#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
+#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
+
+#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
+#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbledSand(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y) \
+ DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbledSand(x, y) \
+ DrawLevelFieldCrumbledSand(x, y)
+#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
+ DrawLevelFieldCrumbledSandNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y) \
+ DrawTwinkleOnField(x, y)
+#endif
+
/* for DigField() */
#define DF_NO_PUSH 0
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
}
else
{
+ stored_player[0].initial_element = element;
stored_player[0].use_murphy = TRUE;
if (!level.use_artwork_element[0])
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
+
+#if USE_PLAYER_REANIMATION
+ if (!init_game)
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ }
+#endif
}
static void InitField(int x, int y, boolean init_game)
if (gpc->type == TYPE_ELEMENT)
{
- int last_anim_random_frame = gfx.anim_random_frame;
- int element = gpc->value;
- int graphic = el2panelimg(element);
-
- if (gpc->value != gpc->last_value)
- {
- gpc->gfx_frame = 0;
- gpc->gfx_random = INIT_GFX_RANDOM();
- }
- else
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
{
- gpc->gfx_frame++;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
- if (ANIM_MODE(graphic) == ANIM_RANDOM &&
- IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
gpc->gfx_random = INIT_GFX_RANDOM();
- }
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
- if (ANIM_MODE(graphic) == ANIM_RANDOM)
- gfx.anim_random_frame = gpc->gfx_random;
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
- if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- gpc->gfx_frame = element_info[element].collect_score;
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
- gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
- gpc->gfx_frame);
+ gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+ gpc->gfx_frame);
- if (ANIM_MODE(graphic) == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
}
}
}
for (j = 0; j < ei->num_change_pages; j++)
{
ei->change_page[j].actual_trigger_element = EL_EMPTY;
- ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
- ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
+ ei->change_page[j].actual_trigger_player = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
ei->change_page[j].actual_trigger_ce_score = 0;
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
#if 0
boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+ int initial_move_dir = MV_DOWN;
+#else
+ int initial_move_dir = MV_NONE;
#endif
int i, j, x, y;
player->present = FALSE;
player->active = FALSE;
player->killed = FALSE;
+ player->reanimated = FALSE;
player->action = 0;
player->effective_action = 0;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NONE;
+ player->MovDir = initial_move_dir;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NONE;
+ player->GfxDir = initial_move_dir;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy = FALSE;
+ player->initial_element = player->element_nr;
player->artwork_element =
(level.use_artwork_element[i] ? level.artwork_element[i] :
player->element_nr);
+ player->use_murphy = FALSE;
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
player->step_counter = 0;
- player->last_move_dir = MV_NONE;
+ player->last_move_dir = initial_move_dir;
player->is_active = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
- player->dir_waiting = MV_NONE;
+ player->dir_waiting = initial_move_dir;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
SCAN_PLAYFIELD(x, y)
some_player->present = FALSE;
some_player->active = FALSE;
+ player->initial_element = some_player->initial_element;
player->artwork_element = some_player->artwork_element;
player->block_last_field = some_player->block_last_field;
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+#if 0
+ /* !!! this would prevent the removed tile from being redrawn !!! */
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
}
void RemoveMovingField(int x, int y)
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(oldx, oldy);
return;
}
if (next_element != EL_UNDEFINED)
Feld[oldx][oldy] = next_element;
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
InitField_WithBug2(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbledSand(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
{
struct PlayerInfo *player = PLAYERINFO(x, y);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ element = Feld[x][y] = player->initial_element;
+#else
element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
player->element_nr);
+#endif
if (level.use_explosion_element[player->index_nr])
{
if (e_belt_nr == belt_nr)
{
Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT(element) && belt_dir != MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
#else
if (element == EL_SWITCHGATE_SWITCH_UP)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
#endif
else if (element == EL_SWITCHGATE_OPEN ||
game.light_time_left > 0)
{
Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER &&
game.light_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.light_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.light_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
}
}
game.lenses_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.lenses_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.lenses_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.lenses_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
}
}
game.magnify_time_left > 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
game.magnify_time_left == 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY(element) &&
game.magnify_time_left > 0)
element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
IS_EMC_GATE_GRAY(element) ?
element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY_ACTIVE(element) &&
game.magnify_time_left == 0)
element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
IS_EMC_GATE_GRAY_ACTIVE(element) ?
element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
*/
RemoveMovingField(x, y + 1);
Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
RemoveMovingField(x, y + 1);
Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
if (impact && CAN_EXPLODE_IMPACT(element))
{
Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
ResetGfxAnimation(move_x, move_y);
- DrawLevelField(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
MovDir[x][y] = back_dir;
}
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
if (IN_SCR_FIELD(sx, sy))
{
- DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbledSand(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_PIG_DIGGING);
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSoundAction(x, y, ACTION_DIGGING);
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
#endif
return;
else
{
RemoveField(newx, newy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
/* if digged element was about to explode, prevent the explosion */
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
#endif
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return; /* element is still moving */
}
{
Feld[x][y] = EL_SAND;
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
element_info[element].move_pattern == MV_WHEN_DROPPED)))
GfxDir[x][y] = MovDir[newx][newy] = 0;
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
+
/* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
(last_line || (!IS_FREE(x, newy + 1) &&
AmoebaNr[x][y] = 0;
Feld[x][y] = new_element;
InitField(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
done = TRUE;
}
}
{
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
if (!MovDelay[x][y])
{
Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* don't let mole enter this field in this cycle;
(give priority to objects falling to this field from above) */
if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
return;
}
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
return;
}
- DrawLevelField(newax, neway);
+ TEST_DrawLevelField(newax, neway);
}
void Life(int ax, int ay)
{
Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
- DrawLevelField(x - 1, y);
+ TEST_DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
- DrawLevelField(x + 1, y);
+ TEST_DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
- DrawLevelField(x, y - 1);
+ TEST_DrawLevelField(x, y - 1);
}
else
{
if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
- DrawLevelField(x, y + 1);
+ TEST_DrawLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else
break;
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbledSand(x, y);
}
static int getSpecialActionElement(int element, int number, int base_element)
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
+ int action_element = change->action_element;
int i;
if (!change->has_action)
(level.time > 0 ? TimeLeft :
TimePlayed);
- int action_arg_element =
+ int action_arg_element_raw =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+#if 0
+ if (action_arg_element_raw == EL_GROUP_START)
+ printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
-1);
int action_arg_number_old =
action_arg_number_min, action_arg_number_max);
#if 1
- int trigger_player_bits = change->actual_trigger_player_bits;
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
#else
int trigger_player_bits =
(change->actual_trigger_player >= EL_PLAYER_1 &&
(action_arg >= CA_ARG_PLAYER_1 &&
action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
/* ---------- execute action -------------------------------------------- */
case CA_SET_PLAYER_SPEED:
{
+#if 0
+ printf("::: trigger_player_bits == %d\n", trigger_player_bits);
+#endif
+
for (i = 0; i < MAX_PLAYERS; i++)
{
if (trigger_player_bits & (1 << i))
break;
}
+ case CA_SET_PLAYER_INVENTORY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
+
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
+
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
+
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
+
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
+
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
+
+ break;
+ }
+
/* ---------- CE actions ---------------------------------------------- */
case CA_SET_CE_VALUE:
break;
}
+ case CA_SET_CE_ARTWORK:
+ {
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
+
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
+
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
+
+ ei->gfx_element = artwork_element;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
+
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+
+ break;
+ }
+
/* ---------- engine actions ------------------------------------------ */
case CA_SET_ENGINE_SCAN_MODE:
ResetRandomAnimationValue(x, y);
#endif
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
if (GFX_CRUMBLED(new_element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
}
#if 1
{
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
- change->actual_trigger_player_bits = CH_PLAYER_1;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
change->actual_trigger_ce_score = 0;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+ element, EL_NAME(element), p);
+#endif
+
if ((change->can_change && !change_done) || change->has_action)
{
int x, y;
{
if (change->can_change && !change_done)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+ element, EL_NAME(element), p);
+#endif
+
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+ element, EL_NAME(element), p);
+#endif
+
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
{
change_done = TRUE;
change_done_any = TRUE;
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+ element, EL_NAME(element), p);
+#endif
+
}
}
}
RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+#if 0
+ printf("::: X: trigger_player_bits == %d\n", trigger_player);
+#endif
+
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
if (MovDelay[x][y] <= 0)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y); /* for empty space */
}
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
#if DEBUG
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- DrawTwinkleOnField(x, y);
+ TEST_DrawTwinkleOnField(x, y);
}
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- DrawTwinkleOnField(x, y);
+ TEST_DrawTwinkleOnField(x, y);
}
else if ((element == EL_ACID ||
element == EL_EXIT_OPEN ||
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
}
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
+ {
+#if 1
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#else
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
+ GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#endif
+ {
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbledSand(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
+ }
+
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+ }
+#endif
+
CheckLevelTime();
DrawAllPlayers();
void ScrollLevel(int dx, int dy)
{
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
static Bitmap *bitmap_db_field2 = NULL;
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x, y;
#else
- int i, x, y;
+ int x, y;
#endif
#if 0
return;
#endif
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
if (bitmap_db_field2 == NULL)
bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+ CE_MOVE_OF_X, move_direction);
+#else
CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
CE_MOVE_OF_X, move_direction);
+#endif
}
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(x, y)) /* player found at center element */
{
struct PlayerInfo *player = PLAYERINFO(x, y);
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
- else if (IS_PLAYER(xx, yy))
+ else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
CheckTriggeredElementChangeByPlayer(x, y, center_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
+#endif
+
break;
}
}
/* check for change of border element */
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
+
+ /* (center element cannot be player, so we dont have to check this here) */
}
for (i = 0; i < NUM_DIRECTIONS; i++)
{
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
int border_side = trigger_sides[i][1];
int border_element = border_element_old[i];
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(xx, yy))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
}
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_X, touched_side);
- CheckElementChangeBySide(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, hitting_side);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
+ }
+#endif
}
}
test_x = bad_x + test_xy[i][0];
test_y = bad_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
kill_x = test_x;
kill_y = test_y;
+
break;
}
else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
+
break;
}
}
}
}
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[bad_x][bad_y];
+ int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+ int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
+ int test_x = bad_x + dx, test_y = bad_y + dy;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
+
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+ test_element = Feld[test_x][test_y];
+
+ if (test_move_dir != bad_move_dir)
+ {
+ /* good thing can be player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ player as being hit when he is moving towards the bad thing, because
+ the "get hit by" condition would be lost after the player stops) */
+ if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+ return; /* player moves away from bad thing */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NONE);
if (!player->active)
return;
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
/* the following code was introduced to prevent an infinite loop when calling
-> Bang()
-> CheckTriggeredElementChangeExt()
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+#if 0
+ printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
Bang(jx, jy);
+
+#if 0
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
+#if USE_PLAYER_REANIMATION
+#if 1
+ if (player->reanimated) /* killed player may have been reanimated */
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
+#else
+ if (player->killed) /* player may have been reanimated */
+ BuryPlayer(player);
+#endif
+#else
BuryPlayer(player);
+#endif
}
static void KillPlayerUnlessEnemyProtected(int x, int y)
StorePlayer[jx][jy] = 0;
if (player->is_moving)
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
return MP_NO_ACTION;
- if (IS_CUSTOM_ELEMENT(element) &&
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
- {
- if (!DigFieldByCE(nextx, nexty, element))
- return MP_NO_ACTION;
- }
-
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MP_NO_ACTION;
return MP_NO_ACTION;
}
+ if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
+
if (IS_SB_ELEMENT(element))
{
if (element == EL_SOKOBAN_FIELD_FULL)
game.robot_wheel_active = TRUE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_SP_TERMINAL)
{
local_player->lights_still_needed--;
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_TIME_ORB_FULL)
{
}
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
else
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
/* if digged element was about to explode, prevent the explosion */
}
if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return TRUE;
}