network_player_action_received = FALSE;
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
continue;
#endif
+#if 1
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+ (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+ (x == ex && y == ey)))
+#else
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
{
if (IS_ACTIVE_BOMB(element))
{
/* re-activate things under the bomb like gate or penguin */
+#if 1
+ Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+ Back[x][y] = 0;
+#else
Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
Store[x][y] = 0;
+#endif
}
continue;
#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#else
+#if 1
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+ (x != ex || y != ey))
+ Back[x][y] = element;
#else
if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#endif
#endif
/* ignite explodable elements reached by other explosion */
#if 1
border_element = Store2[x][y];
+#if 1
+ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+ border_element = StorePlayer[x][y];
+#else
if (IS_PLAYER(x, y))
border_element = StorePlayer[x][y];
+#endif
#if 0
printf("::: phase == %d\n", phase);
boolean border_explosion = FALSE;
#if 1
+#if 1
+ if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+ !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#endif
#else
if (IS_PLAYER(x, y))
#endif
Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
#if 1
+#if 1
+ if (element != EL_EMPTY && element != EL_EXPLOSION &&
+ !IS_DIGGABLE(element) && !dynabomb_xl)
+ break;
+#else
if (element != EL_EMPTY && element != EL_EXPLOSION &&
!CAN_GROW_INTO(element) && !dynabomb_xl)
break;
+#endif
#else
/* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (element != EL_EMPTY && element != EL_EXPLOSION &&
Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
break;
default:
+#if 1
+ if (element_info[element].explosion_type == EXPLODES_CROSS)
+#else
if (CAN_EXPLODE_CROSS(element))
+#endif
#if 1
Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
#else
DynaExplode(x, y);
#endif
+#if 1
+ else if (element_info[element].explosion_type == EXPLODES_1X1)
+#else
else if (CAN_EXPLODE_1X1(element))
+#endif
Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
else
Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
}
#if 1
- /* !!! indirect change before direct change !!! */
+ /* this uses direct change before indirect change */
CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
#endif
#endif
*/
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
stored_player[i].effective_action = stored_player[i].action;
}
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
TimeFrames = 0;
TapeTime++;
- if (!level.use_step_counter)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- TimePlayed++;
+ struct PlayerInfo *player = &stored_player[i];
- for (i = 0; i < MAX_PLAYERS; i++)
+ if (SHIELD_ON(player))
{
- struct PlayerInfo *player = &stored_player[i];
+ player->shield_normal_time_left--;
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
}
+ }
+
+ if (!level.use_step_counter)
+ {
+ TimePlayed++;
if (TimeLeft > 0)
{
#if 1
return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
(IS_DIGGABLE(Feld[newx][newy]) ||
IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
canPassField(newx, newy, move_dir)));
+#else
+#if 1
+ return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+ (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
+ IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+ canPassField(newx, newy, move_dir)));
#else
return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
(IS_DIGGABLE(Feld[newx][newy]) ||
IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
(level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
#endif
+#endif
}
static void CheckGravityMovement(struct PlayerInfo *player)
TimePlayed++;
- for (i = 0; i < MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (SHIELD_ON(player))
- {
- player->shield_normal_time_left--;
-
- if (player->shield_deadly_time_left > 0)
- player->shield_deadly_time_left--;
- }
- }
-
if (TimeLeft > 0)
{
TimeLeft--;
#if 0
boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
#endif
+ boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+ boolean player_was_pushing = player->is_pushing;
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
int old_element = Feld[jx][jy];
int element;
- if (player->MovPos == 0)
+ if (is_player) /* function can also be called by EL_PENGUIN */
{
- player->is_digging = FALSE;
- player->is_collecting = FALSE;
- }
+ if (player->MovPos == 0)
+ {
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+ }
- if (player->MovPos == 0) /* last pushing move finished */
- player->is_pushing = FALSE;
+ if (player->MovPos == 0) /* last pushing move finished */
+ player->is_pushing = FALSE;
- if (mode == DF_NO_PUSH) /* player just stopped pushing */
- {
- player->is_switching = FALSE;
- player->push_delay = 0;
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
+ {
+ player->is_switching = FALSE;
+ player->push_delay = 0;
- return MF_NO_ACTION;
+ return MF_NO_ACTION;
+ }
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
element = Feld[x][y];
+ if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
+ return MF_NO_ACTION;
+
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
#if 1
- if (game.gravity && !player->is_auto_moving &&
+ if (game.gravity && is_player && !player->is_auto_moving &&
canFallDown(player) && move_direction != MV_DOWN &&
!canMoveToValidFieldWithGravity(jx, jy, move_direction))
return MF_NO_ACTION; /* player cannot walk here due to gravity */
if (IS_WALKABLE(element))
#endif
{
+ int sound_element = SND_ELEMENT(element);
int sound_action = ACTION_WALKING;
#if 0
}
/* play sound from background or player, whatever is available */
- if (element_info[element].sound[sound_action] != SND_UNDEFINED)
- PlayLevelSoundElementAction(x, y, element, sound_action);
+ if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+ PlayLevelSoundElementAction(x, y, sound_element, sound_action);
else
PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
{
RemoveField(x, y);
- if (mode != DF_SNAP)
+ if (is_player && mode != DF_SNAP)
{
GfxElement[x][y] = element;
player->is_collecting = TRUE;
RaiseScoreElement(element);
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_OTHER_GETS_COLLECTED,
- player->index_bit, dig_side);
+ if (is_player)
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_OTHER_GETS_COLLECTED,
+ player->index_bit, dig_side);
#if 1
if (mode == DF_SNAP)
#endif
#if 1
- if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
{
if (player->push_delay_value == -1)
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
}
+#else
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1 || !player_was_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+#endif
else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
{
if (!player->is_pushing)
#endif
#if 0
- printf("::: push delay: %ld [%d, %d] [%d]\n",
- player->push_delay_value, FrameCounter, game.engine_version,
- player->is_pushing);
+ printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
+ player->push_delay, player->push_delay_value,
+ FrameCounter, game.engine_version,
+ player_was_pushing, player->is_pushing,
+ element, element_info[element].token_name,
+ GET_NEW_PUSH_DELAY(element));
#endif
player->is_pushing = TRUE;
static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED)
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
int action)
{
- int sound_effect = element_info[element].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
PlayLevelSound(x, y, sound_effect);
static void StopLevelSoundActionIfLoop(int x, int y, int action)
{
- int sound_effect = element_info[Feld[x][y]].sound[action];
+ int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
StopSound(sound_effect);
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_ContinuePlaying();
else