#include "libgame/libgame.h"
#include "game.h"
+#include "init.h"
#include "tools.h"
#include "screens.h"
-#include "init.h"
#include "files.h"
#include "tape.h"
#include "network.h"
static struct ChangingElementInfo changing_element_list[] =
{
- { 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_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
- { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
-
- { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
- { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
-
- { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
- { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
-
- { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
- InitBuggyBase, NULL, NULL },
- { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
- InitBuggyBase, NULL, NULL },
- { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
- InitBuggyBase, WarnBuggyBase, NULL },
-
- { EL_TRAP, EL_TRAP_ACTIVE, 0,
- InitTrap, NULL, ActivateTrap },
- { EL_TRAP_ACTIVE, EL_TRAP, 31,
- NULL, ChangeActiveTrap, NULL },
-
- { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
- InitRobotWheel, RunRobotWheel, StopRobotWheel },
+ {
+ 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_SWITCHGATE_OPENING,
+ EL_SWITCHGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_CLOSING,
+ EL_SWITCHGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_OPENING,
+ EL_TIMEGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_CLOSING,
+ EL_TIMEGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
- { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
- InitTimegateWheel, RunTimegateWheel, NULL },
+ {
+ EL_ACID_SPLASH_LEFT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_ACID_SPLASH_RIGHT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE,
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ EL_SP_BUGGY_BASE_ACTIVE,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_BUGGY_BASE,
+ 0,
+ InitBuggyBase,
+ WarnBuggyBase,
+ NULL
+ },
+ {
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ 0,
+ InitTrap,
+ NULL,
+ ActivateTrap
+ },
+ {
+ EL_TRAP_ACTIVE,
+ EL_TRAP,
+ 31,
+ NULL,
+ ChangeActiveTrap,
+ NULL
+ },
+ {
+ EL_ROBOT_WHEEL_ACTIVE,
+ EL_ROBOT_WHEEL,
+ 0,
+ InitRobotWheel,
+ RunRobotWheel,
+ StopRobotWheel
+ },
+ {
+ EL_TIMEGATE_SWITCH_ACTIVE,
+ EL_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
- { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
+ {
+ EL_UNDEFINED,
+ EL_UNDEFINED,
+ -1,
+ NULL,
+ NULL,
+ NULL
+ }
};
static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
{
int i;
+ /* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* dynamically adjust element properties according to game engine version */
+ InitElementPropertiesEngine(game.engine_version);
+
#if 0
printf("level %d: level version == %06d\n", level_nr, level.game_version);
printf(" tape version == %06d [%s] [file: %06d]\n",
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+#if 0
/* dynamically adjust element properties according to game engine version */
{
static int ep_em_slippery_wall[] =
(level.em_slippery_gems &&
game.engine_version > VERSION_IDENT(2,0,1)));
}
+#endif
/* initialize changing elements information */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
changing_element[i].post_change_function = NULL;
}
+ /* add changing elements from pre-defined list */
i = 0;
while (changing_element_list[i].base_element != EL_UNDEFINED)
{
i++;
}
+
+ /* add changing elements from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct CustomElementChangeInfo *change = &level.custom_element[i].change;
+ int element = EL_CUSTOM_START + i;
+
+ /* only add custom elements that change after fixed/random frame delay */
+ if (!IS_CHANGEABLE(element) ||
+ (!HAS_CHANGE_EVENT(element, CE_DELAY_FIXED) &&
+ !HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM)))
+ continue;
+
+ changing_element[element].base_element = element;
+ changing_element[element].next_element = change->successor;
+ changing_element[element].change_delay = 0;
+
+ if (HAS_CHANGE_EVENT(element, CE_DELAY_FIXED))
+ changing_element[element].change_delay +=
+ change->delay_fixed * change->delay_frames;
+
+ if (HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM));
+ /* random frame delay added at runtime for each element individually */
+ }
}
AllPlayersGone = FALSE;
- game.yam_content_nr = 0;
+ game.yamyam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
{
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
JustStopped[x][y] = 0;
Stop[x][y] = FALSE;
if (setup.sound_music)
PlayMusic(level_nr);
- KeyboardAutoRepeatOff();
+ KeyboardAutoRepeatOffUnlessAutoplay();
if (options.debug)
{
if ((hi_pos = NewHiScore()) >= 0)
{
- game_status = HALLOFFAME;
+ game_status = GAME_MODE_SCORES;
DrawHallOfFame(hi_pos);
if (raise_level)
{
}
else
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
if (raise_level)
{
level_nr++;
if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
return;
- if (Store[x][y])
+ if (IS_WALKABLE_INSIDE(Back[x][y]))
+ return;
+
+ if (Back[x][y])
+ DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ else if (Store[x][y])
DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
#if 1
- if (Store[x][y])
+ if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
{
int center_element = Feld[ex][ey];
+ /* remove things displayed in background while burning dynamite */
+ if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
{
/* put moving element to center field (and let it explode there) */
Feld[ex][ey] = center_element;
}
- for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+ for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
{
int element;
}
#if 1
+ if (IS_EXPLOSION_PROOF(element))
+ continue;
+#else
if ((IS_INDESTRUCTIBLE(element) &&
(game.engine_version < VERSION_IDENT(2,2,0) ||
(!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
element == EL_FLAMES)
continue;
-#else
- if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
- continue;
#endif
if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
continue;
}
+ /* save walkable background elements while explosion on same tile */
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+
+ /* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
element = Store2[x][y];
-#if 1
- if (IS_INDESTRUCTIBLE(Store[x][y])) /* hard element under bomb */
- element = Store[x][y];
-#endif
-
-#if 0
- if (!IS_INDESTRUCTIBLE(Store[x][y]) != !IS_PFORTE(Store[x][y]))
- printf("\n::: %d\n", Store[x][y]);
-#endif
-
if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
{
switch(StorePlayer[ex][ey])
Store[x][y] = EL_BD_DIAMOND;
else if (center_element == EL_SP_ELECTRON)
Store[x][y] = EL_SP_INFOTRON;
- else if (center_element == EL_YAMYAM)
- Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
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][x - ex + 1][y - ey + 1];
+ else if (IS_CUSTOM_ELEMENT(center_element))
+ Store[x][y] =
+ CUSTOM_ELEMENT_INFO(center_element).content[x - ex + 1][y - ey + 1];
else if (element == EL_WALL_EMERALD)
Store[x][y] = EL_EMERALD;
else if (element == EL_WALL_DIAMOND)
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
-#if 1
- else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
- Store[x][y] = element;
- else
- Store[x][y] = EL_EMPTY;
-#else
-
-#if 1
- else if (IS_PFORTE(element))
- Store[x][y] = element;
else
Store[x][y] = EL_EMPTY;
-#else
- else if (!IS_PFORTE(Store[x][y]))
- Store[x][y] = EL_EMPTY;
-#endif
-
-#endif
if (x != ex || y != ey ||
center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
}
if (center_element == EL_YAMYAM)
- game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
return;
}
if (IS_PLAYER(x, y))
KillHeroUnlessProtected(x, y);
- else if (IS_EXPLOSIVE(element))
+ else if (CAN_EXPLODE(element))
{
Feld[x][y] = Store2[x][y];
Store2[x][y] = 0;
element = Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
+
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitField(x, y, FALSE);
- if (CAN_MOVE(element) || COULD_MOVE(element))
+ if (CAN_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
if (phase == delay)
DrawLevelFieldCrumbledSand(x, y);
-#if 1
- if (IS_WALKABLE_OVER(Store[x][y]))
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
- DrawLevelElement(x, y, Store[x][y]);
+ DrawLevelElement(x, y, Back[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
}
- else if (IS_WALKABLE_UNDER(Store[x][y]))
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
{
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
- DrawLevelElementThruMask(x, y, Store[x][y]);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
}
- else
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-#else
- if (IS_PFORTE(Store[x][y]))
- {
- DrawLevelElement(x, y, Store[x][y]);
- DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
- }
- else
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-#endif
}
}
if (!lastline && object_hit) /* check which object was hit */
{
- if (CAN_CHANGE(element) &&
+ if (CAN_PASS_MAGIC_WALL(element) &&
(smashed == EL_MAGIC_WALL ||
smashed == EL_BD_MAGIC_WALL))
{
int rnd = RND(rnd_value);
if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
+ (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
can_turn_left = TRUE;
if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
+ (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
can_turn_right = TRUE;
if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
+ (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
can_move_on = TRUE;
if (can_turn_left &&
MovDir[x][y] = back_dir;
if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
- !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+ !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
void StartMoving(int x, int y)
{
- static boolean use_spring_bug = TRUE;
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
boolean started_moving = FALSE; /* some elements can fall _and_ move */
int element = Feld[x][y];
Store[x][y] = 0;
}
}
- else if (CAN_CHANGE(element) &&
+ else if (CAN_PASS_MAGIC_WALL(element) &&
(Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
{
int sx = SCREENX(xx), sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
- if (!IN_LEV_FIELD(xx, yy) ||
- IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+ if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
break;
if (MovDelay[x][y])
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+ if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
}
else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
{
- if (IS_GEM(Feld[newx][newy]))
+ if (IS_FOOD_PIG(Feld[newx][newy]))
{
if (IS_MOVING(newx, newy))
RemoveMovingField(newx, newy);
{
if (MovDir[x][y] == MV_LEFT)
{
- if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+ if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
- if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+ if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
- if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+ if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
DrawLevelField(x, y - 1);
}
else
{
- if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+ if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
DrawLevelField(x, y + 1);
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
DrawLevelField(ax, ay);
- if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
- if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
unten_massiv = TRUE;
- if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+ if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
links_massiv = TRUE;
- if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+ if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
rechts_massiv = TRUE;
if (((oben_massiv && unten_massiv) ||
{
int element = Feld[x][y];
+ if (IS_MOVING(x, y)) /* never change a running system :-) */
+ return;
+
if (MovDelay[x][y] == 0) /* initialize element change */
{
MovDelay[x][y] = changing_element[element].change_delay + 1;
+ if (IS_CUSTOM_ELEMENT(element) &&
+ HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM))
+ {
+ int i = element - EL_CUSTOM_START;
+ int max_random_delay = level.custom_element[i].change.delay_random;
+ int delay_frames = level.custom_element[i].change.delay_frames;
+
+ MovDelay[x][y] += RND(max_random_delay * delay_frames);
+ }
+
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
+#if 1
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
+#endif
DrawLevelField(x, y);
if (changing_element[element].post_change_function)
byte *recorded_player_action;
byte summarized_player_action = 0;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
action_delay_value =
HandleNetworking();
#endif
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
if (!network_player_action_received)
element = Feld[x][y];
graphic = el2img(element);
+#if 0
+ if (element == -1)
+ {
+ printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+ element = graphic = 0;
+ }
+#endif
+
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
+#if 0
else if (IS_AUTO_CHANGING(element))
ChangeElement(x, y);
+#endif
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
- else if (IS_ANIMATED(graphic))
+ else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 1
+ /* this may take place after moving, therefore element may have changed */
+ if (IS_AUTO_CHANGING(Feld[x][y]))
+ ChangeElement(x, y);
+#endif
+
if (IS_BELT_ACTIVE(element))
PlaySoundLevelAction(x, y, ACTION_ACTIVE);
if (!player->active)
return;
-#if 1
/* remove accessible field at the player's position */
Feld[jx][jy] = EL_EMPTY;
-#else
- if (IS_PFORTE(Feld[jx][jy]))
- Feld[jx][jy] = EL_EMPTY;
-#endif
/* deactivate shield (else Bang()/Explode() would not work right) */
player->shield_normal_time_left = 0;
ExitY = ZY = jy;
}
-#if 0
/*
checkDiagonalPushing()
-----------------------------------------------------------------------------
check if diagonal input device direction results in pushing of object
+ (by checking if the alternative direction is walkable, diggable, ...)
*/
-static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy)
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy)
{
+ int jx, jy, dx, dy, xx, yy;
+
+ if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
+ return TRUE;
+
+ /* diagonal direction: check alternative direction */
+ jx = player->jx;
+ jy = player->jy;
+ dx = x - jx;
+ dy = y - jy;
+ xx = jx + (dx == 0 ? real_dx : 0);
+ yy = jy + (dy == 0 ? real_dy : 0);
+
+ return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
}
-#endif
/*
DigField()
{
player->Switching = FALSE;
player->push_delay = 0;
+
return MF_NO_ACTION;
}
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
- if (IS_TUBE(Feld[jx][jy]))
+#if 0
+ if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+ if (IS_TUBE(Feld[jx][jy]) ||
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+#endif
{
int i = 0;
+ int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
int tube_leave_directions[][2] =
{
{ EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
{ -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
};
- while (tube_leave_directions[i][0] != Feld[jx][jy])
+ while (tube_leave_directions[i][0] != tube_element)
{
i++;
if (tube_leave_directions[i][0] == -1) /* should not happen */
element = Feld[x][y];
+#if 1
+ if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+ game.engine_version >= VERSION_IDENT(2,2,0))
+ return MF_NO_ACTION;
+#endif
+
switch (element)
{
case EL_EMPTY:
player->Pushing = TRUE;
+#if 0
+ if (element == EL_ROCK)
+ printf("::: wanna push [%d] [%d]\n",
+ FrameCounter, player->push_delay_value);
+#endif
+
if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
return MF_NO_ACTION;
- if (real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
if (player->push_delay == 0)
player->push_delay = FrameCounter;
|| !IS_SB_ELEMENT(element))))
return MF_NO_ACTION;
- if (dx && real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
- else if (dy && real_dx)
- {
- if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
- return MF_NO_ACTION;
- }
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
if (player->push_delay == 0)
player->push_delay = FrameCounter;
break;
default:
- if (IS_PUSHABLE(element))
+
+ if (IS_WALKABLE(element))
+ {
+ break;
+ }
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
+#if 1
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] =
+ (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+ player->is_digging = TRUE;
+ }
+#endif
+ PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+
+ break;
+ }
+ else if (IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
+#if 1
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
+#endif
+ PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+
+ break;
+ }
+ else if (IS_PUSHABLE(element))
{
if (mode == DF_SNAP)
return MF_NO_ACTION;
if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
return MF_NO_ACTION;
- if (dx && real_dy)
- {
- if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
- return MF_NO_ACTION;
- }
- else if (dy && real_dx)
- {
- if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
- return MF_NO_ACTION;
- }
+ if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
if (player->push_delay == 0)
player->push_delay = FrameCounter;
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
+ if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ return FALSE;
+
if (!player->active || !IN_LEV_FIELD(x, y))
return FALSE;
dy < 0 ? MV_UP :
dy > 0 ? MV_DOWN : MV_NO_MOVING);
- if (!DigField(player, x, y, 0, 0, DF_SNAP))
+ if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
return FALSE;
+#if 0
+ if (element != EL_EMPTY)
+ return FALSE;
+#endif
+
if (element != EL_EMPTY)
+ {
+#if 0
Store[jx][jy] = element;
+#else
+ Back[jx][jy] = element;
+#endif
+ }
MovDelay[jx][jy] = 96;
else
#endif
{
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
}
}
{
int id = gi->custom_id;
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
return;
switch (id)