#define DF_DIG 1
#define DF_SNAP 2
-/* for MoveFigure() */
+/* for MovePlayer() */
#define MF_NO_ACTION 0
#define MF_MOVING 1
#define MF_ACTION 2
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
#define SCROLL_INIT 0
#define SCROLL_GO_ON 1
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 GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ (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) || \
/* forward declaration for internal use */
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void TestIfPlayerTouchesCustomElement(int, int);
static void TestIfElementTouchesCustomElement(int, int);
+static void ChangeElement(int, 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 ChangeElementNow(int, int, int);
static void PlaySoundLevel(int, int, int);
static void PlaySoundLevelNearest(int, int, int);
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_SP_EXIT_OPENING,
+ EL_SP_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_CLOSING,
+ EL_SP_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
{
EL_SWITCHGATE_OPENING,
EL_SWITCHGATE_OPEN,
struct
{
int element;
- int gem_count;
+ int count;
}
-gem_count_list[] =
+collect_count_list[] =
{
{ EL_EMERALD, 1 },
{ EL_BD_DIAMOND, 1 },
{ EL_UNDEFINED, 0 },
};
-static boolean changing_element[MAX_NUM_ELEMENTS];
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
-#define IS_AUTO_CHANGING(e) (changing_element[e])
+#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)
{
- int element = Feld[x][y];
-
- switch (element)
+ 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;
- StorePlayer[x][y] = Feld[x][y];
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
- 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");
- }
- }
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
- Feld[x][y] = EL_EMPTY;
- player->jx = player->last_jx = x;
- player->jy = player->last_jy = y;
+ StorePlayer[x][y] = Feld[x][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:
case EL_PIG:
case EL_DRAGON:
- MovDir[x][y] = 1 << RND(4);
+ GfxDir[x][y] = 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:
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.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
INITIAL_MOVE_DELAY_OFF);
/* dynamically adjust player properties according to level information */
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* ---------- initialize player's initial push delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_push_delay_value =
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
/* ---------- initialize changing elements ------------------------------- */
/* initialize changing elements information */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < MAX_NUM_ELEMENTS; i++)
{
-#if 1
- element_info[i].change.pre_change_function = NULL;
- element_info[i].change.change_function = NULL;
- element_info[i].change.post_change_function = NULL;
+ struct ElementInfo *ei = &element_info[i];
+
+ /* this pointer might have been changed in the level editor */
+ ei->change = &ei->change_page[0];
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].change.target_element = EL_EMPTY_SPACE;
- element_info[i].change.delay_fixed = 0;
- element_info[i].change.delay_random = 0;
- element_info[i].change.delay_frames = 1;
+ ei->change->target_element = EL_EMPTY_SPACE;
+ ei->change->delay_fixed = 0;
+ ei->change->delay_random = 0;
+ ei->change->delay_frames = 1;
}
- changing_element[i] = FALSE;
-#else
- 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;
-#endif
+ 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];
+ }
}
/* add changing elements from pre-defined list */
- for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
+ for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
{
- int element = changing_element_list[i].element;
- struct ChangingElementInfo *ce = &changing_element_list[i];
- struct ElementChangeInfo *change = &element_info[element].change;
+ 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);
+ }
#if 1
- change->target_element = ce->target_element;
- change->delay_fixed = ce->change_delay;
- change->pre_change_function = ce->pre_change_function;
- change->change_function = ce->change_function;
- change->post_change_function = ce->post_change_function;
+ /* add change events from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
- changing_element[element] = TRUE;
-#else
- 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;
-#endif
+ for (j=0; j < ei->num_change_pages; j++)
+ {
+ if (!ei->change_page[j].can_change)
+ continue;
+
+ 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++)
{
int element = EL_CUSTOM_START + i;
-#if 0
- struct ElementChangeInfo *change = &element_info[element].change;
-#endif
/* only add custom elements that change after fixed/random frame delay */
- if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
- continue;
-
-#if 1
- changing_element[element] = TRUE;
-#else
- changing_element[element].base_element = element;
- changing_element[element].next_element = change->target_element;
- changing_element[element].change_delay = (change->delay_fixed *
- change->delay_frames);
-#endif
+ if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+ element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
}
+#endif
/* ---------- initialize trigger events ---------------------------------- */
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[j].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))
- trigger_events[element_info[i].change.trigger_element] |=
- element_info[i].change.events;
+ 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 -------------------------------------- */
{
if (!IS_CUSTOM_ELEMENT(i))
{
- element_info[i].push_delay_fixed = 2;
- element_info[i].push_delay_random = 8;
+ element_info[i].push_delay_fixed = game.default_push_delay_fixed;
+ element_info[i].push_delay_random = game.default_push_delay_random;
}
}
/* initialize gem count values for each element */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].gem_count = 0;
+ element_info[i].collect_count = 0;
/* add gem count values for all elements from pre-defined list */
- for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
- element_info[gem_count_list[i].element].gem_count =
- gem_count_list[i].gem_count;
+ 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->MovDir = MV_NO_MOVING;
player->MovPos = 0;
- player->Pushing = FALSE;
- player->Switching = FALSE;
player->GfxPos = 0;
player->GfxDir = MV_NO_MOVING;
player->GfxAction = ACTION_DEFAULT;
player->StepFrame = 0;
player->use_murphy_graphic = FALSE;
- player->use_disk_red_graphic = FALSE;
player->actual_frame_counter = 0;
player->last_move_dir = MV_NO_MOVING;
- player->is_moving = FALSE;
player->is_waiting = FALSE;
+ player->is_moving = FALSE;
player->is_digging = FALSE;
+ player->is_snapping = FALSE;
player->is_collecting = FALSE;
+ player->is_pushing = FALSE;
+ player->is_switching = FALSE;
+
+ player->switch_x = -1;
+ player->switch_y = -1;
+
+ player->show_envelope = 0;
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
- player->push_delay_value = 5;
-
- player->snapped = FALSE;
+ player->push_delay_value = game.initial_push_delay_value;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
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);
game.timegate_time_left = 0;
game.switchgate_pos = 0;
game.balloon_dir = MV_NO_MOVING;
+ game.gravity = level.initial_gravity;
game.explosions_delayed = TRUE;
+ game.envelope_active = FALSE;
+
for (i=0; i<4; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
Feld[x][y] = level.field[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
AmoebaNr[x][y] = 0;
- JustStopped[x][y] = 0;
+ WasJustMoving[x][y] = 0;
+ WasJustFalling[x][y] = 0;
Stop[x][y] = FALSE;
Pushed[x][y] = FALSE;
- Changing[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;
GfxFrame[x][y] = 0;
- GfxAction[x][y] = ACTION_DEFAULT;
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
+ GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
}
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);
printf("Player %d %sactive.\n",
i + 1, (stored_player[i].active ? "" : "not "));
}
+
+#if 0
+ printf("::: starting game [%d]\n", FrameCounter);
+#endif
}
void InitMovDir(int x, int y)
}
break;
}
+
+ GfxDir[x][y] = MovDir[x][y];
}
void InitAmoebaNr(int x, int y)
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 ||
+ Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+ {
+ int element = Feld[ExitX][ExitY];
+
+ Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+ EL_SP_EXIT_CLOSING);
+
+ PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+ }
+
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
BackToFront();
{
GfxFrame[x][y] = 0;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MovDir[x][y];
}
void InitMovingField(int x, int y, int direction)
int newx = x + dx;
int newy = y + dy;
- if (!JustStopped[x][y] || direction != MovDir[x][y])
+ if (!WasJustMoving[x][y] || direction != MovDir[x][y])
ResetGfxAnimation(x, y);
MovDir[newx][newy] = MovDir[x][y] = direction;
+ GfxDir[x][y] = direction;
if (Feld[newx][newy] == EL_EMPTY)
Feld[newx][newy] = EL_BLOCKED;
GfxAction[x][y] = ACTION_MOVING;
GfxFrame[newx][newy] = GfxFrame[x][y];
- GfxAction[newx][newy] = GfxAction[x][y];
GfxRandom[newx][newy] = GfxRandom[x][y];
+ GfxAction[newx][newy] = GfxAction[x][y];
+ GfxDir[newx][newy] = GfxDir[x][y];
}
void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
AmoebaNr[x][y] = 0;
ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
Pushed[x][y] = FALSE;
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
+ GfxDir[x][y] = MV_NO_MOVING;
}
void RemoveMovingField(int x, int y)
Bang(x, y);
}
+void RelocatePlayer(int x, int y, int element)
+{
+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+#if 1
+ RemoveField(x, y); /* temporarily remove newly placed player */
+ DrawLevelField(x, y);
+#endif
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+
+ DrawPlayer(player);
+
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
+ }
+
+ Feld[x][y] = element;
+ 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 two 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;
#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) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
return;
#endif
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))
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 1
-#if 1
+#if 0
if (IS_EXPLOSION_PROOF(element))
continue;
#else
#else
if ((IS_INDESTRUCTIBLE(element) &&
- (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (game.engine_version < VERSION_IDENT(2,2,0,0) ||
(!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
element == EL_FLAMES)
continue;
}
/* save walkable background elements while explosion on same tile */
-#if 1
+#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
#else
- if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element))
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
#endif
else if (center_element == EL_AMOEBA_TO_DIAMOND)
Store[x][y] = level.amoeba_content;
else if (center_element == EL_YAMYAM)
- Store[x][y] =
- level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
- else if (IS_CUSTOM_ELEMENT(center_element))
- Store[x][y] =
- element_info[center_element].content[x - ex + 1][y - ey + 1];
+ 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;
RemoveField(x, y);
#else
MovDir[x][y] = MovPos[x][y] = 0;
+ GfxDir[x][y] = MovDir[x][y];
AmoebaNr[x][y] = 0;
#endif
#endif
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];
element = Feld[x][y] = Back[x][y];
Back[x][y] = 0;
- MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+ GfxDir[x][y] = MV_NO_MOVING;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+
InitField(x, y, FALSE);
if (CAN_MOVE(element))
InitMovDir(x, y);
DrawLevelField(x, y);
+ TestIfElementTouchesCustomElement(x, y);
+
+ if (GFX_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)))
{
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 &&
int element = Feld[x][y];
#endif
+#if 1
+ if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+#else
if (IS_PLAYER(x, y))
+#endif
{
struct PlayerInfo *player = PLAYERINFO(x, y);
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;
}
{
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()
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) &&
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
object_hit = FALSE;
return;
}
- if (impact)
+ /* 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);
PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
-#if 1
- else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
- {
- PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
-
- return;
- }
-#else
- else if (impact && CAN_CHANGE(element) &&
- HAS_CHANGE_EVENT(element, CE_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
- ChangeElementNow(x, y, element);
-
return;
}
-#endif
if (impact && element == EL_AMOEBA_DROP)
{
{
ToggleLightSwitch(x, y + 1);
}
-#if 1
else
{
CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+
+ CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+ CE_SWITCHED, -1);
}
-#else
- else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
- {
- ChangeElementNow(x, y + 1, smashed);
- }
-#endif
}
else
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
}
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
{
static struct
{
int rnd_value = 24;
int rnd = RND(rnd_value);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+ xx, yy, Feld[xx][yy],
+ FrameCounter);
+#endif
+
+#if 1
+ if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+ MovDir[x][y] = old_move_dir;
+#else
if (!IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
MovDelay[x][y] = 0;
}
MovDir[x][y] = old_move_dir;
}
}
+ else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
+ {
+ if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+ MovDir[x][y] = MV_NO_MOVING;
+
+ MovDelay[x][y] = 0;
+ }
+}
+
+static void TurnRound(int x, int y)
+{
+ int direction = MovDir[x][y];
+
+#if 0
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ TurnRoundExt(x, y);
+
+#if 1
+ GfxDir[x][y] = MovDir[x][y];
+#endif
+
+ if (direction != MovDir[x][y])
+ GfxFrame[x][y] = 0;
+
+#if 1
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+ if (MovDelay[x][y])
+ GfxAction[x][y] = ACTION_WAITING;
+#endif
}
static boolean JustBeingPushed(int x, int y)
{
struct PlayerInfo *player = &stored_player[i];
- if (player->active && player->Pushing && player->MovPos)
+ if (player->active && player->is_pushing && player->MovPos)
{
int next_jx = player->jx + (player->jx - player->last_jx);
int next_jy = player->jy + (player->jy - player->last_jy);
void StartMoving(int x, int y)
{
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
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 more) !!! */
+#if 1
+ if (MovDelay[x][y] == 0)
+ GfxAction[x][y] = ACTION_DEFAULT;
+#else
+ /* !!! this should be handled more generic (not only for mole) !!! */
if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
GfxAction[x][y] = ACTION_DEFAULT;
+#endif
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 ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
if (JustBeingPushed(x, y))
return;
#endif
}
#if 1
+ else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
+ CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+ (Feld[x][y + 1] == EL_BLOCKED)) ||
+ (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+ CAN_SMASH(element) && WasJustFalling[x][y] &&
+ (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
+
+#else
#if 1
- else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+ else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y] && !Pushed[x][y + 1])
+ WasJustMoving[x][y] && !Pushed[x][y + 1])
#else
else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- JustStopped[x][y])
+ WasJustMoving[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 */
+ /* this is needed for a special case not covered by calling "Impact()"
+ from "ContinueMoving()": if an element moves to a tile directly below
+ another element which was just falling on that tile (which was empty
+ in the previous frame), the falling element above would just stop
+ instead of smashing the element below (in previous version, the above
+ element was just checked for "moving" instead of "falling", resulting
+ in incorrect smashes caused by horizontal movement of the above
+ element; also, the case of the player being the element to smash was
+ simply not covered here... :-/ ) */
Impact(x, y);
}
-#endif
else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
{
if (MovDir[x][y] == MV_NO_MOVING)
}
else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
{
- if (JustStopped[x][y]) /* prevent animation from being restarted */
+ if (WasJustFalling[x][y]) /* prevent animation from being restarted */
MovDir[x][y] = MV_DOWN;
InitMovingField(x, y, MV_DOWN);
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] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB)
#endif
#else
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] &&
+ !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
#endif
{
{
int newx, newy;
+#if 1
+ if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+ return;
+#else
if ((element == EL_SATELLITE ||
element == EL_BALLOON ||
element == EL_SPRING)
&& JustBeingPushed(x, y))
return;
+#endif
#if 0
#if 0
#endif
#endif
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
if (!MovDelay[x][y]) /* start new movement phase */
{
/* all objects that can change their move direction after each step
{
TurnRound(x, y);
+#if 0
+ if (FrameCounter < 1 && x == 0 && y == 29)
+ printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
/* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
ResetGfxAnimation(x, y);
#endif
+
+#if 0
+ if (GfxAction[x][y] != ACTION_WAITING)
+ printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
GfxAction[x][y] = ACTION_WAITING;
+#endif
}
if (element == EL_ROBOT ||
dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
dir == MV_UP ? IMG_FLAMES_1_UP :
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
- int frame = getGraphicAnimationFrame(graphic, -1);
+ int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+ printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+ GfxAction[x][y] = ACTION_ATTACKING;
+
+ if (IS_PLAYER(x, y))
+ DrawPlayerField(x, y);
+ else
+ DrawLevelField(x, y);
- for (i=1; i<=3; i++)
+ PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
+
+ for (i=1; i <= 3; i++)
{
- int xx = x + i*dx, yy = y + i*dy;
- int sx = SCREENX(xx), sy = SCREENY(yy);
+ int xx = x + i * dx;
+ int yy = y + i * dy;
+ int sx = SCREENX(xx);
+ int sy = SCREENY(yy);
int flame_graphic = graphic + (i - 1);
if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
Feld[xx][yy] = EL_FLAMES;
if (IN_SCR_FIELD(sx, sy))
+ {
+ DrawLevelFieldCrumbledSand(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
+ }
}
else
{
return;
}
- GfxAction[x][y] = ACTION_MOVING;
+#if 0
+ /* 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;
+#endif
}
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (DONT_COLLIDE_WITH(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
if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
}
else if (!IS_FREE(newx, newy))
{
DrawPlayerField(x, y);
else
DrawLevelField(x, y);
+
return;
}
else
{
boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
- int newx1 = newx+1*dx, newy1 = newy+1*dy;
- int newx2 = newx+2*dx, newy2 = newy+2*dy;
+ int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+ int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
int element1 = (IN_LEV_FIELD(newx1, newy1) ?
MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
int element2 = (IN_LEV_FIELD(newx2, newy2) ?
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
+#if 1
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
MovDelay[x][y] = 50;
+
Feld[newx][newy] = EL_FLAMES;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
Feld[newx1][newy1] = EL_FLAMES;
if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
Feld[newx2][newy2] = EL_FLAMES;
+
return;
}
}
TurnRound(x, y);
#if 1
- DrawLevelElementAnimation(x, y, element);
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
#else
if (element == EL_BUG ||
element == EL_SPACESHIP ||
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 */
+ if (ABS(MovPos[x][y]) < TILEX)
{
- Feld[x][y] = EL_EMPTY;
- Feld[newx][newy] = element;
- MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
+ DrawLevelField(x, y);
- if (element == EL_MOLE)
- {
- Feld[x][y] = EL_SAND;
+ return; /* element is still moving */
+ }
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- else if (element == EL_QUICKSAND_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_QUICKSAND_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_MAGIC_WALL_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_FILLING)
- {
- element = Feld[newx][newy] = get_next_element(element);
- if (!game.magic_wall_active)
- element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
- Store[newx][newy] = Store[x][y];
- }
- else if (element == EL_BD_MAGIC_WALL_EMPTYING)
- {
- Feld[x][y] = get_next_element(element);
- if (!game.magic_wall_active)
- Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- element = Feld[newx][newy] = Store[x][y];
- }
- else if (element == EL_AMOEBA_DROPPING)
- {
- 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];
+ /* element reached destination field */
- if (Back[newx][newy])
- Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+ Feld[x][y] = EL_EMPTY;
+ Feld[newx][newy] = element;
+ MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
- Back[x][y] = Back[newx][newy] = 0;
- }
- else if (Store[x][y] == EL_ACID)
- {
- element = Feld[newx][newy] = EL_ACID;
- }
+ if (element == EL_MOLE)
+ {
+ Feld[x][y] = EL_SAND;
+
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+ else if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_AMOEBA_DROPPING)
+ {
+ 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];
- Store[x][y] = 0;
- MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- MovDelay[newx][newy] = 0;
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
- /* copy element change control values to new field */
- ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ Back[x][y] = Back[newx][newy] = 0;
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
- /* 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 */
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ Changed[newx][newy] = Changed[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
- Pushed[x][y] = Pushed[newx][newy] = FALSE;
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ 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];
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
- ResetGfxAnimation(x, y); /* reset animation values for old field */
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
#if 0
- /* 2.1.1 (does not work correctly for spring) */
- if (!CAN_MOVE(element))
- MovDir[newx][newy] = 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;
+ /* (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))
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
- if (!CAN_MOVE(element) ||
- (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
- MovDir[newx][newy] = 0;
#endif
#endif
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
-
- Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
-
- if (!pushed) /* special case: moving object pushed by player */
- JustStopped[newx][newy] = 3;
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
- if (DONT_TOUCH(element)) /* object may be nasty to player or others */
- {
- TestIfBadThingTouchesHero(newx, newy);
- TestIfBadThingTouchesFriend(newx, newy);
- TestIfBadThingTouchesOtherBadThing(newx, newy);
- }
- else if (element == EL_PENGUIN)
- TestIfFriendTouchesBadThing(newx, newy);
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
- if (CAN_FALL(element) && direction == MV_DOWN &&
- (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
- Impact(x, newy);
+ /* prevent pushed element from moving on in pushed direction */
+ if (pushed && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- CheckElementChange(newx, newy, element, CE_COLLISION);
+ if (!pushed) /* special case: moving object pushed by player */
+ {
+ WasJustMoving[newx][newy] = 3;
- TestIfPlayerTouchesCustomElement(newx, newy);
- TestIfElementTouchesCustomElement(newx, newy);
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
}
- else /* still moving on */
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
{
- DrawLevelField(x, y);
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
}
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ Impact(x, newy);
+
+#if 1
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
+ CE_COLLISION, -1);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
}
int AmoebeNachbarNr(int ax, int ay)
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])
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);
return;
}
- Feld[x][y] = EL_SP_EXIT_OPEN;
+ if (AllPlayersGone) /* do not re-open exit door closed after last player */
+ return;
+
+ Feld[x][y] = EL_SP_EXIT_OPENING;
PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
- int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+ int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x, y);
}
}
{
Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay-1] = element;
- MovDir[ax][ay-1] = MV_UP;
+ GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
IMG_EXPANDABLE_WALL_GROWING_UP, 0);
{
Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
Store[ax][ay+1] = element;
- MovDir[ax][ay+1] = MV_DOWN;
+ GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
{
Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax-1][ay] = element;
- MovDir[ax-1][ay] = MV_LEFT;
+ GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
{
Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
Store[ax+1][ay] = element;
- MovDir[ax+1][ay] = MV_RIGHT;
+ GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
static void ChangeElementNowExt(int x, int y, int target_element)
{
- if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
+ /* 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;
RemoveField(x, y);
Feld[x][y] = target_element;
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
DrawLevelField(x, y);
- if (CAN_BE_CRUMBLED(Feld[x][y]))
+ if (GFX_CRUMBLED(Feld[x][y]))
DrawLevelFieldCrumbledSandNeighbours(x, y);
TestIfBadThingTouchesHero(x, y);
TestIfPlayerTouchesCustomElement(x, y);
TestIfElementTouchesCustomElement(x, y);
+
+ if (ELEM_IS_PLAYER(target_element))
+ RelocatePlayer(x, y, target_element);
}
-static void ChangeElementNow(int x, int y, int element)
+static boolean ChangeElementNow(int x, int y, int element, int page)
{
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = &element_info[element].change_page[page];
- /* prevent CheckTriggeredElementChange() from looping */
- Changing[x][y] = TRUE;
+ /* 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);
- CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+ /* 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
- Changing[x][y] = FALSE;
+ Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
+
+ CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
if (change->explode)
{
Bang(x, y);
- return;
+
+ return TRUE;
}
if (change->use_content)
if (!change->only_complete || complete_change)
{
+ boolean something_has_changed = FALSE;
+
if (change->only_complete && change->use_random_change &&
- RND(change->random) != 0)
- return;
+ RND(100) < change->random)
+ return FALSE;
for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
{
int ey = y + yy - 1;
if (can_change[xx][yy] && (!change->use_random_change ||
- RND(change->random) == 0))
+ RND(100) < change->random))
{
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
RemoveMovingField(ex, ey);
+ ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
ChangeElementNowExt(ex, ey, change->content[xx][yy]);
- /* for symmetry reasons, stop newly created border elements */
+ something_has_changed = TRUE;
+
+ /* for symmetry reasons, freeze newly created border elements */
if (ex != x || ey != y)
- Stop[ex][ey] = TRUE;
+ Stop[ex][ey] = TRUE; /* no more moving in this frame */
}
}
- return;
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
}
}
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
- ChangeElementNowExt(x, y, change->target_element);
+ return TRUE;
}
-static void ChangeElement(int x, int y)
+static void ChangeElement(int x, int y, int page)
{
-#if 1
int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->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
- struct ElementChangeInfo *change = &element_info[element].change;
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
-#if 1
ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
RND(change->delay_random * change->delay_frames)) + 1;
-#else
- ChangeDelay[x][y] = changing_element[element].change_delay + 1;
-
- if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- {
- int max_random_delay = element_info[element].change.delay_random;
- int delay_frames = element_info[element].change.delay_frames;
-
- ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
- }
-#endif
ResetGfxAnimation(x, y);
ResetRandomAnimationValue(x, y);
-#if 1
if (change->pre_change_function)
change->pre_change_function(x, y);
-#else
- if (changing_element[element].pre_change_function)
- changing_element[element].pre_change_function(x, y);
-#endif
}
ChangeDelay[x][y]--;
if (ChangeDelay[x][y] != 0) /* continue element change */
{
- int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 1
if (change->change_function)
change->change_function(x, y);
-#else
- if (changing_element[element].change_function)
- changing_element[element].change_function(x, y);
-#endif
}
else /* finish element change */
{
-#if 0
- int next_element = changing_element[element].next_element;
-#endif
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+ }
if (IS_MOVING(x, y)) /* never change a running system ;-) */
{
ChangeDelay[x][y] = 1; /* try change after next move step */
+ ChangePage[x][y] = page; /* remember page to use for change */
return;
}
-#if 1
- ChangeElementNow(x, y, element);
-
- if (change->post_change_function)
- change->post_change_function(x, y);
-#else
- if (next_element != EL_UNDEFINED)
- ChangeElementNow(x, y, next_element);
- else
- ChangeElementNow(x, y, element_info[element].change.target_element);
-
- if (changing_element[element].post_change_function)
- changing_element[element].post_change_function(x, y);
-#endif
+ if (ChangeElementNow(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
}
}
-static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
- int trigger_event)
+static boolean CheckTriggeredElementSideChange(int lx, int ly,
+ int trigger_element,
+ int trigger_side,
+ int trigger_event)
{
- int i, x, y;
+ int i, j, x, y;
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
{
- if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
- element_info[i].change.trigger_element != trigger_element)
+ int element = EL_CUSTOM_START + i;
+
+ boolean change_element = FALSE;
+ int page = 0;
+
+ if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
continue;
- for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ for (j=0; j < element_info[element].num_change_pages; j++)
{
- if (x == lx && y == ly) /* do not change trigger element itself */
- continue;
-
- if (Changing[x][y]) /* do not change just changing elements */
- continue;
+ struct ElementChangeInfo *change = &element_info[element].change_page[j];
- if (Feld[x][y] == i)
+ if (change->can_change &&
+#if 1
+ change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
+ change->sides & trigger_side &&
+ change->trigger_element == trigger_element)
{
- ChangeDelay[x][y] = 1;
- ChangeElement(x, y);
+#if 0
+ if (!(change->events & CH_EVENT_BIT(trigger_event)))
+ printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+ trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
+ 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 CheckElementChange(int x, int y, int element, int trigger_event)
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+ int trigger_event)
{
- if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, 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;
- ChangeElement(x, y);
+ ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+ ChangeElement(x, y, page);
return TRUE;
}
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+ return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
+#if 0
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+#endif
+ 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 dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
+#if 0
stored_player_action[player->index_nr] = 0;
num_stored_actions++;
+#endif
+
+#if 0
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
if (!player->active || tape.pausing)
- return;
+ return 0;
if (player_action)
{
+#if 0
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
if (button1)
snapped = SnapField(player, dx, dy);
else
{
if (button2)
- bombed = PlaceBomb(player);
- moved = MoveFigure(player, dx, dy);
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
{
- if (button1 || (bombed && !moved))
+ if (button1 || (dropped && !moved))
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
}
}
+#if 1
+ return player_action;
+#else
stored_player_action[player->index_nr] = player_action;
+#endif
}
else
{
+#if 0
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
/* no actions for this player (no input at player's configured device) */
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
CheckGravityMovement(player);
if (player->MovPos == 0)
- {
+ InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ return 0;
+ }
+
#if 0
- printf("Trying... Player frame reset\n");
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+ {
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
#endif
+}
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+#else
+
+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++;
+
+ printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
+ if (!player->active || tape.pausing)
+ return;
+
+ if (player_action)
+ {
+ printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
}
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+ stored_player_action[player->index_nr] = player_action;
+ }
+ else
+ {
+ printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
+ /* 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;
}
if (tape.recording && num_stored_actions >= MAX_PLAYERS)
{
+ printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
TapeRecordAction(stored_player_action);
num_stored_actions = 0;
}
}
+#endif
void GameActions()
{
int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
+#if 1
+ byte tape_action[MAX_PLAYERS];
+#endif
if (game_status != GAME_MODE_PLAYING)
return;
if (tape.pausing)
return;
+#if 0
+ printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
for (i=0; i<MAX_PLAYERS; i++)
if (!options.network && !setup.team_mode)
local_player->effective_action = summarized_player_action;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i=0; i < MAX_PLAYERS; i++)
{
int actual_player_action = stored_player[i].effective_action;
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
- PlayerActions(&stored_player[i], actual_player_action);
- ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+ tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+ ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
+#if 1
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+#endif
+
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
#endif
#if 1
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
{
for (i=0; i<MAX_PLAYERS; i++)
{
int x = player->jx;
int y = player->jy;
- if (player->active && player->Pushing && player->is_moving &&
+ if (player->active && player->is_pushing && player->is_moving &&
IS_MOVING(x, y))
{
ContinueMoving(x, y);
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;
+
+#if DEBUG
+ if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+ {
+ printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+ printf("GameActions(): This should never happen!\n");
+
+ ChangePage[x][y] = -1;
+ }
+#endif
+
Stop[x][y] = FALSE;
- if (JustStopped[x][y] > 0)
- JustStopped[x][y]--;
+ if (WasJustMoving[x][y] > 0)
+ WasJustMoving[x][y]--;
+ if (WasJustFalling[x][y] > 0)
+ WasJustFalling[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))
{
{
element = Feld[x][y];
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#else
graphic = el2img(element);
#endif
#if 1
/* this may take place after moving, so 'element' may have changed */
+#if 0
if (IS_CHANGING(x, y))
+#else
+ if (IS_CHANGING(x, y) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
{
- ChangeElement(x, y);
+#if 0
+ ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+ element_info[element].event_page_nr[CE_DELAY]);
+#else
+ ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
+
element = Feld[x][y];
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
#endif
StartMoving(x, y);
#if 1
- graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
#if 0
if (element == EL_MOLE)
printf("::: %d, %d, %d [%d]\n",
{
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#if 0
+ if (element == EL_BUG)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
#if 0
if (element == EL_MOLE)
printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
#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 ||
}
}
- if (TimeFrames >= (1000 / GameFrameDelay))
+ if (TimeFrames >= FRAMES_PER_SECOND)
{
TimeFrames = 0;
TimePlayed++;
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);
}
static void CheckGravityMovement(struct PlayerInfo *player)
{
- if (level.gravity && !player->programmed_action)
+ if (game.gravity && !player->programmed_action)
{
int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
(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 &&
}
/*
- MoveFigureOneStep()
+ MovePlayerOneStep()
-----------------------------------------------------------------------------
dx, dy: direction (non-diagonal) to try to move the player to
real_dx, real_dy: direction as read from input device (can be diagonal)
*/
-boolean MoveFigureOneStep(struct PlayerInfo *player,
+boolean MovePlayerOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
+#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 */
+ };
+ 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];
+#endif
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;
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);
+ ScrollPlayer(player, SCROLL_INIT);
+
+#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[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;
}
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
while (player->MovPos)
{
- ScrollFigure(player, SCROLL_GO_ON);
+ ScrollPlayer(player, SCROLL_GO_ON);
ScrollScreen(NULL, SCROLL_GO_ON);
FrameCounter++;
DrawAllPlayers();
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
- moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
+ if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+ moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
}
else
{
- if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
- moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
+ if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+ moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
}
jx = player->jx;
#if 1
InitPlayerGfxAnimation(player, ACTION_DEFAULT);
#else
- if (!(moved & MF_MOVING) && !player->Pushing)
+ if (!(moved & MF_MOVING) && !player->is_pushing)
player->Frame = 0;
#endif
#endif
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
+#if 1
+ player->is_snapping = FALSE;
+#endif
+
+#if 1
+ player->is_switching = FALSE;
+#endif
+
+
+#if 1
+ {
+ 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 = player->MovDir;
+ int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+ int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+ {
+ CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_OTHER_GETS_LEFT);
+ CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+ leave_side, CE_LEFT_BY_PLAYER, -1);
+ }
+
+ if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+ {
+ CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_OTHER_GETS_ENTERED);
+ CheckElementSideChange(jx, jy, Feld[jx][jy],
+ enter_side, CE_ENTERED_BY_PLAYER, -1);
+ }
+#endif
+
+ }
+#endif
+
+
}
else
{
player->is_moving = FALSE;
}
- TestIfHeroTouchesBadThing(jx, jy);
- TestIfPlayerTouchesCustomElement(jx, jy);
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+ }
if (!player->active)
RemoveHero(player);
return moved;
}
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
{
int jx = player->jx, jy = player->jy;
int last_jx = player->last_jx, last_jy = player->last_jy;
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]))
{
player->last_jy = jy;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN)
+ Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+ Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
if (local_player->friends_still_needed == 0 ||
- Feld[jx][jy] == EL_SP_EXIT_OPEN)
+ IS_SP_ELEMENT(Feld[jx][jy]))
player->LevelSolved = player->GameOver = TRUE;
}
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
+
+ if (!player->active)
+ RemoveHero(player);
+ }
+
if (tape.single_step && tape.recording && !tape.pausing &&
!player->programmed_action)
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_player = (IS_PLAYER(x, y));
+ 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 */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ int center_element = Feld[x][y]; /* should always be non-moving! */
int i;
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;
- if (center_is_player)
+ 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);
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(xx, yy, border_element, border_side,
+ CE_TOUCHED_BY_PLAYER, -1);
}
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);
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
+ CheckTriggeredElementSideChange(x, y, center_element, center_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(x, y, center_element, center_side,
+ CE_TOUCHED_BY_PLAYER, -1);
break;
}
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
- int i;
+ 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 */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ boolean change_center_element = FALSE;
+ int center_element_change_page = 0;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i, j;
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;
- if (center_is_custom &&
- Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ !change_center_element)
{
- CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
+ for (j=0; j < element_info[center_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[center_element].change_page[j];
+
+ if (change->can_change &&
+ 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;
+ }
+ }
}
- if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
- Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
{
- CheckElementChange(xx, yy, Feld[xx][yy], 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->can_change &&
+ 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);
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{ +1, 0 },
{ 0, +1 }
};
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
static int test_dir[4] =
{
MV_UP,
if (bad_element == EL_ROBOT && player->is_moving)
continue; /* robot does not kill player if he is moving */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
kill_x = test_x;
kill_y = test_y;
break;
{
struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
-#if 0
- int dir = player->MovDir;
- int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
- int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
-
- if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
- newx != bad_x && newy != bad_y)
- ; /* robot does not kill player if he is moving */
- else
- printf("-> %d\n", player->MovDir);
-
- if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
- newx != bad_x && newy != bad_y)
- ; /* robot does not kill player if he is moving */
- else
- ;
-#endif
-
if (player->shield_deadly_time_left > 0)
Bang(bad_x, bad_y);
else if (!PLAYER_PROTECTED(kill_x, kill_y))
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
- boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+ static int change_sides[4] =
+ {
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
+ };
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
dx == +1 ? MV_RIGHT :
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ int dig_side = change_sides[MV_DIR_BIT(move_direction)];
int element;
if (player->MovPos == 0)
}
if (player->MovPos == 0) /* last pushing move finished */
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
if (mode == DF_NO_PUSH) /* player just stopped pushing */
{
- player->Switching = FALSE;
+ player->is_switching = FALSE;
player->push_delay = 0;
return MF_NO_ACTION;
if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
#else
if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+ (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
#endif
{
int i = 0;
element = Feld[x][y];
if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0))
+ game.engine_version >= VERSION_IDENT(2,2,0,0))
return MF_NO_ACTION;
switch (element)
{
- case EL_ROBOT_WHEEL:
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
- return MF_ACTION;
- break;
-
- case EL_SP_TERMINAL:
- {
- int xx, yy;
-
- PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
- for (yy=0; yy<lev_fieldy; yy++)
- {
- for (xx=0; xx<lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
-
- return MF_ACTION;
- }
- break;
-
- case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
- case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
- case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
- case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleBeltSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_SWITCHGATE_SWITCH_UP:
- case EL_SWITCHGATE_SWITCH_DOWN:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleSwitchgateSwitch(x, y);
- PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_LIGHT_SWITCH:
- case EL_LIGHT_SWITCH_ACTIVE:
- if (!player->Switching)
- {
- player->Switching = TRUE;
- ToggleLightSwitch(x, y);
- PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
- }
- return MF_ACTION;
- break;
-
- case EL_TIMEGATE_SWITCH:
- ActivateTimegateSwitch(x, y);
- PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-
- case EL_BALLOON_SWITCH_LEFT:
- case EL_BALLOON_SWITCH_RIGHT:
- case EL_BALLOON_SWITCH_UP:
- case EL_BALLOON_SWITCH_DOWN:
- case EL_BALLOON_SWITCH_ANY:
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
- return MF_ACTION;
- break;
-
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
case EL_SP_PORT_UP:
!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)
+ game.gravity = !game.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
}
break;
- case EL_LAMP:
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
- DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
- return MF_ACTION;
- break;
-
- case EL_TIME_ORB_FULL:
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
- DrawLevelField(x, y);
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
- return MF_ACTION;
- break;
-
default:
if (IS_WALKABLE(element))
if (!player->key[element - EL_GATE_1_GRAY])
return MF_NO_ACTION;
}
- else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
{
sound_action = ACTION_PASSING; /* player is passing exit */
}
if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MF_NO_ACTION;
+#endif
+
if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
{
if (!player->key[element - EL_EM_GATE_1])
if (mode != DF_SNAP)
{
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
GfxElement[x][y] =
- (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+ (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
player->is_digging = TRUE;
}
PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+ CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
break;
}
else if (IS_COLLECTIBLE(element))
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
- player->dynamite++;
- player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
el2edimg(EL_KEY_1 + key_nr));
redraw_mask |= REDRAW_DOOR_1;
}
- else if (element_info[element].gem_count > 0)
+ 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].gem_count;
+ element_info[element].collect_count;
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+#if 1
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
break;
}
else if (IS_PUSHABLE(element))
!(element == EL_SPRING && use_spring_bug))
return MF_NO_ACTION;
+#if 1
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
+#endif
+
+#if 1
+ /* do not push elements already moving away faster than player */
+ if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+ ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+ return MF_NO_ACTION;
+#else
if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
return MF_NO_ACTION;
+#endif
- if (!player->Pushing &&
- game.engine_version >= RELEASE_IDENT(2,2,0,7))
+#if 1
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ {
+ if (player->push_delay_value == -1)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+ else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
+
+ /*
+ if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+ (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+ !player_is_pushing))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ */
+#else
+ if (!player->is_pushing &&
+ game.engine_version >= VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+ printf("::: push delay: %ld [%d, %d] [%d]\n",
+ player->push_delay_value, FrameCounter, game.engine_version,
+ player->is_pushing);
+#endif
- player->Pushing = TRUE;
+ player->is_pushing = TRUE;
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING && element != EL_BALLOON)
+ {
+ /* make sure that there is no move delay before next try to push */
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
return MF_NO_ACTION;
+ }
+
+#if 0
+ printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
if (IS_SB_ELEMENT(element))
{
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
if (mode == DF_SNAP)
ContinueMoving(x, y);
Pushed[x][y] = TRUE;
Pushed[nextx][nexty] = TRUE;
- if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
- CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PUSHED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PUSHED_BY_PLAYER, -1);
break;
}
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ return MF_ACTION;
+
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
+
+ for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+
+#if 0
+ PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+ }
+ else if (element == EL_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ if (element == EL_BALLOON_SWITCH_ANY)
+ game.balloon_dir = move_direction;
+ else
+ game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ }
+ else if (element == EL_LAMP)
+ {
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
+
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ DrawLevelField(x, y);
+
+#if 0
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+ }
+
+ return MF_ACTION;
+ }
else
{
- CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
- CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_IS_SWITCHING);
+ CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+ }
+
+ CheckTriggeredElementSideChange(x, y, element, dig_side,
+ CE_OTHER_GETS_PRESSED);
+ CheckElementSideChange(x, y, element, dig_side,
+ CE_PRESSED_BY_PLAYER, -1);
}
return MF_NO_ACTION;
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
- if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+ if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;
if (!player->active || !IN_LEV_FIELD(x, y))
if (!dx && !dy)
{
if (player->MovPos == 0)
- player->Pushing = FALSE;
+ player->is_pushing = FALSE;
- player->snapped = FALSE;
+ player->is_snapping = FALSE;
if (player->MovPos == 0)
{
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
}
return FALSE;
}
- if (player->snapped)
+ if (player->is_snapping)
return FALSE;
player->MovDir = snap_direction;
+ player->is_moving = FALSE;
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
- player->snapped = TRUE;
+ player->is_snapping = TRUE;
+
+ player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_collecting = FALSE;
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)
{
- Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
- EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+ int new_element = player->inventory_element[--player->inventory_size];
+
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+
+ 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);
RaiseScore(level.score[SC_KEY]);
break;
default:
- RaiseScore(element_info[element].score);
+ 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: