#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF (TRUE * 1)
-
-#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
+#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)
/* for DigField() */
#define DF_NO_PUSH 0
#define INITIAL_MOVE_DELAY_ON 0
/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED 32
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
+#define MOVE_DELAY_MAX_SPEED 1
+#if 0
#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#else
+#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+#endif
#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
/* values for other actions */
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN (1)
+#define MOVE_STEPSIZE_MAX (TILEX)
#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
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) +\
+ RND(element_info[e].ce_value_random_initial))
#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
RND((c)->delay_random * (c)->delay_frames))
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
#define CheckTriggeredElementChange(x, y, e, ev) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- CH_SIDE_ANY, -1)
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
- CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
- CH_SIDE_ANY, p)
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
#define CheckElementChange(x, y, e, te, ev) \
{ EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
{ EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
- { EL_UNDEFINED, MV_NO_MOVING }
+ { EL_UNDEFINED, MV_NONE }
};
static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
static int belt_move_dir[3] =
{
MV_LEFT,
- MV_NO_MOVING,
+ MV_NONE,
MV_RIGHT
};
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)
+ CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+#endif
+ }
+#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;
}
break;
}
+
+#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)
ei->change->change_function = ch_delay->change_function;
ei->change->post_change_function = ch_delay->post_change_function;
+ ei->change->can_change = TRUE;
+ ei->change->can_change_or_has_action = TRUE;
+
ei->has_change_event[CE_DELAY] = TRUE;
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
+ /* ---------- initialize internal run-time variables ------------- */
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ ei->change_page[j].can_change_or_has_action =
+ (ei->change_page[j].can_change |
+ ei->change_page[j].has_action);
+ }
+ }
+
/* add change events from custom element configuration */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
for (k = 0; k < NUM_CHANGE_EVENTS; k++)
}
}
- /* ---------- initialize internal run-time variables ------------- */
-
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
-
- for (j = 0; j < ei->num_change_pages; j++)
- {
- ei->change_page[j].can_change_or_has_action =
- (ei->change_page[j].can_change |
- ei->change_page[j].has_action);
- }
- }
-
/* ---------- initialize run-time trigger player and element ------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
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_side = CH_SIDE_NONE;
+ ei->change_page[j].actual_trigger_ce_value = 0;
}
}
for (j = 0; j < ei->num_change_pages; j++)
{
- if (!ei->change_page[j].can_change)
+ if (!ei->change_page[j].can_change_or_has_action)
continue;
if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
- /* ---------- initialize gem count --------------------------------------- */
+ /* ---------- initialize collect score ----------------------------------- */
- /* initialize gem count values for each element */
+ /* initialize collect score values for custom elements from initial value */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ if (IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_score = element_info[i].collect_score_initial;
+
+ /* ---------- initialize collect count ----------------------------------- */
+
+ /* initialize collect count values for non-custom elements */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].collect_count = 0;
+ element_info[i].collect_count_initial = 0;
- /* add gem count values for all elements from pre-defined list */
+ /* add collect count values for all elements from pre-defined list */
for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
- element_info[collect_count_list[i].element].collect_count =
+ element_info[collect_count_list[i].element].collect_count_initial =
collect_count_list[i].count;
/* ---------- initialize access direction -------------------------------- */
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NO_MOVING;
+ player->MovDir = MV_NONE;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NO_MOVING;
+ player->GfxDir = MV_NONE;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
player->step_counter = 0;
- player->last_move_dir = MV_NO_MOVING;
+ player->last_move_dir = MV_NONE;
player->is_waiting = FALSE;
player->is_moving = FALSE;
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->push_delay = -1; /* initialized when pushing starts */
#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
- SendToServer_MovePlayer(MV_NO_MOVING);
+ SendToServer_MovePlayer(MV_NONE);
#endif
ZX = ZY = -1;
TimeLeft = level.time;
TapeTime = 0;
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
ScreenMovPos = 0;
ScreenGfxPos = 0;
game.light_time_left = 0;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
- game.balloon_dir = MV_NO_MOVING;
+ game.wind_direction = level.wind_direction_initial;
game.gravity = level.initial_gravity;
game.explosions_delayed = TRUE;
for (i = 0; i < NUM_BELTS; i++)
{
- game.belt_dir[i] = MV_NO_MOVING;
+ game.belt_dir[i] = MV_NONE;
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
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;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
}
}
emulate_sb ? EMU_SOKOBAN :
emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+#if USE_NEW_ALL_SLIPPERY
+ /* initialize type of slippery elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ /* default: elements slip down either to the left or right randomly */
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ /* SP style elements prefer to slip down on the left side */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ /* BD style elements prefer to slip down on the left side */
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+#endif
+
/* initialize explosion and ignition delay */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
/* correct non-moving belts to start moving left */
for (i = 0; i < NUM_BELTS; i++)
- if (game.belt_dir[i] == MV_NO_MOVING)
+ if (game.belt_dir[i] == MV_NONE)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
/* check if any connected player was not found in playfield */
for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
{
- content = element_info[element].content[xx][yy];
+ content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 2 || element < found_element))
for (i = 0; i < element_info[element].num_change_pages; i++)
{
- content= element_info[element].change_page[i].target_content[xx][yy];
+ content =
+ element_info[element].change_page[i].target_content.e[xx][yy];
+
is_player = ELEM_IS_PLAYER(content);
if (is_player && (found_rating < 1 || element < found_element))
if (move_direction_initial == MV_START_PREVIOUS)
{
- if (MovDir[x][y] != MV_NO_MOVING)
+ if (MovDir[x][y] != MV_NONE)
return;
move_direction_initial = MV_START_AUTOMATIC;
PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
}
- /* Hero disappears */
+ /* player disappears */
if (ExitX >= 0 && ExitY >= 0)
DrawLevelField(ExitX, ExitY);
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];
GfxAction[newx][newy] = GfxAction[x][y];
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;
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
}
void RemoveMovingField(int x, int y)
if (player == local_player) /* only visually relocate local player */
DrawRelocatePlayer(player);
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
if (IS_CUSTOM_ELEMENT(element))
CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
player->index_bit, enter_side);
- CheckTriggeredElementChangeByPlayer(jx, jy, element,
- CE_PLAYER_ENTERS_X,
+ CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
}
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][xx][yy];
+ 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[xx][yy] != EL_EMPTY)
- Store[x][y] = element_info[center_element].content[xx][yy];
+ 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)
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
- Store[x][y] = element_info[element].content[1][1];
+ Store[x][y] = element_info[element].content.e[1][1];
else
Store[x][y] = EL_EMPTY;
if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
!PLAYER_EXPLOSION_PROTECTED(x, y))
{
- KillHeroUnlessExplosionProtected(x, y);
+ KillPlayerUnlessExplosionProtected(x, y);
border_explosion = TRUE;
}
else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
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);
for (i = 0; i < NUM_BELTS; i++)
{
- if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltElement(element);
int belt_nr = i;
static int belt_move_dir[4] =
{
MV_LEFT,
- MV_NO_MOVING,
+ MV_NONE,
MV_RIGHT,
- MV_NO_MOVING,
+ MV_NONE,
};
int element = Feld[x][y];
DrawLevelField(xx, yy);
}
}
- else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ else if (IS_BELT(element) && belt_dir != MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltElement(element);
DrawLevelField(xx, yy);
}
}
- else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltActiveElement(element);
if (impact && element == EL_AMOEBA_DROP)
{
if (object_hit && IS_PLAYER(x, y + 1))
- KillHeroUnlessEnemyProtected(x, y + 1);
+ KillPlayerUnlessEnemyProtected(x, y + 1);
else if (object_hit && smashed == EL_PENGUIN)
Bang(x, y + 1);
else
{
if (CAN_SMASH_PLAYER(element))
{
- KillHeroUnlessEnemyProtected(x, y + 1);
+ KillPlayerUnlessEnemyProtected(x, y + 1);
return;
}
}
CheckElementChangeBySide(x, y + 1, smashed, element,
CE_SWITCHED, CH_SIDE_TOP);
- CheckTriggeredElementChangeBySide(x, y + 1, smashed,
- CE_SWITCH_OF_X, CH_SIDE_TOP);
+ CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+ CH_SIDE_TOP);
}
}
else
}
else if (element == EL_BALLOON)
{
- MovDir[x][y] = game.balloon_dir;
+ MovDir[x][y] = game.wind_direction;
MovDelay[x][y] = 0;
}
else if (element == EL_SPRING)
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_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
MovDelay[x][y] = 0;
}
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
MovDir[x][y] = move_pattern;
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
+ else if (move_pattern & MV_WIND_DIRECTION)
+ {
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
move_pattern == MV_WHEN_DROPPED)
{
if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
MovDelay[x][y] = 0;
}
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; /* start with very low preference */
- int new_move_dir = MV_NO_MOVING;
+ int new_move_dir = MV_NONE;
int start_test = RND(4);
int i;
}
else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
- if (MovDir[x][y] == MV_NO_MOVING)
+ if (MovDir[x][y] == MV_NONE)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x + 1][y + 1] == EL_ACID));
boolean can_fall_any = (can_fall_left || can_fall_right);
boolean can_fall_both = (can_fall_left && can_fall_right);
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
- if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
{
- int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+ if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+ can_fall_left = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_LEFT)
+ can_fall_right = FALSE;
+ else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+ can_fall_left = FALSE;
+ can_fall_any = (can_fall_left || can_fall_right);
+ can_fall_both = FALSE;
+ }
+#else
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+ {
if (slippery_type == SLIPPERY_ONLY_LEFT)
can_fall_right = FALSE;
else if (slippery_type == SLIPPERY_ONLY_RIGHT)
can_fall_any = (can_fall_left || can_fall_right);
can_fall_both = (can_fall_left && can_fall_right);
}
+#endif
+#if 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 = FALSE;
}
#endif
+#endif
+
+#if USE_NEW_ALL_SLIPPERY
+ if (can_fall_both)
+ {
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+ can_fall_both = FALSE;
+ }
+#else
if (can_fall_both)
{
if (game.emulation == EMU_BOULDERDASH ||
can_fall_both = FALSE;
}
+#endif
if (can_fall_any)
{
/* not "else if" because of elements that can fall and move (EL_SPRING) */
#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+ if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
#else
if (CAN_MOVE(element) && !started_moving)
#endif
#if 0
#if DEBUG
- if (MovDir[x][y] == MV_NO_MOVING)
+ if (MovDir[x][y] == MV_NONE)
{
printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
x, y, element, element_info[element].token_name);
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_ENEMY_PROTECTED(newx, newy))
{
- TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+ TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
return;
}
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
else if (!IS_FREE(newx, newy))
{
DrawLevelElementAnimation(x, y, element);
if (DONT_TOUCH(element))
- TestIfBadThingTouchesHero(x, y);
+ TestIfBadThingTouchesPlayer(x, y);
return;
}
ContinueMoving(x, y);
}
-/* (emacs is confused here for some reason; this makes it happy again ;-) ) */
-void dummy()
-{
-}
-
void ContinueMoving(int x, int y)
{
int element = Feld[x][y];
if (!game.magic_wall_active)
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)
{
if (!game.magic_wall_active)
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_AMOEBA_DROPPING)
{
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
MovDelay[newx][newy] = 0;
if (CAN_CHANGE(element))
ChangePage[newx][newy] = ChangePage[x][y];
Changed[newx][newy] = Changed[x][y];
ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+ CustomValue[newx][newy] = CustomValue[x][y];
+#endif
}
ChangeDelay[x][y] = 0;
Changed[x][y] = FALSE;
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];
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesPlayer(newx, newy);
TestIfBadThingTouchesFriend(newx, newy);
if (!IS_CUSTOM_ELEMENT(element))
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);
+ int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+ level.biomaze);
boolean changed = FALSE;
if (IS_ANIMATED(graphic))
if (xx == ax && yy == ay) /* field in the middle */
{
- if (nachbarn < life[0] || nachbarn > life[1])
+ if (nachbarn < life_parameter[0] ||
+ nachbarn > life_parameter[1])
{
Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
}
else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
{ /* free border field */
- if (nachbarn >= life[2] && nachbarn <= life[3])
+ if (nachbarn >= life_parameter[2] &&
+ nachbarn <= life_parameter[3])
{
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
DrawLevelField(x, y);
}
}
EL_EMPTY);
}
-static int getModifiedActionNumber(int value_old, int value_min, int value_max,
- int operator, int operand)
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+ int value_min, int value_max)
{
- int value_new = (operator == CA_MODE_ADD ? value_old + operand :
+ int value_new = (operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_ADD ? value_old + operand :
operator == CA_MODE_SUBTRACT ? value_old - operand :
operator == CA_MODE_MULTIPLY ? value_old * operand :
operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
- operator == CA_MODE_SET ? operand :
+ operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
value_old);
return (value_new < value_min ? value_min :
value_new);
}
-static void ExecuteCustomElementAction(int element, int page)
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
{
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
EL_EMPTY);
+ int action_arg_number_min =
+ (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
+ CA_ARG_MIN);
+
+ int action_arg_number_max =
+ (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
+ action_type == CA_SET_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 :
+ CA_ARG_MAX);
+
+ int action_arg_number_reset =
+ (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
+ 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_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_MAX ? action_arg :
- action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
- action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
+ action_arg >= CA_ARG_SPEED_VERY_SLOW &&
+ action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+ action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+ 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 :
- action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
+#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_DELAY ? GET_CHANGE_DELAY(change) :
+ action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
+ action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
-1);
- /* (for explicit player choice, set invalid value to "no player") */
+ 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] :
+ 0);
+
+ int action_arg_number_new =
+ getModifiedActionNumber(action_arg_number_old,
+ action_mode, action_arg_number,
+ action_arg_number_min, action_arg_number_max);
+
int action_arg_player_bits =
- (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
+ (action_arg == CA_ARG_PLAYER_ANY ? PLAYER_BITS_ANY :
action_arg >= CA_ARG_PLAYER_1 &&
action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
action_arg >= CA_ARG_1 &&
- action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
+ action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - CA_ARG_1)) :
action_arg_element >= EL_PLAYER_1 &&
action_arg_element <= EL_PLAYER_4 ?
(1 << (action_arg_element - EL_PLAYER_1)) :
- 0);
+ PLAYER_BITS_ANY);
- /* (for implicit player choice, set invalid value to "all players") */
int trigger_player_bits =
(change->actual_trigger_player >= EL_PLAYER_1 &&
change->actual_trigger_player <= EL_PLAYER_4 ?
{
for (i = 0; i < MAX_PLAYERS; i++)
if (action_arg_player_bits & (1 << i))
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
break;
}
break;
}
- case CA_DEL_KEY:
+ case CA_REMOVE_KEY:
{
int element = getSpecialActionElement(action_arg_element,
action_arg_number, EL_KEY_1);
break;
}
+#if 1
case CA_SET_PLAYER_SPEED:
{
for (i = 0; i < MAX_PLAYERS; i++)
{
if (trigger_player_bits & (1 << i))
{
- if (action_arg == CA_ARG_NUMBER_RESET)
- stored_player[i].move_delay_value = game.initial_move_delay_value;
- else if (action_arg == CA_ARG_NUMBER_NORMAL)
- stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
- else if (action_arg == CA_ARG_NUMBER_MIN)
- stored_player[i].move_delay_value = 16;
- else if (action_arg == CA_ARG_NUMBER_MAX)
- stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
- else
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
+
+ if (action_arg == CA_ARG_SPEED_SLOWER ||
+ action_arg == CA_ARG_SPEED_FASTER)
{
-#if 0
- if (action_mode == CA_MODE_ADD)
- {
- action_mode = CA_MODE_DIVIDE;
- action_arg_number = (1 << action_arg_number);
- }
- else if (action_mode == CA_MODE_SUBTRACT)
- {
- action_mode = CA_MODE_MULTIPLY;
- action_arg_number = (1 << action_arg_number);
- }
+ action_arg_number = 2;
+ action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+ CA_MODE_MULTIPLY);
+ }
+
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
+
+ /* make sure that value is power of 2 */
+ move_stepsize = (1 << log_2(move_stepsize));
- int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
- action_mode == CA_MODE_DIVIDE ? CA_MODE_MULTIPLY :
- action_mode);
+ /* do no immediately change -- the player might just be moving */
+ stored_player[i].move_delay_value_next = TILEX / move_stepsize;
- stored_player[i].move_delay_value =
- getModifiedActionNumber(stored_player[i].move_delay_value,
- 1, 16,
- action_mode, action_arg_number);
+#if 0
+ printf("::: move_delay_value == %d [%d]\n",
+ stored_player[i].move_delay_value_next, action_arg_number);
#endif
+ }
+ }
+
+ break;
+ }
+#else
+ case CA_SET_PLAYER_SPEED:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (trigger_player_bits & (1 << i))
+ {
+ int move_stepsize = TILEX / stored_player[i].move_delay_value;
+
+ if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
+ {
+ /* translate "+" and "-" to "*" and "/" with powers of two */
+ action_arg_number = 1 << action_arg_number;
+ action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
+ CA_MODE_DIVIDE);
}
+
+ move_stepsize =
+ getModifiedActionNumber(move_stepsize,
+ action_mode,
+ action_arg_number,
+ action_arg_number_min,
+ action_arg_number_max);
+
+ /* make sure that value is power of 2 */
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ /* do no immediately change -- the player might just be moving */
+ stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+
+#if 0
+ printf("::: move_delay_value == %d [%d]\n",
+ stored_player[i].move_delay_value_next, action_arg_number);
+#endif
}
}
break;
}
+#endif
+
+ case CA_SET_PLAYER_GRAVITY:
+ {
+ 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);
+ break;
+ }
+
+ case CA_SET_WIND_DIRECTION:
+ {
+ game.wind_direction = (action_arg >= CA_ARG_DIRECTION_NONE &&
+ action_arg <= CA_ARG_DIRECTION_DOWN ?
+ action_arg - CA_ARG_DIRECTION :
+ action_arg == CA_ARG_DIRECTION_TRIGGER ?
+ MV_DIR_OPPOSITE(change->actual_trigger_side) :
+ game.wind_direction);
+
+ break;
+ }
- case CA_SET_GEMS:
+ case CA_SET_LEVEL_GEMS:
{
- local_player->gems_still_needed =
- getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
- action_mode, action_arg_number);
+ local_player->gems_still_needed = action_arg_number_new;
DrawGameValue_Emeralds(local_player->gems_still_needed);
break;
}
- case CA_SET_TIME:
+ case CA_SET_LEVEL_TIME:
{
if (level.time > 0) /* only modify limited time value */
{
- TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
- action_mode, action_arg_number);
+ TimeLeft = action_arg_number_new;
DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
}
break;
}
- case CA_SET_SCORE:
+ case CA_SET_LEVEL_SCORE:
{
- local_player->score =
- getModifiedActionNumber(local_player->score, 0, 99999,
- action_mode, action_arg_number);
+ local_player->score = action_arg_number_new;
DrawGameValue_Score(local_player->score);
case CA_SET_CE_SCORE:
{
- printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
+ ei->collect_score = action_arg_number_new;
break;
}
- case CA_SET_CE_COUNT:
+ case CA_SET_CE_VALUE:
{
- printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
+#if USE_NEW_CUSTOM_VALUE
+ int last_custom_value = CustomValue[x][y];
+
+ CustomValue[x][y] = action_arg_number_new;
+
+#if 0
+ printf("::: Count == %d\n", CustomValue[x][y]);
+#endif
+
+ if (CustomValue[x][y] == 0 && last_custom_value > 0)
+ {
+#if 0
+ printf("::: CE_VALUE_GETS_ZERO\n");
+#endif
+
+ CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+ CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+ }
+#endif
break;
}
+#if 0
case CA_SET_DYNABOMB_NUMBER:
{
printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
break;
}
-
- case CA_TOGGLE_PLAYER_GRAVITY:
- {
- game.gravity = !game.gravity;
-
- break;
- }
-
- case CA_ENABLE_PLAYER_GRAVITY:
- {
- game.gravity = TRUE;
-
- break;
- }
-
- case CA_DISABLE_PLAYER_GRAVITY:
- {
- game.gravity = FALSE;
-
- break;
- }
+#endif
default:
break;
int x, int y, int target_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(target_element) &&
IS_WALKABLE(Feld[x][y]));
if (element_info[Feld[x][y]].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)
+ CustomValue[x][y] = last_ce_value;
+#endif
+
InitField_WithBug1(x, y, FALSE);
DrawLevelField(x, y);
Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
#endif
- TestIfBadThingTouchesHero(x, y);
+ TestIfBadThingTouchesPlayer(x, y);
TestIfPlayerTouchesCustomElement(x, y);
TestIfElementTouchesCustomElement(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_side = CH_SIDE_NONE;
+ change->actual_trigger_ce_value = 0;
}
#if 1
boolean is_destructible;
int ex = x + xx - 1;
int ey = y + yy - 1;
- int content_element = change->target_content[xx][yy];
+ int content_element = change->target_content.e[xx][yy];
int e;
can_replace[xx][yy] = TRUE;
ChangeEvent[ex][ey] = ChangeEvent[x][y];
- content_element = change->target_content[xx][yy];
+ content_element = change->target_content.e[xx][yy];
target_element = GET_TARGET_ELEMENT(content_element, change);
ChangeElementNowExt(change, ex, ey, target_element);
}
if (something_has_changed)
+ {
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+ }
}
}
else
ChangeElementNowExt(change, x, y, target_element);
PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
}
/* this uses direct change before indirect change */
return TRUE;
}
+#if USE_NEW_DELAYED_ACTION
+
+static void ChangeElement(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_OR_HAS_ACTION(element) &&
+ !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+ {
+ printf("\n\n");
+ printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("ChangeElement(): This should never happen!\n");
+ printf("\n\n");
+ }
+#endif
+
+ /* 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 (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+ if (change->can_change)
+ {
+ 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 */
+ {
+ if (change->can_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 (change->can_change)
+ {
+ if (ChangeElementNow(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
+
+ if (change->has_action)
+ ExecuteCustomElementAction(x, y, element, page);
+ }
+}
+
+#else
+
static void ChangeElement(int x, int y, int page)
{
int element = MovingOrBlocked2Element(x, y);
}
}
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+#endif
+
+static boolean CheckTriggeredElementChangeExt(int x, int y,
int trigger_element,
int trigger_event,
int trigger_player,
{
boolean change_done_any = FALSE;
int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
- int i, p, x, y;
+ int i;
if (!(trigger_events[trigger_element][trigger_event]))
return FALSE;
{
int element = EL_CUSTOM_START + i;
boolean change_done = FALSE;
+ int p;
if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
!HAS_ANY_CHANGE_EVENT(element, trigger_event))
{
change->actual_trigger_element = trigger_element;
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[x][y];
- if (change->can_change && !change_done)
+ if ((change->can_change && !change_done) || change->has_action)
{
+ int x, y;
+
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
if (Feld[x][y] == element)
{
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
- ChangeElement(x, y, p);
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+ ChangeElement(x, y, p);
+ }
+#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
}
}
- change_done = TRUE;
- change_done_any = TRUE;
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
}
-
- if (change->has_action)
- ExecuteCustomElementAction(element, p);
}
}
}
{
change->actual_trigger_element = trigger_element;
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[x][y];
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(element, p);
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+#endif
}
}
for (i = 0; i < MAX_PLAYERS; i++)
{
boolean advance_player_counters = (player_nr == -1 || player_nr == i);
- int move_frames =
- MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+ int move_delay_value = stored_player[i].move_delay_value;
+ int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
if (!advance_player_counters) /* not all players may be affected */
continue;
+#if USE_NEW_PLAYER_ANIM
+ if (move_frames == 0) /* less than one move per game frame */
+ {
+ int stepsize = TILEX / move_delay_value;
+ int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+ int count = (stored_player[i].is_moving ?
+ ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+ if (count % delay == 0)
+ move_frames = 1;
+ }
+#endif
+
stored_player[i].Frame += move_frames;
if (stored_player[i].MovPos != 0)
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);
+ }
+ }
+#endif
+
#if DEBUG
if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
{
if (IS_CHANGING(x, y) &&
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
{
+ int page = element_info[element].event_page_nr[CE_DELAY];
#if 0
- ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
- element_info[element].event_page_nr[CE_DELAY]);
+ ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
#else
- ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+
+#if 0
+ printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
+#endif
+
+#if 1
+ ChangeElement(x, y, page);
+#else
+ if (CAN_CHANGE(element))
+ ChangeElement(x, y, page);
+
+ if (HAS_ACTION(element))
+ ExecuteCustomElementAction(x, y, element, page);
+#endif
+
#endif
element = Feld[x][y];
CheckForDragon(x, y);
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
+ else if (element == EL_ELEMENT_SNAPPING)
+ {
+#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 (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ dy > 0 ? MV_DOWN : MV_NONE);
if (!IN_LEV_FIELD(new_jx, new_jy))
return MF_NO_ACTION;
InitMovingField(jx, jy, MV_DOWN);
Store[jx][jy] = EL_ACID;
ContinueMoving(jx, jy);
- BuryHero(player);
+ BuryPlayer(player);
}
else
- TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+ TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
return MF_MOVING;
}
player->jy = new_jy;
StorePlayer[new_jx][new_jy] = player->element_nr;
+ if (player->move_delay_value_next != -1)
+ {
+ player->move_delay_value = player->move_delay_value_next;
+ player->move_delay_value_next = -1;
+ }
+
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
player->move_delay = -1; /* set to "uninitialized" value */
/* store if player is automatically moved to next field */
- player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+ player->is_auto_moving = (player->programmed_action != MV_NONE);
/* remove the last programmed player action */
player->programmed_action = 0;
if (game.engine_version < VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
}
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
return moved;
}
int last_jx = player->last_jx, last_jy = player->last_jy;
int move_stepsize = TILEX / player->move_delay_value;
- if (!player->active || !player->MovPos)
+#if USE_NEW_PLAYER_SPEED
+ if (!player->active)
+ return;
+
+ if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
+ return;
+#else
+ if (!player->active || player->MovPos == 0)
return;
+#endif
if (mode == SCROLL_INIT)
{
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;
+ player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
+ CheckGravityMovement(player);
+ }
+#else
player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
/* 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--;
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
DrawPlayer(player); /* needed here only to cleanup last field */
- RemoveHero(player);
+ RemovePlayer(player);
if (local_player->friends_still_needed == 0 ||
IS_SP_ELEMENT(Feld[jx][jy]))
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
{
- TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
/* needed because pushed element has not yet reached its destination,
TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
if (!player->active)
- RemoveHero(player);
+ RemovePlayer(player);
}
if (level.use_step_counter)
if (!TimeLeft && setup.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
- KillHero(&stored_player[i]);
+ KillPlayer(&stored_player[i]);
}
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
redraw_mask |= REDRAW_FIELD;
}
else
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
}
void TestIfPlayerTouchesCustomElement(int x, int y)
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
!IS_INDESTRUCTIBLE(bad_element))
Bang(kill_x, kill_y);
else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(good_x, good_y);
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
test_element = Feld[test_x][test_y];
!IS_INDESTRUCTIBLE(bad_element))
Bang(bad_x, bad_y);
else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
- KillHero(player);
+ KillPlayer(player);
}
else
Bang(kill_x, kill_y);
}
}
-void TestIfHeroTouchesBadThing(int x, int y)
+void TestIfPlayerTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
{
TestIfGoodThingHitsBadThing(x, y, move_dir);
}
-void TestIfBadThingTouchesHero(int x, int y)
+void TestIfBadThingTouchesPlayer(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
{
TestIfBadThingHitsGoodThing(x, y, move_dir);
}
void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
Bang(bad_x, bad_y);
}
-void KillHero(struct PlayerInfo *player)
+void KillPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
player->shield_deadly_time_left = 0;
Bang(jx, jy);
- BuryHero(player);
+ BuryPlayer(player);
}
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
{
if (!PLAYER_ENEMY_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
{
if (!PLAYER_EXPLOSION_PROTECTED(x, y))
- KillHero(PLAYERINFO(x, y));
+ KillPlayer(PLAYERINFO(x, y));
}
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
- RemoveHero(player);
+ RemovePlayer(player);
}
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int i, found = FALSE;
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;
+ if (player->is_moving)
+ DrawLevelField(player->last_jx, player->last_jy);
+
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
found = TRUE;
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];
+ int direction_bit = MV_DIR_BIT(direction);
+ int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+ int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+ IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
+
+ Feld[x][y] = EL_ELEMENT_SNAPPING;
+ MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+
+ ResetGfxAnimation(x, y);
+
+ GfxElement[x][y] = element;
+ GfxAction[x][y] = action;
+ GfxDir[x][y] = direction;
+ GfxFrame[x][y] = -1;
+}
+#endif
+
/*
=============================================================================
checkDiagonalPushing()
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
- int move_direction = (dx == -1 ? MV_LEFT :
+ int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
int element;
+ int collect_count;
if (is_player) /* function can also be called by EL_PENGUIN */
{
return MF_NO_ACTION; /* field has no opening in this direction */
element = Feld[x][y];
+#if USE_NEW_CUSTOM_VALUE
+
+#if 1
+ collect_count = element_info[element].collect_count_initial;
+#else
+ collect_count = CustomValue[x][y];
+#endif
+
+#else
+ collect_count = element_info[element].collect_count_initial;
+#endif
+
+#if 0
+ if (element != EL_BLOCKED &&
+ CustomValue[x][y] != element_info[element].collect_count_initial)
+ printf("::: %d: %d != %d\n",
+ element,
+ CustomValue[x][y],
+ element_info[element].collect_count_initial);
+#endif
if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
return MF_NO_ACTION;
player->index_bit, dig_side);
if (mode == DF_SNAP)
+ {
TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
+#if USE_NEW_SNAP_DELAY
+ if (level.block_snap_field)
+ setFieldForSnapping(x, y, element, move_direction);
+#endif
+ }
}
else if (IS_COLLECTIBLE(element))
{
}
else if (element == EL_EXTRA_TIME && level.time > 0)
{
- TimeLeft += 10;
+ TimeLeft += level.extra_time;
DrawGameValue_Time(TimeLeft);
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- player->shield_normal_time_left += 10;
+ player->shield_normal_time_left += level.shield_normal_time;
if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
+ player->shield_deadly_time_left += level.shield_deadly_time;
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
{
int i;
- if (element_info[element].collect_count == 0)
+ if (collect_count == 0)
player->inventory_infinite_element = element;
else
- for (i = 0; i < element_info[element].collect_count; i++)
+ for (i = 0; i < collect_count; i++)
if (player->inventory_size < MAX_INVENTORY_SIZE)
player->inventory_element[player->inventory_size++] = element;
DrawGameValue_Dynamite(local_player->inventory_size);
}
- else if (element_info[element].collect_count > 0)
+ else if (collect_count > 0)
{
- local_player->gems_still_needed -=
- element_info[element].collect_count;
+ local_player->gems_still_needed -= collect_count;
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
if (is_player)
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_PLAYER_COLLECTS_X,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
player->index_bit, dig_side);
if (mode == DF_SNAP)
+ {
TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
+#if USE_NEW_SNAP_DELAY
+ if (level.block_snap_field)
+ setFieldForSnapping(x, y, element, move_direction);
+#endif
+ }
}
else if (IS_PUSHABLE(element))
{
{
CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
}
}
{
if (PLAYER_SWITCHING(player, x, y))
{
- CheckTriggeredElementChangeByPlayer(x,y, element,
- CE_PLAYER_PRESSES_X,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
player->index_bit, dig_side);
return MF_ACTION;
{
ActivateTimegateSwitch(x, y);
}
- else if (element == EL_BALLOON_SWITCH_LEFT ||
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
element == EL_BALLOON_SWITCH_RIGHT ||
- element == EL_BALLOON_SWITCH_UP ||
- element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_NONE ||
element == EL_BALLOON_SWITCH_ANY)
{
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
+ game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
+ move_direction);
}
else if (element == EL_LAMP)
{
else if (element == EL_TIME_ORB_FULL)
{
Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
+
+ if (level.time > 0 || level.use_time_orb_bug)
+ {
+ TimeLeft += level.time_orb_time;
+ DrawGameValue_Time(TimeLeft);
+ }
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
}
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
player->index_bit, dig_side);
CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
player->index_bit, dig_side);
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
player->index_bit, dig_side);
}
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
- int snap_direction = (dx == -1 ? MV_LEFT :
+ int snap_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;