X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0077517dc4f10e01beaa9114fe298556cba1e65f;hb=40acf0838d9d6994378d727d3ce66f84b82eb417;hp=a19a1a86ca48b6b20856ea284592fd3b73361fcc;hpb=e43c85dada6a86e60171006a32fce32cd39e71c8;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index a19a1a86..0077517d 100644 --- a/src/game.c +++ b/src/game.c @@ -96,6 +96,9 @@ /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ @@ -767,6 +770,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -1633,6 +1637,7 @@ void InitGame() AmoebaNr[x][y] = 0; WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -2518,6 +2523,10 @@ static void RemoveField(int x, int y) ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NO_MOVING; @@ -2643,57 +2652,19 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void RelocatePlayer(int x, int y, int element_raw) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int old_jx, old_jy; - - if (player->GameOver) /* do not reanimate dead player */ - return; - - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); - - if (player->present) - { - while (player->MovPos) - { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - - DrawPlayer(player); - - BackToFront(); - Delay(wait_delay_value); - } - - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ - - player->is_moving = FALSE; - } - - old_jx = player->jx; - old_jy = player->jy; - - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); - - if (player != local_player) /* do not visually relocate other players */ - return; + int jx = player->jx; + int jy = player->jy; if (level.instant_relocation) { #if 1 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -2743,8 +2714,6 @@ void RelocatePlayer(int x, int y, int element_raw) #if 1 #if 0 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; #endif int scroll_xx = -999, scroll_yy = -999; @@ -2840,7 +2809,120 @@ void RelocatePlayer(int x, int y, int element_raw) Delay(wait_delay_value); } #endif + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); + struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + static int trigger_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_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; + int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; + int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); } + +#if 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif + +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif + +#if 1 + /* needed to allow change of walkable custom element by entering player */ + Changed[jx][jy] = 0; /* allow another change */ +#endif + +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); +#endif } void Explode(int ex, int ey, int phase, int mode) @@ -3939,6 +4021,7 @@ void Impact(int x, int y) return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3954,6 +4037,8 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -4073,6 +4158,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -5046,12 +5133,16 @@ void StartMoving(int x, int y) #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)) || + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + (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)))) + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (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))) #else #if 1 @@ -5080,6 +5171,8 @@ void StartMoving(int x, int y) WasJustFalling[x][y] = 0; #endif + CheckCollision[x][y] = 0; + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) @@ -5194,11 +5287,26 @@ void StartMoving(int x, int y) } /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) +#else if (CAN_MOVE(element) && !started_moving) +#endif { int move_pattern = element_info[element].move_pattern; int newx, newy; +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NO_MOVING) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif + Moving2Blocked(x, y, &newx, &newy); #if 1 @@ -5213,9 +5321,15 @@ void StartMoving(int x, int y) #endif #if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy)) +#else if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { #if 0 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", @@ -5231,6 +5345,8 @@ void StartMoving(int x, int y) WasJustMoving[x][y] = 0; #endif + CheckCollision[x][y] = 0; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); #if 0 @@ -5603,6 +5719,9 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + PlayLevelSoundAction(x, y, action); } @@ -5782,6 +5901,27 @@ void StartMoving(int x, int y) TurnRound(x, y); +#if 0 + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + +#if 0 + printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", + element_info[element].token_name, + element_info[blocking_element].token_name, + x, y, newx, newy); +#endif + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + #if 1 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ DrawLevelElementAnimation(x, y, element); @@ -5865,7 +6005,13 @@ void ContinueMoving(int x, int y) Feld[newx][newy] = element; MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (element == EL_MOLE) +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } +#endif + else if (element == EL_MOLE) { Feld[x][y] = EL_SAND; @@ -5924,10 +6070,12 @@ void ContinueMoving(int x, int y) Back[x][y] = Back[newx][newy] = 0; } +#if 0 else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; } +#endif #if 0 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && @@ -5973,18 +6121,27 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 - if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - stored != EL_EMPTY)) + /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif { - /* some elements can leave other elements behind after moving */ + int move_leave_element = ei->move_leave_element; - Feld[x][y] = ei->move_leave_element; + Feld[x][y] = move_leave_element; InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); } #endif @@ -6054,15 +6211,30 @@ void ContinueMoving(int x, int y) /* prevent elements on conveyor belt from moving on in last direction */ if (pushed_by_conveyor && CAN_FALL(element) && direction & MV_HORIZONTAL) + { +#if 0 + if (CAN_MOVE(element)) + InitMovDir(newx, newy); + else + MovDir[newx][newy] = 0; +#else MovDir[newx][newy] = 0; #endif + } +#endif if (!pushed_by_player) { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + WasJustMoving[newx][newy] = 3; if (CAN_FALL(element) && direction == MV_DOWN) WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -7131,6 +7303,14 @@ static void ChangeActiveTrap(int x, int y) static void ChangeElementNowExt(int x, int y, int target_element) { int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif /* check if element under player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ @@ -7141,42 +7321,65 @@ static void ChangeElementNowExt(int x, int y, int target_element) return; } - RemoveField(x, y); - Feld[x][y] = target_element; +#if 1 + if (!add_player) +#endif + { +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; +#endif - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; #if 1 - InitField_WithBug1(x, y, FALSE); + InitField_WithBug1(x, y, FALSE); #else - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); #endif - DrawLevelField(x, y); + DrawLevelField(x, y); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + +#if 0 TestIfBadThingTouchesHero(x, y); TestIfPlayerTouchesCustomElement(x, y); TestIfElementTouchesCustomElement(x, y); +#endif if (ELEM_IS_PLAYER(target_element)) RelocatePlayer(x, y, target_element); + +#if 1 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif } static boolean ChangeElementNow(int x, int y, int element, int page) { struct ElementChangeInfo *change = &element_info[element].change_page[page]; int target_element; + int old_element = Feld[x][y]; /* always use default change event to prevent running into a loop */ if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) @@ -7200,7 +7403,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page) Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#if 0 + /* !!! indirect change before direct change !!! */ CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); +#endif if (change->explode) { @@ -7218,7 +7424,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page) for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { boolean is_empty; + boolean is_walkable; boolean is_diggable; + boolean is_collectible; + boolean is_removable; boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; @@ -7252,19 +7461,27 @@ static boolean ChangeElementNow(int x, int y, int element, int page) #if 1 -#if 1 - is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || + (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && + !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); #else - is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); #endif - is_diggable = (is_empty || IS_DIGGABLE(e)); + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); can_replace[xx][yy] = - ((change->replace_when == CP_WHEN_EMPTY && is_empty) || - (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + ((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)); if (!can_replace[xx][yy]) @@ -7336,6 +7553,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page) PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } +#if 1 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page); +#endif + return TRUE; } @@ -8179,6 +8401,8 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; @@ -9263,23 +9487,25 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int move_direction = player->MovDir; int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; #if 1 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -9418,23 +9644,25 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; int old_jx = last_jx; int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; #if 1 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -10405,6 +10633,20 @@ int DigField(struct PlayerInfo *player, game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; +#if 1 + if (game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + switch (element) { #if 0 @@ -10524,14 +10766,20 @@ int DigField(struct PlayerInfo *player, default: +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else if (IS_WALKABLE(element)) +#endif { int sound_action = ACTION_WALKING; +#if 0 if (!ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif -#if 1 +#if 0 if (element == EL_EMPTY_SPACE && game.gravity && !player->is_auto_moving && canFallDown(player) && move_direction != MV_DOWN) @@ -10567,13 +10815,18 @@ int DigField(struct PlayerInfo *player, break; } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else else if (IS_PASSABLE(element)) +#endif { -#if 1 +#if 0 if (!canPassField(x, y, move_direction)) return MF_NO_ACTION; #else +#if 0 #if 1 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || @@ -10583,6 +10836,7 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; #endif +#endif #if 1 if (!ACCESS_FROM(element, opposite_direction)) @@ -10728,7 +10982,8 @@ int DigField(struct PlayerInfo *player, ShowEnvelope(element - EL_ENVELOPE_1); #endif } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ { int i; @@ -11083,10 +11338,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == +1 ? MV_DOWN : MV_NO_MOVING); #if 0 - if (player->MovPos) + if (player->MovPos != 0) return FALSE; #else - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; #endif @@ -11143,8 +11398,16 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_collecting = FALSE; } +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif + DrawLevelField(x, y); + +#if 0 BackToFront(); +#endif return TRUE; } @@ -11158,10 +11421,10 @@ boolean DropElement(struct PlayerInfo *player) CH_SIDE_TOP, /* dropping up */ CH_SIDE_BOTTOM, /* dropping down */ }; - int jx = player->jx, jy = player->jy; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; int drop_direction = player->MovDir; int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; - int old_element = Feld[jx][jy]; int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -11169,7 +11432,18 @@ boolean DropElement(struct PlayerInfo *player) player->dynabombs_left > 0 ? EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : EL_UNDEFINED); - int new_element = drop_element; /* default: element does not change */ + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -11202,10 +11476,10 @@ boolean DropElement(struct PlayerInfo *player) #endif if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); if (player->inventory_size > 0 || player->inventory_infinite_element != EL_UNDEFINED) @@ -11226,34 +11500,35 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_SP_DISK_RED_ACTIVE; } - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); #if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #endif #if 1 /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, CE_OTHER_GETS_DROPPED, player->index_bit, drop_side); #else - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, CE_OTHER_GETS_DROPPED, player->index_bit, drop_side); - CheckElementChangeByPlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); #endif - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { @@ -11263,30 +11538,31 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; #endif - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } #if 1 - if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ { #if 1 - InitField_WithBug1(jx, jy, FALSE); + InitField_WithBug1(dropx, dropy, FALSE); #else - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); #endif } - new_element = Feld[jx][jy]; /* element might have changed */ + new_element = Feld[dropx][dropy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) @@ -11294,37 +11570,46 @@ boolean DropElement(struct PlayerInfo *player) #if 0 int move_stepsize = element_info[new_element].move_stepsize; #endif - int direction, dx, dy, nextx, nexty; + int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[jx][jy] = player->MovDir; + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); - direction = MovDir[jx][jy]; - dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - nextx = jx + dx; - nexty = jy + dy; +#if 1 + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) { #if 0 - WasJustMoving[jx][jy] = 3; + WasJustMoving[dropx][dropy] = 3; #else - InitMovingField(jx, jy, direction); - ContinueMoving(jx, jy); +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif #endif } +#if 1 else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #if 1 - TestIfElementHitsCustomElement(jx, jy, direction); + TestIfElementHitsCustomElement(dropx, dropy, move_direction); #else - CheckElementChangeBySide(jx, jy, new_element, touched_element, - CE_HITTING_SOMETHING, direction); + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); #endif } +#endif + +#endif #if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1;