X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=09c7fa096b0d8edfae177c88fac18735f44a343f;hb=451802c5bfcfe06a61b229b1332ae0ae68fd5de8;hp=ce032327ab47d2837007a85944a8940a30d83ca6;hpb=92ae204856b3b41863f4244dd75cc5c7268f034d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index ce032327..09c7fa09 100644 --- a/src/game.c +++ b/src/game.c @@ -962,7 +962,7 @@ static struct GamePanelControlInfo game_panel_controls[] = ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND) #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y])) + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y])) #define PACMAN_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y])) @@ -1069,9 +1069,9 @@ static void HandleElementChange(int, int, int); static void ExecuteCustomElementAction(int, int, int, int); static boolean ChangeElement(int, int, int, int); -static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int); #define CheckTriggeredElementChange(x, y, e, ev) \ - CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1) + CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ @@ -2566,7 +2566,9 @@ static void UpdateGameControlValues(void) int element = gpc->value; int graphic = el2panelimg(element); int init_gfx_random = (graphic_info[graphic].anim_global_sync ? - sync_random_frame : INIT_GFX_RANDOM()); + sync_random_frame : + graphic_info[graphic].anim_global_anim_sync ? + getGlobalAnimSyncFrame() : INIT_GFX_RANDOM()); if (gpc->value != gpc->last_value) { @@ -2601,7 +2603,9 @@ static void UpdateGameControlValues(void) int last_anim_random_frame = gfx.anim_random_frame; int graphic = gpc->graphic; int init_gfx_random = (graphic_info[graphic].anim_global_sync ? - sync_random_frame : INIT_GFX_RANDOM()); + sync_random_frame : + graphic_info[graphic].anim_global_anim_sync ? + getGlobalAnimSyncFrame() : INIT_GFX_RANDOM()); if (gpc->value != gpc->last_value) { @@ -3191,6 +3195,17 @@ static void InitGameEngine(void) SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE); } + // ---------- initialize if element can trigger global animations ----------- + + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[i]; + + ei->has_anim_event = FALSE; + } + + InitGlobalAnimEventsForCustomElements(); + // ---------- initialize internal run-time variables ------------------------ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) @@ -3256,12 +3271,14 @@ static void InitGameEngine(void) 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_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; + struct ElementChangeInfo *change = &ei->change_page[j]; + + change->actual_trigger_element = EL_EMPTY; + 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; } } @@ -3279,16 +3296,18 @@ static void InitGameEngine(void) for (j = 0; j < ei->num_change_pages; j++) { - if (!ei->change_page[j].can_change_or_has_action) + struct ElementChangeInfo *change = &ei->change_page[j]; + + if (!change->can_change_or_has_action) continue; - if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) + if (change->has_event[CE_BY_OTHER_ACTION]) { - int trigger_element = ei->change_page[j].trigger_element; + int trigger_element = change->trigger_element; for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - if (ei->change_page[j].has_event[k]) + if (change->has_event[k]) { if (IS_GROUP_ELEMENT(trigger_element)) { @@ -3497,10 +3516,10 @@ static void InitGameEngine(void) { int element = EL_CUSTOM_START + i; - if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || - HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) || - HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) || - HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X)) + if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || + HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) || + HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) || + HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X)) game.use_mouse_actions = TRUE; } } @@ -3569,7 +3588,7 @@ void InitGame(void) int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); int fade_mask = REDRAW_FIELD; - + boolean restarting = (game_status == GAME_MODE_PLAYING); boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found int initial_move_dir = MV_DOWN; @@ -3581,7 +3600,15 @@ void InitGame(void) if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); - SetGameStatus(GAME_MODE_PLAYING); + if (restarting) + { + // force fading out global animations displayed during game play + SetGameStatus(GAME_MODE_PSEUDO_RESTARTING); + } + else + { + SetGameStatus(GAME_MODE_PLAYING); + } if (level_editor_test_game) FadeSkipNextFadeOut(); @@ -3597,6 +3624,18 @@ void InitGame(void) FadeOut(fade_mask); + if (restarting) + { + // force restarting global animations displayed during game play + RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING); + + // this is required for "transforming" fade modes like cross-fading + // (else global animations will be stopped, but not restarted here) + SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING); + + SetGameStatus(GAME_MODE_PLAYING); + } + if (level_editor_test_game) FadeSkipNextFadeIn(); @@ -4495,7 +4534,6 @@ void InitGame(void) } game.restart_level = FALSE; - game.restart_game_message = NULL; game.request_active = FALSE; game.request_active_or_moving = FALSE; @@ -5305,6 +5343,8 @@ static void ResetGfxFrame(int x, int y) if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; + else if (graphic_info[graphic].anim_global_anim_sync) + GfxFrame[x][y] = getGlobalAnimSyncFrame(); else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) GfxFrame[x][y] = CustomValue[x][y]; else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) @@ -5384,17 +5424,9 @@ void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y) { - int oldx = x, oldy = y; int direction = MovDir[x][y]; - - if (direction == MV_LEFT) - oldx++; - else if (direction == MV_RIGHT) - oldx--; - else if (direction == MV_UP) - oldy++; - else if (direction == MV_DOWN) - oldy--; + int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0); + int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0); *comes_from_x = oldx; *comes_from_y = oldy; @@ -5409,16 +5441,17 @@ static int MovingOrBlocked2Element(int x, int y) int oldx, oldy; Blocked2Moving(x, y, &oldx, &oldy); + return Tile[oldx][oldy]; } - else - return element; + + return element; } static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) { // like MovingOrBlocked2Element(), but if element is moving - // and (x,y) is the field the moving element is just leaving, + // and (x, y) is the field the moving element is just leaving, // return EL_BLOCKED instead of the element value int element = Tile[x][y]; @@ -5611,7 +5644,7 @@ static void setScreenCenteredToAllPlayers(int *sx, int *sy) *sy = (sy1 + sy2) / 2; } -static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, +static void DrawRelocateScreen(int old_x, int old_y, int x, int y, boolean center_screen, boolean quick_relocation) { unsigned int frame_delay_value_old = GetVideoFrameDelay(); @@ -5641,14 +5674,13 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, { // relocation _without_ centering of screen - int center_scroll_x = SCROLL_POSITION_X(old_x); - int center_scroll_y = SCROLL_POSITION_Y(old_y); - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + // apply distance between old and new player position to scroll position + int shifted_scroll_x = scroll_x + (x - old_x); + int shifted_scroll_y = scroll_y + (y - old_y); - // for new screen position, apply previous offset to center position - new_scroll_x = SCROLL_POSITION_X(offset_x); - new_scroll_y = SCROLL_POSITION_Y(offset_y); + // make sure that shifted scroll position does not scroll beyond screen + new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX); + new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY); } if (quick_relocation) @@ -5782,7 +5814,7 @@ static void RelocatePlayer(int jx, int jy, int el_player_raw) } // only visually relocate centered player - DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir, + DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, FALSE, level.instant_relocation); TestIfPlayerTouchesBadThing(jx, jy); @@ -5815,9 +5847,6 @@ static void Explode(int ex, int ey, int phase, int mode) int last_phase; int border_element; - // !!! eliminate this variable !!! - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - if (game.explosions_delayed) { ExplodeField[ex][ey] = mode; @@ -5827,6 +5856,8 @@ static void Explode(int ex, int ey, int phase, int mode) if (phase == EX_PHASE_START) // initialize 'Store[][]' field { int center_element = Tile[ex][ey]; + int ce_value = CustomValue[ex][ey]; + int ce_score = element_info[center_element].collect_score; int artwork_element, explosion_element; // set these values later // remove things displayed in background while burning dynamite @@ -5965,6 +5996,14 @@ static void Explode(int ex, int ey, int phase, int mode) else Store[x][y] = EL_EMPTY; + if (IS_CUSTOM_ELEMENT(center_element)) + Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value : + Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score : + Store[x][y] >= EL_PREV_CE_8 && + Store[x][y] <= EL_NEXT_CE_8 ? + RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) : + Store[x][y]); + if (x != ex || y != ey || mode == EX_TYPE_BORDER || center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; @@ -6098,7 +6137,7 @@ static void Explode(int ex, int ey, int phase, int mode) int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); int frame = getGraphicAnimationFrameXY(graphic, x, y); - if (phase == delay) + if (phase == 1) TEST_DrawLevelFieldCrumbled(x, y); if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) @@ -6421,7 +6460,7 @@ static void ToggleBeltSwitch(int x, int y) } } -static void ToggleSwitchgateSwitch(int x, int y) +static void ToggleSwitchgateSwitch(void) { int xx, yy; @@ -6901,7 +6940,7 @@ static void Impact(int x, int y) smashed == EL_DC_SWITCHGATE_SWITCH_UP || smashed == EL_DC_SWITCHGATE_SWITCH_DOWN) { - ToggleSwitchgateSwitch(x, y + 1); + ToggleSwitchgateSwitch(); } else if (smashed == EL_LIGHT_SWITCH || smashed == EL_LIGHT_SWITCH_ACTIVE) @@ -7524,7 +7563,7 @@ static void TurnRoundExt(int x, int y) boolean can_turn_left = CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); boolean can_turn_right = - CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y); if (element_info[element].move_stepsize == 0) // "not moving" return; @@ -8354,7 +8393,7 @@ static void StartMoving(int x, int y) PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) - DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); + DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0); game.friends_still_needed--; if (!game.friends_still_needed && @@ -8366,7 +8405,7 @@ static void StartMoving(int x, int y) } else if (IS_FOOD_PENGUIN(Tile[newx][newy])) { - if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) + if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING) TEST_DrawLevelField(newx, newy); else GfxDir[x][y] = MovDir[x][y] = MV_NONE; @@ -8671,7 +8710,7 @@ void ContinueMoving(int x, int y) if (pushed_by_player) // special case: moving object pushed by player { - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos)); } else if (use_step_delay) // special case: moving object has step delay { @@ -8933,7 +8972,7 @@ void ContinueMoving(int x, int y) CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, player->index_bit, push_side); - CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X, player->index_bit, push_side); } @@ -9853,7 +9892,7 @@ static void CheckWallGrowing(int ax, int ay) if (((stop_top && stop_bottom) || stop_horizontal) && ((stop_left && stop_right) || stop_vertical)) - Tile[ax][ay] = EL_WALL; + Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL); if (new_wall) PlayLevelSoundAction(ax, ay, ACTION_GROWING); @@ -10601,17 +10640,26 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) if (GFX_CRUMBLED(new_element)) TEST_DrawLevelFieldCrumbledNeighbours(x, y); - } - // check if element under the player changes from accessible to unaccessible - // (needed for special case of dropping element which then changes) - // (must be checked after creating new element for walkable group elements) - if (IS_PLAYER(x, y) && !player_explosion_protected && - IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) - { - Bang(x, y); + if (old_element == EL_EXPLOSION) + { + Store[x][y] = Store2[x][y] = 0; - return; + // check if new element replaces an exploding player, requiring cleanup + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + } + + // check if element under the player changes from accessible to unaccessible + // (needed for special case of dropping element which then changes) + // (must be checked after creating new element for walkable group elements) + if (IS_PLAYER(x, y) && !player_explosion_protected && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) + { + KillPlayer(PLAYERINFO(x, y)); + + return; + } } // "ChangeCount" not set yet to allow "entered by player" change one time @@ -10679,6 +10727,9 @@ static boolean ChangeElement(int x, int y, int element, int page) ChangeCount[x][y]++; // count number of changes in the same frame + if (ei->has_anim_event) + HandleGlobalAnimEventByElementChange(element, page, x, y); + if (change->explode) { Bang(x, y); @@ -10913,13 +10964,14 @@ static void HandleElementChange(int x, int y, int page) if (ChangeDelay[x][y] != 0) // continue element change { - if (change->can_change) - { - int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - if (IS_ANIMATED(graphic)) - DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + // also needed if CE can not change, but has CE delay with CE action + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + if (change->can_change) + { if (change->change_function) change->change_function(x, y); } @@ -11672,6 +11724,64 @@ void AdvanceFrameAndPlayerCounters(int player_nr) } } +void AdvanceFrameCounter(void) +{ + FrameCounter++; +} + +void AdvanceGfxFrame(void) +{ + int x, y; + + SCAN_PLAYFIELD(x, y) + { + GfxFrame[x][y]++; + } +} + +static void HandleMouseAction(struct MouseActionInfo *mouse_action, + struct MouseActionInfo *mouse_action_last) +{ + if (mouse_action->button) + { + int new_button = (mouse_action->button && mouse_action_last->button == 0); + int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button); + int x = mouse_action->lx; + int y = mouse_action->ly; + int element = Tile[x][y]; + + if (new_button) + { + CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button); + CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X, + ch_button); + } + + CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button); + CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X, + ch_button); + + if (level.use_step_counter) + { + boolean counted_click = FALSE; + + // element clicked that can change when clicked/pressed + if (CAN_CHANGE_OR_HAS_ACTION(element) && + (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || + HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE))) + counted_click = TRUE; + + // element clicked that can trigger change when clicked/pressed + if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] || + trigger_events[element][CE_MOUSE_PRESSED_ON_X]) + counted_click = TRUE; + + if (new_button && counted_click) + CheckLevelTime_StepCounter(); + } + } +} + void StartGameActions(boolean init_network_game, boolean record_tape, int random_seed) { @@ -11867,7 +11977,7 @@ static void GameActionsExt(void) TapeRecordAction(tape_action); // remember if game was played (especially after tape stopped playing) - if (!tape.playing && summarized_player_action) + if (!tape.playing && summarized_player_action && !checkGameFailed()) game.GamePlayed = TRUE; #if USE_NEW_PLAYER_ASSIGNMENTS @@ -12019,6 +12129,8 @@ void GameActions_SP_Main(void) void GameActions_MM_Main(void) { + AdvanceGfxFrame(); + GameActions_MM(local_player->effective_mouse_action); } @@ -12083,7 +12195,7 @@ void GameActions_RND(void) game.centered_player_nr = game.centered_player_nr_next; game.set_centered_player = FALSE; - DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch); DrawGameDoorValues(); } @@ -12236,45 +12348,7 @@ void GameActions_RND(void) #endif } - if (mouse_action.button) - { - int new_button = (mouse_action.button && mouse_action_last.button == 0); - int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button); - - x = mouse_action.lx; - y = mouse_action.ly; - element = Tile[x][y]; - - if (new_button) - { - CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button); - CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X, - ch_button); - } - - CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button); - CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X, - ch_button); - - if (level.use_step_counter) - { - boolean counted_click = FALSE; - - // element clicked that can change when clicked/pressed - if (CAN_CHANGE_OR_HAS_ACTION(element) && - (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || - HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE))) - counted_click = TRUE; - - // element clicked that can trigger change when clicked/pressed - if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] || - trigger_events[element][CE_MOUSE_PRESSED_ON_X]) - counted_click = TRUE; - - if (new_button && counted_click) - CheckLevelTime_StepCounter(); - } - } + HandleMouseAction(&mouse_action, &mouse_action_last); SCAN_PLAYFIELD(x, y) { @@ -12398,7 +12472,7 @@ void GameActions_RND(void) element == EL_DIAGONAL_SHRINKING || element == EL_DIAGONAL_GROWING) { - graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]); DrawLevelGraphicAnimationIfNeeded(x, y, graphic); } @@ -12443,7 +12517,7 @@ void GameActions_RND(void) y = RND(lev_fieldy); element = Tile[x][y]; - if (!IS_PLAYER(x,y) && + if (!IS_PLAYER(x, y) && (element == EL_EMPTY || CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || @@ -12819,7 +12893,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, !AllPlayersInSight(player, new_jx, new_jy)) return MP_NO_ACTION; - can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); + can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG); if (can_move != MP_MOVING) return can_move; @@ -13189,13 +13263,18 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) CE_PLAYER_LEAVES_X, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(new_element)) - CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); + // needed because pushed element has not yet reached its destination, + // so it would trigger a change event at its previous field location + if (!player->is_pushing) + { + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, - CE_PLAYER_ENTERS_X, - player->index_bit, enter_side); + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); + } CheckTriggeredElementChangeBySide(jx, jy, player->initial_element, CE_MOVE_OF_X, move_direction); @@ -13206,8 +13285,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); - /* needed because pushed element has not yet reached its destination, - so it would trigger a change event at its previous field location */ + // needed because pushed element has not yet reached its destination, + // so it would trigger a change event at its previous field location if (!player->is_pushing) TestIfElementTouchesCustomElement(jx, jy); // for empty space @@ -13394,8 +13473,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y) incorrectly give EL_PLAYER_1 for "player->element_nr") */ int player_element = PLAYERINFO(x, y)->initial_element; + // as element "X" is the player here, check opposite (center) side CheckElementChangeBySide(xx, yy, border_element, player_element, - CE_TOUCHING_X, border_side); + CE_TOUCHING_X, center_side); } } else if (IS_PLAYER(xx, yy)) // player found at border element @@ -13421,8 +13501,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y) incorrectly give EL_PLAYER_1 for "player->element_nr") */ int player_element = PLAYERINFO(xx, yy)->initial_element; + // as element "X" is the player here, check opposite (border) side CheckElementChangeBySide(x, y, center_element, player_element, - CE_TOUCHING_X, center_side); + CE_TOUCHING_X, border_side); } break; @@ -13529,7 +13610,7 @@ void TestIfElementTouchesCustomElement(int x, int y) 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) + // (center element cannot be player, so we don't have to check this here) } for (i = 0; i < NUM_DIRECTIONS; i++) @@ -13556,6 +13637,7 @@ void TestIfElementTouchesCustomElement(int x, int y) incorrectly give EL_PLAYER_1 for "player->element_nr") */ int player_element = PLAYERINFO(xx, yy)->initial_element; + // as element "X" is the player here, check opposite (border) side CheckElementChangeBySide(x, y, center_element, player_element, CE_TOUCHING_X, border_side); } @@ -13913,7 +13995,7 @@ void KillPlayer(struct PlayerInfo *player) player->killed = TRUE; // remove accessible field at the player's position - Tile[jx][jy] = EL_EMPTY; + RemoveField(jx, jy); // deactivate shield (else Bang()/Explode() would not work right) player->shield_normal_time_left = 0; @@ -13959,7 +14041,6 @@ void BuryPlayer(struct PlayerInfo *player) return; PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING); - PlayLevelSound(jx, jy, SND_GAME_LOSING); RemovePlayer(player); @@ -14138,7 +14219,7 @@ static int DigField(struct PlayerInfo *player, if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) return MP_NO_ACTION; // field has no opening in this direction - if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction)) return MP_NO_ACTION; // field has no opening in this direction if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) @@ -14617,7 +14698,7 @@ static int DigField(struct PlayerInfo *player, LevelSolved(); - PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); + PlaySound(SND_GAME_SOKOBAN_SOLVING); } } else @@ -14702,7 +14783,7 @@ static int DigField(struct PlayerInfo *player, element == EL_DC_SWITCHGATE_SWITCH_UP || element == EL_DC_SWITCHGATE_SWITCH_DOWN) { - ToggleSwitchgateSwitch(x, y); + ToggleSwitchgateSwitch(); } else if (element == EL_LIGHT_SWITCH || element == EL_LIGHT_SWITCH_ACTIVE) @@ -15204,10 +15285,12 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action) static int getLevelMusicNr(void) { + int level_pos = level_nr - leveldir_current->first_level; + if (levelset.music[level_nr] != MUS_UNDEFINED) return levelset.music[level_nr]; // from config file else - return MAP_NOCONF_MUSIC(level_nr); // from music dir + return MAP_NOCONF_MUSIC(level_pos); // from music dir } static void FadeLevelSounds(void) @@ -15595,21 +15678,43 @@ void RequestQuitGame(boolean escape_key_pressed) "Do you really want to quit the game?"); } -void RequestRestartGame(char *message) +static char *getRestartGameMessage(void) { - game.restart_game_message = NULL; + boolean play_again = hasStartedNetworkGame(); + static char message[MAX_OUTPUT_LINESIZE]; + char *game_over_text = "Game over!"; + char *play_again_text = " Play it again?"; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM && + game_mm.game_over_message != NULL) + game_over_text = game_mm.game_over_message; + + snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text, + (play_again ? play_again_text : "")); + return message; +} + +static void RequestRestartGame(void) +{ + char *message = getRestartGameMessage(); boolean has_started_game = hasStartedNetworkGame(); int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM); + int door_state = DOOR_CLOSE_1; - if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game) + if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game) { + CloseDoor(door_state); + StartGameActions(network.enabled, setup.autorecord, level.random_seed); } else { - // needed in case of envelope request to close game panel - CloseDoor(DOOR_CLOSE_1); + // if game was invoked from level editor, also close tape recorder door + if (level_editor_test_game) + door_state = DOOR_CLOSE_ALL; + + CloseDoor(door_state); SetGameStatus(GAME_MODE_MAIN); @@ -15617,42 +15722,44 @@ void RequestRestartGame(char *message) } } -void CheckGameOver(void) +boolean CheckRestartGame(void) { - static boolean last_game_over = FALSE; static int game_over_delay = 0; int game_over_delay_value = 50; boolean game_over = checkGameFailed(); - // do not handle game over if request dialog is already active - if (game.request_active) - return; - - // do not ask to play again if game was never actually played - if (!game.GamePlayed) - return; - if (!game_over) { - last_game_over = FALSE; game_over_delay = game_over_delay_value; - return; + return FALSE; } if (game_over_delay > 0) { + if (game_over_delay == game_over_delay_value / 2) + PlaySound(SND_GAME_LOSING); + game_over_delay--; - return; + return FALSE; } - if (last_game_over != game_over) - game.restart_game_message = (hasStartedNetworkGame() ? - "Game over! Play it again?" : - "Game over!"); + // do not handle game over if request dialog is already active + if (game.request_active) + return FALSE; - last_game_over = game_over; + // do not ask to play again if game was never actually played + if (!game.GamePlayed) + return FALSE; + + // do not ask to play again if this was disabled in setup menu + if (!setup.ask_on_game_over) + return FALSE; + + RequestRestartGame(); + + return TRUE; } boolean checkGameSolved(void) @@ -15836,7 +15943,7 @@ static ListNode *SaveEngineSnapshotBuffers(void) if (level.game_engine_type == GAME_ENGINE_TYPE_SP) SaveEngineSnapshotValues_SP(&buffers); if (level.game_engine_type == GAME_ENGINE_TYPE_MM) - SaveEngineSnapshotValues_MM(&buffers); + SaveEngineSnapshotValues_MM(); // save values stored in special snapshot structure