X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=2ac9f0d03941d55f96b0091efe3c70dfe8aea41e;hb=e5a0a3097d6a6c3afea01b3deeee9b206982ec1d;hp=c7b5d242fb06e19efa0b304093dad93284efa03b;hpb=3cab4c74ceb97d865c501a24352a35e944fc44ce;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index c7b5d242..2ac9f0d0 100644 --- a/src/game.c +++ b/src/game.c @@ -34,7 +34,11 @@ #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1) #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1) -#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 0) +#define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1) +#define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1) +#define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1) + #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) /* for DigField() */ @@ -43,9 +47,10 @@ #define DF_SNAP 2 /* for MovePlayer() */ -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 +#define MP_NO_ACTION 0 +#define MP_MOVING 1 +#define MP_ACTION 2 +#define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION) /* for ScrollPlayer() */ #define SCROLL_INIT 0 @@ -174,6 +179,9 @@ #define SATELLITE_CAN_ENTER_FIELD(x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) +#define ANDROID_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT) + #define ENEMY_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) @@ -201,6 +209,10 @@ #define SPRING_CAN_ENTER_FIELD(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) +#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \ + Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE)) + #define GROUP_NR(e) ((e) - EL_GROUP_START) #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element) #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) @@ -237,6 +249,8 @@ /* forward declaration for internal use */ +static void CreateField(int, int, int); + static void SetPlayerWaiting(struct PlayerInfo *, boolean); static void AdvanceFrameAndPlayerCounters(int); @@ -261,7 +275,7 @@ static void TestIfElementHitsCustomElement(int, int, int); static void TestIfElementSmashesCustomElement(int, int, int); #endif -static void ChangeElement(int, int, int); +static void HandleElementChange(int, int, int); static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); #define CheckTriggeredElementChange(x, y, e, ev) \ @@ -302,19 +316,24 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; /* ------------------------------------------------------------------------- */ /* forward declaration for changer functions */ -static void InitBuggyBase(int x, int y); -static void WarnBuggyBase(int x, int y); +static void InitBuggyBase(int, int); +static void WarnBuggyBase(int, int); + +static void InitTrap(int, int); +static void ActivateTrap(int, int); +static void ChangeActiveTrap(int, int); -static void InitTrap(int x, int y); -static void ActivateTrap(int x, int y); -static void ChangeActiveTrap(int x, int y); +static void InitRobotWheel(int, int); +static void RunRobotWheel(int, int); +static void StopRobotWheel(int, int); -static void InitRobotWheel(int x, int y); -static void RunRobotWheel(int x, int y); -static void StopRobotWheel(int x, int y); +static void InitTimegateWheel(int, int); +static void RunTimegateWheel(int, int); -static void InitTimegateWheel(int x, int y); -static void RunTimegateWheel(int x, int y); +static void InitMagicBallDelay(int, int); +static void ActivateMagicBall(int, int); + +static void InitDiagonalMovingElement(int, int); struct ChangingElementInfo { @@ -481,6 +500,38 @@ static struct ChangingElementInfo change_delay_list[] = RunTimegateWheel, NULL }, + { + EL_EMC_MAGIC_BALL_ACTIVE, + EL_EMC_MAGIC_BALL_ACTIVE, + 0, + InitMagicBallDelay, + NULL, + ActivateMagicBall + }, + { + EL_EMC_SPRING_BUMPER_ACTIVE, + EL_EMC_SPRING_BUMPER, + 8, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_SHRINKING, + EL_EMPTY, + 0, + NULL, + NULL, + NULL + }, + { + EL_DIAGONAL_GROWING, + EL_EMPTY, + 0, + NULL, + NULL, + InitDiagonalMovingElement + }, { EL_UNDEFINED, @@ -600,6 +651,80 @@ static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; #define CE_PAGE(e, ce) (element_info[e].event_page[ce]) +/* static variables for playfield scan mode (scanning forward or backward) */ +static int playfield_scan_start_x = 0; +static int playfield_scan_start_y = 0; +static int playfield_scan_delta_x = 1; +static int playfield_scan_delta_y = 1; + +#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \ + (y) >= 0 && (y) <= lev_fieldy - 1; \ + (y) += playfield_scan_delta_y) \ + for ((x) = playfield_scan_start_x; \ + (x) >= 0 && (x) <= lev_fieldx - 1; \ + (x) += playfield_scan_delta_x) \ + +static void InitPlayfieldScanModeVars() +{ + if (game.use_reverse_scan_direction) + { + playfield_scan_start_x = lev_fieldx - 1; + playfield_scan_start_y = lev_fieldy - 1; + + playfield_scan_delta_x = -1; + playfield_scan_delta_y = -1; + } + else + { + playfield_scan_start_x = 0; + playfield_scan_start_y = 0; + + playfield_scan_delta_x = 1; + playfield_scan_delta_y = 1; + } +} + +static void InitPlayfieldScanMode(int mode) +{ + game.use_reverse_scan_direction = + (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE); + + InitPlayfieldScanModeVars(); +} + +static int get_move_delay_from_stepsize(int move_stepsize) +{ + move_stepsize = + MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX); + + /* make sure that stepsize value is always a power of 2 */ + move_stepsize = (1 << log_2(move_stepsize)); + + return TILEX / move_stepsize; +} + +static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, + boolean init_game) +{ + int move_delay = get_move_delay_from_stepsize(move_stepsize); + boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); + + /* do no immediately change move delay -- the player might just be moving */ + player->move_delay_value_next = move_delay; + + /* information if player can move must be set separately */ + player->cannot_move = cannot_move; + + if (init_game) + { + player->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; + + player->move_delay_value_next = -1; + + player->move_delay_reset_counter = 0; + } +} void GetPlayerConfig() { @@ -895,6 +1020,16 @@ static void InitField(int x, int y, boolean init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; + case EL_EMC_MAGIC_BALL: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; + break; + + case EL_EMC_MAGIC_BALL_SWITCH: + if (game.ball_state) + Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; + break; + default: #if 1 if (IS_CUSTOM_ELEMENT(element)) @@ -936,6 +1071,11 @@ static void InitField(int x, int y, boolean init_game) break; } +#if 1 + if (!init_game) + CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); +#endif + #if 0 #if USE_NEW_CUSTOM_VALUE @@ -1248,6 +1388,9 @@ static void InitGameEngine() /* ---------------------------------------------------------------------- */ + /* default scan direction: scan playfield from top/left to bottom/right */ + InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL); + /* dynamically adjust element properties according to game engine version */ InitElementPropertiesEngine(game.engine_version); @@ -1270,9 +1413,15 @@ static void InitGameEngine() /* ---------- initialize player's initial move delay --------------------- */ +#if 1 + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + get_move_delay_from_stepsize(level.initial_player_stepsize); +#else /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? @@ -1653,8 +1802,6 @@ void InitGame() player->is_bored = FALSE; player->is_sleeping = FALSE; - player->cannot_move = FALSE; - player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -1682,6 +1829,9 @@ void InitGame() player->show_envelope = 0; +#if 1 + SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); +#else player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; @@ -1689,6 +1839,9 @@ void InitGame() player->move_delay_reset_counter = 0; + player->cannot_move = FALSE; +#endif + player->push_delay = -1; /* initialized when pushing starts */ player->push_delay_value = game.initial_push_delay_value; @@ -1748,6 +1901,9 @@ void InitGame() game.lenses_time_left = 0; game.magnify_time_left = 0; + game.ball_state = level.ball_state_initial; + game.ball_content_nr = 0; + game.envelope_active = FALSE; for (i = 0; i < NUM_BELTS; i++) @@ -1759,56 +1915,58 @@ void InitGame() for (i = 0; i < MAX_NUM_AMOEBA; i++) AmoebaCnt[i] = AmoebaCnt2[i] = 0; - for (x = 0; x < lev_fieldx; x++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++) +#endif { - for (y = 0; y < lev_fieldy; y++) - { - Feld[x][y] = level.field[x][y]; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - ChangeDelay[x][y] = 0; - ChangePage[x][y] = -1; + Feld[x][y] = level.field[x][y]; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; #if USE_NEW_CUSTOM_VALUE - CustomValue[x][y] = 0; /* initialized in InitField() */ + CustomValue[x][y] = 0; /* initialized in InitField() */ #endif - Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; - AmoebaNr[x][y] = 0; - WasJustMoving[x][y] = 0; - WasJustFalling[x][y] = 0; - CheckCollision[x][y] = 0; - Stop[x][y] = FALSE; - Pushed[x][y] = FALSE; + Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; + AmoebaNr[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; + Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; - ChangeCount[x][y] = 0; - ChangeEvent[x][y] = -1; + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; - ExplodePhase[x][y] = 0; - ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_TYPE_NONE; + ExplodePhase[x][y] = 0; + ExplodeDelay[x][y] = 0; + ExplodeField[x][y] = EX_TYPE_NONE; - RunnerVisit[x][y] = 0; - PlayerVisit[x][y] = 0; + RunnerVisit[x][y] = 0; + PlayerVisit[x][y] = 0; - GfxFrame[x][y] = 0; - GfxRandom[x][y] = INIT_GFX_RANDOM(); - GfxElement[x][y] = EL_UNDEFINED; - GfxAction[x][y] = ACTION_DEFAULT; - GfxDir[x][y] = MV_NONE; - } + GfxFrame[x][y] = 0; + GfxRandom[x][y] = INIT_GFX_RANDOM(); + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NONE; } - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) - { - if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) - emulate_bd = FALSE; - if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) - emulate_sb = FALSE; - if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) - emulate_sp = FALSE; + if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) + emulate_bd = FALSE; + if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y])) + emulate_sb = FALSE; + if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y])) + emulate_sp = FALSE; - InitField(x, y, TRUE); - } + InitField(x, y, TRUE); } InitBeltMovement(); @@ -2007,7 +2165,11 @@ void InitGame() int found_element = EL_UNDEFINED; int player_nr = local_player->index_nr; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { int element = Feld[x][y]; int content; @@ -2676,8 +2838,13 @@ void InitMovingField(int x, int y, int direction) void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) { int direction = MovDir[x][y]; +#if 1 + int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0); + int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0); +#else int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); +#endif *goes_to_x = newx; *goes_to_y = newy; @@ -3065,21 +3232,7 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; - int artwork_element = center_element; /* for custom player artwork */ - int explosion_element = center_element; /* for custom player artwork */ - - if (IS_PLAYER(ex, ey)) - { - int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); - - artwork_element = stored_player[player_nr].artwork_element; - - if (level.use_explosion_element[player_nr]) - { - explosion_element = level.explosion_element[player_nr]; - artwork_element = explosion_element; - } - } + int artwork_element, explosion_element; /* set these values later */ #if 0 /* --- This is only really needed (and now handled) in "Impact()". --- */ @@ -3090,10 +3243,13 @@ void Explode(int ex, int ey, int phase, int mode) return; #endif +#if 0 + /* !!! at this place, the center element may be EL_BLOCKED !!! */ if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER || mode == EX_TYPE_CROSS) PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif /* remove things displayed in background while burning dynamite */ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) @@ -3107,7 +3263,35 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } + /* now "center_element" is finally determined -- set related values now */ + artwork_element = center_element; /* for custom player artwork */ + explosion_element = center_element; /* for custom player artwork */ + + if (IS_PLAYER(ex, ey)) + { + int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]); + + artwork_element = stored_player[player_nr].artwork_element; + + if (level.use_explosion_element[player_nr]) + { + explosion_element = level.explosion_element[player_nr]; + artwork_element = explosion_element; + } + } + +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING); +#endif + +#if 1 last_phase = element_info[explosion_element].explosion_delay + 1; +#else + last_phase = element_info[center_element].explosion_delay + 1; +#endif for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++) { @@ -3180,11 +3364,11 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey)) { +#if 1 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1; Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr; - -#if 0 +#else switch(StorePlayer[ex][ey]) { case EL_PLAYER_2: @@ -3207,6 +3391,10 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; } #if 1 + /* !!! check this case -- currently needed for rnd_rado_negundo_v, + !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */ + else if (ELEM_IS_PLAYER(center_element)) + Store[x][y] = EL_EMPTY; else if (center_element == EL_YAMYAM) Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy]; else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY) @@ -3363,28 +3551,16 @@ void Explode(int ex, int ey, int phase, int mode) if (element >= EL_PLAYER_IS_EXPLODING_1 && element <= EL_PLAYER_IS_EXPLODING_4) { - static int player_death_elements[] = - { - EL_EMERALD_YELLOW, - EL_EMERALD_RED, - EL_EMERALD, - EL_EMERALD_PURPLE - }; int player_nr = element - EL_PLAYER_IS_EXPLODING_1; - int player_death_element = player_death_elements[player_nr]; + int explosion_element = EL_PLAYER_1 + player_nr; + int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); + int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); if (level.use_explosion_element[player_nr]) - { - int explosion_element = level.explosion_element[player_nr]; - int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2); - int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2); - - player_death_element = - element_info[explosion_element].content.e[xx][yy]; - } + explosion_element = level.explosion_element[player_nr]; Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY : - player_death_element); + element_info[explosion_element].content.e[xx][yy]); } /* restore probably existing indestructible background element */ @@ -3612,25 +3788,26 @@ static void InitBeltMovement() } } - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + int element = Feld[x][y]; - for (i = 0; i < NUM_BELTS; i++) + for (i = 0; i < NUM_BELTS; i++) + { + if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) { - if (IS_BELT(element) && game.belt_dir[i] != MV_NONE) - { - int e_belt_nr = getBeltNrFromBeltElement(element); - int belt_nr = i; + int e_belt_nr = getBeltNrFromBeltElement(element); + int belt_nr = i; - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[x][y] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + int belt_part = Feld[x][y] - belt_base_element[belt_nr]; - Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; - } + Feld[x][y] = belt_base_active_element[belt_nr] + belt_part; } } } @@ -3695,45 +3872,46 @@ static void ToggleBeltSwitch(int x, int y) graphic_info[graphic].anim_mode |= ANIM_REVERSE; } - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) + int element = Feld[xx][yy]; + + if (IS_BELT_SWITCH(element)) { - int element = Feld[xx][yy]; + int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - if (IS_BELT_SWITCH(element)) + if (e_belt_nr == belt_nr) { - int e_belt_nr = getBeltNrFromBeltSwitchElement(element); - - if (e_belt_nr == belt_nr) - { - Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; - DrawLevelField(xx, yy); - } + Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr; + DrawLevelField(xx, yy); } - else if (IS_BELT(element) && belt_dir != MV_NONE) - { - int e_belt_nr = getBeltNrFromBeltElement(element); + } + else if (IS_BELT(element) && belt_dir != MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + 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); - } + Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); } - else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) - { - int e_belt_nr = getBeltNrFromBeltActiveElement(element); + } + else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE) + { + int e_belt_nr = getBeltNrFromBeltActiveElement(element); - if (e_belt_nr == belt_nr) - { - int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr]; + if (e_belt_nr == belt_nr) + { + 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); - } + Feld[xx][yy] = belt_base_element[belt_nr] + belt_part; + DrawLevelField(xx, yy); } } } @@ -3745,32 +3923,33 @@ static void ToggleSwitchgateSwitch(int x, int y) game.switchgate_pos = !game.switchgate_pos; - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; + int element = Feld[xx][yy]; - if (element == EL_SWITCHGATE_SWITCH_UP || - element == EL_SWITCHGATE_SWITCH_DOWN) - { - Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; - DrawLevelField(xx, yy); - } - else if (element == EL_SWITCHGATE_OPEN || - element == EL_SWITCHGATE_OPENING) - { - Feld[xx][yy] = EL_SWITCHGATE_CLOSING; + if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_OPEN || + element == EL_SWITCHGATE_OPENING) + { + Feld[xx][yy] = EL_SWITCHGATE_CLOSING; - PlayLevelSoundAction(xx, yy, ACTION_CLOSING); - } - else if (element == EL_SWITCHGATE_CLOSED || - element == EL_SWITCHGATE_CLOSING) - { - Feld[xx][yy] = EL_SWITCHGATE_OPENING; + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); + } + else if (element == EL_SWITCHGATE_CLOSED || + element == EL_SWITCHGATE_CLOSING) + { + Feld[xx][yy] = EL_SWITCHGATE_OPENING; - PlayLevelSoundAction(xx, yy, ACTION_OPENING); - } + PlayLevelSoundAction(xx, yy, ACTION_OPENING); } } } @@ -3795,7 +3974,11 @@ static void RedrawAllLightSwitchesAndInvisibleElements() { int x, y; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { int element = Feld[x][y]; @@ -3856,7 +4039,11 @@ static void RedrawAllInvisibleElementsForLenses() { int x, y; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { int element = Feld[x][y]; @@ -3905,7 +4092,11 @@ static void RedrawAllInvisibleElementsForMagnifier() { int x, y; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { int element = Feld[x][y]; @@ -3965,28 +4156,29 @@ static void ActivateTimegateSwitch(int x, int y) game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND; - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) - { - int element = Feld[xx][yy]; + int element = Feld[xx][yy]; - if (element == EL_TIMEGATE_CLOSED || - element == EL_TIMEGATE_CLOSING) - { - Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); - } - - /* - else if (element == EL_TIMEGATE_SWITCH_ACTIVE) - { - Feld[xx][yy] = EL_TIMEGATE_SWITCH; - DrawLevelField(xx, yy); - } - */ + if (element == EL_TIMEGATE_CLOSED || + element == EL_TIMEGATE_CLOSING) + { + Feld[xx][yy] = EL_TIMEGATE_OPENING; + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); + } + /* + else if (element == EL_TIMEGATE_SWITCH_ACTIVE) + { + Feld[xx][yy] = EL_TIMEGATE_SWITCH; + DrawLevelField(xx, yy); } + */ + } Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; @@ -4095,10 +4287,13 @@ void Impact(int x, int y) EL_BD_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ - for (yy = 0; yy < lev_fieldy; yy++) - for (xx = 0; xx < lev_fieldx; xx++) - if (Feld[xx][yy] == smashed) - Feld[xx][yy] = activated_magic_wall; +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + if (Feld[xx][yy] == smashed) + Feld[xx][yy] = activated_magic_wall; game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; @@ -4498,16 +4693,35 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_SPRING) { +#if USE_NEW_SPRING_BUMPER + if (MovDir[x][y] & MV_HORIZONTAL) + { + if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) && + !SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + { + Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE; + ResetGfxAnimation(move_x, move_y); + DrawLevelField(move_x, move_y); + + MovDir[x][y] = back_dir; + } + else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1)) + MovDir[x][y] = MV_NONE; + } +#else if (MovDir[x][y] & MV_HORIZONTAL && (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || SPRING_CAN_ENTER_FIELD(element, x, y + 1))) MovDir[x][y] = MV_NONE; +#endif MovDelay[x][y] = 0; } else if (element == EL_ROBOT || element == EL_SATELLITE || - element == EL_PENGUIN) + element == EL_PENGUIN || + element == EL_EMC_ANDROID) { int attr_x = -1, attr_y = -1; @@ -4608,21 +4822,21 @@ inline static void TurnRoundExt(int x, int y) new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - else /* (element == EL_SATELLITE) */ + else if (element == EL_SATELLITE) { int newx, newy; @@ -4651,6 +4865,71 @@ inline static void TurnRoundExt(int x, int y) return; } } + else if (element == EL_EMC_ANDROID) + { + static int check_pos[16] = + { + -1, /* 0 => (invalid) */ + 7, /* 1 => MV_LEFT */ + 3, /* 2 => MV_RIGHT */ + -1, /* 3 => (invalid) */ + 1, /* 4 => MV_UP */ + 0, /* 5 => MV_LEFT | MV_UP */ + 2, /* 6 => MV_RIGHT | MV_UP */ + -1, /* 7 => (invalid) */ + 5, /* 8 => MV_DOWN */ + 6, /* 9 => MV_LEFT | MV_DOWN */ + 4, /* 10 => MV_RIGHT | MV_DOWN */ + -1, /* 11 => (invalid) */ + -1, /* 12 => (invalid) */ + -1, /* 13 => (invalid) */ + -1, /* 14 => (invalid) */ + -1, /* 15 => (invalid) */ + }; + static struct + { + int dx, dy; + int dir; + } check_xy[8] = + { + { -1, -1, MV_LEFT | MV_UP }, + { 0, -1, MV_UP }, + { +1, -1, MV_RIGHT | MV_UP }, + { +1, 0, MV_RIGHT }, + { +1, +1, MV_RIGHT | MV_DOWN }, + { 0, +1, MV_DOWN }, + { -1, +1, MV_LEFT | MV_DOWN }, + { -1, 0, MV_LEFT }, + }; + int check_order = (RND(2) ? -1 : +1); + int start_pos = check_pos[MovDir[x][y] & 0x0f]; + int i; + + MovDelay[x][y] = level.android_move_time * 8 + 1; + + if (start_pos < 0) /* (should never happen) */ + return; + + for (i = 0; i < 3; i++) + { + /* first check start_pos, then previous/next or (next/previous) pos */ + int pos_raw = start_pos + (i < 2 ? i : -1) * check_order; + int pos = (pos_raw + 8) % 8; + int newx = x + check_xy[pos].dx; + int newy = y + check_xy[pos].dy; + int new_move_dir = check_xy[pos].dir; + + if (IS_PLAYER(newx, newy)) + return; + + if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + MovDir[x][y] = new_move_dir; + + return; + } + } + } } else if (move_pattern == MV_TURNING_LEFT || move_pattern == MV_TURNING_RIGHT || @@ -4899,7 +5178,7 @@ static void TurnRound(int x, int y) GfxFrame[x][y] = 0; if (MovDelay[x][y]) - GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); } static boolean JustBeingPushed(int x, int y) @@ -5424,7 +5703,7 @@ void StartMoving(int x, int y) } else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { - if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING) + if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING) DrawLevelField(newx, newy); else GfxDir[x][y] = MovDir[x][y] = MV_NONE; @@ -5465,6 +5744,75 @@ void StartMoving(int x, int y) return; } } + else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy)) + { + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL && + ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + int diagonal_move_dir = MovDir[x][y]; + int change_delay = 8; + int graphic; + + /* android is moving diagonally */ + + CreateField(x, y, EL_DIAGONAL_SHRINKING); + + GfxElement[x][y] = EL_EMC_ANDROID; + GfxAction[x][y] = ACTION_SHRINKING; + GfxDir[x][y] = diagonal_move_dir; + ChangeDelay[x][y] = change_delay; + + graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], + GfxDir[x][y]); + + DrawLevelGraphicAnimation(x, y, graphic); + PlayLevelSoundAction(x, y, ACTION_SHRINKING); + +#if 0 + CheckTriggeredElementChangeBySide(x, y, element, + CE_MOVE_OF_X, new_move_dir); + + TestIfElementTouchesCustomElement(x, y); /* empty or new element */ + + TestIfElementHitsCustomElement(newx, newy, new_move_dir); + TestIfElementTouchesCustomElement(newx, newy); +#endif + + CreateField(newx, newy, EL_DIAGONAL_GROWING); + + Store[newx][newy] = EL_EMC_ANDROID; + GfxElement[newx][newy] = EL_EMC_ANDROID; + GfxAction[newx][newy] = ACTION_GROWING; + GfxDir[newx][newy] = diagonal_move_dir; + ChangeDelay[newx][newy] = change_delay; + + graphic = el_act_dir2img(GfxElement[newx][newy], GfxAction[newx][newy], + GfxDir[newx][newy]); + + DrawLevelGraphicAnimation(newx, newy, graphic); + PlayLevelSoundAction(newx, newy, ACTION_GROWING); + + return; + } + else if (ANDROID_CAN_ENTER_FIELD(element, newx, newy)) + { + Feld[newx][newy] = EL_EMPTY; + DrawLevelField(newx, newy); + + PlayLevelSoundAction(x, y, ACTION_DIGGING); + } + else if (!IS_FREE(newx, newy)) + { +#if 0 + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); +#endif + + return; + } + } else if (IS_CUSTOM_ELEMENT(element) && CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)) { @@ -5506,6 +5854,11 @@ void StartMoving(int x, int y) } Store[newx][newy] = EL_EMPTY; +#if 1 + /* this makes it possible to leave the removed element again */ + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = new_element; +#else if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) { int move_leave_element = element_info[element].move_leave_element; @@ -5514,6 +5867,7 @@ void StartMoving(int x, int y) Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? new_element : move_leave_element); } +#endif if (move_pattern & MV_MAZE_RUNNER_STYLE) { @@ -5709,12 +6063,13 @@ void StartMoving(int x, int y) void ContinueMoving(int x, int y) { int element = Feld[x][y]; - int stored = Store[x][y]; struct ElementInfo *ei = &element_info[element]; int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx, newy = y + dy; + int stored = Store[x][y]; + int stored_new = Store[newx][newy]; boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); boolean last_line = (newy == lev_fieldy - 1); @@ -5865,10 +6220,16 @@ void ContinueMoving(int x, int y) { int move_leave_element = ei->move_leave_element; +#if 1 + /* this makes it possible to leave the removed element again */ + if (ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#else /* this makes it possible to leave the removed element again */ if (ei->move_leave_type == LEAVE_TYPE_LIMITED && ei->move_leave_element == EL_TRIGGER_ELEMENT) move_leave_element = stored; +#endif Feld[x][y] = move_leave_element; @@ -5953,6 +6314,9 @@ void ContinueMoving(int x, int y) player->index_bit, push_side); } + if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */ + MovDelay[newx][newy] = 1; + CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction); TestIfElementTouchesCustomElement(x, y); /* empty or new element */ @@ -5960,6 +6324,13 @@ void ContinueMoving(int x, int y) TestIfElementHitsCustomElement(newx, newy, direction); TestIfPlayerTouchesCustomElement(newx, newy); TestIfElementTouchesCustomElement(newx, newy); + +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && + IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) + CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, + MV_DIR_OPPOSITE(direction)); +#endif } int AmoebeNachbarNr(int ax, int ay) @@ -6028,13 +6399,14 @@ void AmoebenVereinigen(int ax, int ay) AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr]; AmoebaCnt2[old_group_nr] = 0; - for (yy = 0; yy < lev_fieldy; yy++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { - for (xx = 0; xx < lev_fieldx; xx++) - { - if (AmoebaNr[xx][yy] == old_group_nr) - AmoebaNr[xx][yy] = new_group_nr; - } + if (AmoebaNr[xx][yy] == old_group_nr) + AmoebaNr[xx][yy] = new_group_nr; } } } @@ -6057,17 +6429,19 @@ void AmoebeUmwandeln(int ax, int ay) } #endif - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) + if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) { - if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = EL_AMOEBA_TO_DIAMOND; - } + AmoebaNr[x][y] = 0; + Feld[x][y] = EL_AMOEBA_TO_DIAMOND; } } + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? SND_AMOEBA_TURNING_TO_GEM : SND_AMOEBA_TURNING_TO_ROCK)); @@ -6117,21 +6491,22 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) } #endif - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) + if (AmoebaNr[x][y] == group_nr && + (Feld[x][y] == EL_AMOEBA_DEAD || + Feld[x][y] == EL_BD_AMOEBA || + Feld[x][y] == EL_AMOEBA_GROWING)) { - if (AmoebaNr[x][y] == group_nr && - (Feld[x][y] == EL_AMOEBA_DEAD || - Feld[x][y] == EL_BD_AMOEBA || - Feld[x][y] == EL_AMOEBA_GROWING)) - { - AmoebaNr[x][y] = 0; - Feld[x][y] = new_element; - InitField(x, y, FALSE); - DrawLevelField(x, y); - done = TRUE; - } + AmoebaNr[x][y] = 0; + Feld[x][y] = new_element; + InitField(x, y, FALSE); + DrawLevelField(x, y); + done = TRUE; } } @@ -6219,6 +6594,7 @@ void AmoebeAbleger(int ax, int ay) int element = Feld[ax][ay]; int graphic = el2img(element); int newax = ax, neway = ay; + boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER); static int xy[4][2] = { { 0, -1 }, @@ -6227,7 +6603,7 @@ void AmoebeAbleger(int ax, int ay) { 0, +1 } }; - if (!level.amoeba_speed) + if (!level.amoeba_speed && element != EL_EMC_DRIPPER) { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -6247,7 +6623,7 @@ void AmoebeAbleger(int ax, int ay) return; } - if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */ + if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */ { int start = RND(4); int x = ax + xy[start][0]; @@ -6341,13 +6717,13 @@ void AmoebeAbleger(int ax, int ay) } } - if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) || + if (!can_drop || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */ Store[newax][neway] = element; } - else if (neway == ay) + else if (neway == ay || element == EL_EMC_DRIPPER) { Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ @@ -6474,6 +6850,54 @@ static void RunTimegateWheel(int x, int y) PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } +static void InitMagicBallDelay(int x, int y) +{ +#if 1 + ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1; +#else + ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1; +#endif +} + +static void ActivateMagicBall(int bx, int by) +{ + int x, y; + + if (level.ball_random) + { + int pos_border = RND(8); /* select one of the eight border elements */ + int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border); + int xx = pos_content % 3; + int yy = pos_content / 3; + + x = bx - 1 + xx; + y = by - 1 + yy; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + else + { + for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++) + { + int xx = x - bx + 1; + int yy = y - by + 1; + + if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY) + CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]); + } + } + + game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents; +} + +static void InitDiagonalMovingElement(int x, int y) +{ +#if 0 + MovDelay[x][y] = level.android_move_time; +#endif +} + void CheckExit(int x, int y) { if (local_player->gems_still_needed > 0 || @@ -6522,18 +6946,19 @@ static void CloseAllOpenTimegates() { int x, y; - for (y = 0; y < lev_fieldy; y++) +#if 1 + SCAN_PLAYFIELD(x, y) +#else + for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { - for (x = 0; x < lev_fieldx; x++) - { - int element = Feld[x][y]; + int element = Feld[x][y]; - if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) - { - Feld[x][y] = EL_TIMEGATE_CLOSING; + if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) + { + Feld[x][y] = EL_TIMEGATE_CLOSING; - PlayLevelSoundAction(x, y, ACTION_CLOSING); - } + PlayLevelSoundAction(x, y, ACTION_CLOSING); } } } @@ -6900,11 +7325,11 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) MV_NONE); int action_arg_number_min = - (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN : + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING : CA_ARG_MIN); int action_arg_number_max = - (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX : + (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER : action_type == CA_SET_LEVEL_GEMS ? 999 : action_type == CA_SET_LEVEL_TIME ? 9999 : action_type == CA_SET_LEVEL_SCORE ? 99999 : @@ -6913,7 +7338,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) CA_ARG_MAX); int action_arg_number_reset = - (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value : + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : action_type == CA_SET_LEVEL_TIME ? level.time : action_type == CA_SET_LEVEL_SCORE ? 0 : @@ -7113,8 +7538,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { int move_stepsize = TILEX / stored_player[i].move_delay_value; - if (action_arg == CA_ARG_SPEED_SLOWER || - action_arg == CA_ARG_SPEED_FASTER) + if (action_arg == CA_ARG_SPEED_FASTER && + stored_player[i].cannot_move) + { + action_arg_number = STEPSIZE_VERY_SLOW; + } + else if (action_arg == CA_ARG_SPEED_SLOWER || + action_arg == CA_ARG_SPEED_FASTER) { action_arg_number = 2; action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : @@ -7128,6 +7558,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) action_arg_number_min, action_arg_number_max); +#if 1 + SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE); +#else /* make sure that value is power of 2 */ move_stepsize = (1 << log_2(move_stepsize)); @@ -7136,6 +7569,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) stored_player[i].cannot_move = (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE); +#endif } } @@ -7232,27 +7666,36 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } + /* ---------- engine actions ------------------------------------------ */ + + case CA_SET_ENGINE_SCAN_MODE: + { + InitPlayfieldScanMode(action_arg); + + break; + } + default: break; } } -static void ChangeElementNowExt(struct ElementChangeInfo *change, - int x, int y, int target_element) +static void CreateFieldExt(int x, int y, int element, boolean is_change) { int previous_move_direction = MovDir[x][y]; #if USE_NEW_CUSTOM_VALUE int last_ce_value = CustomValue[x][y]; #endif - boolean add_player = (ELEM_IS_PLAYER(target_element) && + boolean add_player = (ELEM_IS_PLAYER(element) && IS_WALKABLE(Feld[x][y])); /* check if element under player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && - IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element)) { Bang(x, y); + return; } @@ -7263,7 +7706,7 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change, else RemoveField(x, y); - Feld[x][y] = target_element; + Feld[x][y] = element; ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -7285,17 +7728,28 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change, } /* "ChangeCount" not set yet to allow "entered by player" change one time */ - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); - ChangeCount[x][y]++; /* count number of changes in the same frame */ + if (is_change) + ChangeCount[x][y]++; /* count number of changes in the same frame */ TestIfBadThingTouchesPlayer(x, y); TestIfPlayerTouchesCustomElement(x, y); TestIfElementTouchesCustomElement(x, y); } -static boolean ChangeElementNow(int x, int y, int element, int page) +static void CreateField(int x, int y, int element) +{ + CreateFieldExt(x, y, element, FALSE); +} + +static void CreateElementFromChange(int x, int y, int element) +{ + CreateFieldExt(x, y, element, TRUE); +} + +static boolean ChangeElement(int x, int y, int element, int page) { struct ElementChangeInfo *change = &element_info[element].change_page[page]; int target_element; @@ -7418,7 +7872,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) content_element = change->target_content.e[xx][yy]; target_element = GET_TARGET_ELEMENT(content_element, change); - ChangeElementNowExt(change, ex, ey, target_element); + CreateElementFromChange(ex, ey, target_element); something_has_changed = TRUE; @@ -7439,7 +7893,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page) { target_element = GET_TARGET_ELEMENT(change->target_element, change); - ChangeElementNowExt(change, x, y, target_element); + if (element == EL_DIAGONAL_GROWING) + target_element = Store[x][y]; + + CreateElementFromChange(x, y, target_element); PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page); @@ -7453,7 +7910,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) #if USE_NEW_DELAYED_ACTION -static void ChangeElement(int x, int y, int page) +static void HandleElementChange(int x, int y, int page) { int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; @@ -7464,9 +7921,9 @@ static void ChangeElement(int x, int y, int page) !CAN_CHANGE_OR_HAS_ACTION(Back[x][y])) { printf("\n\n"); - printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", x, y, element, element_info[element].token_name); - printf("ChangeElement(): This should never happen!\n"); + printf("HandleElementChange(): This should never happen!\n"); printf("\n\n"); } #endif @@ -7531,7 +7988,7 @@ static void ChangeElement(int x, int y, int page) if (change->can_change) { - if (ChangeElementNow(x, y, element, page)) + if (ChangeElement(x, y, element, page)) { if (change->post_change_function) change->post_change_function(x, y); @@ -7545,7 +8002,7 @@ static void ChangeElement(int x, int y, int page) #else -static void ChangeElement(int x, int y, int page) +static void HandleElementChange(int x, int y, int page) { int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; @@ -7555,9 +8012,9 @@ static void ChangeElement(int x, int y, int page) if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); - printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + printf("HandleElementChange(): %d,%d: element = %d ('%s')\n", x, y, element, element_info[element].token_name); - printf("ChangeElement(): This should never happen!\n"); + printf("HandleElementChange(): This should never happen!\n"); printf("\n\n"); } #endif @@ -7614,7 +8071,7 @@ static void ChangeElement(int x, int y, int page) return; } - if (ChangeElementNow(x, y, element, page)) + if (ChangeElement(x, y, element, page)) { if (change->post_change_function) change->post_change_function(x, y); @@ -7624,7 +8081,7 @@ static void ChangeElement(int x, int y, int page) #endif -static boolean CheckTriggeredElementChangeExt(int x, int y, +static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, int trigger_element, int trigger_event, int trigger_player, @@ -7662,13 +8119,17 @@ static boolean CheckTriggeredElementChangeExt(int x, int y, change->actual_trigger_element = trigger_element; change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); change->actual_trigger_side = trigger_side; - change->actual_trigger_ce_value = CustomValue[x][y]; + change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; if ((change->can_change && !change_done) || change->has_action) { int x, y; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { if (Feld[x][y] == element) { @@ -7676,7 +8137,8 @@ static boolean CheckTriggeredElementChangeExt(int x, int y, { ChangeDelay[x][y] = 1; ChangeEvent[x][y] = trigger_event; - ChangeElement(x, y, p); + + HandleElementChange(x, y, p); } #if USE_NEW_DELAYED_ACTION else if (change->has_action) @@ -7778,7 +8240,8 @@ static boolean CheckElementChangeExt(int x, int y, { ChangeDelay[x][y] = 1; ChangeEvent[x][y] = trigger_event; - ChangeElement(x, y, p); + + HandleElementChange(x, y, p); change_done = TRUE; } @@ -8094,6 +8557,19 @@ void GameActions() WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); + InitPlayfieldScanModeVars(); + +#if USE_ONE_MORE_CHANGE_PER_FRAME + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } +#endif + if (network_playing && !network_player_action_received) { /* try to get network player actions in time */ @@ -8221,7 +8697,11 @@ void GameActions() } } +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { ChangeCount[x][y] = 0; ChangeEvent[x][y] = -1; @@ -8269,7 +8749,7 @@ void GameActions() GfxFrame[x][y]++; /* reset finished pushing action (not done in ContinueMoving() to allow - continous pushing animation for elements with zero push delay) */ + continuous pushing animation for elements with zero push delay) */ if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); @@ -8293,11 +8773,22 @@ void GameActions() #endif } +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); +#if 0 + printf("::: %d,%d\n", x, y); + + if (element == EL_ROCK) + printf("::: Yo man! Rocks can fall!\n"); +#endif + if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) @@ -8345,7 +8836,7 @@ void GameActions() { int page = element_info[element].event_page_nr[CE_DELAY]; #if 0 - ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); + HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); #else #if 0 @@ -8358,10 +8849,10 @@ void GameActions() #endif #if 1 - ChangeElement(x, y, page); + HandleElementChange(x, y, page); #else if (CAN_CHANGE(element)) - ChangeElement(x, y, page); + HandleElementChange(x, y, page); if (HAS_ACTION(element)) ExecuteCustomElementAction(x, y, element, page); @@ -8429,7 +8920,9 @@ void GameActions() CheckForDragon(x, y); else if (element == EL_EXPLOSION) ; /* drawing of correct explosion animation is handled separately */ - else if (element == EL_ELEMENT_SNAPPING) + else if (element == EL_ELEMENT_SNAPPING || + element == EL_DIAGONAL_SHRINKING || + element == EL_DIAGONAL_GROWING) { #if 1 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); @@ -8505,7 +8998,11 @@ void GameActions() { game.explosions_delayed = FALSE; +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; @@ -8539,7 +9036,11 @@ void GameActions() game.magic_wall_time_left--; if (!game.magic_wall_time_left) { +#if 1 + SCAN_PLAYFIELD(x, y) +#else for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) +#endif { element = Feld[x][y]; @@ -8848,11 +9349,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, { int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; +#if !USE_FIXED_DONT_RUN_INTO int element; +#endif int can_move; + boolean player_can_move = !player->cannot_move; if (!player->active || (!dx && !dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; player->MovDir = (dx < 0 ? MV_LEFT : dx > 0 ? MV_RIGHT : @@ -8860,9 +9364,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, dy > 0 ? MV_DOWN : MV_NONE); if (!IN_LEV_FIELD(new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; - if (player->cannot_move) + if (!player_can_move) { #if 1 if (player->MovPos == 0) @@ -8878,15 +9382,19 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, SnapField(player, 0, 0); #endif - return MF_NO_ACTION; +#if 0 + return MP_NO_ACTION; +#endif } if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) - return MF_NO_ACTION; + return MP_NO_ACTION; +#if !USE_FIXED_DONT_RUN_INTO element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); - if (DONT_RUN_INTO(element)) + /* (moved to DigField()) */ + if (player_can_move && DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { @@ -8900,16 +9408,26 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, else TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); - return MF_MOVING; + return MP_MOVING; } +#endif can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG); - if (can_move != MF_MOVING) +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (can_move == MP_DONT_RUN_INTO) + return MP_MOVING; +#endif +#endif + if (can_move != MP_MOVING) return can_move; +#if USE_FIXED_DONT_RUN_INTO +#endif + /* check if DigField() has caused relocation of the player */ if (player->jx != jx || player->jy != jy) - return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */ + return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */ StorePlayer[jx][jy] = 0; player->last_jx = jx; @@ -8933,14 +9451,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, ScrollPlayer(player, SCROLL_INIT); - return MF_MOVING; + return MP_MOVING; } boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; - int moved = MF_NO_ACTION; + int moved = MP_NO_ACTION; if (!player->active) return FALSE; @@ -9013,7 +9531,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) jx = player->jx; jy = player->jy; - if (moved & MF_MOVING && !ScreenMovPos && + if (moved & MP_MOVING && !ScreenMovPos && (player == local_player || !options.network)) { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; @@ -9084,7 +9602,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->StepFrame = 0; - if (moved & MF_MOVING) + if (moved & MP_MOVING) { if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); @@ -9592,6 +10110,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { @@ -9884,7 +10403,7 @@ void RemovePlayer(struct PlayerInfo *player) static void setFieldForSnapping(int x, int y, int element, int direction) { struct ElementInfo *ei = &element_info[element]; - int direction_bit = MV_DIR_BIT(direction); + int direction_bit = MV_DIR_TO_BIT(direction); int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit]; int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING : IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING); @@ -9944,6 +10463,8 @@ int DigField(struct PlayerInfo *player, { boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); boolean player_was_pushing = player->is_pushing; + boolean player_can_move = (!player->cannot_move && mode != DF_SNAP); + boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP); int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; @@ -9954,7 +10475,11 @@ int DigField(struct PlayerInfo *player, int opposite_direction = MV_DIR_OPPOSITE(move_direction); int dig_side = MV_DIR_OPPOSITE(move_direction); int old_element = Feld[jx][jy]; +#if USE_FIXED_DONT_RUN_INTO + int element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#else int element; +#endif int collect_count; if (is_player) /* function can also be called by EL_PENGUIN */ @@ -9973,12 +10498,14 @@ int DigField(struct PlayerInfo *player, player->is_switching = FALSE; player->push_delay = -1; - return MF_NO_ACTION; + return MP_NO_ACTION; } } +#if !USE_FIXED_DONT_RUN_INTO if (IS_MOVING(x, y) || IS_PLAYER(x, y)) - return MF_NO_ACTION; + return MP_NO_ACTION; +#endif if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) old_element = Back[jx][jy]; @@ -9988,36 +10515,97 @@ int DigField(struct PlayerInfo *player, game.engine_version >= VERSION_IDENT(2,2,0,0)) old_element = Back[jx][jy]; +#if 0 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + +#if 1 +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ + return MP_NO_ACTION; /* field has no opening in this direction */ if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) - return MF_NO_ACTION; /* field has no opening in this direction */ - - element = Feld[x][y]; -#if USE_NEW_CUSTOM_VALUE + return MP_NO_ACTION; /* field has no opening in this direction */ #if 1 - collect_count = element_info[element].collect_count_initial; -#else - collect_count = CustomValue[x][y]; -#endif +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && element == EL_ACID && move_direction == MV_DOWN) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); -#else - collect_count = element_info[element].collect_count_initial; + return MP_DONT_RUN_INTO; + } +#endif #endif #if 0 - if (element != EL_BLOCKED && - CustomValue[x][y] != element_info[element].collect_count_initial) - printf("::: %d: %d != %d\n", - element, - CustomValue[x][y], - element_info[element].collect_count_initial); +#if USE_FIXED_DONT_RUN_INTO + if (player_can_move && DONT_RUN_INTO(element)) + { + if (element == EL_ACID && dx == 0 && dy == 1) + { + SplashAcid(x, y); + Feld[jx][jy] = EL_PLAYER_1; + InitMovingField(jx, jy, MV_DOWN); + Store[jx][jy] = EL_ACID; + ContinueMoving(jx, jy); + BuryPlayer(player); + } + else + TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir); + + return MP_DONT_RUN_INTO; + } +#endif +#endif + +#if USE_FIXED_DONT_RUN_INTO + if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + return MP_NO_ACTION; +#endif + +#if !USE_FIXED_DONT_RUN_INTO + element = Feld[x][y]; #endif + collect_count = element_info[element].collect_count_initial; + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ - return MF_NO_ACTION; + return MP_NO_ACTION; + + if (game.engine_version < VERSION_IDENT(2,2,0,0)) + player_can_move = player_can_move_or_snap; if (mode == DF_SNAP && !IS_SNAPPABLE(element) && game.engine_version >= VERSION_IDENT(2,2,0,0)) @@ -10028,17 +10616,18 @@ int DigField(struct PlayerInfo *player, player->index_bit, dig_side); if (Feld[x][y] != element) /* field changed by snapping */ - return MF_ACTION; + return MP_ACTION; - return MF_NO_ACTION; + return MP_NO_ACTION; } if (game.gravity && is_player && !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 */ + return MP_NO_ACTION; /* player cannot walk here due to gravity */ - if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) + if (player_can_move && + IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) { int sound_element = SND_ELEMENT(element); int sound_action = ACTION_WALKING; @@ -10046,17 +10635,17 @@ int DigField(struct PlayerInfo *player, if (IS_RND_GATE(element)) { if (!player->key[RND_GATE_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (IS_RND_GATE_GRAY(element)) { if (!player->key[RND_GATE_GRAY_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (IS_RND_GATE_GRAY_ACTIVE(element)) { if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN || @@ -10075,28 +10664,29 @@ int DigField(struct PlayerInfo *player, else PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action); } - else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) + else if (player_can_move && + IS_PASSABLE(element) && canPassField(x, y, move_direction)) { if (!ACCESS_FROM(element, opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ + return MP_NO_ACTION; /* field not accessible from this direction */ if (CAN_MOVE(element)) /* only fixed elements can be passed! */ - return MF_NO_ACTION; + return MP_NO_ACTION; if (IS_EM_GATE(element)) { if (!player->key[EM_GATE_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (IS_EM_GATE_GRAY(element)) { if (!player->key[EM_GATE_GRAY_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (IS_EM_GATE_GRAY_ACTIVE(element)) { if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)]) - return MF_NO_ACTION; + return MP_NO_ACTION; } else if (IS_SP_PORT(element)) { @@ -10129,7 +10719,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundAction(x, y, ACTION_PASSING); } - else if (IS_DIGGABLE(element)) + else if (player_can_move_or_snap && IS_DIGGABLE(element)) { RemoveField(x, y); @@ -10159,7 +10749,7 @@ int DigField(struct PlayerInfo *player, player->index_bit, dig_side); } } - else if (IS_COLLECTIBLE(element)) + else if (player_can_move_or_snap && IS_COLLECTIBLE(element)) { RemoveField(x, y); @@ -10273,17 +10863,17 @@ int DigField(struct PlayerInfo *player, player->index_bit, dig_side); } } - else if (IS_PUSHABLE(element)) + else if (player_can_move_or_snap && IS_PUSHABLE(element)) { if (mode == DF_SNAP && element != EL_BD_ROCK) - return MF_NO_ACTION; + return MP_NO_ACTION; if (CAN_FALL(element) && dy) - return MF_NO_ACTION; + return MP_NO_ACTION; if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && !(element == EL_SPRING && level.use_spring_bug)) - return MF_NO_ACTION; + return MP_NO_ACTION; if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && ((move_direction & MV_VERTICAL && @@ -10296,12 +10886,12 @@ int DigField(struct PlayerInfo *player, IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) || (element_info[element].move_pattern & MV_DOWN && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))))) - return MF_NO_ACTION; + return MP_NO_ACTION; /* do not push elements already moving away faster than player */ if (CAN_MOVE(element) && MovDir[x][y] == move_direction && ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) - return MF_NO_ACTION; + return MP_NO_ACTION; if (game.engine_version >= VERSION_IDENT(3,1,0,0)) { @@ -10325,10 +10915,10 @@ int DigField(struct PlayerInfo *player, (IS_FREE(nextx, nexty) || (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && IS_SB_ELEMENT(element))))) - return MF_NO_ACTION; + return MP_NO_ACTION; if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) - return MF_NO_ACTION; + return MP_NO_ACTION; if (player->push_delay == -1) /* new pushing; restart delay */ player->push_delay = 0; @@ -10341,7 +10931,7 @@ int DigField(struct PlayerInfo *player, if (game.engine_version >= VERSION_IDENT(3,0,7,1)) player->move_delay = 0; - return MF_NO_ACTION; + return MP_NO_ACTION; } if (IS_SB_ELEMENT(element)) @@ -10411,7 +11001,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, player->index_bit, dig_side); - return MF_ACTION; + return MP_ACTION; } player->is_switching = TRUE; @@ -10432,7 +11022,11 @@ int DigField(struct PlayerInfo *player, { int xx, yy; - for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif { if (Feld[xx][yy] == EL_SP_DISK_YELLOW) Bang(xx, yy); @@ -10493,6 +11087,37 @@ int DigField(struct PlayerInfo *player, ResetGfxAnimation(x, y); DrawLevelField(x, y); } + else if (element == EL_EMC_MAGIC_BALL_SWITCH || + element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + { + int xx, yy; + + game.ball_state = !game.ball_state; + +#if 1 + SCAN_PLAYFIELD(xx, yy) +#else + for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++) +#endif + { + int e = Feld[xx][yy]; + + if (game.ball_state) + { + if (e == EL_EMC_MAGIC_BALL) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); + else if (e == EL_EMC_MAGIC_BALL_SWITCH) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE); + } + else + { + if (e == EL_EMC_MAGIC_BALL_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL); + else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE) + CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH); + } + } + } CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X, player->index_bit, dig_side); @@ -10503,7 +11128,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, player->index_bit, dig_side); - return MF_ACTION; + return MP_ACTION; } else { @@ -10529,7 +11154,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, player->index_bit, dig_side); - return MF_NO_ACTION; + return MP_NO_ACTION; } player->push_delay = -1; @@ -10540,7 +11165,7 @@ int DigField(struct PlayerInfo *player, player->is_collecting = !player->is_digging; } - return MF_MOVING; + return MP_MOVING; } boolean SnapField(struct PlayerInfo *player, int dx, int dy) @@ -10592,7 +11217,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_dropping = FALSE; - if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) + if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; player->is_snapping = TRUE; @@ -10631,7 +11256,7 @@ boolean DropElement(struct PlayerInfo *player) element can be dropped (this is especially important if the next element is dynamite, which can be placed on background for historical reasons) */ if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) - return MF_ACTION; + return MP_ACTION; if (IS_THROWABLE(drop_element)) {