#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 INIT_GFX_RANDOM() (SimpleRND(1000000))
+#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
+ RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ RND(element_info[e].move_delay_random))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_FREE_OR_PLAYER(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+
+#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+
+#define YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ IS_FOOD_PENGUIN(Feld[x][y]) || \
+ Feld[x][y] == EL_EXIT_OPEN || \
+ Feld[x][y] == EL_ACID))
+
+#define MOLE_CAN_ENTER_FIELD(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+
+static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
+static boolean CheckTriggeredElementChange(int, int, int, int);
+static boolean CheckElementSideChange(int, int, int, int, int, int);
+static boolean CheckElementChange(int, int, int, int);
+
static void PlaySoundLevel(int, int, int);
static void PlaySoundLevelNearest(int, int, int);
static void PlaySoundLevelAction(int, int, int);
struct ChangingElementInfo
{
- int base_element;
- int next_element;
+ int element;
+ int target_element;
int change_delay;
void (*pre_change_function)(int x, int y);
void (*change_function)(int x, int y);
void (*post_change_function)(int x, int y);
};
-static struct ChangingElementInfo changing_element_list[] =
+static struct ChangingElementInfo change_delay_list[] =
{
{
EL_NUT_BREAKING,
NULL,
NULL
},
+ {
+ EL_EXIT_CLOSING,
+ EL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
{
EL_SWITCHGATE_OPENING,
EL_SWITCHGATE_OPEN,
}
};
-static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
+
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int count;
+}
+collect_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
+ CH_EVENT_BIT(CE_DELAY))
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
+ IS_JUST_CHANGING(x, y))
+
+#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
void GetPlayerConfig()
{
if (!audio.sound_available)
- setup.sound = FALSE;
+ setup.sound_simple = FALSE;
if (!audio.loops_available)
setup.sound_loops = FALSE;
if (!video.fullscreen_available)
setup.fullscreen = FALSE;
- setup.sound_simple = setup.sound;
+ setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
SetAudioMode(setup.sound);
InitJoysticks();
return belt_move_dir[belt_dir_nr];
}
-static void InitField(int x, int y, boolean init_game)
+static void InitPlayerField(int x, int y, int element, boolean init_game)
{
- switch (Feld[x][y])
+ if (element == EL_SP_MURPHY)
{
- case EL_SP_MURPHY:
- if (init_game)
+ if (init_game)
+ {
+ if (stored_player[0].present)
{
- if (stored_player[0].present)
- {
- Feld[x][y] = EL_SP_MURPHY_CLONE;
- break;
- }
- else
- {
- stored_player[0].use_murphy_graphic = TRUE;
- }
+ Feld[x][y] = EL_SP_MURPHY_CLONE;
- Feld[x][y] = EL_PLAYER_1;
+ return;
}
- /* no break! */
- case EL_PLAYER_1:
- case EL_PLAYER_2:
- case EL_PLAYER_3:
- case EL_PLAYER_4:
- if (init_game)
+ else
{
- struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
- int jx = player->jx, jy = player->jy;
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
- player->present = TRUE;
+ Feld[x][y] = EL_PLAYER_1;
+ }
+ }
- if (!options.network || player->connected)
- {
- player->active = TRUE;
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+ int jx = player->jx, jy = player->jy;
- /* remove potentially duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ player->present = TRUE;
+
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
- StorePlayer[x][y] = Feld[x][y];
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
- if (options.debug)
- {
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
- local_player->element_nr,
- local_player->active ? "active" : "not active");
- }
- }
+ StorePlayer[x][y] = Feld[x][y];
- Feld[x][y] = EL_EMPTY;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ if (options.debug)
+ {
+ printf("Player %d activated.\n", player->element_nr);
+ printf("[Local player is %d and currently %s.]\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
}
+ }
+
+ Feld[x][y] = EL_EMPTY;
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ int element = Feld[x][y];
+
+ switch (element)
+ {
+ case EL_SP_MURPHY:
+ case EL_PLAYER_1:
+ case EL_PLAYER_2:
+ case EL_PLAYER_3:
+ case EL_PLAYER_4:
+ InitPlayerField(x, y, element, init_game);
break;
case EL_STONEBLOCK:
MovDir[x][y] = 1 << RND(4);
break;
+#if 0
case EL_SP_EMPTY:
Feld[x][y] = EL_EMPTY;
break;
+#endif
+#if 0
case EL_EM_KEY_1_FILE:
Feld[x][y] = EL_EM_KEY_1;
break;
case EL_EM_KEY_4_FILE:
Feld[x][y] = EL_EM_KEY_4;
break;
+#endif
case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
break;
default:
+ if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+ InitMovDir(x, y);
break;
}
}
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
int2str(local_player->score, 5), FONT_TEXT_2);
DrawText(DX + XX_TIME, DY + YY_TIME,
static void InitGameEngine()
{
- int i;
+ int i, j, k;
/* set game engine from tape file when re-playing, else from level file */
game.engine_version = (tape.playing ? tape.engine_version :
InitElementPropertiesEngine(game.engine_version);
#if 0
- printf("level %d: level version == %06d\n", level_nr, level.game_version);
- printf(" tape version == %06d [%s] [file: %06d]\n",
- tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
- tape.file_version);
- printf(" => game.engine_version == %06d\n", game.engine_version);
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+ /* ---------- initialize player's initial move delay --------------------- */
+
/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
(game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
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 */
+ /* ---------- initialize changing elements ------------------------------- */
+
+ /* initialize changing elements information */
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
{
- static int ep_em_slippery_wall[] =
- {
- EL_STEELWALL,
- EL_WALL,
- EL_EXPANDABLE_WALL,
- EL_EXPANDABLE_WALL_HORIZONTAL,
- EL_EXPANDABLE_WALL_VERTICAL,
- EL_EXPANDABLE_WALL_ANY
- };
- static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+ struct ElementInfo *ei = &element_info[i];
- /* special EM style gems behaviour */
- for (i=0; i<ep_em_slippery_wall_num; i++)
- SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
- level.em_slippery_gems);
+ /* this pointer might have been changed in the level editor */
+ ei->change = &ei->change_page[0];
- /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
- SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
- (level.em_slippery_gems &&
- game.engine_version > VERSION_IDENT(2,0,1)));
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ ei->change->target_element = EL_EMPTY_SPACE;
+ ei->change->delay_fixed = 0;
+ ei->change->delay_random = 0;
+ ei->change->delay_frames = 1;
+ }
+
+ ei->change_events = CE_BITMASK_DEFAULT;
+ for (j=0; j < NUM_CHANGE_EVENTS; j++)
+ {
+ ei->event_page_nr[j] = 0;
+ ei->event_page[j] = &ei->change_page[0];
+ }
}
-#endif
- /* initialize changing elements information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ /* add changing elements from pre-defined list */
+ for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
- changing_element[i].base_element = EL_UNDEFINED;
- changing_element[i].next_element = EL_UNDEFINED;
- changing_element[i].change_delay = -1;
- changing_element[i].pre_change_function = NULL;
- changing_element[i].change_function = NULL;
- changing_element[i].post_change_function = NULL;
+ struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+ struct ElementInfo *ei = &element_info[ch_delay->element];
+
+ ei->change->target_element = ch_delay->target_element;
+ ei->change->delay_fixed = ch_delay->change_delay;
+
+ ei->change->pre_change_function = ch_delay->pre_change_function;
+ ei->change->change_function = ch_delay->change_function;
+ ei->change->post_change_function = ch_delay->post_change_function;
+
+ ei->change_events |= CH_EVENT_BIT(CE_DELAY);
}
- /* add changing elements from pre-defined list */
- i = 0;
- while (changing_element_list[i].base_element != EL_UNDEFINED)
+#if 1
+ /* add change events from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
- struct ChangingElementInfo *ce = &changing_element_list[i];
- int element = ce->base_element;
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- changing_element[element].base_element = ce->base_element;
- changing_element[element].next_element = ce->next_element;
- changing_element[element].change_delay = ce->change_delay;
- changing_element[element].pre_change_function = ce->pre_change_function;
- changing_element[element].change_function = ce->change_function;
- changing_element[element].post_change_function = ce->post_change_function;
+ for (j=0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page[j].can_change)
+ continue;
- i++;
+ for (k=0; k < NUM_CHANGE_EVENTS; k++)
+ {
+ /* only add event page for the first page found with this event */
+ if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
+ !(ei->change_events & CH_EVENT_BIT(k)))
+ {
+ ei->change_events |= CH_EVENT_BIT(k);
+ ei->event_page_nr[k] = j;
+ ei->event_page[k] = &ei->change_page[j];
+ }
+ }
+ }
}
- /* add changing elements from custom element configuration */
+#else
+
+ /* add change events 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;
+ if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+ element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
+ }
+#endif
+
+ /* ---------- initialize trigger events ---------------------------------- */
+
+ /* initialize trigger events information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ trigger_events[i] = EP_BITMASK_DEFAULT;
+
+#if 1
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[i];
+
+ for (j=0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page->can_change)
+ continue;
+
+ if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+ {
+ int trigger_element = ei->change_page[j].trigger_element;
+
+ trigger_events[trigger_element] |= ei->change_page[j].events;
+ }
+ }
+ }
+#else
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
+ trigger_events[element_info[i].change->trigger_element] |=
+ element_info[i].change->events;
+#endif
+
+ /* ---------- initialize push delay -------------------------------------- */
+
+ /* initialize push delay values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize move stepsize ----------------------------------- */
- changing_element[element].base_element = element;
- changing_element[element].next_element = change->successor;
- changing_element[element].change_delay = 0;
+ /* initialize move stepsize values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
- if (HAS_CHANGE_EVENT(element, CE_DELAY_FIXED))
- changing_element[element].change_delay +=
- change->delay_fixed * FRAMES_PER_SECOND;
+ /* set move stepsize value for certain elements from pre-defined list */
+ for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
- if (HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM));
- /* random frame delay added at runtime for each element individually */
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
}
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].collect_count = 0;
+
+ /* add gem 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 =
+ collect_count_list[i].count;
}
for (j=0; j<4; j++)
player->key[j] = FALSE;
- player->dynamite = 0;
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
- player->is_moving = FALSE;
player->is_moving = FALSE;
player->is_waiting = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
+ player->show_envelope = 0;
+
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->inventory_size = 0;
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
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;
{
for (y=0; y<lev_fieldy; y++)
{
- Feld[x][y] = Ur[x][y];
+ Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ ChangeDelay[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;
+ Pushed[x][y] = FALSE;
+
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
ExplodePhase[x][y] = 0;
ExplodeField[x][y] = EX_NO_EXPLOSION;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
+ /* if local player not found, look for custom element that might create
+ the player (make some assumptions about the right custom element) */
+ if (!local_player->present)
+ {
+ int start_x = 0, start_y = 0;
+ int found_rating = 0;
+ int found_element = EL_UNDEFINED;
+
+ for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+ int content;
+ int xx, yy;
+ boolean is_player;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ continue;
+
+ if (CAN_CHANGE(element))
+ {
+ for (i=0; i < element_info[element].num_change_pages; i++)
+ {
+ content = element_info[element].change_page[i].target_element;
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 3 || element < found_element))
+ {
+ start_x = x;
+ start_y = y;
+
+ found_rating = 3;
+ found_element = element;
+ }
+ }
+ }
+
+ for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+ {
+ content = element_info[element].content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 2 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 2;
+ found_element = element;
+ }
+
+ if (!CAN_CHANGE(element))
+ continue;
+
+ for (i=0; i < element_info[element].num_change_pages; i++)
+ {
+ content = element_info[element].change_page[i].content[xx][yy];
+ is_player = ELEM_IS_PLAYER(content);
+
+ if (is_player && (found_rating < 1 || element < found_element))
+ {
+ start_x = x + xx - 1;
+ start_y = y + yy - 1;
+
+ found_rating = 1;
+ found_element = element;
+ }
+ }
+ }
+ }
+
+ scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
+ start_x > SBX_Right + MIDPOSX ? SBX_Right :
+ start_x - MIDPOSX);
+
+ scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ start_y - MIDPOSY);
+ }
+ else
+ {
+#if 1
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+#else
+ scroll_x = SBX_Left;
+ scroll_y = SBY_Upper;
+ if (local_player->jx >= SBX_Left + MIDPOSX)
+ scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ SBX_Right);
+ if (local_player->jy >= SBY_Upper + MIDPOSY)
+ scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ SBY_Lower);
+#endif
+ }
CloseDoor(DOOR_CLOSE_1);
break;
default:
- MovDir[x][y] = 1 << RND(4);
- if (element != EL_BUG &&
- element != EL_SPACESHIP &&
- element != EL_BD_BUTTERFLY &&
- element != EL_BD_FIREFLY)
- break;
-
- for (i=0; i<4; i++)
+ if (IS_CUSTOM_ELEMENT(element))
{
- int x1 = x + xy[i][0];
- int y1 = y + xy[i][1];
-
- if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ if (element_info[element].move_direction_initial != MV_NO_MOVING)
+ MovDir[x][y] = element_info[element].move_direction_initial;
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = 1 << RND(4);
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ MovDir[x][y] = element_info[element].move_pattern;
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+ element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
{
- if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ for (i=0; i<4; i++)
{
- MovDir[x][y] = direction[0][i];
- break;
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+ {
+ if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ MovDir[x][y] = direction[0][i];
+ else
+ MovDir[x][y] = direction[1][i];
+
+ break;
+ }
}
- else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ }
+ }
+ else
+ {
+ MovDir[x][y] = 1 << RND(4);
+
+ if (element != EL_BUG &&
+ element != EL_SPACESHIP &&
+ element != EL_BD_BUTTERFLY &&
+ element != EL_BD_FIREFLY)
+ break;
+
+ for (i=0; i<4; i++)
+ {
+ int x1 = x + xy[i][0];
+ int y1 = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
{
- MovDir[x][y] = direction[1][i];
- break;
+ if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+ {
+ MovDir[x][y] = direction[0][i];
+ break;
+ }
+ else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+ element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ {
+ MovDir[x][y] = direction[1][i];
+ break;
+ }
}
}
}
if (local_player->MovPos)
return;
+#if 1
+ if (tape.auto_play) /* tape might already be stopped here */
+ tape.auto_play_level_solved = TRUE;
+#else
if (tape.playing && tape.auto_play)
tape.auto_play_level_solved = TRUE;
+#endif
local_player->LevelSolved = FALSE;
StopSound(SND_GAME_LEVELTIME_BONUS);
}
+ /* close exit door after last player */
+ if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
+ {
+ Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
+
+ PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
+ }
+
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
BackToFront();
void InitMovingField(int x, int y, int direction)
{
int element = Feld[x][y];
- int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
- int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
+ 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;
if (!JustStopped[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
static void RemoveField(int x, int y)
{
Feld[x][y] = EL_EMPTY;
- GfxElement[x][y] = EL_UNDEFINED;
+
MovPos[x][y] = 0;
MovDir[x][y] = 0;
MovDelay[x][y] = 0;
+
+ AmoebaNr[x][y] = 0;
+ ChangeDelay[x][y] = 0;
+ Pushed[x][y] = FALSE;
+
+ GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
}
void RemoveMovingField(int x, int y)
{
int oldx = x, oldy = y, newx = x, newy = y;
+ int element = Feld[x][y];
+ int next_element = EL_UNDEFINED;
- if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+ if (element != EL_BLOCKED && !IS_MOVING(x, y))
return;
if (IS_MOVING(x, y))
if (Feld[newx][newy] != EL_BLOCKED)
return;
}
- else if (Feld[x][y] == EL_BLOCKED)
+ else if (element == EL_BLOCKED)
{
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
return;
}
- if (Feld[x][y] == EL_BLOCKED &&
+ if (element == EL_BLOCKED &&
(Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
- Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
- else
- Feld[oldx][oldy] = EL_EMPTY;
+ next_element = get_next_element(Feld[oldx][oldy]);
+
+ RemoveField(oldx, oldy);
+ RemoveField(newx, newy);
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- Feld[newx][newy] = EL_EMPTY;
- MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
- MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
- GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+ if (next_element != EL_UNDEFINED)
+ Feld[oldx][oldy] = next_element;
DrawLevelField(oldx, oldy);
DrawLevelField(newx, newy);
Bang(x, y);
}
+void RelocatePlayer(int x, int y, int element)
+{
+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ RemoveField(player->jx, player->jy);
+ DrawLevelField(player->jx, player->jy);
+ }
+
+ InitPlayerField(x, y, element, TRUE);
+
+ if (player == local_player)
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+
+ 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 -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in to steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(GAME_FRAME_DELAY);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+ }
+}
+
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
{
int center_element = Feld[ex][ey];
+#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 >= RELEASE_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+ return;
+#endif
+
+ if (mode == EX_NORMAL || mode == EX_CENTER)
+ PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+
/* remove things displayed in background while burning dynamite */
- if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
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 xx = x - ex + 1;
+ int yy = y - ey + 1;
int element;
if (!IN_LEV_FIELD(x, y) ||
if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
{
element = MovingOrBlocked2Element(x, y);
- RemoveMovingField(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
}
#if 1
+
+#if 0
if (IS_EXPLOSION_PROOF(element))
continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
#else
if ((IS_INDESTRUCTIBLE(element) &&
(game.engine_version < VERSION_IDENT(2,2,0) ||
}
/* save walkable background elements while explosion on same tile */
+#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
/* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
element = Store2[x][y];
+#if 1
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(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][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];
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;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
else
Store[x][y] = EL_EMPTY;
center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
Store2[x][y] = element;
+#if 0
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
AmoebaCnt2[AmoebaNr[x][y]]--;
}
- Feld[x][y] = EL_EXPLOSION;
- GfxElement[x][y] = EL_UNDEFINED;
+#if 1
+ RemoveField(x, y);
+#else
MovDir[x][y] = MovPos[x][y] = 0;
AmoebaNr[x][y] = 0;
+#endif
+#endif
+
+ Feld[x][y] = EL_EXPLOSION;
+#if 1
+ GfxElement[x][y] = center_element;
+#else
+ GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
ExplodePhase[x][y] = 1;
Stop[x][y] = TRUE;
}
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;
}
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 (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
+
if (phase == first_phase_after_start)
{
int element = Store2[x][y];
if (IS_PLAYER(x, y))
KillHeroUnlessProtected(x, y);
- else if (IS_CAN_EXPLODE(element))
+ else if (CAN_EXPLODE_BY_FIRE(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;
+ GfxElement[x][y] = EL_UNDEFINED;
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;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
InitField(x, y, FALSE);
if (CAN_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
}
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
+#if 1
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
int stored = Store[x][y];
int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
IMG_SP_EXPLOSION);
+#endif
int frame = getGraphicAnimationFrame(graphic, phase - delay);
if (phase == delay)
Explode(x, y, EX_PHASE_START, EX_BORDER);
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (element != EL_EMPTY &&
element != EL_SAND &&
element != EL_EXPLOSION &&
void Bang(int x, int y)
{
+#if 1
+ int element = MovingOrBlocked2Element(x, y);
+#else
int element = Feld[x][y];
+#endif
+
+ if (IS_PLAYER(x, y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+ element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+ player->element_nr);
+ }
+
+#if 0
+#if 1
+ PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
if (game.emulation == EMU_SUPAPLEX)
PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
Explode(x, y, EX_PHASE_START, EX_CENTER);
break;
default:
- Explode(x, y, EX_PHASE_START, EX_NORMAL);
+ if (CAN_EXPLODE_1X1(element))
+ Explode(x, y, EX_PHASE_START, EX_CENTER);
+ else
+ Explode(x, y, EX_PHASE_START, EX_NORMAL);
break;
}
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
}
void SplashAcid(int x, int y)
{
return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
- EL_INVISIBLE_SAND_ACTIVE);
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
}
static int getInvisibleFromInvisibleActiveElement(int element)
{
return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
- EL_INVISIBLE_SAND);
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
}
static void RedrawAllLightSwitchesAndInvisibleElements()
Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
}
+inline static int getElementMoveStepsize(int x, int y)
+{
+ 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);
+ int sign = (horiz_move ? dx : dy);
+ int step = sign * element_info[element].move_stepsize;
+
+ /* special values for move stepsize for spring and things on conveyor belt */
+ if (horiz_move)
+ {
+ 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;
+ }
+
+ return step;
+}
+
void Impact(int x, int y)
{
boolean lastline = (y == lev_fieldy-1);
boolean object_hit = FALSE;
+ boolean impact = (lastline || object_hit);
int element = Feld[x][y];
- int smashed = 0;
+ int smashed = EL_UNDEFINED;
if (!lastline) /* check if element below was hit */
{
- if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
return;
- object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
- MovDir[x][y+1] != MV_DOWN ||
- MovPos[x][y+1] <= TILEY / 2));
+ object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+ MovDir[x][y + 1] != MV_DOWN ||
+ MovPos[x][y + 1] <= TILEY / 2));
+
+ /* do not smash moving elements that left the smashed field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+ ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+ object_hit = FALSE;
+
if (object_hit)
- smashed = MovingOrBlocked2Element(x, y+1);
+ smashed = MovingOrBlocked2Element(x, y + 1);
+
+ impact = (lastline || object_hit);
}
if (!lastline && smashed == EL_ACID) /* element falls into acid */
return;
}
- if (lastline || object_hit)
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
}
- if ((element == EL_BOMB ||
- element == EL_SP_DISK_ORANGE ||
- element == EL_DX_SUPABOMB) &&
- (lastline || object_hit)) /* element is bomb */
+ if (impact && CAN_EXPLODE_IMPACT(element))
{
Bang(x, y);
return;
}
- else if (element == EL_PEARL)
+ else if (impact && element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+ {
+ PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+ return;
+ }
- if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+ if (impact && element == EL_AMOEBA_DROP)
{
- if (object_hit && IS_PLAYER(x, y+1))
- KillHeroUnlessProtected(x, y+1);
+ if (object_hit && IS_PLAYER(x, y + 1))
+ KillHeroUnlessProtected(x, y + 1);
else if (object_hit && smashed == EL_PENGUIN)
- Bang(x, y+1);
+ Bang(x, y + 1);
else
{
Feld[x][y] = EL_AMOEBA_GROWING;
return;
}
- if (!lastline && object_hit) /* check which object was hit */
+ if (object_hit) /* check which object was hit */
{
if (CAN_PASS_MAGIC_WALL(element) &&
(smashed == EL_MAGIC_WALL ||
if (IS_PLAYER(x, y + 1))
{
- KillHeroUnlessProtected(x, y+1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ KillHeroUnlessProtected(x, y + 1);
+ return;
+ }
}
else if (smashed == EL_PENGUIN)
{
- Bang(x, y + 1);
- return;
+ if (CAN_SMASH_PLAYER(element))
+ {
+ Bang(x, y + 1);
+ return;
+ }
}
else if (element == EL_BD_DIAMOND)
{
- if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+ if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
Bang(x, y + 1);
return;
Bang(x, y + 1);
return;
}
- else if (element == EL_ROCK ||
- element == EL_SP_ZONK ||
- element == EL_BD_ROCK)
+#if 0
+ else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+ {
+ Bang(x, y + 1);
+ return;
+ }
+#endif
+ else if (CAN_SMASH_EVERYTHING(element))
{
- if (IS_ENEMY(smashed) ||
- smashed == EL_BOMB ||
- smashed == EL_SP_DISK_ORANGE ||
- smashed == EL_DX_SUPABOMB ||
- smashed == EL_SATELLITE ||
- smashed == EL_PIG ||
- smashed == EL_DRAGON ||
- smashed == EL_MOLE)
+ if (IS_CLASSIC_ENEMY(smashed) ||
+ CAN_EXPLODE_SMASHED(smashed))
{
Bang(x, y + 1);
return;
}
- else if (!IS_MOVING(x, y + 1))
+ else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
{
if (smashed == EL_LAMP ||
smashed == EL_LAMP_ACTIVE)
}
else if (smashed == EL_NUT)
{
- Feld[x][y+1] = EL_NUT_BREAKING;
+ Feld[x][y + 1] = EL_NUT_BREAKING;
PlaySoundLevel(x, y, SND_NUT_BREAKING);
RaiseScoreElement(EL_NUT);
return;
}
else if (smashed == EL_PEARL)
{
- Feld[x][y+1] = EL_PEARL_BREAKING;
+ Feld[x][y + 1] = EL_PEARL_BREAKING;
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMOND)
{
- Feld[x][y+1] = EL_EMPTY;
+ Feld[x][y + 1] = EL_DIAMOND_BREAKING;
PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
{
- ToggleBeltSwitch(x, y+1);
+ ToggleBeltSwitch(x, y + 1);
}
else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
smashed == EL_SWITCHGATE_SWITCH_DOWN)
{
- ToggleSwitchgateSwitch(x, y+1);
+ ToggleSwitchgateSwitch(x, y + 1);
}
else if (smashed == EL_LIGHT_SWITCH ||
smashed == EL_LIGHT_SWITCH_ACTIVE)
{
- ToggleLightSwitch(x, y+1);
+ ToggleLightSwitch(x, y + 1);
+ }
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
}
}
+ else
+ {
+ CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+ }
}
}
/* play sound of magic wall / mill */
if (!lastline &&
- (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
- Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
- if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
- else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
return;
int x, y;
} move_xy[] =
{
- { 0, 0 },
- {-1, 0 },
- {+1, 0 },
- { 0, 0 },
- { 0, -1 },
- { 0, 0 }, { 0, 0 }, { 0, 0 },
- { 0, +1 }
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
};
static struct
{
int left, right, back;
} turn[] =
{
- { 0, 0, 0 },
+ { 0, 0, 0 },
{ MV_DOWN, MV_UP, MV_RIGHT },
- { MV_UP, MV_DOWN, MV_LEFT },
- { 0, 0, 0 },
- { MV_LEFT, MV_RIGHT, MV_DOWN },
- { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
- { MV_RIGHT, MV_LEFT, MV_UP }
+ { MV_UP, MV_DOWN, MV_LEFT },
+ { 0, 0, 0 },
+ { MV_LEFT, MV_RIGHT, MV_DOWN },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ { MV_RIGHT, MV_LEFT, MV_UP }
};
int element = Feld[x][y];
int right_x = x + right_dx, right_y = y + right_dy;
int move_x = x + move_dx, move_y = y + move_dy;
+ int xx, yy;
+
if (element == EL_BUG || element == EL_BD_BUTTERFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(right_x, right_y) &&
- IS_FREE(right_x, right_y))
+ if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
MovDir[x][y] = right_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = left_dir;
if (element == EL_BUG && MovDir[x][y] != old_move_dir)
{
TestIfBadThingTouchesOtherBadThing(x, y);
- if (IN_LEV_FIELD(left_x, left_y) &&
- IS_FREE(left_x, left_y))
+ if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
MovDir[x][y] = left_dir;
- else if (!IN_LEV_FIELD(move_x, move_y) ||
- !IS_FREE(move_x, move_y))
+ else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
MovDir[x][y] = right_dir;
if ((element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+ element == EL_SP_SNIKSNAK ||
+ element == EL_SP_ELECTRON)
&& MovDir[x][y] != old_move_dir)
MovDelay[x][y] = 9;
else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
}
else if (element == EL_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- Feld[left_x][left_y] == EL_DIAMOND))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- Feld[right_x][right_y] == EL_DIAMOND))
- can_turn_right = TRUE;
+ boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
else if (element == EL_DARK_YAMYAM)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 16+16*RND(3);
+ MovDelay[x][y] = 16 + 16 * RND(3);
}
else if (element == EL_PACMAN)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE_OR_PLAYER(left_x, left_y) ||
- IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE_OR_PLAYER(right_x, right_y) ||
- IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 6+RND(40);
+ MovDelay[x][y] = 6 + RND(40);
}
else if (element == EL_PIG)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- boolean should_turn_left = FALSE, should_turn_right = FALSE;
- boolean should_move_on = FALSE;
+ boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
+ boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+ boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
+ boolean should_turn_left, should_turn_right, should_move_on;
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(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_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_FOOD_PIG(Feld[move_x][move_y])))
- can_move_on = TRUE;
-
- if (can_turn_left &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
- !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
- should_turn_left = TRUE;
- if (can_turn_right &&
- (!can_move_on ||
- (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
- !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
- should_turn_right = TRUE;
- if (can_move_on &&
- (!can_turn_left || !can_turn_right ||
- (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
- !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
- (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
- !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
- should_move_on = TRUE;
+ should_turn_left = (can_turn_left &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+ y + back_dy + left_dy)));
+ should_turn_right = (can_turn_right &&
+ (!can_move_on ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+ y + back_dy + right_dy)));
+ should_move_on = (can_move_on &&
+ (!can_turn_left ||
+ !can_turn_right ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+ y + move_dy + left_dy) ||
+ IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+ y + move_dy + right_dy)));
if (should_turn_left || should_turn_right || should_move_on)
{
if (should_turn_left && should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
- rnd < 2*rnd_value/3 ? right_dir :
+ MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
+ rnd < 2 * rnd_value / 3 ? right_dir :
old_move_dir);
else if (should_turn_left && should_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
else if (should_turn_left && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
else if (should_turn_right && should_move_on)
- MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+ MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
else if (should_turn_left)
MovDir[x][y] = left_dir;
else if (should_turn_right)
else if (should_move_on)
MovDir[x][y] = old_move_dir;
}
- else if (can_move_on && rnd > rnd_value/8)
+ else if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
else if (can_turn_right && rnd > rnd_value/8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(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]))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_DRAGON)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+ boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+ boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
int rnd_value = 24;
int rnd = RND(rnd_value);
- if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
- can_turn_right = TRUE;
- if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
- can_move_on = TRUE;
-
- if (can_move_on && rnd > rnd_value/8)
+ if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
- MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
- else if (can_turn_left && rnd > rnd_value/8)
+ MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+ else if (can_turn_left && rnd > rnd_value / 8)
MovDir[x][y] = left_dir;
- else if (can_turn_right && rnd > rnd_value/8)
+ else if (can_turn_right && rnd > rnd_value / 8)
MovDir[x][y] = right_dir;
else
MovDir[x][y] = back_dir;
- if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+ xx = x + move_xy[MovDir[x][y]].x;
+ yy = y + move_xy[MovDir[x][y]].y;
+
+ if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
MovDelay[x][y] = 0;
}
else if (element == EL_MOLE)
{
- boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
- if (IN_LEV_FIELD(move_x, move_y) &&
- (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
- Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
- can_move_on = TRUE;
-
+ boolean can_move_on =
+ (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+ IS_AMOEBOID(Feld[move_x][move_y]) ||
+ Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
if (!can_move_on)
{
- if (IN_LEV_FIELD(left_x, left_y) &&
- (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
- can_turn_left = TRUE;
- if (IN_LEV_FIELD(right_x, right_y) &&
- (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
- can_turn_right = TRUE;
+ boolean can_turn_left =
+ (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+ IS_AMOEBOID(Feld[left_x][left_y])));
+
+ boolean can_turn_right =
+ (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+ IS_AMOEBOID(Feld[right_x][right_y])));
if (can_turn_left && can_turn_right)
MovDir[x][y] = (RND(2) ? left_dir : right_dir);
}
else if (element == EL_SPRING)
{
- if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
- (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
- (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+ if (MovDir[x][y] & MV_HORIZONTAL &&
+ (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+ IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
MovDir[x][y] = MV_NO_MOVING;
MovDelay[x][y] = 0;
if (!player->active)
continue;
- if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
{
attr_x = jx;
attr_y = jy;
for (i=0; i<4; i++)
{
- int ex = x + xy[i%4][0];
- int ey = y + xy[i%4][1];
+ int ex = x + xy[i % 4][0];
+ int ey = y + xy[i % 4][1];
if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
{
}
MovDir[x][y] = MV_NO_MOVING;
- if (attr_x<x)
+ if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
- else if (attr_x>x)
+ else if (attr_x > x)
MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
- if (attr_y<y)
+ if (attr_y < y)
MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
- else if (attr_y>y)
+ else if (attr_y > y)
MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
if (element == EL_ROBOT)
{
int newx, newy;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
- MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
- MovDelay[x][y] = 8+8*!RND(3);
+ MovDelay[x][y] = 8 + 8 * !RND(3);
else
MovDelay[x][y] = 16;
}
- else
+ else if (element == EL_PENGUIN)
{
int newx, newy;
MovDelay[x][y] = 1;
- if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
{
boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
- new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_ACID ||
- (element == EL_PENGUIN &&
- (Feld[newx][newy] == EL_EXIT_OPEN ||
- IS_FOOD_PENGUIN(Feld[newx][newy])))))
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] =
- new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
Moving2Blocked(x, y, &newx, &newy);
- if (IN_LEV_FIELD(newx, newy) &&
- (IS_FREE(newx, newy) ||
- Feld[newx][newy] == EL_ACID ||
- (element == EL_PENGUIN &&
- (Feld[newx][newy] == EL_EXIT_OPEN ||
- IS_FOOD_PENGUIN(Feld[newx][newy])))))
+ if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
return;
MovDir[x][y] = old_move_dir;
return;
}
}
- }
-}
+ else /* (element == EL_SATELLITE) */
+ {
+ int newx, newy;
-static boolean JustBeingPushed(int x, int y)
-{
- int i;
+ MovDelay[x][y] = 1;
- for (i=0; i<MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
- if (player->active && player->Pushing && player->MovPos)
- {
- int next_jx = player->jx + (player->jx - player->last_jx);
- int next_jy = player->jy + (player->jy - player->last_jy);
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
- if (x == next_jx && y == next_jy)
- return TRUE;
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ return;
+ }
}
}
+ else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+ element_info[element].move_pattern == MV_TURNING_LEFT ||
+ element_info[element].move_pattern == MV_TURNING_RIGHT)
+ {
+ boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+ boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
- return FALSE;
-}
+ if (element_info[element].move_pattern == MV_TURNING_LEFT)
+ MovDir[x][y] = left_dir;
+ else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+ MovDir[x][y] = right_dir;
+ else if (can_turn_left && can_turn_right)
+ MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+ else if (can_turn_left)
+ MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+ else if (can_turn_right)
+ MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+ else
+ MovDir[x][y] = back_dir;
-void StartMoving(int x, int y)
-{
- 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];
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_HORIZONTAL ||
+ element_info[element].move_pattern == MV_VERTICAL)
+ {
+ if (element_info[element].move_pattern & old_move_dir)
+ MovDir[x][y] = back_dir;
+ else if (element_info[element].move_pattern == MV_HORIZONTAL)
+ MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+ else if (element_info[element].move_pattern == MV_VERTICAL)
+ MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
- if (Stop[x][y])
- return;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+ {
+ MovDir[x][y] = element_info[element].move_pattern;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+ MovDir[x][y] = left_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = right_dir;
- GfxAction[x][y] = ACTION_DEFAULT;
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+ {
+ if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+ MovDir[x][y] = right_dir;
+ else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+ MovDir[x][y] = left_dir;
- if (CAN_FALL(element) && y < lev_fieldy - 1)
+ if (MovDir[x][y] != old_move_dir)
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
+ else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
+ element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
{
- if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
- if (JustBeingPushed(x, y))
- return;
+ int attr_x = -1, attr_y = -1;
+ int newx, newy;
+ boolean move_away =
+ (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
- if (element == EL_QUICKSAND_FULL)
+ if (AllPlayersGone)
{
- if (IS_FREE(x, y+1))
- {
- InitMovingField(x, y, MV_DOWN);
- started_moving = TRUE;
-
- Feld[x][y] = EL_QUICKSAND_EMPTYING;
- Store[x][y] = EL_ROCK;
+ attr_x = ExitX;
+ attr_y = ExitY;
+ }
+ else
+ {
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active)
+ continue;
+
+ if (attr_x == -1 ||
+ ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
+
+ MovDir[x][y] = MV_NO_MOVING;
+ if (attr_x < x)
+ MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+ else if (attr_x > x)
+ MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+ if (attr_y < y)
+ MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+ else if (attr_y > y)
+ MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+ if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+ {
+ boolean first_horiz = RND(2);
+ int new_move_dir = MovDir[x][y];
+
+ MovDir[x][y] =
+ new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] =
+ new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+ Moving2Blocked(x, y, &newx, &newy);
+
+ if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+ return;
+
+ MovDir[x][y] = old_move_dir;
+ }
+ }
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+ int i;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && player->Pushing && player->MovPos)
+ {
+ int next_jx = player->jx + (player->jx - player->last_jx);
+ int next_jy = player->jy + (player->jy - player->last_jy);
+
+ if (x == next_jx && y == next_jy)
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+void StartMoving(int x, int y)
+{
+ 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];
+
+ if (Stop[x][y])
+ return;
+
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
+
+ if (CAN_FALL(element) && y < lev_fieldy - 1)
+ {
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
+ if (JustBeingPushed(x, y))
+ return;
+
+ if (element == EL_QUICKSAND_FULL)
+ {
+ if (IS_FREE(x, y + 1))
+ {
+ InitMovingField(x, y, MV_DOWN);
+ started_moving = TRUE;
+
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_ROCK;
#if 1
PlaySoundLevelAction(x, y, ACTION_EMPTYING);
#else
PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
#endif
}
- else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY + 1;
}
Feld[x][y] = EL_QUICKSAND_EMPTY;
- Feld[x][y+1] = EL_QUICKSAND_FULL;
- Store[x][y+1] = Store[x][y];
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
#if 1
PlaySoundLevelAction(x, y, ACTION_FILLING);
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
- Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+ Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
}
else if (element == EL_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
}
Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
- Feld[x][y+1] = EL_MAGIC_WALL_FULL;
- Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED(Store[x][y]);
Store[x][y] = 0;
}
}
else if (element == EL_BD_MAGIC_WALL_FULL)
{
- if (IS_FREE(x, y+1))
+ if (IS_FREE(x, y + 1))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
Store[x][y] = EL_CHANGED2(Store[x][y]);
}
- else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+ else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
MovDelay[x][y] = TILEY/4 + 1;
}
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]);
+ Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+ Store[x][y + 1] = EL_CHANGED2(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))
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+ Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
Feld[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+ (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
#if 0
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
#else
- else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+ else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
#endif
{
SplashAcid(x, y);
Store[x][y] = EL_ACID;
#if 0
/* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y+1] = ACTION_ACTIVE;
+ GfxAction[x][y + 1] = ACTION_ACTIVE;
#endif
}
- else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+#if 1
+
+#if 0
+ else if (CAN_SMASH(element) &&
+ (Feld[x][y + 1] == EL_BLOCKED ||
+ IS_PLAYER(x, y + 1)) &&
+ JustStopped[x][y] && !Pushed[x][y + 1])
+
+#else
+#if 1
+ else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+ JustStopped[x][y] && !Pushed[x][y + 1])
+#else
+ else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
JustStopped[x][y])
+#endif
+#endif
+
{
+ /* calling "Impact()" here is not only completely unneccessary
+ (because it already gets called from "ContinueMoving()" in
+ all relevant situations), but also completely bullshit, because
+ "JustStopped" also indicates a finished *horizontal* movement;
+ we must keep this trash for backwards compatibility with older
+ tapes */
+
Impact(x, y);
}
- else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+#endif
+ else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
{
started_moving = TRUE;
}
}
- else if (IS_FREE(x, y+1))
+ else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
if (JustStopped[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
Feld[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
- /* Store[x][y+1] must be zero, because:
- (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+ /* Store[x][y + 1] must be zero, because:
+ (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
*/
#if 0
#if OLD_GAME_BEHAVIOUR
- else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+ else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
#else
- else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
- !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+ !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
element != EL_DX_SUPABOMB)
#endif
#else
- else if ((IS_SLIPPERY(Feld[x][y+1]) ||
- (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
- !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+ (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+ !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
- boolean left = (x>0 && IS_FREE(x-1, y) &&
- (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
- boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
- (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+ boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
+ (IS_FREE(x - 1, y + 1) ||
+ Feld[x - 1][y + 1] == EL_ACID));
+ boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+ (IS_FREE(x + 1, y + 1) ||
+ Feld[x + 1][y + 1] == EL_ACID));
+ boolean can_fall_any = (can_fall_left || can_fall_right);
+ boolean can_fall_both = (can_fall_left && can_fall_right);
- if (left || right)
+ if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
{
- if (left && right &&
+ int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+ 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);
+ }
+
+ if (can_fall_any)
+ {
+ if (can_fall_both &&
(game.emulation != EMU_BOULDERDASH &&
element != EL_BD_ROCK && element != EL_BD_DIAMOND))
- left = !(right = RND(2));
+ can_fall_left = !(can_fall_right = RND(2));
- InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
started_moving = TRUE;
}
}
- else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+ else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
{
- boolean left_is_free = (x>0 && IS_FREE(x-1, y));
- boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
- int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+ boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
+ boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+ int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
int belt_dir = game.belt_dir[belt_nr];
if ((belt_dir == MV_LEFT && left_is_free) ||
}
}
- /* not "else if" because of EL_SPRING */
+ /* not "else if" because of elements that can fall and move (EL_SPRING) */
if (CAN_MOVE(element) && !started_moving)
{
int newx, newy;
if (element != EL_YAMYAM &&
element != EL_DARK_YAMYAM &&
- element != EL_PACMAN)
+ element != EL_PACMAN &&
+ !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
+ element_info[element].move_pattern != MV_TURNING_LEFT &&
+ element_info[element].move_pattern != MV_TURNING_RIGHT)
{
TurnRound(x, y);
{
MovDelay[x][y]--;
+#if 0
+ if (element == EL_YAMYAM)
+ {
+ printf("::: %d\n",
+ el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+ DrawLevelElementAnimation(x, y, element);
+ }
+#endif
+
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+#if 0
+ /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+ ResetGfxAnimation(x, y);
+#endif
+ GfxAction[x][y] = ACTION_WAITING;
+ }
+
if (element == EL_ROBOT ||
+#if 0
+ element == EL_PACMAN ||
+#endif
element == EL_YAMYAM ||
element == EL_DARK_YAMYAM)
{
+#if 0
+ DrawLevelElementAnimation(x, y, element);
+#else
DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
PlaySoundLevelAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
{
int flamed = MovingOrBlocked2Element(xx, yy);
- if (IS_ENEMY(flamed) || IS_CAN_EXPLODE(flamed))
+ if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
Bang(xx, yy);
else
RemoveMovingField(xx, yy);
return;
}
+
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
}
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+ if (DONT_COLLIDE_WITH(element) &&
+ IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_PROTECTED(newx, newy))
{
-
#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
#else
- /* enemy got the player */
+ /* player killed by element which is deadly when colliding with */
MovDir[x][y] = 0;
KillHero(PLAYERINFO(newx, newy));
return;
#endif
}
- else if ((element == EL_PENGUIN || element == EL_ROBOT ||
- element == EL_SATELLITE || element == EL_BALLOON) &&
+ else if ((element == EL_PENGUIN ||
+ element == EL_ROBOT ||
+ element == EL_SATELLITE ||
+ element == EL_BALLOON ||
+ IS_CUSTOM_ELEMENT(element)) &&
IN_LEV_FIELD(newx, newy) &&
MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
{
}
else if (!IS_FREE(newx, newy))
{
+ GfxAction[x][y] = ACTION_WAITING;
+
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
- if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+ if ((wanna_flame ||
+ IS_CLASSIC_ENEMY(element1) ||
+ IS_CLASSIC_ENEMY(element2)) &&
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
TurnRound(x, y);
- if (element == EL_BUG || element == EL_SPACESHIP ||
+#if 1
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
+#else
+ if (element == EL_BUG ||
+ element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK)
DrawLevelField(x, y);
- else if (element == EL_BUG || element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK || element == EL_MOLE)
+ else if (element == EL_MOLE)
DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ else if (element == EL_BD_BUTTERFLY ||
+ element == EL_BD_FIREFLY)
DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_SATELLITE)
DrawLevelElementAnimationIfNeeded(x, y, element);
else if (element == EL_SP_ELECTRON)
DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
+#if 0
PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
return;
}
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);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy) * TILEX / 8;
-
- if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
- step /= 2;
- else if (element == EL_QUICKSAND_FILLING ||
- element == EL_QUICKSAND_EMPTYING)
- step /= 4;
- else if (element == EL_MAGIC_WALL_FILLING ||
- element == EL_BD_MAGIC_WALL_FILLING ||
- element == EL_MAGIC_WALL_EMPTYING ||
- element == EL_BD_MAGIC_WALL_EMPTYING)
- step /= 2;
- else if (CAN_FALL(element) && horiz_move &&
- y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
- step /= 2;
- else if (element == EL_SPRING && horiz_move)
- step *= 2;
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean pushed = Pushed[x][y];
-#if OLD_GAME_BEHAVIOUR
- else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
- step*=2;
-#endif
+ MovPos[x][y] += getElementMoveStepsize(x, y);
- MovPos[x][y] += step;
+ if (pushed) /* special case: moving object pushed by player */
+ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
{
Feld[x][y] = EL_EMPTY;
Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
if (element == EL_MOLE)
{
- int i;
- static int xy[4][2] =
- {
- { 0, -1 },
- { -1, 0 },
- { +1, 0 },
- { 0, +1 }
- };
-
Feld[x][y] = EL_SAND;
- DrawLevelField(x, y);
-
- for(i=0; i<4; i++)
- {
- int xx, yy;
-
- xx = x + xy[i][0];
- yy = y + xy[i][1];
- if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
- DrawLevelField(xx, yy); /* for "crumbled sand" */
- }
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
}
-
- if (element == EL_QUICKSAND_FILLING)
+ else if (element == EL_QUICKSAND_FILLING)
{
element = Feld[newx][newy] = get_next_element(element);
Store[newx][newy] = Store[x][y];
Feld[x][y] = get_next_element(element);
element = Feld[newx][newy] = Store[x][y];
}
+ else if (element == EL_SOKOBAN_OBJECT)
+ {
+ if (Back[x][y])
+ Feld[x][y] = Back[x][y];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
else if (Store[x][y] == EL_ACID)
{
element = Feld[newx][newy] = EL_ACID;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ Changed[newx][newy] = Changed[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+ ChangeDelay[x][y] = 0;
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
/* copy animation control values to new field */
GfxFrame[newx][newy] = GfxFrame[x][y];
GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
ResetGfxAnimation(x, y); /* reset animation values for old field */
-#if 1
#if 0
+ /* 2.1.1 (does not work correctly for spring) */
if (!CAN_MOVE(element))
MovDir[newx][newy] = 0;
#else
- /*
+
+#if 0
+ /* (does not work for falling objects that slide horizontally) */
if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
MovDir[newx][newy] = 0;
+#else
+ /*
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
*/
if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
MovDir[newx][newy] = 0;
#endif
#endif
DrawLevelField(x, y);
DrawLevelField(newx, newy);
- Stop[newx][newy] = TRUE;
- JustStopped[newx][newy] = 3;
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ if (!pushed) /* special case: moving object pushed by player */
+ JustStopped[newx][newy] = 3;
if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
- if (CAN_SMASH(element) && direction == MV_DOWN &&
- (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
Impact(x, newy);
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementChange(newx, newy, element, CE_COLLISION);
+
+#if 1
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
else /* still moving on */
{
if (!IN_LEV_FIELD(x, y))
return;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
changed = TRUE;
}
}
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
static void InitRobotWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunRobotWheel(int x, int y)
static void InitTimegateWheel(int x, int y)
{
- MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}
static void RunTimegateWheel(int x, int y)
return;
}
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
Feld[x][y] = EL_EXIT_OPENING;
PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
int element = Feld[x][y];
int activating_delay = FRAMES_PER_SECOND / 4;
- MovDelay[x][y] =
+ ChangeDelay[x][y] =
(element == EL_SP_BUGGY_BASE ?
2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
element == EL_SP_BUGGY_BASE_ACTIVATING ?
static void InitTrap(int x, int y)
{
- MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+ ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
}
static void ActivateTrap(int x, int y)
DrawLevelFieldCrumbledSand(x, y);
}
-static void ChangeElement(int x, int y)
+static void ChangeElementNowExt(int x, int y, int target_element)
{
- int element = Feld[x][y];
-
- if (IS_MOVING(x, y)) /* never change a running system :-) */
+ /* 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_PROTECTED(x, y) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+ {
+ Bang(x, y);
return;
+ }
- if (MovDelay[x][y] == 0) /* initialize element change */
- {
- MovDelay[x][y] = changing_element[element].change_delay + 1;
+ RemoveField(x, y);
+ Feld[x][y] = target_element;
- 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;
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
- MovDelay[x][y] += RND(max_random_delay * FRAMES_PER_SECOND);
- }
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
- if (changing_element[element].pre_change_function)
- changing_element[element].pre_change_function(x, y);
- }
+ DrawLevelField(x, y);
- MovDelay[x][y]--;
+ if (CAN_BE_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
- if (MovDelay[x][y] != 0) /* continue element change */
- {
- if (IS_ANIMATED(el2img(element)))
- DrawLevelElementAnimationIfNeeded(x, y, element);
+ TestIfBadThingTouchesHero(x, y);
+ TestIfPlayerTouchesCustomElement(x, y);
+ TestIfElementTouchesCustomElement(x, y);
- if (changing_element[element].change_function)
- changing_element[element].change_function(x, y);
- }
- else /* finish element change */
- {
- Feld[x][y] = changing_element[element].next_element;
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
+}
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
-#if 1
- InitField(x, y, FALSE);
- if (CAN_MOVE(element))
- InitMovDir(x, y);
+ /* always use default change event to prevent running into a loop */
+ if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
+ ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+
+ /* do not change already changed elements with same change event */
+#if 0
+ if (Changed[x][y] & ChangeEvent[x][y])
+ return FALSE;
+#else
+ if (Changed[x][y])
+ return FALSE;
#endif
- DrawLevelField(x, y);
- if (changing_element[element].post_change_function)
- changing_element[element].post_change_function(x, y);
- }
-}
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
-{
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
+ if (change->explode)
+ {
+ Bang(x, y);
- if (!player->active || tape.pausing)
- return;
+ return TRUE;
+ }
- if (player_action)
+ if (change->use_content)
{
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
- {
- if (button2)
- bombed = PlaceBomb(player);
- moved = MoveFigure(player, dx, dy);
- }
+ boolean complete_change = TRUE;
+ boolean can_change[3][3];
+ int xx, yy;
- if (tape.single_step && tape.recording && !tape.pausing)
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
{
- if (button1 || (bombed && !moved))
+ boolean half_destructible;
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+ int e;
+
+ can_change[xx][yy] = TRUE;
+
+ if (ex == x && ey == y) /* do not check changing element itself */
+ continue;
+
+ if (change->content[xx][yy] == EL_EMPTY_SPACE)
{
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
+ can_change[xx][yy] = FALSE; /* do not change empty borders */
+
+ continue;
}
- }
- stored_player_action[player->index_nr] = player_action;
- }
- else
- {
- /* no actions for this player (no input at player's configured device) */
+ if (!IN_LEV_FIELD(ex, ey))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
- DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovement(player);
+ continue;
+ }
- if (player->MovPos == 0)
- {
-#if 0
- printf("Trying... Player frame reset\n");
-#endif
+ e = Feld[ex][ey];
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ e = MovingOrBlocked2Element(ex, ey);
+
+ half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+ if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
+ (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+ (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+ {
+ can_change[xx][yy] = FALSE;
+ complete_change = FALSE;
+ }
+ }
+
+ if (!change->only_complete || complete_change)
+ {
+ boolean something_has_changed = FALSE;
+
+ if (change->only_complete && change->use_random_change &&
+ RND(100) < change->random)
+ return FALSE;
+
+ for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+ {
+ int ex = x + xx - 1;
+ int ey = y + yy - 1;
+
+ if (can_change[xx][yy] && (!change->use_random_change ||
+ RND(100) < change->random))
+ {
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ RemoveMovingField(ex, ey);
+
+ ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+ something_has_changed = TRUE;
+
+ /* for symmetry reasons, freeze newly created border elements */
+ if (ex != x || ey != y)
+ Stop[ex][ey] = TRUE; /* no more moving in this frame */
+ }
+ }
+
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
+ }
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
+
+ return TRUE;
+}
+
+static void ChangeElement(int x, int y, int page)
+{
+ int element = MovingOrBlocked2Element(x, y);
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
+
+#if 0
+#ifdef DEBUG
+ if (!CAN_CHANGE(element))
+ {
+ 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
+#endif
+
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+ ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
+ RND(change->delay_random * change->delay_frames)) + 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], MovDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (change->change_function)
+ change->change_function(x, y);
+ }
+ else /* finish element change */
+ {
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+
+ return;
+ }
+
+ if (ChangeElementNow(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
+}
+
+static boolean CheckTriggeredElementSideChange(int lx, int ly,
+ int trigger_element,
+ int trigger_side,
+ int trigger_event)
+{
+ int i, j, x, y;
+
+ if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+ return FALSE;
+
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ boolean change_element = FALSE;
+ int page;
+
+ if (!CAN_CHANGE(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ continue;
+
+ for (j=0; j < element_info[element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[j];
+
+ if (change->sides & trigger_side &&
+ change->trigger_element == trigger_element)
+ {
+ change_element = TRUE;
+ page = j;
+
+ break;
+ }
+ }
+
+ if (!change_element)
+ continue;
+
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+#if 0
+ if (x == lx && y == ly) /* do not change trigger element itself */
+ continue;
+#endif
+
+ if (Feld[x][y] == element)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+ ChangeElement(x, y, page);
+ }
+ }
+ }
+
+ return TRUE;
+}
+
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+ int trigger_event)
+{
+ return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
+ trigger_event);
+}
+
+static boolean CheckElementSideChange(int x, int y, int element, int side,
+ int trigger_event, int page)
+{
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
+
+ if (page < 0)
+ page = element_info[element].event_page_nr[trigger_event];
+
+ if (!(element_info[element].change_page[page].sides & side))
+ return FALSE;
+
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+ ChangeElement(x, y, page);
+
+ return TRUE;
+}
+
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
+}
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+ 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;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ if (!player->active || tape.pausing)
+ return;
+
+ if (player_action)
+ {
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MoveFigure(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 */
+ }
}
+ stored_player_action[player->index_nr] = player_action;
+ }
+ else
+ {
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovement(player);
+
+ if (player->MovPos == 0)
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
if (player->MovPos == 0) /* needed for tape.playing */
player->is_moving = FALSE;
}
stored_player[i].Frame++;
#endif
+#if 1
+ if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ {
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int x = player->jx;
+ int y = player->jy;
+
+ if (player->active && player->Pushing && player->is_moving &&
+ IS_MOVING(x, y))
+ {
+ ContinueMoving(x, y);
+
+ /* continue moving after pushing (this is actually a bug) */
+ if (!IS_MOVING(x, y))
+ {
+ Stop[x][y] = FALSE;
+ }
+ }
+ }
+ }
+#endif
+
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
Stop[x][y] = FALSE;
if (JustStopped[x][y] > 0)
JustStopped[x][y]--;
GfxFrame[x][y]++;
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements with zero push delay) */
+ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+ {
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+#endif
+
#if DEBUG
if (IS_BLOCKED(x, y))
{
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
element = Feld[x][y];
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#else
graphic = el2img(element);
+#endif
#if 0
if (element == -1)
continue;
}
+#if 1
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_CHANGING(x, y))
+ {
+ ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ }
+#endif
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
+#if 1
+ graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d, %d [%d]\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+ GfxAction[x][y]);
+#endif
+#if 0
+ if (element == EL_YAMYAM)
+ printf("::: %d, %d, %d\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
+
if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y) &&
!Stop[x][y])
+ {
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+ }
+
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
#endif
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
- else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
- /* this may take place after moving, therefore element may have changed */
+#if 0
+ /* this may take place after moving, so 'element' may have changed */
if (IS_AUTO_CHANGING(Feld[x][y]))
ChangeElement(x, y);
#endif
#endif
element = Feld[x][y];
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
element == EL_SAND ||
stored_player[i].StepFrame += move_frames;
}
#endif
+
+#if 1
+ if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ {
+ ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+
+ local_player->show_envelope = 0;
+ }
+#endif
}
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
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 * (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);
if (dx)
{
x = (dx == 1 ? BX1 : BX2);
- for (y=BY1; y<=BY2; y++)
+ for (y=BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
- for (x=BX1; x<=BX2; x++)
+ for (x=BX1; x <= BX2; x++)
DrawScreenField(x, y);
}
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
boolean MoveFigureOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
+ static int change_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int move_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
int jx = player->jx, jy = player->jy;
- int new_jx = jx+dx, new_jy = jy+dy;
+ int new_jx = jx + dx, new_jy = jy + dy;
int element;
int can_move;
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
#endif
- if (DONT_GO_TO(element))
+ if (DONT_RUN_INTO(element))
{
if (element == EL_ACID && dx == 0 && dy == 1)
{
if (can_move != MF_MOVING)
return can_move;
+ /* check if DigField() has caused relocation of the player */
+ if (player->jx != jx || player->jy != jy)
+ return MF_NO_ACTION;
+
StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->last_jy = jy;
- jx = player->jx = new_jx;
- jy = player->jy = new_jy;
- StorePlayer[jx][jy] = player->element_nr;
+ player->jx = new_jx;
+ player->jy = new_jy;
+ StorePlayer[new_jx][new_jy] = player->element_nr;
player->MovPos =
(dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
ScrollFigure(player, SCROLL_INIT);
+#if 1
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+ {
+ CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
+ enter_side, CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
+ CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
return MF_MOVING;
}
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
+#if 1
+ player->snapped = FALSE;
+#endif
}
else
{
}
TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
if (!player->active)
RemoveHero(player);
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 0
DrawPlayer(player);
+#endif
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
if (player->MovPos == 0)
CheckGravityMovement(player);
- DrawPlayer(player);
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
- if (player->MovPos == 0)
+ if (player->MovPos == 0) /* player reached destination field */
{
if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPEN)
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
if (local_player->friends_still_needed == 0 ||
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+void TestIfPlayerTouchesCustomElement(int x, int y)
{
- int i, kill_x = -1, kill_y = -1;
- static int test_xy[4][2] =
+#if 0
+ static boolean check_changing = FALSE;
+#endif
+ static int xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int test_dir[4] =
- {
- MV_UP,
- MV_LEFT,
+ int i;
+
+#if 0
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+#endif
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_PLAYER(x, y))
+ {
+ CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
+ }
+ else if (IS_PLAYER(xx, yy))
+ {
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
+ CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+
+ break;
+ }
+ }
+
+#if 0
+ check_changing = FALSE;
+#endif
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+#if 0
+ static boolean check_changing = FALSE;
+#endif
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int change_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 */
+ };
+ boolean change_center_element = FALSE;
+ int center_element_change_page = 0;
+ int center_element = Feld[x][y];
+ int i, j;
+
+#if 0
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+#endif
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ border_element = Feld[xx][yy];
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ !change_center_element)
+ {
+ for (j=0; j < element_info[center_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[center_element].change_page[j];
+
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->sides & border_side &&
+ change->trigger_element == border_element)
+ {
+ change_center_element = TRUE;
+ center_element_change_page = j;
+
+ break;
+ }
+ }
+ }
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+ {
+ for (j=0; j < element_info[border_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[border_element].change_page[j];
+
+ if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+ change->sides & center_side &&
+ change->trigger_element == center_element)
+ {
+ CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
+ CE_OTHER_IS_TOUCHING, j);
+ break;
+ }
+ }
+ }
+ }
+
+ if (change_center_element)
+ CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
+ CE_OTHER_IS_TOUCHING, center_element_change_page);
+
+#if 0
+ check_changing = FALSE;
+#endif
+}
+
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
+{
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int test_dir[4] =
+ {
+ MV_UP,
+ MV_LEFT,
MV_RIGHT,
MV_DOWN
};
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
#endif
- /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
*/
- if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
- (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+ if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
kill_x = test_x;
kill_y = test_y;
test_element = Feld[test_x][test_y];
- /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+ /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
*/
- if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
- (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+ if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
/* good thing is player or penguin that does not move away */
if (IS_PLAYER(test_x, test_y))
if (!player->active)
return;
+#if 1
+ PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
}
/*
+ =============================================================================
checkDiagonalPushing()
-----------------------------------------------------------------------------
check if diagonal input device direction results in pushing of object
(by checking if the alternative direction is walkable, diggable, ...)
+ =============================================================================
*/
static boolean checkDiagonalPushing(struct PlayerInfo *player,
}
/*
+ =============================================================================
DigField()
-----------------------------------------------------------------------------
x, y: field next to player (non-diagonal) to try to dig to
real_dx, real_dy: direction as read from input device (can be diagonal)
+ =============================================================================
*/
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
+#if 0
+ static int change_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+#endif
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
+ int nextx = x + dx, nexty = y + dy;
int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
+#if 0
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+#endif
int element;
if (player->MovPos == 0)
player->is_collecting = FALSE;
}
- if (player->MovPos == 0)
+ if (player->MovPos == 0) /* last pushing move finished */
player->Pushing = FALSE;
- if (mode == DF_NO_PUSH)
+ if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
player->Switching = FALSE;
player->push_delay = 0;
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:
- case EL_SAND:
- case EL_INVISIBLE_SAND:
- case EL_INVISIBLE_SAND_ACTIVE:
- case EL_TRAP:
- case EL_SP_BASE:
- case EL_SP_BUGGY_BASE:
- case EL_SP_BUGGY_BASE_ACTIVATING:
- RemoveField(x, y);
-#if 1
- if (mode != DF_SNAP && element != EL_EMPTY)
- {
- GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
- player->is_digging = TRUE;
- }
-#endif
- PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
- break;
-
- case EL_EMERALD:
- case EL_BD_DIAMOND:
- case EL_EMERALD_YELLOW:
- case EL_EMERALD_RED:
- case EL_EMERALD_PURPLE:
- case EL_DIAMOND:
- case EL_SP_INFOTRON:
- case EL_PEARL:
- case EL_CRYSTAL:
- RemoveField(x, y);
-#if 1
- if (mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
-#endif
- local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
- element == EL_PEARL ? 5 :
- element == EL_CRYSTAL ? 8 : 1);
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
- RaiseScoreElement(element);
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- break;
-
- case EL_SPEED_PILL:
- RemoveField(x, y);
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
- break;
-
- case EL_ENVELOPE:
- Feld[x][y] = EL_EMPTY;
- PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
- break;
-
- case EL_EXTRA_TIME:
- RemoveField(x, y);
- if (level.time > 0)
- {
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- }
- PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
- break;
-
- case EL_SHIELD_NORMAL:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
- break;
-
- case EL_SHIELD_DEADLY:
- RemoveField(x, y);
- player->shield_normal_time_left += 10;
- player->shield_deadly_time_left += 10;
- PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
- break;
-
- case EL_DYNAMITE:
- case EL_SP_DISK_RED:
- RemoveField(x, y);
- player->dynamite++;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
- RaiseScoreElement(EL_DYNAMITE);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
- PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_NUMBER:
- RemoveField(x, y);
- player->dynabomb_count++;
- player->dynabombs_left++;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_SIZE:
- RemoveField(x, y);
- player->dynabomb_size++;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
- break;
-
- case EL_DYNABOMB_INCREASE_POWER:
- RemoveField(x, y);
- player->dynabomb_xl = TRUE;
- RaiseScoreElement(EL_DYNAMITE);
- PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
- break;
-
- case EL_KEY_1:
- case EL_KEY_2:
- case EL_KEY_3:
- case EL_KEY_4:
- {
- int key_nr = element - EL_KEY_1;
- int graphic = el2edimg(element);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
- break;
- }
-
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- {
- int key_nr = element - EL_EM_KEY_1;
- int graphic = el2edimg(EL_KEY_1 + key_nr);
-
- RemoveField(x, y);
- player->key[key_nr] = TRUE;
- RaiseScoreElement(element);
- DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
- graphic);
- PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
- break;
- }
-
case EL_ROBOT_WHEEL:
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
ZX = x;
return MF_ACTION;
break;
- /* the following elements cannot be pushed by "snapping" */
- case EL_ROCK:
- case EL_BOMB:
- case EL_DX_SUPABOMB:
- case EL_NUT:
- case EL_TIME_ORB_EMPTY:
- case EL_SP_ZONK:
- case EL_SP_DISK_ORANGE:
- case EL_SPRING:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- /* no "break" -- fall through to next case */
-
- /* the following elements can be pushed by "snapping" */
- case EL_BD_ROCK:
- if (dy)
- return MF_NO_ACTION;
-
- 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 (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
-
- if (player->push_delay == 0)
- player->push_delay = FrameCounter;
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING)
- return MF_NO_ACTION;
-#endif
-
- if (mode == DF_SNAP)
- {
- InitMovingField(x, y, move_direction);
- ContinueMoving(x, y);
- }
- else
- {
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
- }
-
- if (element == EL_SPRING)
- {
- Feld[x + dx][y + dy] = EL_SPRING;
- MovDir[x + dx][y + dy] = move_direction;
- }
-
- player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
-
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
- break;
-
- case EL_GATE_1:
- case EL_GATE_2:
- case EL_GATE_3:
- case EL_GATE_4:
- if (!player->key[element - EL_GATE_1])
- return MF_NO_ACTION;
- break;
-
- case EL_GATE_1_GRAY:
- case EL_GATE_2_GRAY:
- case EL_GATE_3_GRAY:
- case EL_GATE_4_GRAY:
- if (!player->key[element - EL_GATE_1_GRAY])
- return MF_NO_ACTION;
- break;
-
- case EL_EM_GATE_1:
- case EL_EM_GATE_2:
- case EL_EM_GATE_3:
- case EL_EM_GATE_4:
- if (!player->key[element - EL_EM_GATE_1])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
- break;
-
- case EL_EM_GATE_1_GRAY:
- case EL_EM_GATE_2_GRAY:
- case EL_EM_GATE_3_GRAY:
- case EL_EM_GATE_4_GRAY:
- if (!player->key[element - EL_EM_GATE_1_GRAY])
- return MF_NO_ACTION;
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
-#if 1
- PlaySoundLevelAction(x, y, ACTION_PASSING);
-#else
- PlaySoundLevel(x, y, SND_GATE_PASSING);
-#endif
- break;
-
- case EL_SWITCHGATE_OPEN:
- case EL_TIMEGATE_OPEN:
- if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
- return MF_NO_ACTION;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
-
- PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
- break;
-
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
element != EL_SP_GRAVITY_PORT_DOWN &&
element != EL_SP_PORT_VERTICAL &&
element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(x + dx, y + dy) ||
- !IS_FREE(x + dx, y + dy))
+ !IN_LEV_FIELD(nextx, nexty) ||
+ !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ 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)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
+ PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
}
break;
- case EL_EXIT_CLOSED:
- case EL_SP_EXIT_CLOSED:
- case EL_EXIT_OPENING:
- return MF_NO_ACTION;
- break;
-
- case EL_EXIT_OPEN:
- case EL_SP_EXIT_OPEN:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- if (element == EL_EXIT_OPEN)
- PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
- else
- PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
-
- break;
-
case EL_LAMP:
Feld[x][y] = EL_LAMP_ACTIVE;
local_player->lights_still_needed--;
return MF_ACTION;
break;
- case EL_SOKOBAN_FIELD_EMPTY:
- break;
-
- case EL_SOKOBAN_OBJECT:
- case EL_SOKOBAN_FIELD_FULL:
- case EL_SATELLITE:
- case EL_SP_DISK_YELLOW:
- case EL_BALLOON:
- if (mode == DF_SNAP)
- return MF_NO_ACTION;
-
- player->Pushing = TRUE;
-
- if (!IN_LEV_FIELD(x+dx, y+dy)
- || (!IS_FREE(x+dx, y+dy)
- && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
- || !IS_SB_ELEMENT(element))))
- 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;
-#if 0
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !tape.playing && element != EL_BALLOON)
- return MF_NO_ACTION;
-#else
- if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_BALLOON)
- return MF_NO_ACTION;
-#endif
+ default:
- if (IS_SB_ELEMENT(element))
+ if (IS_WALKABLE(element))
{
- if (element == EL_SOKOBAN_FIELD_FULL)
+ int sound_action = ACTION_WALKING;
+
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
{
- Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
}
- else
- RemoveField(x, y);
-
- if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
- local_player->sokobanfields_still_needed--;
- if (element == EL_SOKOBAN_OBJECT)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
-#else
- PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
-#endif
- else
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
}
- else
+ else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
{
- Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
- if (element == EL_SOKOBAN_FIELD_FULL)
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
-#endif
- else
-#if 1
- PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
- PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
}
- }
- else
- {
- RemoveField(x, y);
- Feld[x+dx][y+dy] = element;
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
- }
-
- player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
- DrawLevelField(x, y);
- DrawLevelField(x + dx, y + dy);
+ /* play sound from background or player, whatever is available */
+ if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+ PlaySoundLevelElementAction(x, y, element, sound_action);
+ else
+ PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
- if (IS_SB_ELEMENT(element) &&
- local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ break;
}
+ else if (IS_PASSABLE(element))
+ {
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ return MF_NO_ACTION;
- break;
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+ {
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
- case EL_PENGUIN:
- case EL_PIG:
- case EL_DRAGON:
- break;
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
- default:
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
- if (IS_WALKABLE(element))
- {
break;
}
else if (IS_DIGGABLE(element))
{
RemoveField(x, y);
-#if 1
+
if (mode != DF_SNAP)
{
- GfxElement[x][y] = element;
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
+ GfxElement[x][y] =
+ (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
player->is_digging = TRUE;
}
-#endif
+
PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
break;
}
else if (IS_COLLECTIBLE(element))
{
RemoveField(x, y);
-#if 1
+
if (mode != DF_SNAP)
{
GfxElement[x][y] = element;
player->is_collecting = TRUE;
}
+
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+ player->key[key_nr] = TRUE;
+
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (IS_ENVELOPE(element))
+ {
+#if 1
+ player->show_envelope = element;
+#else
+ ShowEnvelope(element - EL_ENVELOPE_1);
#endif
+ }
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i=0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
+
+ RaiseScoreElement(element);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
break;
}
else if (IS_PUSHABLE(element))
{
- if (mode == DF_SNAP)
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
return MF_NO_ACTION;
if (CAN_FALL(element) && dy)
return MF_NO_ACTION;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
+
+ if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+ return MF_NO_ACTION;
+
+ if (!player->Pushing &&
+ game.engine_version >= RELEASE_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+ if (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
return MF_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MF_NO_ACTION;
- if (player->push_delay == 0)
+ if (player->push_delay == 0) /* new pushing; restart delay */
player->push_delay = FrameCounter;
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
return MF_NO_ACTION;
- RemoveField(x, y);
- Feld[x + dx][y + dy] = element;
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
- player->push_delay_value = 2 + RND(8);
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
- DrawLevelField(x + dx, y + dy);
- PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+ if (Back[x][y] == Back[nextx][nexty])
+ PlaySoundLevelAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
+
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
+ {
+ player->LevelSolved = player->GameOver = TRUE;
+ PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
+
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
+
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
+
+ if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
+ CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
break;
}
+ else
+ {
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
+ CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ }
return MF_NO_ACTION;
}
if (Feld[x][y] != element) /* really digged/collected something */
player->is_collecting = !player->is_digging;
+#if 0
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+ CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[x][y]))
+ {
+ CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
+ CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(x, y, Feld[x][y], enter_side,
+ CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
return MF_MOVING;
}
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
+ int snap_direction = (dx == -1 ? MV_LEFT :
+ dx == +1 ? MV_RIGHT :
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NO_MOVING);
if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
return FALSE;
{
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
}
+#if 0
+ printf("::: trying to snap...\n");
+#endif
+
return FALSE;
}
if (player->snapped)
return FALSE;
- player->MovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = snap_direction;
+
+#if 1
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
+#if 1
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
DrawLevelField(x, y);
BackToFront();
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
-#if 0
- if (element != EL_EMPTY)
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
-#endif
- if (element != EL_EMPTY)
- {
-#if 0
- Store[jx][jy] = element;
-#else
- Back[jx][jy] = element;
-#endif
- }
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
MovDelay[jx][jy] = 96;
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
- if (player->dynamite)
+ if (player->inventory_size > 0)
{
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
-#if 1
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
-#endif
- }
PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
+
+ TestIfElementTouchesCustomElement(jx, jy);
}
- else
+ else /* player is dropping a dyna bomb */
{
+ player->dynabombs_left--;
+
Feld[jx][jy] =
EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
- player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
case EL_EMERALD_YELLOW:
case EL_EMERALD_RED:
case EL_EMERALD_PURPLE:
+ case EL_SP_INFOTRON:
RaiseScore(level.score[SC_EMERALD]);
break;
case EL_DIAMOND:
RaiseScore(level.score[SC_DIAMOND]);
break;
+ case EL_CRYSTAL:
+ RaiseScore(level.score[SC_CRYSTAL]);
+ break;
+ case EL_PEARL:
+ RaiseScore(level.score[SC_PEARL]);
+ break;
case EL_BUG:
case EL_BD_BUTTERFLY:
+ case EL_SP_ELECTRON:
RaiseScore(level.score[SC_BUG]);
break;
case EL_SPACESHIP:
case EL_BD_FIREFLY:
+ case EL_SP_SNIKSNAK:
RaiseScore(level.score[SC_SPACESHIP]);
break;
case EL_YAMYAM:
RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
+ case EL_SP_DISK_RED:
+ case EL_DYNABOMB_INCREASE_NUMBER:
+ case EL_DYNABOMB_INCREASE_SIZE:
+ case EL_DYNABOMB_INCREASE_POWER:
RaiseScore(level.score[SC_DYNAMITE]);
break;
+ case EL_SHIELD_NORMAL:
+ case EL_SHIELD_DEADLY:
+ RaiseScore(level.score[SC_SHIELD]);
+ break;
+ case EL_EXTRA_TIME:
+ RaiseScore(level.score[SC_TIME_BONUS]);
+ break;
case EL_KEY_1:
case EL_KEY_2:
case EL_KEY_3:
RaiseScore(level.score[SC_KEY]);
break;
default:
+ RaiseScore(element_info[element].collect_score);
break;
}
}
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
+
+ SetAudioMode(setup.sound);
PlayMusic(level_nr);
}
break;
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
+ {
setup.sound = setup.sound_loops = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
+ {
setup.sound = setup.sound_simple = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
default: