();
+
+ game_over_delay_1 = game_over_delay_value_1;
+ game_over_delay_2 = game_over_delay_value_2;
- if (!tape.playing)
- Delay(10);
+ time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ score = score_final = local_player->score_final;
+
+ 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];
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- }
- else if (level.time == 0) /* level without time limit */
- {
- if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
- SND_CTRL_PLAY_LOOP);
+ local_player->score_final = score_final;
- while (TimePlayed < 999)
+ if (level_editor_test_game)
{
- if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
+ time = time_final;
+ score = score_final;
- if (TimePlayed < 900 && TimePlayed % 10 == 0)
- {
- TimePlayed += 10;
- RaiseScore(level.score[SC_TIME_BONUS] * 10);
- }
- else
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+ DisplayGameControlValues();
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
{
- TimePlayed++;
- RaiseScore(level.score[SC_TIME_BONUS]);
+ /* 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 element = Feld[ExitX][ExitY];
+
+ Feld[ExitX][ExitY] =
+ (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_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
+ EL_EM_STEEL_EXIT_CLOSING);
+
+ PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ }
+
+ /* player disappears */
+ DrawLevelField(ExitX, ExitY);
}
- DrawGameValue_Time(TimePlayed);
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- BackToFront();
+ if (player->present)
+ {
+ RemovePlayer(player);
- if (!tape.playing)
- Delay(10);
+ /* player disappears */
+ DrawLevelField(player->jx, player->jy);
+ }
+ }
}
- if (!tape.playing && setup.sound_loops)
- StopSound(SND_GAME_LEVELTIME_BONUS);
+ PlaySound(SND_GAME_WINNING);
}
- /* close exit door after last player */
- if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
- (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
- Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+ if (game_over_delay_1 > 0)
{
- int element = Feld[ExitX][ExitY];
+ game_over_delay_1--;
- Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
- EL_SP_EXIT_CLOSING);
-
- PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ return;
}
- /* player disappears */
- if (ExitX >= 0 && ExitY >= 0)
- DrawLevelField(ExitX, ExitY);
+ if (time != time_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);
- BackToFront();
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * level.score[SC_TIME_BONUS];
-#if 0
- if (tape.playing)
- printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n");
- else
- printf("::: NO TAPE PLAYING -> SAVING SCORE\n");
-#endif
+ local_player->LevelSolved_CountingTime = time;
+ local_player->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);
- if (tape.playing)
return;
+ }
+
+ local_player->LevelSolved_PanelOff = TRUE;
+
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
+
+ return;
+ }
+
+ GameEnd();
+}
+
+void GameEnd()
+{
+ int hi_pos;
+ boolean raise_level = FALSE;
+
+ local_player->LevelSolved_GameEnd = TRUE;
CloseDoor(DOOR_CLOSE_1);
- if (tape.recording)
+ if (local_player->LevelSolved_SaveTape)
{
- TapeStop();
- SaveTape(tape.level_nr); /* Ask to save tape */
+ SaveTapeChecked(tape.level_nr); /* ask to save tape */
+ }
+
+ if (level_editor_test_game)
+ {
+ game_status = GAME_MODE_MAIN;
+
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+
+ return;
+ }
+
+ if (!local_player->LevelSolved_SaveScore)
+ {
+ FadeOut(REDRAW_FIELD);
+
+ game_status = GAME_MODE_MAIN;
+
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+
+ return;
}
if (level_nr == leveldir_current->handicap_level)
{
leveldir_current->handicap_level++;
+
SaveLevelSetup_SeriesInfo();
}
- if (level_editor_test_game)
- local_player->score = -1; /* no highscore when playing from editor */
- else if (level_nr < leveldir_current->last_level)
- raise_level = TRUE; /* advance to next level */
+ if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
if ((hi_pos = NewHiScore()) >= 0)
{
game_status = GAME_MODE_SCORES;
+
DrawHallOfFame(hi_pos);
+
if (raise_level)
{
level_nr++;
}
else
{
+ FadeOut(REDRAW_FIELD);
+
game_status = GAME_MODE_MAIN;
+
if (raise_level)
{
level_nr++;
TapeErase();
}
- DrawMainMenu();
- }
- BackToFront();
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+ }
}
int NewHiScore()
LoadScore(level_nr);
- if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
- local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+ local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
return -1;
for (k = 0; k < MAX_SCORE_ENTRIES; k++)
{
- if (local_player->score > highscore[k].Score)
+ if (local_player->score_final > highscore[k].Score)
{
/* player has made it to the hall of fame */
#ifdef ONE_PER_NAME
for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (!strcmp(setup.player_name, highscore[l].Name))
+ 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
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;
+ highscore[k].Score = local_player->score_final;
position = k;
break;
}
return position;
}
-inline static int getElementMoveStepsize(int x, int y)
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
{
int element = Feld[x][y];
- int direction = MovDir[x][y];
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int horiz_move = (dx != 0);
/* special values for move stepsize for spring and things on conveyor belt */
if (horiz_move)
- {
-#if 0
- if (element == EL_SPRING)
- step = sign * MOVE_STEPSIZE_NORMAL * 2;
- else if (CAN_FALL(element) && !CAN_MOVE(element) &&
- y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
- step = sign * MOVE_STEPSIZE_NORMAL / 2;
-#else
+ {
if (CAN_FALL(element) &&
y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
step = sign * MOVE_STEPSIZE_NORMAL / 2;
else if (element == EL_SPRING)
step = sign * MOVE_STEPSIZE_NORMAL * 2;
-#endif
}
return step;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
if (player->GfxAction != action || player->GfxDir != dir)
{
-#if 0
- printf("Player frame reset! (%d => %d, %d => %d)\n",
- player->GfxAction, action, player->GfxDir, dir);
-#endif
-
player->GfxAction = action;
player->GfxDir = dir;
player->Frame = 0;
}
}
-static void ResetRandomAnimationValue(int x, int y)
+static void ResetGfxFrame(int x, int y, boolean redraw)
{
- GfxRandom[x][y] = INIT_GFX_RANDOM();
+ int element = Feld[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;
+ else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ 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)
{
-#if 0
- int element, graphic;
-#endif
-
- GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MovDir[x][y];
+ GfxFrame[x][y] = 0;
-#if 0
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ ResetGfxFrame(x, y, FALSE);
+}
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
- GfxFrame[x][y] = CustomValue[x][y];
- else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- GfxFrame[x][y] = element_info[element].collect_score;
-#endif
+static void ResetRandomAnimationValue(int x, int y)
+{
+ GfxRandom[x][y] = INIT_GFX_RANDOM();
}
void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
-#if 0
- int graphic;
-#endif
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;
- if (!WasJustMoving[x][y] || direction != MovDir[x][y])
+ /* 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) */
+ if (is_moving_before != is_moving_after ||
+ direction != MovDir[x][y])
ResetGfxAnimation(x, y);
MovDir[x][y] = direction;
GfxDir[x][y] = direction;
- GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
- ACTION_FALLING : ACTION_MOVING);
-
-#if 0
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
- GfxFrame[x][y] = CustomValue[x][y];
- else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- GfxFrame[x][y] = element_info[element].collect_score;
-#endif
+ GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+ direction == MV_DOWN && CAN_FALL(element) ?
+ ACTION_FALLING : ACTION_MOVING);
/* this is needed for CEs with property "can move" / "not moving" */
- if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
+ if (is_moving_after)
{
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
MovDir[newx][newy] = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
CustomValue[newx][newy] = CustomValue[x][y];
-#endif
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
{
int direction = MovDir[x][y];
-#if 1
int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
-#else
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
-#endif
*goes_to_x = newx;
*goes_to_y = newy;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
-#if 0
- ExplodeField[x][y] = EX_TYPE_NONE;
-#endif
-
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(oldx, oldy);
return;
}
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]);
if (next_element != EL_UNDEFINED)
Feld[oldx][oldy] = next_element;
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
Bang(x, y);
}
-#if 1
-
static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
boolean num_checked_players = 0;
*sy = (sy1 + sy2) / 2;
}
-#if 0
-static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
- int center_x, int center_y)
-{
- int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
-
- setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
-
- *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
- *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
-}
-
-static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
-{
- int max_dx, max_dy;
-
- setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
-
- return (max_dx <= SCR_FIELDX / 2 &&
- max_dy <= SCR_FIELDY / 2);
-}
-#endif
-
-#endif
-
-#if 1
-
-void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
- boolean quick_relocation)
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+ boolean center_screen, boolean quick_relocation)
{
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
if (quick_relocation)
{
- int offset = (setup.scroll_delay ? 3 : 0);
-
-#if 0
- if (center_screen)
- offset = 0;
-#endif
-
if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_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
- {
- if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
- (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
- scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+ if (!level.shifted_relocation || center_screen)
+ {
+ /* quick relocation (without scrolling), with centering of screen */
- if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
- (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
- scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- /* 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);
+ 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 */
- /* 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);
- }
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- RedrawPlayfield(TRUE, 0,0,0,0);
- }
- else
- {
- int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
- while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
+ }
+ else
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
+ if (!level.shifted_relocation || center_screen)
+ {
+ /* quick relocation (without scrolling), with centering of screen */
- dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
- dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- if (dx == 0 && dy == 0) /* no scrolling needed at all */
- break;
+ 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 */
- scroll_x -= dx;
- scroll_y -= dy;
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- ScrollLevel(dx, dy);
- DrawAllPlayers();
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- /* scroll in two steps of half tile size to make things smoother */
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
- Delay(wait_delay_value);
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
- /* scroll second step to align at full tile size */
- BackToFront();
- Delay(wait_delay_value);
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
}
- DrawAllPlayers();
- BackToFront();
- Delay(wait_delay_value);
+ RedrawPlayfield(TRUE, 0,0,0,0);
}
-}
-
-#else
-
-void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
-{
- boolean ffwd_delay = (tape.playing && tape.fast_forward);
- boolean no_delay = (tape.warp_forward);
- int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
- int wait_delay_value = (no_delay ? 0 : frame_delay_value);
- int jx = player->jx;
- int jy = player->jy;
-
- if (quick_relocation)
+ else
{
- int offset = (setup.scroll_delay ? 3 : 0);
+ int scroll_xx, scroll_yy;
- if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ if (!level.shifted_relocation || center_screen)
{
- scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
+ /* visible relocation (with scrolling), with centering of screen */
+
+ scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
- scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
+ scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
}
else
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ /* visible relocation (with scrolling), but do not center screen */
- 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 center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
- /* 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);
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
- /* 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);
- }
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
- RedrawPlayfield(TRUE, 0,0,0,0);
- }
- else
- {
- int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- player->jx - MIDPOSX);
+ scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
+
+ scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
- int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- player->jy - MIDPOSY);
ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
/* scroll in two steps of half tile size to make things smoother */
BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
- FlushDisplay();
Delay(wait_delay_value);
/* scroll second step to align at full tile size */
Delay(wait_delay_value);
}
- DrawPlayer(player);
+ DrawAllPlayers();
BackToFront();
Delay(wait_delay_value);
}
}
-#endif
-
void RelocatePlayer(int jx, int jy, int el_player_raw)
{
int el_player = GET_PLAYER_ELEMENT(el_player_raw);
Feld[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
+ /* "InitPlayerField()" above sets Feld[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 */
{
- Feld[jx][jy] = element;
- InitField(jx, jy, FALSE);
+ Feld[jx][jy] = element; /* restore previously existing element */
}
-#if 1
/* only visually relocate centered player */
-#if 1
- DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
- level.instant_relocation);
-#else
- if (player->index_nr == game.centered_player_nr)
- DrawRelocatePlayer(player, level.instant_relocation);
-#endif
-#else
- if (player == local_player) /* only visually relocate local player */
- DrawRelocatePlayer(player, level.instant_relocation);
-#endif
+ DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+ FALSE, level.instant_relocation);
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+
+ if (player->is_switching)
+ {
+ /* ensure that relocation while still switching an element does not cause
+ a new element to be treated as also switched directly after relocation
+ (this is important for teleporter switches that teleport the player to
+ a place where another teleporter switch is in the same direction, which
+ would then incorrectly be treated as immediately switched before the
+ direction key that caused the switch was released) */
+
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
+ }
}
void Explode(int ex, int ey, int phase, int mode)
int center_element = Feld[ex][ey];
int artwork_element, explosion_element; /* set these values later */
-#if 0
- /* --- This is only really needed (and now handled) in "Impact()". --- */
- /* do not explode moving elements that left the explode field in time */
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- center_element == EL_EMPTY &&
- (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
- return;
-#endif
-
-#if 0
- /* !!! at this place, the center element may be EL_BLOCKED !!! */
- if (mode == EX_TYPE_NORMAL ||
- mode == EX_TYPE_CENTER ||
- mode == EX_TYPE_CROSS)
- PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
-
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
}
}
-#if 1
if (mode == EX_TYPE_NORMAL ||
mode == EX_TYPE_CENTER ||
mode == EX_TYPE_CROSS)
PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
-#if 1
last_phase = element_info[explosion_element].explosion_delay + 1;
-#else
- last_phase = element_info[center_element].explosion_delay + 1;
-#endif
for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
{
if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
-#if 1
int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
-#else
- switch(StorePlayer[ex][ey])
- {
- case EL_PLAYER_2:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
- break;
- case EL_PLAYER_3:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
- break;
- case EL_PLAYER_4:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
- break;
- case EL_PLAYER_1:
- default:
- Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
- break;
- }
-#endif
if (PLAYERINFO(ex, ey)->use_murphy)
Store[x][y] = EL_EMPTY;
}
-#if 1
+
/* !!! 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))
#endif
else
Store[x][y] = EL_EMPTY;
-#else
- else if (center_element == EL_MOLE)
- Store[x][y] = EL_EMERALD_RED;
- else if (center_element == EL_PENGUIN)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (center_element == EL_BUG)
- Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
- else if (center_element == EL_BD_BUTTERFLY)
- Store[x][y] = EL_BD_DIAMOND;
- else if (center_element == EL_SP_ELECTRON)
- Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_AMOEBA_TO_DIAMOND)
- Store[x][y] = level.amoeba_content;
- else if (center_element == EL_YAMYAM)
- Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
- else if (IS_CUSTOM_ELEMENT(center_element) &&
- element_info[center_element].content.e[xx][yy] != EL_EMPTY)
- Store[x][y] = element_info[center_element].content.e[xx][yy];
- else if (element == EL_WALL_EMERALD)
- Store[x][y] = EL_EMERALD;
- else if (element == EL_WALL_DIAMOND)
- Store[x][y] = EL_DIAMOND;
- else if (element == EL_WALL_BD_DIAMOND)
- Store[x][y] = EL_BD_DIAMOND;
- else if (element == EL_WALL_EMERALD_YELLOW)
- Store[x][y] = EL_EMERALD_YELLOW;
- else if (element == EL_WALL_EMERALD_RED)
- Store[x][y] = EL_EMERALD_RED;
- else if (element == EL_WALL_EMERALD_PURPLE)
- Store[x][y] = EL_EMERALD_PURPLE;
- else if (element == EL_WALL_PEARL)
- Store[x][y] = EL_PEARL;
- else if (element == EL_WALL_CRYSTAL)
- Store[x][y] = EL_CRYSTAL;
- else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
- Store[x][y] = element_info[element].content.e[1][1];
- else
- Store[x][y] = EL_EMPTY;
-#endif
if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
center_element == EL_AMOEBA_TO_DIAMOND)
Feld[x][y] = EL_EXPLOSION;
GfxElement[x][y] = artwork_element;
-#if 0
- printf(":: setting gfx(%d,%d) to %d ['%s']\n",
- x, y, artwork_element, EL_NAME(artwork_element));
-#endif
-
ExplodePhase[x][y] = 1;
ExplodeDelay[x][y] = last_phase;
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
-#ifdef DEBUG
-
- /* activate this even in non-DEBUG version until cause for crash in
- getGraphicAnimationFrame() (see below) is found and eliminated */
-
-#endif
-#if 1
-
-#if 1
/* 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 (GfxElement[x][y] == EL_UNDEFINED)
- {
- printf("\n\n");
- printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
- printf("Explode(): This should never happen!\n");
- printf("\n\n");
-
- GfxElement[x][y] = EL_EMPTY;
- }
-#endif
-
-#endif
border_element = Store2[x][y];
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
InitField_WithBug2(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
{
struct PlayerInfo *player = PLAYERINFO(x, y);
- element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
- player->element_nr);
+ element = Feld[x][y] = player->initial_element;
if (level.use_explosion_element[player->index_nr])
{
}
}
- switch(element)
+ switch (element)
{
case EL_BUG:
case EL_SPACESHIP:
explosion_type = EX_TYPE_DYNA;
break;
+ case EL_DC_LANDMINE:
+ explosion_type = EX_TYPE_CENTER;
+ break;
+
case EL_PENGUIN:
case EL_LAMP:
case EL_LAMP_ACTIVE:
for (j = 0; j < NUM_BELT_PARTS; j++)
{
int element = belt_base_active_element[belt_nr] + j;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (game.belt_dir[i] == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (belt_dir == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
int element = Feld[xx][yy];
if (e_belt_nr == belt_nr)
{
Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT(element) && belt_dir != MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
game.switchgate_pos = !game.switchgate_pos;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
int element = Feld[xx][yy];
- if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
+ if (element == EL_SWITCHGATE_SWITCH_UP)
+ {
+ Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ Feld[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;
+ TEST_DrawLevelField(xx, yy);
+ }
+ else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
- Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_OPEN ||
element == EL_SWITCHGATE_OPENING)
{
int x, y;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
game.light_time_left > 0)
{
Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER &&
game.light_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.light_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.light_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
{
int x, y;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
game.lenses_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.lenses_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.lenses_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.lenses_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
{
int x, y;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
game.magnify_time_left > 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
game.magnify_time_left == 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY(element) &&
game.magnify_time_left > 0)
element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
IS_EMC_GATE_GRAY(element) ?
element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY_ACTIVE(element) &&
game.magnify_time_left == 0)
element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
IS_EMC_GATE_GRAY_ACTIVE(element) ?
element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
int element = Feld[xx][yy];
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+ PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
}
/*
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
*/
}
- Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+ Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+ EL_DC_TIMEGATE_SWITCH_ACTIVE);
}
void Impact(int x, int y)
RemoveMovingField(x, y + 1);
Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ TEST_DrawLevelField(x, y + 2);
+
+ object_hit = TRUE;
+ }
+
+ if (Feld[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;
+ TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
if (impact && CAN_EXPLODE_IMPACT(element))
Bang(x, y);
return;
}
- else if (impact && element == EL_PEARL)
+ else if (impact && element == EL_PEARL &&
+ smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
{
ResetGfxAnimation(x, y);
if (object_hit) /* check which object was hit */
{
- if (CAN_PASS_MAGIC_WALL(element) &&
- (smashed == EL_MAGIC_WALL ||
- smashed == EL_BD_MAGIC_WALL))
+ if ((CAN_PASS_MAGIC_WALL(element) &&
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ smashed == EL_DC_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
(smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
- EL_BD_MAGIC_WALL_ACTIVE);
+ smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+ EL_DC_MAGIC_WALL_ACTIVE);
/* activate magic wall / mill */
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
+ {
if (Feld[xx][yy] == smashed)
Feld[xx][yy] = activated_magic_wall;
+ }
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
SND_MAGIC_WALL_ACTIVATING :
- SND_BD_MAGIC_WALL_ACTIVATING));
+ smashed == EL_BD_MAGIC_WALL ?
+ SND_BD_MAGIC_WALL_ACTIVATING :
+ SND_DC_MAGIC_WALL_ACTIVATING));
}
if (IS_PLAYER(x, y + 1))
ToggleBeltSwitch(x, y + 1);
}
else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
- smashed == EL_SWITCHGATE_SWITCH_DOWN)
+ smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+ smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
ToggleSwitchgateSwitch(x, y + 1);
}
}
else
{
-#if 0
- TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
-
CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
CheckElementChangeBySide(x, y + 1, smashed, element,
/* 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_BD_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
{
if (Feld[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)
PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+ else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+ PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
return;
}
}
else if (element == EL_SPRING)
{
-#if USE_NEW_SPRING_BUMPER
if (MovDir[x][y] & MV_HORIZONTAL)
{
if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
{
Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
ResetGfxAnimation(move_x, move_y);
- DrawLevelField(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
MovDir[x][y] = back_dir;
}
SPRING_CAN_ENTER_FIELD(element, x, y + 1))
MovDir[x][y] = MV_NONE;
}
-#else
- if (MovDir[x][y] & MV_HORIZONTAL &&
- (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
- SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
- MovDir[x][y] = MV_NONE;
-#endif
MovDelay[x][y] = 0;
}
int ex = x + xy[i][0];
int ey = y + xy[i][1];
- if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+ 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))
{
attr_x = ex;
attr_y = ey;
static void TurnRound(int x, int y)
{
int direction = MovDir[x][y];
-#if 1
- int element, graphic;
-#endif
TurnRoundExt(x, y);
if (MovDelay[x][y])
GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
-#if 1
- element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
- GfxFrame[x][y] = CustomValue[x][y];
- else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- GfxFrame[x][y] = element_info[element].collect_score;
-#endif
+ ResetGfxFrame(x, y, FALSE);
}
static boolean JustBeingPushed(int x, int y)
started_moving = TRUE;
Feld[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;
+#else
Store[x][y] = EL_ROCK;
+#endif
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[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)
+ {
+ if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
}
Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[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 (element == EL_QUICKSAND_FAST_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[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;
+#else
+ Store[x][y] = EL_ROCK;
+#endif
+
+ PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[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)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
Feld[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
+ else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+ Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+ Store[x][y] = element;
+
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
else if (element == EL_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y + 1))
else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
started_moving = TRUE;
Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
- Store[x][y] = EL_CHANGED2(Store[x][y]);
+ Store[x][y] = EL_CHANGED_BD(Store[x][y]);
}
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
- Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+ Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+ Store[x][y] = 0;
+ }
+ }
+ else if (element == EL_DC_MAGIC_WALL_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[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)
+ {
+ if (!MovDelay[x][y])
+ MovDelay[x][y] = TILEY / 4 + 1;
+
+ if (MovDelay[x][y])
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+ Feld[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))
+ else if ((CAN_PASS_MAGIC_WALL(element) &&
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+ (CAN_PASS_DC_MAGIC_WALL(element) &&
+ (Feld[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 :
- EL_BD_MAGIC_WALL_FILLING);
+ Feld[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)
Store[x][y] = EL_ACID;
}
- else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
- CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-
+ else if (
+ (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+ 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))) ||
simply not covered here... :-/ ) */
CheckCollision[x][y] = 0;
+ CheckImpact[x][y] = 0;
Impact(x, y);
}
boolean can_fall_both = (can_fall_left && can_fall_right);
int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-#if USE_NEW_ALL_SLIPPERY
if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
can_fall_any = (can_fall_left || can_fall_right);
can_fall_both = FALSE;
}
-#else
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
- {
- if (slippery_type == SLIPPERY_ONLY_LEFT)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ONLY_RIGHT)
- can_fall_left = FALSE;
- else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
- can_fall_right = FALSE;
- else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
- can_fall_left = FALSE;
-
- can_fall_any = (can_fall_left || can_fall_right);
- can_fall_both = (can_fall_left && can_fall_right);
- }
-#endif
-
-#if USE_NEW_ALL_SLIPPERY
-#else
-#if USE_NEW_SP_SLIPPERY
- /* !!! better use the same properties as for custom elements here !!! */
- else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
- can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
- {
- can_fall_right = FALSE; /* slip down on left side */
- can_fall_both = FALSE;
- }
-#endif
-#endif
-#if USE_NEW_ALL_SLIPPERY
if (can_fall_both)
{
if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
can_fall_both = FALSE;
}
-#else
- if (can_fall_both)
- {
- if (game.emulation == EMU_BOULDERDASH ||
- element == EL_BD_ROCK || element == EL_BD_DIAMOND)
- can_fall_right = FALSE; /* slip down on left side */
- else
- can_fall_left = !(can_fall_right = RND(2));
-
- can_fall_both = FALSE;
- }
-#endif
if (can_fall_any)
{
started_moving = TRUE;
}
}
-#if 0
- else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
{
boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
}
/* not "else if" because of elements that can fall and move (EL_SPRING) */
-#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
-#else
if (CAN_MOVE(element) && !started_moving)
-#endif
{
int move_pattern = element_info[element].move_pattern;
int newx, newy;
-#if 0
-#if DEBUG
- if (MovDir[x][y] == MV_NONE)
- {
- printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
- x, y, element, element_info[element].token_name);
- printf("StartMoving(): This should never happen!\n");
- }
-#endif
-#endif
-
Moving2Blocked(x, y, &newx, &newy);
if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
{
int flamed = MovingOrBlocked2Element(xx, yy);
- /* !!! */
-#if 0
- if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
- Bang(xx, yy);
- else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
- RemoveMovingField(xx, yy);
- else
- RemoveField(xx, yy);
-#else
if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
-#endif
ChangeDelay[xx][yy] = 0;
if (IN_SCR_FIELD(sx, sy))
{
- DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbled(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
}
else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
{
- if (Feld[newx][newy] == EL_EXIT_OPEN)
+ 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)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
!local_player->GameOver && AllPlayersGone)
- local_player->LevelSolved = local_player->GameOver = TRUE;
+ PlayerWins(local_player);
return;
}
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_PIG_DIGGING);
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSoundAction(x, y, ACTION_DIGGING);
}
}
else if (!IS_FREE(newx, newy))
{
-#if 0
- if (IS_PLAYER(x, y))
- DrawPlayerField(x, y);
- else
- DrawLevelField(x, y);
-#endif
-
return;
}
}
else if (IS_CUSTOM_ELEMENT(element) &&
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
{
- int new_element = Feld[newx][newy];
-
- if (!IS_FREE(newx, newy))
- {
- int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
- IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
- ACTION_BREAKING);
-
- /* no element can dig solid indestructible elements */
- if (IS_INDESTRUCTIBLE(new_element) &&
- !IS_DIGGABLE(new_element) &&
- !IS_COLLECTIBLE(new_element))
- return;
-
- if (AmoebaNr[newx][newy] &&
- (new_element == EL_AMOEBA_FULL ||
- new_element == EL_BD_AMOEBA ||
- new_element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[newx][newy]]--;
- AmoebaCnt2[AmoebaNr[newx][newy]]--;
- }
-
- if (IS_MOVING(newx, newy))
- RemoveMovingField(newx, newy);
- else
- {
- RemoveField(newx, newy);
- DrawLevelField(newx, newy);
- }
-
- /* if digged element was about to explode, prevent the explosion */
- ExplodeField[newx][newy] = EX_TYPE_NONE;
-
- PlayLevelSoundAction(x, y, action);
- }
-
- Store[newx][newy] = EL_EMPTY;
-#if 1
- /* this makes it possible to leave the removed element again */
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- Store[newx][newy] = new_element;
-#else
- if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
- {
- int move_leave_element = element_info[element].move_leave_element;
-
- /* this makes it possible to leave the removed element again */
- Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
- new_element : move_leave_element);
- }
-#endif
+ if (!DigFieldByCE(newx, newy, element))
+ return;
if (move_pattern & MV_MAZE_RUNNER_STYLE)
{
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
- /* !!! */
-#if 0
- RemoveField(newx, newy);
-#endif
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx1, newy1);
-#endif
Feld[newx1][newy1] = EL_FLAMES;
- }
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
- {
-#if 0
- RemoveField(newx2, newy2);
-#endif
Feld[newx2][newy2] = EL_FLAMES;
- }
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
AmoebaCnt[AmoebaNr[newx][newy]]--;
}
-#if 0
- /* !!! test !!! */
- if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
- {
- RemoveMovingField(newx, newy);
- }
-#else
if (IS_MOVING(newx, newy))
{
RemoveMovingField(newx, newy);
}
-#endif
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
return;
}
else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
- {
- /* object was running against a wall */
-
- TurnRound(x, y);
-
-#if 0
- /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
- if (move_pattern & MV_ANY_DIRECTION &&
- move_pattern == MovDir[x][y])
- {
- int blocking_element =
- (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
-
- CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
- MovDir[x][y]);
+ {
+ /* object was running against a wall */
- element = Feld[x][y]; /* element might have changed */
- }
-#endif
+ TurnRound(x, y);
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
if (ABS(MovPos[x][y]) < TILEX)
{
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return; /* element is still moving */
}
{
Feld[x][y] = EL_SAND;
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
Feld[x][y] = get_next_element(element);
element = Feld[newx][newy] = Store[x][y];
}
+ else if (element == EL_QUICKSAND_FAST_FILLING)
+ {
+ element = Feld[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];
+ }
else if (element == EL_MAGIC_WALL_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
Feld[x][y] = EL_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
-#if USE_NEW_CUSTOM_VALUE
InitField(newx, newy, FALSE);
-#endif
}
else if (element == EL_BD_MAGIC_WALL_FILLING)
{
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
element = Feld[newx][newy] = Store[x][y];
-#if USE_NEW_CUSTOM_VALUE
InitField(newx, newy, FALSE);
-#endif
+ }
+ else if (element == EL_DC_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[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);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+
+ InitField(newx, newy, FALSE);
}
else if (element == EL_AMOEBA_DROPPING)
{
MovDelay[newx][newy] = 0;
-#if 1
if (CAN_CHANGE_OR_HAS_ACTION(element))
-#else
- if (CAN_CHANGE(element))
-#endif
{
/* 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];
ChangeEvent[newx][newy] = ChangeEvent[x][y];
-
-#if 0
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
}
-#if 1
-#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
+ CustomValue[newx][newy] = CustomValue[x][y];
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
CustomValue[x][y] = 0;
-#endif
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
Pushed[x][y] = Pushed[newx][newy] = FALSE;
/* some elements can leave other elements behind after moving */
-#if 1
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)))
-#else
- if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
- (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
- (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#endif
{
int move_leave_element = ei->move_leave_element;
-#if 1
-#if 1
/* 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);
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
-#else
- /* this makes it possible to leave the removed element again */
- if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
- ei->move_leave_element == EL_TRIGGER_ELEMENT)
- move_leave_element = stored;
-#endif
Feld[x][y] = move_leave_element;
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
element_info[element].move_pattern == MV_WHEN_DROPPED)))
GfxDir[x][y] = MovDir[newx][newy] = 0;
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
+
+ if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+ CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
}
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
+
/* 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) &&
CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
-
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- {
- int page = ChangePage[newx][newy];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
- ChangePage[newx][newy] = -1;
-
- if (change->can_change)
- {
- if (ChangeElement(newx, newy, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(newx, newy);
- }
- }
-
- if (change->has_action)
- ExecuteCustomElementAction(newx, newy, element, page);
- }
-#endif
-
TestIfElementHitsCustomElement(newx, newy, direction);
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
-#if 1
if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
- MV_DIR_OPPOSITE(direction));
-#endif
+ MV_DIR_OPPOSITE(direction));
}
int AmoebeNachbarNr(int ax, int ay)
AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
AmoebaCnt2[old_group_nr] = 0;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
if (AmoebaNr[xx][yy] == old_group_nr)
AmoebaNr[xx][yy] = new_group_nr;
}
#endif
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
{
}
#endif
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
if (AmoebaNr[x][y] == group_nr &&
(Feld[x][y] == EL_AMOEBA_DEAD ||
AmoebaNr[x][y] = 0;
Feld[x][y] = new_element;
InitField(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
done = TRUE;
}
}
void AmoebeWaechst(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
{
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
void AmoebaDisappearing(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ 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])
{
Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* don't let mole enter this field in this cycle;
(give priority to objects falling to this field from above) */
if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
return;
}
if (IS_FREE(x, y) ||
CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
if (IS_FREE(x, y) ||
CAN_GROW_INTO(Feld[x][y]) ||
- Feld[x][y] == EL_QUICKSAND_EMPTY)
+ Feld[x][y] == EL_QUICKSAND_EMPTY ||
+ Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
{
newax = x;
neway = y;
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
return;
}
- DrawLevelField(newax, neway);
+ TEST_DrawLevelField(newax, neway);
}
void Life(int ax, int ay)
{
int x1, y1, x2, y2;
-#if 0
- static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-#endif
int life_time = 40;
int element = Feld[ax][ay];
int graphic = el2img(element);
{
Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
static void StopRobotWheel(int x, int y)
{
if (ZX == x && ZY == y)
+ {
ZX = ZY = -1;
+
+ game.robot_wheel_active = FALSE;
+ }
}
static void InitTimegateWheel(int x, int y)
static void RunTimegateWheel(int x, int y)
{
- PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+ PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
}
static void InitMagicBallDelay(int x, int y)
{
-#if 1
ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
-#else
- ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
-#endif
}
static void ActivateMagicBall(int bx, int by)
game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}
-static void InitDiagonalMovingElement(int x, int y)
-{
-#if 0
- MovDelay[x][y] = level.android_move_time;
-#endif
-}
-
void CheckExit(int x, int y)
{
if (local_player->gems_still_needed > 0 ||
PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}
+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)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_EM_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
+
+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)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+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)
+ {
+ int element = Feld[x][y];
+ int graphic = el2img(element);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ return;
+ }
+
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+ PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
void CheckExitSP(int x, int y)
{
if (local_player->gems_still_needed > 0)
{
int x, y;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
int element = Feld[x][y];
}
}
-void EdelsteinFunkeln(int x, int y)
+void DrawTwinkleOnField(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
return;
return;
if (MovDelay[x][y] == 0) /* next animation frame */
- MovDelay[x][y] = 11 * !SimpleRND(500);
+ MovDelay[x][y] = 11 * !GetSimpleRandom(500);
if (MovDelay[x][y] != 0) /* wait some time before next frame */
{
MovDelay[x][y]--;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
DrawLevelElementAnimation(x, y, Feld[x][y]);
if (MovDelay[x][y] != 0)
10 - MovDelay[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
}
}
}
if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
- DrawLevelField(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]))
- DrawLevelField(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]))
- DrawLevelField(x, y - 1);
+ TEST_DrawLevelField(x, y - 1);
}
else
{
if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
- DrawLevelField(x, y + 1);
+ TEST_DrawLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_ANY ||
- element == EL_EXPANDABLE_WALL)
+ element == EL_EXPANDABLE_WALL ||
+ element == EL_BD_EXPANDABLE_WALL)
{
if (links_frei)
{
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}
+void MauerAblegerStahl(int ax, int ay)
+{
+ int element = Feld[ax][ay];
+ int graphic = el2img(element);
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean new_wall = FALSE;
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+ if (!MovDelay[ax][ay]) /* start building new wall */
+ MovDelay[ax][ay] = 6;
+
+ if (MovDelay[ax][ay]) /* wait some time before building new wall */
+ {
+ MovDelay[ax][ay]--;
+ if (MovDelay[ax][ay])
+ return;
+ }
+
+ if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+ unten_frei = TRUE;
+ if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+ links_frei = TRUE;
+ if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+ rechts_frei = TRUE;
+
+ if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ {
+ if (oben_frei)
+ {
+ Feld[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)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+ IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+ new_wall = TRUE;
+ }
+ if (unten_frei)
+ {
+ Feld[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)))
+ DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+ IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+ new_wall = TRUE;
+ }
+ }
+
+ if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ {
+ if (links_frei)
+ {
+ Feld[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)))
+ DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+ IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+ new_wall = TRUE;
+ }
+
+ if (rechts_frei)
+ {
+ Feld[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)))
+ DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+ IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+ new_wall = TRUE;
+ }
+ }
+
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+ links_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[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;
+
+ if (new_wall)
+ PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
+
void CheckForDragon(int x, int y)
{
int i, j;
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else
break;
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
}
static int getSpecialActionElement(int element, int number, int base_element)
{
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ int target_element = change->target_element;
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
+ int action_element = change->action_element;
int i;
if (!change->has_action)
(level.time > 0 ? TimeLeft :
TimePlayed);
- int action_arg_element =
+ int action_arg_element_raw =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
action_type == CA_SET_LEVEL_GEMS ? 999 :
action_type == CA_SET_LEVEL_TIME ? 9999 :
action_type == CA_SET_LEVEL_SCORE ? 99999 :
- action_type == CA_SET_CE_SCORE ? 9999 :
action_type == CA_SET_CE_VALUE ? 9999 :
+ action_type == CA_SET_CE_SCORE ? 9999 :
CA_ARG_MAX);
int action_arg_number_reset =
- (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
+ (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
action_type == CA_SET_LEVEL_TIME ? level.time :
action_type == CA_SET_LEVEL_SCORE ? 0 :
+ action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
action_type == CA_SET_CE_SCORE ? 0 :
-#if 1
- action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
-#else
- action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
-#endif
0);
int action_arg_number =
action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
- action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
-#if USE_NEW_CUSTOM_VALUE
action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
-#else
- action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
-#endif
+ 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_ELEMENT_CV_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
+ 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):
+ action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+ action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
-1);
int action_arg_number_old =
(action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
action_type == CA_SET_LEVEL_TIME ? TimeLeft :
action_type == CA_SET_LEVEL_SCORE ? local_player->score :
- action_type == CA_SET_CE_SCORE ? ei->collect_score :
action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+ action_type == CA_SET_CE_SCORE ? ei->collect_score :
0);
int action_arg_number_new =
action_arg_number_min, action_arg_number_max);
int trigger_player_bits =
- (change->actual_trigger_player >= EL_PLAYER_1 &&
- change->actual_trigger_player <= EL_PLAYER_4 ?
- (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
- PLAYER_BITS_ANY);
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
int action_arg_player_bits =
(action_arg >= CA_ARG_PLAYER_1 &&
action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
/* ---------- execute action -------------------------------------------- */
- switch(action_type)
+ switch (action_type)
{
case CA_NO_ACTION:
{
{
TimeLeft = action_arg_number_new;
- DrawGameValue_Time(TimeLeft);
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
{
local_player->score = action_arg_number_new;
- DrawGameValue_Score(local_player->score);
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+ DisplayGameControlValues();
break;
}
{
local_player->gems_still_needed = action_arg_number_new;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ game_panel_controls[GAME_PANEL_GEMS].value =
+ local_player->gems_still_needed;
+
+ DisplayGameControlValues();
break;
}
- case CA_SET_LEVEL_GRAVITY:
+ case CA_SET_LEVEL_WIND:
{
- game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
- action_arg == CA_ARG_GRAVITY_ON ? TRUE :
- action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
- game.gravity);
+ game.wind_direction = action_arg_direction;
+
break;
}
- case CA_SET_LEVEL_WIND:
+ case CA_SET_LEVEL_RANDOM_SEED:
{
- game.wind_direction = action_arg_direction;
+ /* ensure that setting a new random seed while playing is predictable */
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
break;
}
{
for (i = 0; i < MAX_PLAYERS; i++)
if (action_arg_player_bits & (1 << i))
- stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+ PlayerWins(&stored_player[i]);
break;
}
{
stored_player[i].key[KEY_NR(element)] = key_state;
- DrawGameValue_Keys(stored_player[i].key);
-
- redraw_mask |= REDRAW_DOOR_1;
+ DrawGameDoorValues();
}
}
}
action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
CA_MODE_MULTIPLY);
}
+ else if (action_arg == CA_ARG_NUMBER_RESET)
+ {
+ action_arg_number = level.initial_player_stepsize[i];
+ }
move_stepsize =
getModifiedActionNumber(move_stepsize,
action_arg_number_min,
action_arg_number_max);
-#if 1
SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
-#else
- /* make sure that value is power of 2 */
- move_stepsize = (1 << log_2(move_stepsize));
-
- /* do no immediately change -- the player might just be moving */
- stored_player[i].move_delay_value_next = TILEX / move_stepsize;
-
- stored_player[i].cannot_move =
- (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
-#endif
}
}
break;
}
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ stored_player[i].gravity =
+ (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
+ action_arg == CA_ARG_GRAVITY_ON ? TRUE :
+ action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+ stored_player[i].gravity);
+ }
+ }
+
+ break;
+ }
+
case CA_SET_PLAYER_ARTWORK:
{
for (i = 0; i < MAX_PLAYERS; i++)
(level.use_artwork_element[i] ? level.artwork_element[i] :
stored_player[i].element_nr);
+ if (stored_player[i].artwork_element != artwork_element)
+ stored_player[i].Frame = 0;
+
stored_player[i].artwork_element = artwork_element;
SetPlayerWaiting(&stored_player[i], FALSE);
break;
}
+ case CA_SET_PLAYER_INVENTORY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
+
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
+
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
+
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
+
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
+
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
+
+ break;
+ }
+
/* ---------- CE actions ---------------------------------------------- */
+ case CA_SET_CE_VALUE:
+ {
+ int last_ce_value = CustomValue[x][y];
+
+ CustomValue[x][y] = action_arg_number_new;
+
+ if (CustomValue[x][y] != last_ce_value)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+ if (CustomValue[x][y] == 0)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ }
+ }
+
+ break;
+ }
+
case CA_SET_CE_SCORE:
{
+ int last_ce_score = ei->collect_score;
+
ei->collect_score = action_arg_number_new;
+ if (ei->collect_score != last_ce_score)
+ {
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
+
+ if (ei->collect_score == 0)
+ {
+ int xx, yy;
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+ /*
+ This is a very special case that seems to be a mixture between
+ CheckElementChange() and CheckTriggeredElementChange(): while
+ the first one only affects single elements that are triggered
+ directly, the second one affects multiple elements in the playfield
+ that are triggered indirectly by another element. This is a third
+ case: Changing the CE score always affects multiple identical CEs,
+ so every affected CE must be checked, not only the single CE for
+ which the CE score was changed in the first place (as every instance
+ of that CE shares the same CE score, and therefore also can change)!
+ */
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ CheckElementChange(xx, yy, element, EL_UNDEFINED,
+ CE_SCORE_GETS_ZERO);
+ }
+ }
+ }
+
break;
}
- case CA_SET_CE_VALUE:
+ case CA_SET_CE_ARTWORK:
{
-#if USE_NEW_CUSTOM_VALUE
- int last_custom_value = CustomValue[x][y];
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
- CustomValue[x][y] = action_arg_number_new;
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
-#if 0
- printf("::: Count == %d\n", CustomValue[x][y]);
-#endif
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
- if (CustomValue[x][y] == 0 && last_custom_value > 0)
- {
-#if 0
- printf("::: CE_VALUE_GETS_ZERO\n");
-#endif
+ ei->gfx_element = artwork_element;
- CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
- CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
-#if 0
- printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
-#endif
+ TEST_DrawLevelField(xx, yy);
+ }
}
-#endif
break;
}
static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
+ int old_element = Feld[x][y];
+ int new_element = GetElementFromGroupElement(element);
int previous_move_direction = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
-#endif
- boolean add_player = (ELEM_IS_PLAYER(element) &&
- IS_WALKABLE(Feld[x][y]));
-
- /* check if element under player changes from accessible to unaccessible
- (needed for special case of dropping element which then changes) */
- if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
- IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
- {
- Bang(x, y);
-
- return;
- }
+ boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+ boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+ boolean add_player_onto_element = (new_element_is_player &&
+ new_element != EL_SOKOBAN_FIELD_PLAYER &&
+ IS_WALKABLE(old_element));
- if (!add_player)
+ if (!add_player_onto_element)
{
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
RemoveMovingField(x, y);
else
RemoveField(x, y);
- Feld[x][y] = element;
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ Feld[x][y] = new_element;
- if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
MovDir[x][y] = previous_move_direction;
-#if USE_NEW_CUSTOM_VALUE
- if (element_info[Feld[x][y]].use_last_ce_value)
+ if (element_info[new_element].use_last_ce_value)
CustomValue[x][y] = last_ce_value;
-#endif
InitField_WithBug1(x, y, FALSE);
- DrawLevelField(x, y);
+ new_element = Feld[x][y]; /* element may have changed */
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ TEST_DrawLevelField(x, y);
+
+ if (GFX_CRUMBLED(new_element))
+ 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) */
+ if (IS_PLAYER(x, y) && !player_explosion_protected &&
+ IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+ {
+ Bang(x, y);
+
+ return;
}
/* "ChangeCount" not set yet to allow "entered by player" change one time */
- if (ELEM_IS_PLAYER(element))
- RelocatePlayer(x, y, element);
+ if (new_element_is_player)
+ RelocatePlayer(x, y, new_element);
if (is_change)
ChangeCount[x][y]++; /* count number of changes in the same frame */
{
element = GET_VALID_RUNTIME_ELEMENT(element);
-#if USE_STOP_CHANGED_ELEMENTS
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
int old_element = Feld[x][y];
(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
Stop[x][y] = TRUE;
}
-#endif
CreateFieldExt(x, y, element, TRUE);
}
static boolean ChangeElement(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change_page[page];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+ int ce_value = CustomValue[x][y];
+ int ce_score = ei->collect_score;
int target_element;
int old_element = Feld[x][y];
{
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
+ change->actual_trigger_ce_score = 0;
}
/* do not change elements more than a specified maximum number of changes */
ChangeEvent[ex][ey] = ChangeEvent[x][y];
content_element = change->target_content.e[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change);
+ target_element = GET_TARGET_ELEMENT(element, content_element, change,
+ ce_value, ce_score);
CreateElementFromChange(ex, ey, target_element);
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change);
+ target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+ ce_value, ce_score);
if (element == EL_DIAGONAL_GROWING ||
element == EL_DIAGONAL_SHRINKING)
return TRUE;
}
-#if USE_NEW_DELAYED_ACTION
-
static void HandleElementChange(int x, int y, int page)
{
int element = MovingOrBlocked2Element(x, y);
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
#ifdef DEBUG
if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
/* this can happen with classic bombs on walkable, changing elements */
if (!CAN_CHANGE_OR_HAS_ACTION(element))
{
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
-
return;
}
if (change->can_change)
{
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ /* !!! 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))
+ {
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+ }
if (change->pre_change_function)
change->pre_change_function(x, y);
return;
}
+ /* 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;
+
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+
if (change->can_change)
{
if (ChangeElement(x, y, element, page))
}
}
- if (change->has_action)
+ if (change->has_action && !handle_action_before_change)
ExecuteCustomElementAction(x, y, element, page);
}
}
-#else
-
-static void HandleElementChange(int x, int y, int page)
-{
- int element = MovingOrBlocked2Element(x, y);
- struct ElementInfo *ei = &element_info[element];
- struct ElementChangeInfo *change = &ei->change_page[page];
-
-#ifdef DEBUG
- if (!CAN_CHANGE(element) && !CAN_CHANGE(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");
- }
-#endif
-
- /* this can happen with classic bombs on walkable, changing elements */
- if (!CAN_CHANGE(element))
- {
-#if 0
- if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
- ChangeDelay[x][y] = 0;
-#endif
-
- return;
- }
-
- if (ChangeDelay[x][y] == 0) /* initialize element change */
- {
- ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
-
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
-
- if (change->pre_change_function)
- change->pre_change_function(x, y);
- }
-
- ChangeDelay[x][y]--;
-
- if (ChangeDelay[x][y] != 0) /* continue element change */
- {
- int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-
- if (IS_ANIMATED(graphic))
- DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-
- if (change->change_function)
- change->change_function(x, y);
- }
- else /* finish element 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 ;-) */
- {
- ChangeDelay[x][y] = 1; /* try change after next move step */
- ChangePage[x][y] = page; /* remember page to use for change */
-
- return;
- }
-
- if (ChangeElement(x, y, element, page))
- {
- if (change->post_change_function)
- change->post_change_function(x, y);
- }
- }
-}
-
-#endif
-
static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
int trigger_element,
int trigger_event,
if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
if ((change->can_change && !change_done) || change->has_action)
{
int x, y;
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
if (Feld[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 (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
HandleElementChange(x, y, p);
}
-#if USE_NEW_DELAYED_ACTION
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 (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
-#else
- if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#endif
}
}
}
}
+ RECURSION_LOOP_DETECTION_END();
+
return change_done_any;
}
element = Feld[x][y];
}
-#if 0
- /* check if element has already changed */
- if (Feld[x][y] != element)
- return FALSE;
-#else
/* 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) ||
(ChangeCount[x][y] >= game.max_num_changes_per_frame ||
ChangePage[x][y] != -1)))
return FALSE;
-#endif
+
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
+ /* check trigger element for all events where the element that is checked
+ for changing interacts with a directly adjacent element -- this is
+ different to element changes that affect other elements to change on the
+ whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
boolean check_trigger_element =
(trigger_event == CE_TOUCHING_X ||
trigger_event == CE_HITTING_X ||
- trigger_event == CE_HIT_BY_X);
+ trigger_event == CE_HIT_BY_X ||
+ 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] &&
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
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 */
if (check_trigger_element)
int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
}
if (change->can_change && !change_done)
change_done = TRUE;
}
-#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
-#else
- if (change->has_action)
- {
- ExecuteCustomElementAction(x, y, element, p);
- PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
- }
-#endif
}
}
+ RECURSION_LOOP_DETECTION_END();
+
return change_done;
}
player->frame_counter_bored =
FrameCounter +
game.player_boring_delay_fixed +
- SimpleRND(game.player_boring_delay_random);
+ GetSimpleRandom(game.player_boring_delay_random);
player->frame_counter_sleeping =
FrameCounter +
game.player_sleeping_delay_fixed +
- SimpleRND(game.player_sleeping_delay_random);
+ GetSimpleRandom(game.player_sleeping_delay_random);
-#if 1
InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
-#else
- InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
-#endif
}
if (game.player_sleeping_delay_fixed +
player->is_bored ? ACTION_BORING :
ACTION_WAITING);
-#if 1
if (player->is_sleeping && player->use_murphy)
{
/* special case for sleeping Murphy when leaning against non-free tile */
player->dir_waiting = move_dir;
}
-#endif
if (player->is_sleeping)
{
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
player->post_delay_counter =
graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
player->special_action_sleeping = special_action;
}
if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
{
int special_action =
- ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+ ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
int special_graphic =
el_act_dir2img(player->artwork_element, special_action, move_dir);
player->anim_delay_counter =
graphic_info[special_graphic].anim_delay_fixed +
- SimpleRND(graphic_info[special_graphic].anim_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
player->post_delay_counter =
graphic_info[special_graphic].post_delay_fixed +
- SimpleRND(graphic_info[special_graphic].post_delay_random);
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
player->special_action_bored = special_action;
}
}
}
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ /* 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)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+}
+
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
if (player_action)
{
if (button1)
- snapped = SnapField(player, dx, dy);
+ SnapField(player, dx, dy);
else
{
if (button2)
- dropped = DropElement(player);
+ DropElement(player);
- moved = MovePlayer(player, dx, dy);
+ MovePlayer(player, dx, dy);
}
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ CheckSingleStepMode(player);
SetPlayerWaiting(player, FALSE);
player->is_dropping_pressed = FALSE;
player->drop_pressed_delay = 0;
+ CheckSingleStepMode(player);
+
return 0;
}
}
{
int i;
+ /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
{
- local_player->LevelSolved = TRUE;
+ PlayerWins(local_player);
+
AllPlayersGone = TRUE;
level.native_em_level->lev->home = -1;
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;
+ }
if (TimeFrames >= FRAMES_PER_SECOND)
{
}
}
- if (!level.use_step_counter)
+ if (!local_player->LevelSolved && !level.use_step_counter)
{
TimePlayed++;
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+ is reset from other values in UpdateGameDoorValues() -- FIX THIS */
- DrawGameValue_Time(TimeLeft);
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
if (!TimeLeft && setup.time_limit)
{
KillPlayer(&stored_player[i]);
}
}
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+ }
level.native_em_level->lev->time =
- (level.time == 0 ? TimePlayed : TimeLeft);
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+
+ UpdateAndDisplayGameControlValues();
}
void AdvanceFrameAndPlayerCounters(int player_nr)
if (!advance_player_counters) /* not all players may be affected */
continue;
-#if USE_NEW_PLAYER_ANIM
if (move_frames == 0) /* less than one move per game frame */
{
int stepsize = TILEX / move_delay_value;
if (count % delay == 0)
move_frames = 1;
}
-#endif
stored_player[i].Frame += move_frames;
}
void StartGameActions(boolean init_network_game, boolean record_tape,
- long random_seed)
+ int random_seed)
{
-#if 1
- unsigned long new_random_seed = InitRND(random_seed);
+ unsigned int new_random_seed = InitRND(random_seed);
if (record_tape)
TapeStartRecording(new_random_seed);
-#else
- if (record_tape)
- TapeStartRecording(random_seed);
-#endif
#if defined(NETWORK_AVALIABLE)
if (init_network_game)
}
#endif
- StopAnimation();
-
- game_status = GAME_MODE_PLAYING;
-
-#if 0
- InitRND(random_seed);
-#endif
-
InitGame();
}
void GameActions()
{
- static unsigned long game_frame_delay = 0;
- unsigned long game_frame_delay_value;
+ static unsigned int game_frame_delay = 0;
+ unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
byte tape_action[MAX_PLAYERS];
int i;
+ /* 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));
+
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
+
+ recursion_loop_detected = FALSE; /* if game should be continued */
+
+ free(message);
+
+ return;
+ }
+
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+ 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 */
{
- local_player->LevelSolved = TRUE;
+ PlayerWins(local_player);
+
AllPlayersGone = TRUE;
level.native_em_level->lev->home = -1;
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;
+ }
- if (local_player->LevelSolved)
+ if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
if (!network_player_action_received)
return; /* failed to get network player actions in time */
+
+ /* 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 */
+
+ network_player_action_received = FALSE;
+
+ /* 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" */
+ if (tape.pausing)
+ return;
+
if (tape.set_centered_player)
{
game.centered_player_nr_next = tape.centered_player_nr_next;
{
summarized_player_action |= stored_player[i].action;
- if (!network_playing)
+ if (!network_playing && (game.team_mode || tape.playing))
stored_player[i].effective_action = stored_player[i].action;
}
SendToServer_MovePlayer(summarized_player_action);
#endif
- if (!options.network && !setup.team_mode)
+ if (!options.network && !game.team_mode)
local_player->effective_action = summarized_player_action;
- if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+ if (tape.recording &&
+ setup.team_mode &&
+ setup.input_on_focus &&
+ game.centered_player_nr != -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
{
tape_action[i] = stored_player[i].effective_action;
- /* (this can only happen in the R'n'D game engine) */
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ /* (this may happen in the RND game engine if a player was not present on
+ the playfield on level start, but appeared later from a custom element */
+ if (setup.team_mode &&
+ tape.recording &&
+ tape_action[i] &&
+ !tape.player_participates[i])
+ tape.player_participates[i] = TRUE;
}
/* only record actions from input devices, but not programmed actions */
if (tape.recording)
TapeRecordAction(tape_action);
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ // !!! also map player actions in single player mode !!!
+ // if (game.team_mode)
+ {
+ byte mapped_action[MAX_PLAYERS];
+
+#if DEBUG_PLAYER_ACTIONS
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+#endif
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
+
+#if DEBUG_PLAYER_ACTIONS
+ printf(" =>");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+#endif
+ }
+#if DEBUG_PLAYER_ACTIONS
+ else
+ {
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+ }
+#endif
+#endif
+
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
else
{
GameActions_RND();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
+void GameActions_SP_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_SP(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
void GameActions_RND()
{
int magic_wall_x = 0, magic_wall_y = 0;
InitPlayfieldScanModeVars();
-#if USE_ONE_MORE_CHANGE_PER_FRAME
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
SCAN_PLAYFIELD(x, y)
ChangeEvent[x][y] = -1;
}
}
-#endif
-#if 1
if (game.set_centered_player)
{
boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
sy = stored_player[game.centered_player_nr_next].jy;
}
- DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch);
-
game.centered_player_nr = game.centered_player_nr_next;
game.set_centered_player = FALSE;
+
+ DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+ DrawGameDoorValues();
}
-#endif
for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].programmed_action)
actual_player_action = stored_player[i].programmed_action;
-#if 1
PlayerActions(&stored_player[i], actual_player_action);
-#else
- tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
-
- if (tape.recording && tape_action[i] && !tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
-#endif
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
- network_player_action_received = FALSE;
-
ScrollScreen(NULL, SCROLL_GO_ON);
/* for backwards compatibility, the following code emulates a fixed bug that
/* continue moving after pushing (this is actually a bug) */
if (!IS_MOVING(x, y))
- {
Stop[x][y] = FALSE;
- }
}
}
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
ChangeCount[x][y] = 0;
ChangeEvent[x][y] = -1;
RemoveField(x, y);
}
-#if USE_NEW_SNAP_DELAY
if (Feld[x][y] == EL_ELEMENT_SNAPPING)
{
MovDelay[x][y]--;
if (MovDelay[x][y] <= 0)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y); /* for empty space */
}
}
-#endif
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
WasJustFalling[x][y]--;
if (CheckCollision[x][y] > 0)
CheckCollision[x][y]--;
+ if (CheckImpact[x][y] > 0)
+ CheckImpact[x][y]--;
GfxFrame[x][y]++;
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
#if DEBUG
#endif
}
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
- printf("::: %d,%d\n", x, y);
-
- if (element == EL_ROCK)
- printf("::: Yo man! Rocks can fall!\n");
-#endif
-
- if (graphic_info[graphic].anim_global_sync)
- GfxFrame[x][y] = FrameCounter;
- else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
- {
- int old_gfx_frame = GfxFrame[x][y];
-
- GfxFrame[x][y] = CustomValue[x][y];
-
-#if 1
- if (GfxFrame[x][y] != old_gfx_frame)
-#endif
- DrawLevelGraphicAnimation(x, y, graphic);
- }
- else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- {
- int old_gfx_frame = GfxFrame[x][y];
-
- GfxFrame[x][y] = element_info[element].collect_score;
-
-#if 1
- if (GfxFrame[x][y] != old_gfx_frame)
-#endif
- DrawLevelGraphicAnimation(x, y, graphic);
- }
+ ResetGfxFrame(x, y, TRUE);
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
{
int page = element_info[element].event_page_nr[CE_DELAY];
-#if 0
- HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
-#else
-
-#if 0
- printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
-
-#if 0
- if (element == EL_CUSTOM_255)
- printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
-#if 1
HandleElementChange(x, y, page);
-#else
- if (CAN_CHANGE(element))
- HandleElementChange(x, y, page);
-
- if (HAS_ACTION(element))
- ExecuteCustomElementAction(x, y, element, page);
-#endif
-
-#endif
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- EdelsteinFunkeln(x, y);
+ TEST_DrawTwinkleOnField(x, y);
}
else if ((element == EL_ACID ||
element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
element == EL_SP_TERMINAL ||
element == EL_SP_TERMINAL_ACTIVE ||
element == EL_EXTRA_TIME ||
Life(x, y);
else if (element == EL_EXIT_CLOSED)
CheckExit(x, y);
+ else if (element == EL_EM_EXIT_CLOSED)
+ CheckExitEM(x, y);
+ else if (element == EL_STEEL_EXIT_CLOSED)
+ CheckExitSteel(x, y);
+ else if (element == EL_EM_STEEL_EXIT_CLOSED)
+ CheckExitSteelEM(x, y);
else if (element == EL_SP_EXIT_CLOSED)
CheckExitSP(x, y);
- else if (element == EL_EXPANDABLE_WALL_GROWING)
+ else if (element == EL_EXPANDABLE_WALL_GROWING ||
+ element == EL_EXPANDABLE_STEELWALL_GROWING)
MauerWaechst(x, y);
else if (element == EL_EXPANDABLE_WALL ||
element == EL_EXPANDABLE_WALL_HORIZONTAL ||
element == EL_EXPANDABLE_WALL_VERTICAL ||
- element == EL_EXPANDABLE_WALL_ANY)
+ element == EL_EXPANDABLE_WALL_ANY ||
+ element == EL_BD_EXPANDABLE_WALL)
MauerAbleger(x, y);
+ else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+ element == EL_EXPANDABLE_STEELWALL_ANY)
+ MauerAblegerStahl(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
element == EL_DIAGONAL_SHRINKING ||
element == EL_DIAGONAL_GROWING)
{
-#if 1
graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif
}
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (element == EL_CUSTOM_255 ||
- element == EL_CUSTOM_256)
- DrawLevelGraphicAnimation(x, y, graphic);
-#endif
-
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
element == EL_MAGIC_WALL_EMPTYING ||
element == EL_BD_MAGIC_WALL_FULL ||
element == EL_BD_MAGIC_WALL_ACTIVE ||
- element == EL_BD_MAGIC_WALL_EMPTYING) &&
+ element == EL_BD_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))
{
magic_wall_x = x;
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
{
- static unsigned long random = 1684108901;
+ static unsigned int random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
(element == EL_EMPTY ||
CAN_GROW_INTO(element) ||
element == EL_QUICKSAND_EMPTY ||
+ element == EL_QUICKSAND_FAST_EMPTY ||
element == EL_ACID_SPLASH_LEFT ||
element == EL_ACID_SPLASH_RIGHT))
{
}
#endif
-#if 0
- if (game.explosions_delayed)
-#endif
- {
- game.explosions_delayed = FALSE;
-
-#if 1
- SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
- {
- element = Feld[x][y];
+ game.explosions_delayed = FALSE;
- if (ExplodeField[x][y])
- Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
- else if (element == EL_EXPLOSION)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
- ExplodeField[x][y] = EX_TYPE_NONE;
- }
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
- game.explosions_delayed = TRUE;
+ ExplodeField[x][y] = EX_TYPE_NONE;
}
+ game.explosions_delayed = TRUE;
+
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_EMPTYING)
PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ else if (element == EL_DC_MAGIC_WALL_FULL ||
+ element == EL_DC_MAGIC_WALL_ACTIVE ||
+ element == EL_DC_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
else
PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
}
if (game.magic_wall_time_left > 0)
{
game.magic_wall_time_left--;
+
if (!game.magic_wall_time_left)
{
-#if 1
SCAN_PLAYFIELD(x, y)
-#else
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
{
element = Feld[x][y];
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ 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;
- DrawLevelField(x, y);
+ 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;
+ TEST_DrawLevelField(x, y);
}
}
}
}
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+ {
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbled(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledNeighbours(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
+ }
+
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+ }
+#endif
+
CheckLevelTime();
DrawAllPlayers();
if (options.debug) /* calculate frames per second */
{
- static unsigned long fps_counter = 0;
+ static unsigned int fps_counter = 0;
static int fps_frames = 0;
- unsigned long fps_delay_ms = Counter() - fps_counter;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
fps_frames++;
void ScrollLevel(int dx, int dy)
{
- int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+ int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
int x, y;
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX * (dx == -1) - softscroll_offset,
- FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
- FX + TILEX * (dx == 1) - softscroll_offset,
- FY + TILEY * (dy == 1) - softscroll_offset);
+ FX + TILEX_VAR * (dx == -1) - softscroll_offset,
+ FY + TILEY_VAR * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
+ SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
+ FX + TILEX_VAR * (dx == 1) - softscroll_offset,
+ FY + TILEY_VAR * (dy == 1) - softscroll_offset);
- if (dx)
+ if (dx != 0)
{
x = (dx == 1 ? BX1 : BX2);
for (y = BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
- if (dy)
+ if (dy != 0)
{
y = (dy == 1 ? BY1 : BY2);
for (x = BX1; x <= BX2; x++)
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (game.gravity && !player->programmed_action)
+ if (player->gravity && !player->programmed_action)
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
- boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+ boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
int jx = player->jx, jy = player->jy;
boolean player_is_moving_to_valid_field =
(!player_is_snapping &&
{
return CheckGravityMovement(player);
- if (game.gravity && !player->programmed_action)
+ if (player->gravity && !player->programmed_action)
{
int jx = player->jx, jy = player->jy;
boolean field_under_player_is_free =
{
int jx = player->jx, jy = player->jy;
int new_jx = jx + dx, new_jy = jy + dy;
-#if !USE_FIXED_DONT_RUN_INTO
- int element;
-#endif
int can_move;
boolean player_can_move = !player->cannot_move;
if (!player_can_move)
{
-#if 1
if (player->MovPos == 0)
{
player->is_moving = FALSE;
player->is_snapping = FALSE;
player->is_pushing = FALSE;
}
-#else
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
-#endif
-
-#if 0
- return MP_NO_ACTION;
-#endif
}
-#if 1
if (!options.network && game.centered_player_nr == -1 &&
!AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
-#else
- if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
- return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
- element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-
- /* (moved to DigField()) */
- if (player_can_move && DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(new_jx, new_jy);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_MOVING;
- }
-#endif
can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
- if (can_move == MP_DONT_RUN_INTO)
- return MP_MOVING;
-#endif
-#endif
if (can_move != MP_MOVING)
return can_move;
-#if USE_FIXED_DONT_RUN_INTO
-#endif
-
/* check if DigField() has caused relocation of the player */
if (player->jx != jx || player->jy != jy)
return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
PlayerVisit[jx][jy] = FrameCounter;
+ player->is_moving = TRUE;
+
+#if 1
+ /* should better be called in MovePlayer(), but this breaks some tapes */
ScrollPlayer(player, SCROLL_INIT);
+#endif
return MP_MOVING;
}
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
tape.counter);
#endif
player->move_delay_value = original_move_delay_value;
}
+ player->is_active = FALSE;
+
if (player->last_move_dir & MV_HORIZONTAL)
{
if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
+ if (!moved && !player->is_active)
+ {
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ player->is_snapping = FALSE;
+ player->is_pushing = FALSE;
+ }
+
jx = player->jx;
jy = player->jy;
-#if 1
if (moved & MP_MOVING && !ScreenMovPos &&
(player->index_nr == game.centered_player_nr ||
game.centered_player_nr == -1))
-#else
- if (moved & MP_MOVING && !ScreenMovPos &&
- (player == local_player || !options.network))
-#endif
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (setup.scroll_delay ? 3 : 0);
+ int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
scroll_y = old_scroll_y;
}
}
-
- if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
- {
-#if 1
- if (!options.network && game.centered_player_nr == -1 &&
- !AllPlayersInVisibleScreen())
- {
- scroll_x = old_scroll_x;
- scroll_y = old_scroll_y;
- }
- else
-#else
- if (!options.network && !AllPlayersInVisibleScreen())
+
+ if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+ {
+ if (!options.network && game.centered_player_nr == -1 &&
+ !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
}
else
-#endif
{
ScrollScreen(player, SCROLL_INIT);
ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
player->is_dropping = FALSE;
player->is_dropping_pressed = FALSE;
player->drop_pressed_delay = 0;
+
+#if 0
+ /* should better be called here than above, but this breaks some tapes */
+ ScrollPlayer(player, SCROLL_INIT);
+#endif
}
else
{
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
-#if USE_NEW_PLAYER_SPEED
if (!player->active)
return;
if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
return;
-#else
- if (!player->active || player->MovPos == 0)
- return;
-#endif
if (mode == SCROLL_INIT)
{
last_field_block_delay += player->move_delay_value;
/* when blocking enabled, prevent moving up despite gravity */
- if (game.gravity && player->MovDir == MV_UP)
+ if (player->gravity && player->MovDir == MV_UP)
block_delay_adjustment = -1;
}
MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
}
-#if USE_NEW_PLAYER_SPEED
if (player->MovPos != 0) /* player has not yet reached destination */
return;
-#else
- return;
-#endif
}
else if (!FrameReached(&player->actual_frame_counter, 1))
return;
-#if 0
- printf("::: player->MovPos: %d -> %d\n",
- player->MovPos,
- player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
-#endif
-
-#if USE_NEW_PLAYER_SPEED
if (player->MovPos != 0)
{
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
if (player->MovPos == 0)
CheckGravityMovement(player);
}
-#else
- player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
- player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
- /* before DrawPlayer() to draw correct player graphic for this case */
- if (player->MovPos == 0)
- CheckGravityMovement(player);
-#endif
if (player->MovPos == 0) /* player reached destination field */
{
-#if 0
- printf("::: player reached destination field\n");
-#endif
-
if (player->move_delay_reset_counter > 0)
{
player->move_delay_reset_counter--;
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 (local_player->friends_still_needed == 0 ||
IS_SP_ELEMENT(Feld[jx][jy]))
- player->LevelSolved = player->GameOver = TRUE;
+ PlayerWins(player);
}
/* this breaks one level: "machine", level 000 */
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
- CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
CE_MOVE_OF_X, move_direction);
}
RemovePlayer(player);
}
- if (level.use_step_counter)
+ if (!local_player->LevelSolved && level.use_step_counter)
{
int i;
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- DrawGameValue_Time(TimeLeft);
+ DisplayGameControlValues();
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
- DrawGameValue_Time(TimePlayed);
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+ {
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+ DisplayGameControlValues();
+ }
}
if (tape.single_step && tape.recording && !tape.pausing &&
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned long screen_frame_counter = 0;
+ static unsigned int screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(x, y)) /* player found at center element */
{
struct PlayerInfo *player = PLAYERINFO(x, y);
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
+
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
}
- else if (IS_PLAYER(xx, yy))
+ else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
CheckTriggeredElementChangeByPlayer(x, y, center_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
+
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
+
break;
}
}
}
-#if USE_ELEMENT_TOUCHING_BUGFIX
-
void TestIfElementTouchesCustomElement(int x, int y)
{
static int xy[4][2] =
/* check for change of border element */
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
- }
-
- for (i = 0; i < NUM_DIRECTIONS; i++)
- {
- int border_side = trigger_sides[i][1];
- int border_element = border_element_old[i];
-
- if (border_element == -1)
- continue;
- /* check for change of center element (but change it only once) */
- if (!change_center_element)
- change_center_element =
- CheckElementChangeBySide(x, y, center_element, border_element,
- CE_TOUCHING_X, border_side);
+ /* (center element cannot be player, so we dont have to check this here) */
}
-}
-
-#else
-
-void TestIfElementTouchesCustomElement_OLD(int x, int y)
-{
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
- static int trigger_sides[4][2] =
- {
- /* center side border side */
- { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
- { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
- { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
- { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
- };
- static int touch_dir[4] =
- {
- MV_LEFT | MV_RIGHT,
- MV_UP | MV_DOWN,
- MV_UP | MV_DOWN,
- MV_LEFT | MV_RIGHT
- };
- boolean change_center_element = FALSE;
- int center_element = Feld[x][y]; /* should always be non-moving! */
- int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
- int center_side = trigger_sides[i][0];
int border_side = trigger_sides[i][1];
- int border_element;
+ int border_element = border_element_old[i];
- if (!IN_LEV_FIELD(xx, yy))
+ if (border_element == -1)
continue;
- if (game.engine_version < VERSION_IDENT(3,0,7,0))
- border_element = Feld[xx][yy]; /* may be moving! */
- else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
- border_element = Feld[xx][yy];
- else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
- border_element = MovingOrBlocked2Element(xx, yy);
- else
- continue; /* center and border element do not touch */
-
/* check for change of center element (but change it only once) */
if (!change_center_element)
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
- /* check for change of border element */
- CheckElementChangeBySide(xx, yy, border_element, center_element,
- CE_TOUCHING_X, center_side);
+ if (IS_PLAYER(xx, yy))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
}
}
-#endif
-
void TestIfElementHitsCustomElement(int x, int y, int direction)
{
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_X, touched_side);
- CheckElementChangeBySide(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, hitting_side);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
+
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
+ }
}
}
CE_HITTING_SOMETHING, direction);
}
-#if 0
-void TestIfElementSmashesCustomElement(int x, int y, int direction)
-{
- int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
- int hitx = x + dx, hity = y + dy;
- int hitting_element = Feld[x][y];
- int touched_element;
-#if 0
- boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
- !IS_FREE(hitx, hity) &&
- (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
-
- if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
- return;
-
-#if 0
- if (IN_LEV_FIELD(hitx, hity) && !object_hit)
- return;
-#endif
-
- touched_element = (IN_LEV_FIELD(hitx, hity) ?
- MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- EP_CAN_SMASH_EVERYTHING, direction);
-
- if (IN_LEV_FIELD(hitx, hity))
- {
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
-#if 0
- int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
- boolean object_hit = (!IS_MOVING(hitx, hity) ||
- MovDir[hitx][hity] != direction ||
- ABS(MovPos[hitx][hity]) <= TILEY / 2);
-
- object_hit = TRUE;
-#endif
-
- if (object_hit)
- {
- int i;
-
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_SMASHED_BY_SOMETHING, opposite_direction);
-
- CheckElementChangeBySide(x, y, hitting_element, touched_element,
- CE_OTHER_IS_SMASHING, touched_side);
-
- CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
- CE_OTHER_GETS_SMASHED, hitting_side);
- }
- }
-}
-#endif
-
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
int i, kill_x = -1, kill_y = -1;
test_x = bad_x + test_xy[i][0];
test_y = bad_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
kill_x = test_x;
kill_y = test_y;
+
break;
}
else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
+
break;
}
}
}
}
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[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;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
+
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+ test_element = Feld[test_x][test_y];
+
+ if (test_move_dir != bad_move_dir)
+ {
+ /* 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);
+
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ 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 */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NONE);
if (!player->active)
return;
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
+ /* the following code was introduced to prevent an infinite loop when calling
+ -> Bang()
+ -> CheckTriggeredElementChangeExt()
+ -> ExecuteCustomElementAction()
+ -> KillPlayer()
+ -> (infinitely repeating the above sequence of function calls)
+ which occurs when killing the player while having a CE with the setting
+ "kill player X when explosion of <player X>"; the solution using a new
+ field "player->killed" was chosen for backwards compatibility, although
+ clever use of the fields "player->active" etc. would probably also work */
+#if 1
+ if (player->killed)
+ return;
+#endif
+
+ player->killed = TRUE;
+
/* remove accessible field at the player's position */
Feld[jx][jy] = EL_EMPTY;
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);
+#endif
+
Bang(jx, jy);
- BuryPlayer(player);
+
+#if 0
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
+ if (player->reanimated) /* killed player may have been reanimated */
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
}
static void KillPlayerUnlessEnemyProtected(int x, int y)
StorePlayer[jx][jy] = 0;
if (player->is_moving)
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
ExitY = ZY = jy;
}
-#if USE_NEW_SNAP_DELAY
static void setFieldForSnapping(int x, int y, int element, int direction)
{
struct ElementInfo *ei = &element_info[element];
GfxDir[x][y] = direction;
GfxFrame[x][y] = -1;
}
-#endif
/*
=============================================================================
=============================================================================
*/
-int DigField(struct PlayerInfo *player,
- int oldx, int oldy, int x, int y,
- int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
{
boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
boolean player_was_pushing = player->is_pushing;
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
-#if USE_FIXED_DONT_RUN_INTO
int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
-#else
- int element;
-#endif
int collect_count;
if (is_player) /* function can also be called by EL_PENGUIN */
}
}
-#if !USE_FIXED_DONT_RUN_INTO
- if (IS_MOVING(x, y) || IS_PLAYER(x, y))
- return MP_NO_ACTION;
-#endif
-
if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
game.engine_version >= VERSION_IDENT(2,2,0,0))
old_element = Back[jx][jy];
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
- if (player_can_move && DONT_RUN_INTO(element))
- {
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_DONT_RUN_INTO;
- }
-#endif
-#endif
-
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
- if (player_can_move && DONT_RUN_INTO(element))
- {
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
- return MP_DONT_RUN_INTO;
- }
-#endif
-#endif
-
if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
return 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 */
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
{
SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
+
+ Feld[jx][jy] = player->artwork_element;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
return MP_DONT_RUN_INTO;
}
-#endif
-#endif
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
if (player_can_move && DONT_RUN_INTO(element))
{
- if (element == EL_ACID && dx == 0 && dy == 1)
- {
- SplashAcid(x, y);
- Feld[jx][jy] = EL_PLAYER_1;
- InitMovingField(jx, jy, MV_DOWN);
- Store[jx][jy] = EL_ACID;
- ContinueMoving(jx, jy);
- BuryPlayer(player);
- }
- else
- TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
return MP_DONT_RUN_INTO;
}
-#endif
-#endif
-#if USE_FIXED_DONT_RUN_INTO
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
- element = Feld[x][y];
-#endif
collect_count = element_info[element].collect_count_initial;
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
+ if (element == EL_DC_LANDMINE)
+ Bang(x, y);
+
if (Feld[x][y] != element) /* field changed by snapping */
return MP_ACTION;
return MP_NO_ACTION;
}
- if (game.gravity && is_player && !player->is_auto_moving &&
+ 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;
}
else if (element == EL_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPEN ||
+ element == EL_EM_EXIT_OPENING ||
+ element == EL_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPEN ||
+ element == EL_EM_STEEL_EXIT_OPENING ||
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
return MP_NO_ACTION;
}
+ else if (IS_EMC_GATE(element))
+ {
+ if (!player->key[EMC_GATE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+ {
+ if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+ return MP_NO_ACTION;
+ }
+ else if (element == EL_DC_GATE_WHITE ||
+ element == EL_DC_GATE_WHITE_GRAY ||
+ element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+ {
+ if (player->num_white_keys == 0)
+ return MP_NO_ACTION;
+
+ player->num_white_keys--;
+ }
else if (IS_SP_PORT(element))
{
if (element == EL_SP_GRAVITY_PORT_LEFT ||
element == EL_SP_GRAVITY_PORT_RIGHT ||
element == EL_SP_GRAVITY_PORT_UP ||
element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
+ player->gravity = !player->gravity;
else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
element == EL_SP_GRAVITY_ON_PORT_UP ||
element == EL_SP_GRAVITY_ON_PORT_DOWN)
- game.gravity = TRUE;
+ player->gravity = TRUE;
else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
element == EL_SP_GRAVITY_OFF_PORT_UP ||
element == EL_SP_GRAVITY_OFF_PORT_DOWN)
- game.gravity = FALSE;
+ player->gravity = FALSE;
}
/* automatically move to the next field with double speed */
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
else if (element == EL_EXTRA_TIME && level.time > 0)
{
TimeLeft += level.extra_time;
- DrawGameValue_Time(TimeLeft);
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
{
player->key[KEY_NR(element)] = TRUE;
- DrawGameValue_Keys(player->key);
+ DrawGameDoorValues();
+ }
+ else if (element == EL_DC_KEY_WHITE)
+ {
+ player->num_white_keys++;
- redraw_mask |= REDRAW_DOOR_1;
+ /* display white keys? */
+ /* DrawGameDoorValues(); */
}
else if (IS_ENVELOPE(element))
{
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
}
else if (collect_count > 0)
{
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
- DrawGameValue_Emeralds(local_player->gems_still_needed);
+ game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+ DisplayGameControlValues();
}
RaiseScoreElement(element);
if (mode == DF_SNAP)
{
-#if USE_NEW_SNAP_DELAY
if (level.block_snap_field)
setFieldForSnapping(x, y, element, move_direction);
else
TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#else
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
player->index_bit, dig_side);
}
player->is_pushing = TRUE;
+ player->is_active = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
+ (IS_SB_ELEMENT(element) &&
+ Feld[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 (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
+
if (IS_SB_ELEMENT(element))
{
if (element == EL_SOKOBAN_FIELD_FULL)
ACTION_FILLING);
if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
{
- player->LevelSolved = player->GameOver = TRUE;
+ PlayerWins(player);
+
PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
}
}
ZX = x;
ZY = y;
- DrawLevelField(x, y);
+ game.robot_wheel_active = TRUE;
+
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_SP_TERMINAL)
{
int xx, yy;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
Bang(xx, yy);
ToggleBeltSwitch(x, y);
}
else if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
+ element == EL_SWITCHGATE_SWITCH_DOWN ||
+ element == EL_DC_SWITCHGATE_SWITCH_UP ||
+ element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
ToggleSwitchgateSwitch(x, y);
}
{
ToggleLightSwitch(x, y);
}
- else if (element == EL_TIMEGATE_SWITCH)
+ else if (element == EL_TIMEGATE_SWITCH ||
+ element == EL_DC_TIMEGATE_SWITCH)
{
ActivateTimegateSwitch(x, y);
}
local_player->lights_still_needed--;
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_TIME_ORB_FULL)
{
if (level.time > 0 || level.use_time_orb_bug)
{
TimeLeft += level.time_orb_time;
- DrawGameValue_Time(TimeLeft);
+ game.no_time_limit = FALSE;
+
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+ DisplayGameControlValues();
}
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
game.ball_state = !game.ball_state;
-#if 1
SCAN_PLAYFIELD(xx, yy)
-#else
- for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
{
int e = Feld[xx][yy];
if (is_player) /* function can also be called by EL_PENGUIN */
{
if (Feld[x][y] != element) /* really digged/collected something */
+ {
player->is_collecting = !player->is_digging;
+ player->is_active = TRUE;
+ }
}
return MP_MOVING;
}
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+ int element = Feld[x][y];
+
+ if (!IS_FREE(x, y))
+ {
+ int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ /* no element can dig solid indestructible elements */
+ if (IS_INDESTRUCTIBLE(element) &&
+ !IS_DIGGABLE(element) &&
+ !IS_COLLECTIBLE(element))
+ return FALSE;
+
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ if (IS_MOVING(x, y))
+ RemoveMovingField(x, y);
+ else
+ {
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+
+ /* 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 */
+ if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+ Store[x][y] = element;
+
+ return TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
return FALSE;
}
-#if USE_NEW_CONTINUOUS_SNAPPING
/* prevent snapping with already pressed snap key when not allowed */
if (player->is_snapping && !can_continue_snapping)
return FALSE;
-#else
- if (player->is_snapping)
- return FALSE;
-#endif
player->MovDir = snap_direction;
return FALSE;
player->is_snapping = TRUE;
+ player->is_active = TRUE;
if (player->MovPos == 0)
{
}
if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return TRUE;
}
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
{
int old_element, new_element;
int dropx = player->jx, dropy = player->jy;
int drop_direction = player->MovDir;
int drop_side = drop_direction;
- int drop_element = (player->inventory_size > 0 ?
- player->inventory_element[player->inventory_size - 1] :
- player->inventory_infinite_element != EL_UNDEFINED ?
- player->inventory_infinite_element :
- player->dynabombs_left > 0 ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
- EL_UNDEFINED);
+ int drop_element = get_next_dropped_element(player);
player->is_dropping_pressed = TRUE;
{
player->inventory_size--;
- DrawGameValue_Dynamite(local_player->inventory_size);
+ DrawGameDoorValues();
if (new_element == EL_DYNAMITE)
new_element = EL_DYNAMITE_ACTIVE;
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
- int move_direction, nextx, nexty;
-
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
- move_direction = MovDir[dropx][dropy];
- nextx = dropx + GET_DX_FROM_DIR(move_direction);
- nexty = dropy + GET_DY_FROM_DIR(move_direction);
-
ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
+
+ /* do not cause impact style collision by dropping elements that can fall */
CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
}
PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
}
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+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;
switch (sample)
{
break;
case SAMPLE_time:
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;
default:
}
}
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
void RaiseScore(int value)
{
local_player->score += value;
- DrawGameValue_Score(local_player->score);
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+ DisplayGameControlValues();
}
void RaiseScoreElement(int element)
{
- switch(element)
+ switch (element)
{
case EL_EMERALD:
case EL_BD_DIAMOND:
case EL_EMC_KEY_6:
case EL_EMC_KEY_7:
case EL_EMC_KEY_8:
+ case EL_DC_KEY_WHITE:
RaiseScore(level.score[SC_KEY]);
break;
default:
}
}
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
{
- if (AllPlayersGone ||
- !ask_if_really_quit ||
- level_editor_test_game ||
- Request("Do you really want to quit the game ?",
- REQ_ASK | REQ_STAY_CLOSED))
+ if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
+ /* closing door required in case of envelope style request dialogs */
+ if (!skip_request)
+ CloseDoor(DOOR_CLOSE_1);
+
#if defined(NETWORK_AVALIABLE)
if (options.network)
- SendToServer_StopPlaying();
+ SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
else
#endif
{
- game_status = GAME_MODE_MAIN;
- DrawMainMenu();
+ if (quick_quit)
+ {
+ FadeSkipNextFadeIn();
+
+ game_status = GAME_MODE_MAIN;
+
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+ }
+ else
+ {
+ game_status = GAME_MODE_MAIN;
+
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+ }
}
}
- else
+ 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;
+
+ RequestQuitGameExt(skip_request, quick_quit,
+ "Do you really want to quit the game?");
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* random generator functions */
+/* ------------------------------------------------------------------------- */
+
+unsigned int InitEngineRandom_RND(int seed)
+{
+ game.num_random_calls = 0;
+
+ return InitEngineRandom(seed);
+}
+
+unsigned int RND(int max)
+{
+ if (max > 0)
+ {
+ game.num_random_calls++;
+
+ return GetEngineRandom(max);
+ }
+
+ return 0;
+}
+
-/* ---------- new game button stuff ---------------------------------------- */
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions */
+/* ------------------------------------------------------------------------- */
+
+struct EngineSnapshotInfo
+{
+ /* runtime values for custom element collect score */
+ int collect_score[NUM_CUSTOM_ELEMENTS];
+
+ /* runtime values for group element choice position */
+ int choice_pos[NUM_GROUP_ELEMENTS];
+
+ /* runtime values for belt position animations */
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
+
+static void SaveEngineSnapshotValues_RND()
+{
+ static int belt_base_active_element[4] =
+ {
+ EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+ EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+ };
+ int i, j;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ {
+ int element = EL_GROUP_START + i;
+
+ engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
+ }
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int element = belt_base_active_element[i] + j;
+ int graphic = el2img(element);
+ int anim_mode = graphic_info[graphic].anim_mode;
+
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
+ }
+ }
+}
+
+static void LoadEngineSnapshotValues_RND()
+{
+ unsigned int num_random_calls = game.num_random_calls;
+ int i, j;
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ {
+ int element = EL_GROUP_START + i;
+
+ element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+ }
+
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 0; j < NUM_BELT_PARTS; j++)
+ {
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
+
+ graphic_info[graphic].anim_mode = anim_mode;
+ }
+ }
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ InitRND(tape.random_seed);
+ for (i = 0; i < num_random_calls; i++)
+ RND(1);
+ }
+
+ 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");
+ }
+}
+
+void FreeEngineSnapshot()
+{
+ FreeEngineSnapshotBuffers();
+
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
+}
+
+void SaveEngineSnapshot()
+{
+ /* do not save snapshots from editor */
+ if (level_editor_test_game)
+ return;
+
+ /* free previous snapshot buffers, if needed */
+ FreeEngineSnapshotBuffers();
+
+ /* copy some special values to a structure better suited for the snapshot */
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotValues_SP();
+
+ /* save values stored in special snapshot structure */
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+
+ /* save further RND engine values */
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
+
+ /* save level identification information */
+
+ setString(&snapshot_level_identifier, leveldir_current->identifier);
+ snapshot_level_nr = level_nr;
+
+#if 0
+ ListNode *node = engine_snapshot_list_rnd;
+ int num_bytes = 0;
+
+ while (node != NULL)
+ {
+ num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
+
+ node = node->next;
+ }
+
+ printf("::: size of engine snapshot: %d bytes\n", num_bytes);
+#endif
+}
+
+void LoadEngineSnapshot()
+{
+ /* restore generically stored snapshot buffers */
+
+ LoadEngineSnapshotBuffers();
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE 30
-#define GAME_BUTTON_YSIZE 30
-#define GAME_BUTTON_XPOS 5
-#define GAME_BUTTON_YPOS 215
-#define SOUND_BUTTON_XPOS 5
-#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+ /* restore special values from snapshot structure */
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ LoadEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ LoadEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_SP();
+}
+
+boolean CheckEngineSnapshot()
+{
+ return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+ snapshot_level_nr == level_nr);
+}
+
+
+/* ---------- new game button stuff ---------------------------------------- */
static struct
{
- int x, y;
+ int graphic;
+ struct XY *pos;
int gadget_id;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_STOP,
- "stop game"
+ IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, "stop game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, "pause game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, "play game"
},
{
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
},
{
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, "save game"
},
{
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, "load game"
}
};
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
- unsigned long event_mask;
- int gd_xoffset, gd_yoffset;
- int gd_x1, gd_x2, gd_y1, gd_y2;
+ unsigned int event_mask;
+ int base_x = (tape.show_game_buttons ? VX : DX);
+ int base_y = (tape.show_game_buttons ? 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_yp = gfx->src_y + gfx->pressed_yoffset;
+ int gd_xa = gfx->src_x + gfx->active_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 id = i;
- gd_xoffset = gamebutton_info[i].x;
- gd_yoffset = gamebutton_info[i].y;
- gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
- gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+ if (gfx->bitmap == NULL)
+ {
+ game_gadget[id] = NULL;
+
+ continue;
+ }
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PAUSE ||
- id == GAME_CTRL_ID_PLAY)
+ id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_SAVE ||
+ id == GAME_CTRL_ID_LOAD)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
else
{
(id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
(id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
event_mask = GD_EVENT_PRESSED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, DX + gd_xoffset,
- GDI_Y, DY + gd_yoffset,
- GDI_WIDTH, GAME_BUTTON_XSIZE,
- GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+ GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
- GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
- GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
- GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ 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_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
FreeGadget(game_gadget[i]);
}
-static void MapGameButtons()
+void MapGameButtons()
{
int i;
UnmapGadget(game_gadget[i]);
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+void RedrawGameButtons()
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ RedrawGadget(game_gadget[i]);
+
+ // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+ redraw_mask &= ~REDRAW_ALL;
+}
+
+static void HandleGameButtonsExt(int id)
{
- int id = gi->custom_id;
+ boolean handle_game_buttons =
+ (game_status == GAME_MODE_PLAYING ||
+ (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
- if (game_status != GAME_MODE_PLAYING)
+ if (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
- RequestQuitGame(TRUE);
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
+ if (tape.playing)
+ TapeStop();
+ else
+ RequestQuitGame(TRUE);
+
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
break;
case GAME_CTRL_ID_PLAY:
- if (tape.pausing)
+ if (game_status == GAME_MODE_MAIN)
+ {
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ }
+ else if (tape.pausing)
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
#endif
{
tape.pausing = FALSE;
- DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
}
}
break;
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
break;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
break;
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
default:
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id);
+}
+
+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)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+}