struct
{
int element;
- int gem_count;
+ int count;
}
-gem_count_list[] =
+collect_count_list[] =
{
{ EL_EMERALD, 1 },
{ EL_BD_DIAMOND, 1 },
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:
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,
/* ---------- 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;
+ /* this pointer might have been changed in the level editor */
+ element_info[i].change = &element_info[i].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;
+ 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;
}
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
}
/* add changing elements from pre-defined list */
{
int element = changing_element_list[i].element;
struct ChangingElementInfo *ce = &changing_element_list[i];
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
-#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;
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
}
/* add changing elements 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
}
/* ---------- initialize trigger events ---------------------------------- */
/* 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;
+ trigger_events[element_info[i].change->trigger_element] |=
+ element_info[i].change->events;
/* ---------- initialize push delay -------------------------------------- */
/* 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->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);
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))
+ {
+ content = element_info[element].change->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;
+
+ content = element_info[element].change->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);
Bang(x, y);
}
+void RelocatePlayer(int x, int y, int element)
+{
+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ RemoveField(player->jx, player->jy);
+ DrawLevelField(player->jx, player->jy);
+ }
+
+ InitPlayerField(x, y, element, TRUE);
+
+ if (player == local_player)
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in to steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(GAME_FRAME_DELAY);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+ }
+}
+
void Explode(int ex, int ey, int phase, int mode)
{
int x, y;
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
}
/* 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;
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
}
else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
{
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 &&
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()
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);
return;
}
#if 1
- else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
if (Stop[x][y])
return;
- /* !!! this should be handled more generic (not only for more) !!! */
+ /* !!! this should be handled more generic (not only for mole) !!! */
if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
GfxAction[x][y] = ACTION_DEFAULT;
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
- if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+ if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+ (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
if (JustBeingPushed(x, y))
return;
return;
}
- GfxAction[x][y] = ACTION_MOVING;
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
}
/* now make next step */
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
- if (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
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 (!IN_LEV_FIELD(x, y))
return;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
changed = TRUE;
}
}
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
static void 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) &&
+ IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
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)
{
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
+
+#if 0
+ if (element >= EL_CUSTOM_START + 17 && element <= EL_CUSTOM_START + 39)
+ printf("::: changing... [%d]\n", FrameCounter);
+#endif
+#if 0
/* prevent CheckTriggeredElementChange() from looping */
Changing[x][y] = TRUE;
+#endif
CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+#if 0
Changing[x][y] = FALSE;
+#endif
if (change->explode)
{
if (!change->only_complete || complete_change)
{
+ boolean something_has_changed = FALSE;
+
if (change->only_complete && change->use_random_change &&
- RND(change->random) != 0)
+ RND(100) < change->random)
return;
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);
ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+ something_has_changed = TRUE;
+
/* for symmetry reasons, stop newly created border elements */
if (ex != x || ey != y)
Stop[ex][ey] = TRUE;
}
}
- return;
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
}
}
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
- ChangeElementNowExt(x, y, change->target_element);
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
}
static void ChangeElement(int x, int y)
#else
int element = Feld[x][y];
#endif
- struct ElementChangeInfo *change = &element_info[element].change;
+ struct ElementChangeInfo *change = element_info[element].change;
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
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;
+ 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);
}
if (next_element != EL_UNDEFINED)
ChangeElementNow(x, y, next_element);
else
- ChangeElementNow(x, y, element_info[element].change.target_element);
+ ChangeElementNow(x, y, element_info[element].change->target_element);
if (changing_element[element].post_change_function)
changing_element[element].post_change_function(x, y);
if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
return FALSE;
+ /* prevent this function from running into a loop */
+ if (trigger_event == CE_OTHER_IS_CHANGING)
+ Changing[lx][ly] = TRUE;
+
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
- element_info[i].change.trigger_element != trigger_element)
+ element_info[i].change->trigger_element != trigger_element)
continue;
for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
{
ChangeDelay[x][y] = 1;
ChangeElement(x, y);
+
+ Changing[x][y] = TRUE; /* do not change just changed elements */
}
}
}
+ /* reset change prevention array */
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ Changing[x][y] = FALSE;
+
return TRUE;
}
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+ 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;
else
{
if (button2)
- bombed = PlaceBomb(player);
+ dropped = DropElement(player);
+
moved = MoveFigure(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 */
GfxFrame[x][y]++;
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements without 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))
{
#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 ||
int x, y;
BlitBitmap(drawto_field, drawto_field,
- FX + TILEX*(dx == -1) - softscroll_offset,
- FY + TILEY*(dy == -1) - softscroll_offset,
- SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
- SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
- FX + TILEX*(dx == 1) - softscroll_offset,
- FY + TILEY*(dy == 1) - softscroll_offset);
+ FX + TILEX * (dx == -1) - softscroll_offset,
+ FY + TILEY * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
if (dx)
{
x = (dx == 1 ? BX1 : BX2);
- for (y=BY1; y<=BY2; y++)
+ for (y=BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
if (dy)
{
y = (dy == 1 ? BY1 : BY2);
- for (x=BX1; x<=BX2; x++)
+ for (x=BX1; x <= BX2; x++)
DrawScreenField(x, y);
}
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
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;
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
+#if 1
+ player->snapped = FALSE;
+#endif
}
else
{
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 (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPEN)
{
+ DrawPlayer(player); /* needed here only to cleanup last field */
RemoveHero(player);
if (local_player->friends_still_needed == 0 ||
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_player = (IS_PLAYER(x, y));
int i;
- /* prevent TestIfPlayerTouchesCustomElement() from looping */
- if (check_changing)
+ if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
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);
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y];
int i;
- /* prevent TestIfElementTouchesCustomElement() from looping */
- if (check_changing)
+ if (check_changing) /* prevent this function from running into a loop */
return;
check_changing = TRUE;
{
int xx = x + xy[i][0];
int yy = y + xy[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)
- {
- CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
- }
+ border_element = Feld[xx][yy];
- if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
- Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
- {
- CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
- }
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ border_element == element_info[center_element].change->trigger_element)
+ change_center_element = TRUE;
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ center_element == element_info[border_element].change->trigger_element)
+ CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
}
+ if (change_center_element)
+ CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
+
check_changing = FALSE;
}
!IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
if (mode != DF_SNAP)
{
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
GfxElement[x][y] =
(CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
player->is_digging = TRUE;
}
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
- player->dynamite++;
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->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_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;
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
if (mode == DF_SNAP)
ContinueMoving(x, y);
{
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
}
+#if 0
+ printf("::: trying to snap...\n");
+#endif
+
return FALSE;
}
player->MovDir = snap_direction;
+#if 1
+ player->is_digging = FALSE;
+ player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
+
if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
return FALSE;
player->snapped = TRUE;
+#if 1
player->is_digging = FALSE;
player->is_collecting = FALSE;
+#if 1
+ player->is_moving = FALSE;
+#endif
+#endif
DrawLevelField(x, y);
BackToFront();
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
-#if 0
- if (element != EL_EMPTY)
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
-#endif
- if (element != EL_EMPTY)
- {
-#if 0
- Store[jx][jy] = element;
-#else
- Back[jx][jy] = element;
-#endif
- }
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
MovDelay[jx][jy] = 96;
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
- if (player->dynamite)
+ if (player->inventory_size > 0)
{
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
-#if 1
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
-#endif
- }
PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
}
- 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: