X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=3e8a721b7fc743ea31aade60c3f63ab0322a3e1f;hb=891c39ca37c4fea5f6cc4ca40f913a56c68ef495;hp=007b3d14fc18c058b2f7af6f4c482cf5409b4e85;hpb=5fb8fb17649230a4c49de3de8164f8f3c07b1ed3;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 007b3d14..3e8a721b 100644 --- a/src/game.c +++ b/src/game.c @@ -32,12 +32,12 @@ #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 @@ -98,6 +98,8 @@ RND(element_info[e].push_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) +#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + (element_info[e].move_delay_random)) #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ @@ -161,6 +163,11 @@ /* forward declaration for internal use */ +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); @@ -169,17 +176,20 @@ static void KillHeroUnlessProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); +static void ChangeElement(int, int, int); static boolean CheckTriggeredElementSideChange(int, int, int, int, int); static boolean CheckTriggeredElementChange(int, int, int, int); static boolean CheckElementSideChange(int, int, int, int, int, int); static boolean CheckElementChange(int, int, int, int); -static void PlaySoundLevel(int, int, int); -static void PlaySoundLevelNearest(int, int, int); -static void PlaySoundLevelAction(int, int, int); -static void PlaySoundLevelElementAction(int, int, int, int); -static void PlaySoundLevelActionIfLoop(int, int, int); -static void StopSoundLevelActionIfLoop(int, int, int); +static void PlayLevelSound(int, int, int); +static void PlayLevelSoundNearest(int, int, int); +static void PlayLevelSoundAction(int, int, int); +static void PlayLevelSoundElementAction(int, int, int, int); +static void PlayLevelSoundElementActionIfLoop(int, int, int, int); +static void PlayLevelSoundActionIfLoop(int, int, int); +static void StopLevelSoundActionIfLoop(int, int, int); +static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); @@ -251,6 +261,22 @@ static struct ChangingElementInfo change_delay_list[] = NULL, NULL }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -655,7 +681,7 @@ static void InitField(int x, int y, boolean init_game) case EL_PIG: case EL_DRAGON: - MovDir[x][y] = 1 << RND(4); + GfxDir[x][y] = MovDir[x][y] = 1 << RND(4); break; #if 0 @@ -778,13 +804,19 @@ static void InitGameEngine() /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = - (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : INITIAL_MOVE_DELAY_OFF); /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + /* ---------- initialize player's initial push delay --------------------- */ + + /* dynamically adjust player properties according to game engine version */ + game.initial_push_delay_value = + (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1); + /* ---------- initialize changing elements ------------------------------- */ /* initialize changing elements information */ @@ -879,7 +911,7 @@ static void InitGameEngine() for (j=0; j < ei->num_change_pages; j++) { - if (!ei->change_page->can_change) + if (!ei->change_page[j].can_change) continue; if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) @@ -905,8 +937,8 @@ static void InitGameEngine() { if (!IS_CUSTOM_ELEMENT(i)) { - element_info[i].push_delay_fixed = 2; - element_info[i].push_delay_random = 8; + element_info[i].push_delay_fixed = game.default_push_delay_fixed; + element_info[i].push_delay_random = game.default_push_delay_random; } } @@ -1008,28 +1040,34 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; - player->Pushing = FALSE; - player->Switching = FALSE; player->GfxPos = 0; player->GfxDir = MV_NO_MOVING; player->GfxAction = ACTION_DEFAULT; player->Frame = 0; player->StepFrame = 0; - player->switch_x = -1; - player->switch_y = -1; - player->use_murphy_graphic = FALSE; - player->use_disk_red_graphic = FALSE; player->actual_frame_counter = 0; player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; player->is_waiting = FALSE; + player->is_moving = FALSE; player->is_digging = FALSE; + player->is_snapping = FALSE; player->is_collecting = FALSE; + player->is_pushing = FALSE; + player->is_switching = FALSE; + + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + + player->switch_x = -1; + player->switch_y = -1; player->show_envelope = 0; @@ -1037,9 +1075,7 @@ void InitGame() player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; - player->push_delay_value = 5; - - player->snapped = FALSE; + player->push_delay_value = game.initial_push_delay_value; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -1086,6 +1122,7 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; game.envelope_active = FALSE; @@ -1106,9 +1143,11 @@ void InitGame() 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; Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; AmoebaNr[x][y] = 0; - JustStopped[x][y] = 0; + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -1119,9 +1158,10 @@ void InitGame() ExplodeField[x][y] = EX_NO_EXPLOSION; GfxFrame[x][y] = 0; - GfxAction[x][y] = ACTION_DEFAULT; GfxRandom[x][y] = INIT_GFX_RANDOM(); GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } } @@ -1417,8 +1457,9 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + if (setup.sound_music) - PlayMusic(level_nr); + PlayLevelMusic(); KeyboardAutoRepeatOffUnlessAutoplay(); @@ -1428,6 +1469,10 @@ void InitGame() printf("Player %d %sactive.\n", i + 1, (stored_player[i].active ? "" : "not ")); } + +#if 0 + printf("::: starting game [%d]\n", FrameCounter); +#endif } void InitMovDir(int x, int y) @@ -1573,6 +1618,8 @@ void InitMovDir(int x, int y) } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1671,11 +1718,15 @@ void GameWon() } /* close exit door after last player */ - if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone) + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) { - Feld[ExitX][ExitY] = EL_EXIT_CLOSING; + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); - PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING); + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); } /* Hero disappears */ @@ -1813,6 +1864,7 @@ static void ResetGfxAnimation(int x, int y) { GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MovDir[x][y]; } void InitMovingField(int x, int y, int direction) @@ -1823,10 +1875,11 @@ void InitMovingField(int x, int y, int direction) int newx = x + dx; int newy = y + dy; - if (!JustStopped[x][y] || direction != MovDir[x][y]) + if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); MovDir[newx][newy] = MovDir[x][y] = direction; + GfxDir[x][y] = direction; if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; @@ -1837,8 +1890,9 @@ void InitMovingField(int x, int y, int direction) GfxAction[x][y] = ACTION_MOVING; GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -1917,10 +1971,12 @@ static void RemoveField(int x, int y) AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; Pushed[x][y] = FALSE; GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; + GfxDir[x][y] = MV_NO_MOVING; } void RemoveMovingField(int x, int y) @@ -2007,14 +2063,14 @@ void CheckDynamite(int x, int y) if (MovDelay[x][y] != 0) { DrawDynamite(x, y); - PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); return; } } #if 1 - StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE); + StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE); #else if (Feld[x][y] == EL_DYNAMITE_ACTIVE || Feld[x][y] == EL_SP_DISK_RED_ACTIVE) @@ -2030,21 +2086,32 @@ void RelocatePlayer(int x, int y, int element) { struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; +#if 1 + RemoveField(x, y); /* temporarily remove newly placed player */ + DrawLevelField(x, y); +#endif + if (player->present) { while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); FrameCounter++; - DrawAllPlayers(); + + DrawPlayer(player); + BackToFront(); + Delay(GAME_FRAME_DELAY); } - RemoveField(player->jx, player->jy); - DrawLevelField(player->jx, player->jy); + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; } + Feld[x][y] = element; InitPlayerField(x, y, element, TRUE); if (player == local_player) @@ -2076,7 +2143,7 @@ void RelocatePlayer(int x, int y, int element) ScrollLevel(dx, dy); DrawAllPlayers(); - /* scroll in to steps of half tile size to make things smoother */ + /* scroll in two steps of half tile size to make things smoother */ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); FlushDisplay(); Delay(GAME_FRAME_DELAY); @@ -2110,13 +2177,13 @@ void Explode(int ex, int ey, int phase, int mode) #if 0 /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ - if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) return; #endif if (mode == EX_NORMAL || mode == EX_CENTER) - PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) @@ -2165,7 +2232,7 @@ void Explode(int ex, int ey, int phase, int mode) #else if ((IS_INDESTRUCTIBLE(element) && - (game.engine_version < VERSION_IDENT(2,2,0) || + (game.engine_version < VERSION_IDENT(2,2,0,0) || (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || element == EL_FLAMES) continue; @@ -2287,6 +2354,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveField(x, y); #else MovDir[x][y] = MovPos[x][y] = 0; + GfxDir[x][y] = MovDir[x][y]; AmoebaNr[x][y] = 0; #endif #endif @@ -2374,7 +2442,11 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxDir[x][y] = MV_NO_MOVING; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); @@ -2496,12 +2568,12 @@ void Bang(int x, int y) #if 0 #if 1 - PlaySoundLevelAction(x, y, ACTION_EXPLODING); + PlayLevelSoundAction(x, y, ACTION_EXPLODING); #else if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING); else - PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); + PlayLevelSound(x, y, SND_ELEMENT_EXPLODING); #endif #endif @@ -2559,7 +2631,7 @@ void SplashAcid(int x, int y) if (element != EL_ACID_SPLASH_LEFT && element != EL_ACID_SPLASH_RIGHT) { - PlaySoundLevel(x, y, SND_ACID_SPLASHING); + PlayLevelSound(x, y, SND_ACID_SPLASHING); if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && (!IN_LEV_FIELD(x-1, y-1) || @@ -2759,9 +2831,9 @@ static void ToggleSwitchgateSwitch(int x, int y) { Feld[xx][yy] = EL_SWITCHGATE_CLOSING; #if 1 - PlaySoundLevelAction(xx, yy, ACTION_CLOSING); + PlayLevelSoundAction(xx, yy, ACTION_CLOSING); #else - PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING); + PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING); #endif } else if (element == EL_SWITCHGATE_CLOSED || @@ -2769,9 +2841,9 @@ static void ToggleSwitchgateSwitch(int x, int y) { Feld[xx][yy] = EL_SWITCHGATE_OPENING; #if 1 - PlaySoundLevelAction(xx, yy, ACTION_OPENING); + PlayLevelSoundAction(xx, yy, ACTION_OPENING); #else - PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING); + PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING); #endif } } @@ -2865,7 +2937,7 @@ static void ActivateTimegateSwitch(int x, int y) element == EL_TIMEGATE_CLOSING) { Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING); + PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING); } /* @@ -2923,7 +2995,7 @@ void Impact(int x, int y) MovPos[x][y + 1] <= TILEY / 2)); /* do not smash moving elements that left the smashed field in time */ - if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) object_hit = FALSE; @@ -2955,12 +3027,12 @@ void Impact(int x, int y) else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); + PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) { - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); return; } @@ -3001,7 +3073,7 @@ void Impact(int x, int y) game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; - PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ? + PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? SND_MAGIC_WALL_ACTIVATING : SND_BD_MAGIC_WALL_ACTIVATING)); } @@ -3065,20 +3137,20 @@ void Impact(int x, int y) else if (smashed == EL_NUT) { Feld[x][y + 1] = EL_NUT_BREAKING; - PlaySoundLevel(x, y, SND_NUT_BREAKING); + PlayLevelSound(x, y, SND_NUT_BREAKING); RaiseScoreElement(EL_NUT); return; } else if (smashed == EL_PEARL) { Feld[x][y + 1] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_PEARL_BREAKING); + PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } else if (smashed == EL_DIAMOND) { Feld[x][y + 1] = EL_DIAMOND_BREAKING; - PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); + PlayLevelSound(x, y, SND_DIAMOND_BREAKING); return; } else if (IS_BELT_SWITCH(smashed)) @@ -3118,19 +3190,19 @@ void Impact(int x, int y) Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) - PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING); + PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) - PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING); + PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); return; } /* play sound of object that hits the ground */ if (lastline || object_hit) - PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); } -void TurnRound(int x, int y) +inline static void TurnRoundExt(int x, int y) { static struct { @@ -3329,6 +3401,11 @@ void TurnRound(int x, int y) int rnd_value = 24; int rnd = RND(rnd_value); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) @@ -3343,8 +3420,25 @@ void TurnRound(int x, int y) xx = x + move_xy[MovDir[x][y]].x; yy = y + move_xy[MovDir[x][y]].y; +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y], + xx, yy, Feld[xx][yy], + FrameCounter); +#endif + +#if 1 + if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy)) + MovDir[x][y] = old_move_dir; +#else if (!IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; +#endif + +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif MovDelay[x][y] = 0; } @@ -3670,6 +3764,32 @@ void TurnRound(int x, int y) } } +static void TurnRound(int x, int y) +{ + int direction = MovDir[x][y]; + +#if 0 + GfxDir[x][y] = MovDir[x][y]; +#endif + + TurnRoundExt(x, y); + +#if 1 + GfxDir[x][y] = MovDir[x][y]; +#endif + + if (direction != MovDir[x][y]) + GfxFrame[x][y] = 0; + +#if 1 + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction); +#else + if (MovDelay[x][y]) + GfxAction[x][y] = ACTION_WAITING; +#endif +} + static boolean JustBeingPushed(int x, int y) { int i; @@ -3678,7 +3798,7 @@ static boolean JustBeingPushed(int x, int y) { struct PlayerInfo *player = &stored_player[i]; - if (player->active && player->Pushing && player->MovPos) + if (player->active && player->is_pushing && player->MovPos) { int next_jx = player->jx + (player->jx - player->last_jx); int next_jy = player->jy + (player->jy - player->last_jy); @@ -3693,16 +3813,21 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; if (Stop[x][y]) return; +#if 1 + if (MovDelay[x][y] == 0) + GfxAction[x][y] = ACTION_DEFAULT; +#else /* !!! this should be handled more generic (not only for mole) !!! */ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) GfxAction[x][y] = ACTION_DEFAULT; +#endif if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -3721,9 +3846,9 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_ROCK; #if 1 - PlaySoundLevelAction(x, y, ACTION_EMPTYING); + PlayLevelSoundAction(x, y, ACTION_EMPTYING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); + PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING); #endif } else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) @@ -3743,9 +3868,9 @@ void StartMoving(int x, int y) Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } } @@ -3758,9 +3883,9 @@ void StartMoving(int x, int y) Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; #if 1 - PlaySoundLevelAction(x, y, ACTION_FILLING); + PlayLevelSoundAction(x, y, ACTION_FILLING); #else - PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); + PlayLevelSound(x, y, SND_QUICKSAND_FILLING); #endif } else if (element == EL_MAGIC_WALL_FULL) @@ -3849,36 +3974,37 @@ void StartMoving(int x, int y) #endif } #if 1 - -#if 0 - /* TEST: bug where player gets not killed by falling rock ... */ - else if (CAN_SMASH(element) && - (Feld[x][y + 1] == EL_BLOCKED || - IS_PLAYER(x, y + 1)) && - JustStopped[x][y] && !Pushed[x][y + 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)) || + (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)))) #else #if 1 - else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + else if (game.engine_version < VERSION_IDENT(2,2,0,7) && CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - JustStopped[x][y] && !Pushed[x][y + 1]) + WasJustMoving[x][y] && !Pushed[x][y + 1]) #else else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && - JustStopped[x][y]) + WasJustMoving[x][y]) #endif #endif { - /* calling "Impact()" here is not only completely unneccessary - (because it already gets called from "ContinueMoving()" in - all relevant situations), but also completely bullshit, because - "JustStopped" also indicates a finished *horizontal* movement; - we must keep this trash for backwards compatibility with older - tapes */ + /* this is needed for a special case not covered by calling "Impact()" + from "ContinueMoving()": if an element moves to a tile directly below + another element which was just falling on that tile (which was empty + in the previous frame), the falling element above would just stop + instead of smashing the element below (in previous version, the above + element was just checked for "moving" instead of "falling", resulting + in incorrect smashes caused by horizontal movement of the above + element; also, the case of the player being the element to smash was + simply not covered here... :-/ ) */ Impact(x, y); } -#endif else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) @@ -3889,7 +4015,7 @@ void StartMoving(int x, int y) } else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { - if (JustStopped[x][y]) /* prevent animation from being restarted */ + if (WasJustFalling[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; InitMovingField(x, y, MV_DOWN); @@ -3908,13 +4034,13 @@ void StartMoving(int x, int y) else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) #else else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && - !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && + !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { @@ -4003,6 +4129,11 @@ void StartMoving(int x, int y) #endif #endif +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter); +#endif + if (!MovDelay[x][y]) /* start new movement phase */ { /* all objects that can change their move direction after each step @@ -4017,6 +4148,11 @@ void StartMoving(int x, int y) { TurnRound(x, y); +#if 0 + if (FrameCounter < 1 && x == 0 && y == 29) + printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter); +#endif + if (MovDelay[x][y] && (element == EL_BUG || element == EL_SPACESHIP || element == EL_SP_SNIKSNAK || @@ -4045,7 +4181,13 @@ void StartMoving(int x, int y) /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ ResetGfxAnimation(x, y); #endif + +#if 0 + if (GfxAction[x][y] != ACTION_WAITING) + printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]); + GfxAction[x][y] = ACTION_WAITING; +#endif } if (element == EL_ROBOT || @@ -4060,7 +4202,7 @@ void StartMoving(int x, int y) #else DrawLevelElementAnimationIfNeeded(x, y, element); #endif - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); @@ -4074,12 +4216,27 @@ void StartMoving(int x, int y) dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT : dir == MV_UP ? IMG_FLAMES_1_UP : dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY); - int frame = getGraphicAnimationFrame(graphic, -1); + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); - for (i=1; i<=3; i++) +#if 0 + printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]); +#endif + + GfxAction[x][y] = ACTION_ATTACKING; + + if (IS_PLAYER(x, y)) + DrawPlayerField(x, y); + else + DrawLevelField(x, y); + + PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING); + + for (i=1; i <= 3; i++) { - int xx = x + i*dx, yy = y + i*dy; - int sx = SCREENX(xx), sy = SCREENY(yy); + int xx = x + i * dx; + int yy = y + i * dy; + int sx = SCREENX(xx); + int sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) @@ -4096,7 +4253,10 @@ void StartMoving(int x, int y) Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) + { + DrawLevelFieldCrumbledSand(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); + } } else { @@ -4109,15 +4269,17 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); return; } +#if 0 /* special case of "moving" animation of waiting elements (FIX THIS !!!); for all other elements GfxAction will be set by InitMovingField() */ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) GfxAction[x][y] = ACTION_MOVING; +#endif } /* now make next step */ @@ -4157,7 +4319,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_EMPTY; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING); + PlayLevelSound(newx, newy, SND_PENGUIN_PASSING); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0); @@ -4173,7 +4335,7 @@ void StartMoving(int x, int y) if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); else - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; } else if (!IS_FREE(newx, newy)) { @@ -4198,7 +4360,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_PIG_DIGGING); + PlayLevelSound(x, y, SND_PIG_DIGGING); } else if (!IS_FREE(newx, newy)) { @@ -4217,14 +4379,15 @@ void StartMoving(int x, int y) DrawPlayerField(x, y); else DrawLevelField(x, y); + return; } else { boolean wanna_flame = !RND(10); int dx = newx - x, dy = newy - y; - int newx1 = newx+1*dx, newy1 = newy+1*dy; - int newx2 = newx+2*dx, newy2 = newy+2*dy; + int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy; + int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy; int element1 = (IN_LEV_FIELD(newx1, newy1) ? MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL); int element2 = (IN_LEV_FIELD(newx2, newy2) ? @@ -4236,19 +4399,26 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + PlayLevelSound(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; + Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) Feld[newx2][newy2] = EL_FLAMES; + return; } } @@ -4264,7 +4434,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) @@ -4285,7 +4455,7 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } - PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING); + PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING); } else if ((element == EL_PACMAN || element == EL_MOLE) && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) @@ -4301,7 +4471,7 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; - PlaySoundLevel(x, y, SND_MOLE_DIGGING); + PlayLevelSound(x, y, SND_MOLE_DIGGING); ResetGfxAnimation(x, y); GfxAction[x][y] = ACTION_DIGGING; @@ -4314,7 +4484,7 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_EMPTY; DrawLevelField(newx, newy); - PlaySoundLevel(x, y, SND_PACMAN_DIGGING); + PlayLevelSound(x, y, SND_PACMAN_DIGGING); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -4353,7 +4523,7 @@ void StartMoving(int x, int y) TestIfBadThingTouchesHero(x, y); #if 0 - PlaySoundLevelAction(x, y, ACTION_WAITING); + PlayLevelSoundAction(x, y, ACTION_WAITING); #endif return; @@ -4361,7 +4531,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, ACTION_MOVING); + PlayLevelSoundAction(x, y, ACTION_MOVING); } if (MovDir[x][y]) @@ -4383,162 +4553,181 @@ void ContinueMoving(int x, int y) if (pushed) /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + DrawLevelField(x, y); - if (element == EL_MOLE) - { - Feld[x][y] = EL_SAND; + return; /* element is still moving */ + } - DrawLevelFieldCrumbledSandNeighbours(x, y); - } - else if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; + /* element reached destination field */ - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - Back[x][y] = Back[newx][newy] = 0; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } + if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - ChangeDelay[x][y] = 0; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + Back[x][y] = Back[newx][newy] = 0; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } + + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; + + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */ - Pushed[x][y] = Pushed[newx][newy] = FALSE; + Pushed[x][y] = Pushed[newx][newy] = FALSE; - ResetGfxAnimation(x, y); /* reset animation values for old field */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; #else #if 0 - /* (does not work for falling objects that slide horizontally) */ - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; #else - /* - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; - */ + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN)) + GfxDir[x][y] = MovDir[newx][newy] = 0; - if (!CAN_MOVE(element) || - (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); + + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & direction)) + TurnRound(newx, newy); - /* prevent pushed element from moving on in pushed direction */ - if (pushed && CAN_MOVE(element) && - element_info[element].move_pattern & MV_ANY_DIRECTION && - !(element_info[element].move_pattern & MovDir[newx][newy])) - TurnRound(newx, newy); + if (!pushed) /* special case: moving object pushed by player */ + { + WasJustMoving[newx][newy] = 3; - if (!pushed) /* special case: moving object pushed by player */ - JustStopped[newx][newy] = 3; + if (CAN_FALL(element) && direction == MV_DOWN) + WasJustFalling[newx][newy] = 3; + } - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ + { + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); + if (!IS_CUSTOM_ELEMENT(element)) + TestIfBadThingTouchesOtherBadThing(newx, newy); + } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); - if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) - CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1); + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); #if 1 - TestIfElementTouchesCustomElement(x, y); /* for empty space */ + TestIfElementTouchesCustomElement(x, y); /* for empty space */ #endif - TestIfPlayerTouchesCustomElement(newx, newy); - TestIfElementTouchesCustomElement(newx, newy); - } - else /* still moving on */ - { - DrawLevelField(x, y); - } +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementSideChange(newx, newy, Feld[newx][newy], direction, + CE_COLLISION, -1); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -4647,7 +4836,7 @@ void AmoebeUmwandeln(int ax, int ay) } } } - PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ? + PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ? SND_AMOEBA_TURNING_TO_GEM : SND_AMOEBA_TURNING_TO_ROCK)); Bang(ax, ay); @@ -4672,7 +4861,7 @@ void AmoebeUmwandeln(int ax, int ay) if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND) { - PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ? + PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ? SND_AMOEBA_TURNING_TO_GEM : SND_AMOEBA_TURNING_TO_ROCK)); Bang(x, y); @@ -4715,7 +4904,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) } if (done) - PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ? + PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ? SND_BD_AMOEBA_TURNING_TO_ROCK : SND_BD_AMOEBA_TURNING_TO_GEM)); } @@ -4732,12 +4921,12 @@ void AmoebeWaechst(int x, int y) if (DelayReached(&sound_delay, sound_delay_value)) { #if 1 - PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING); + PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING); #else if (Store[x][y] == EL_BD_AMOEBA) - PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING); + PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING); else - PlaySoundLevel(x, y, SND_AMOEBA_GROWING); + PlayLevelSound(x, y, SND_AMOEBA_GROWING); #endif sound_delay_value = 30; } @@ -4937,9 +5126,9 @@ void AmoebeAbleger(int ax, int ay) { Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */ #if 1 - PlaySoundLevelAction(newax, neway, ACTION_GROWING); + PlayLevelSoundAction(newax, neway, ACTION_GROWING); #else - PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING); + PlayLevelSound(newax, neway, SND_AMOEBA_GROWING); #endif } else @@ -5028,7 +5217,7 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : + PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING : SND_GAME_OF_LIFE_GROWING); } @@ -5039,7 +5228,7 @@ static void InitRobotWheel(int x, int y) static void RunRobotWheel(int x, int y) { - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE); + PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE); } static void StopRobotWheel(int x, int y) @@ -5055,7 +5244,7 @@ static void InitTimegateWheel(int x, int y) static void RunTimegateWheel(int x, int y) { - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE); + PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE); } void CheckExit(int x, int y) @@ -5078,7 +5267,7 @@ void CheckExit(int x, int y) Feld[x][y] = EL_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING); } void CheckExitSP(int x, int y) @@ -5094,9 +5283,12 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; - PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); + PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } static void CloseAllOpenTimegates() @@ -5113,9 +5305,9 @@ static void CloseAllOpenTimegates() { Feld[x][y] = EL_TIMEGATE_CLOSING; #if 1 - PlaySoundLevelAction(x, y, ACTION_CLOSING); + PlayLevelSoundAction(x, y, ACTION_CLOSING); #else - PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING); + PlayLevelSound(x, y, SND_TIMEGATE_CLOSING); #endif } } @@ -5177,7 +5369,7 @@ void MauerWaechst(int x, int y) if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { - int graphic = el_dir2img(Feld[x][y], MovDir[x][y]); + int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]); int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]); DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); @@ -5208,7 +5400,7 @@ void MauerWaechst(int x, int y) Feld[x][y] = Store[x][y]; Store[x][y] = 0; - MovDir[x][y] = MV_NO_MOVING; + GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING; DrawLevelField(x, y); } } @@ -5253,7 +5445,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay-1] = element; - MovDir[ax][ay-1] = MV_UP; + GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) DrawGraphic(SCREENX(ax), SCREENY(ay - 1), IMG_EXPANDABLE_WALL_GROWING_UP, 0); @@ -5263,7 +5455,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING; Store[ax][ay+1] = element; - MovDir[ax][ay+1] = MV_DOWN; + GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) DrawGraphic(SCREENX(ax), SCREENY(ay + 1), IMG_EXPANDABLE_WALL_GROWING_DOWN, 0); @@ -5279,7 +5471,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax-1][ay] = element; - MovDir[ax-1][ay] = MV_LEFT; + GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT; if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) DrawGraphic(SCREENX(ax - 1), SCREENY(ay), IMG_EXPANDABLE_WALL_GROWING_LEFT, 0); @@ -5290,7 +5482,7 @@ void MauerAbleger(int ax, int ay) { Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING; Store[ax+1][ay] = element; - MovDir[ax+1][ay] = MV_RIGHT; + GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT; if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) DrawGraphic(SCREENX(ax + 1), SCREENY(ay), IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0); @@ -5319,9 +5511,9 @@ void MauerAbleger(int ax, int ay) if (new_wall) #if 1 - PlaySoundLevelAction(ax, ay, ACTION_GROWING); + PlayLevelSoundAction(ax, ay, ACTION_GROWING); #else - PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING); + PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING); #endif } @@ -5405,7 +5597,7 @@ static void WarnBuggyBase(int x, int y) if (IS_PLAYER(xx, yy)) { - PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE); + PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); break; } @@ -5419,7 +5611,7 @@ static void InitTrap(int x, int y) static void ActivateTrap(int x, int y) { - PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); + PlayLevelSound(x, y, SND_TRAP_ACTIVATING); } static void ChangeActiveTrap(int x, int y) @@ -5576,14 +5768,14 @@ static boolean ChangeElementNow(int x, int y, int element, int page) } if (something_has_changed) - PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } } else { ChangeElementNowExt(x, y, change->target_element); - PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } return TRUE; @@ -5592,7 +5784,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page) static void ChangeElement(int x, int y, int page) { int element = MovingOrBlocked2Element(x, y); - struct ElementChangeInfo *change = &element_info[element].change_page[page]; + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; #if 0 #ifdef DEBUG @@ -5623,7 +5816,7 @@ static void ChangeElement(int x, int y, int page) if (ChangeDelay[x][y] != 0) /* continue element change */ { - int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); @@ -5633,9 +5826,16 @@ static void ChangeElement(int x, int y, int page) } else /* finish element change */ { + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + } + if (IS_MOVING(x, y)) /* never change a running system ;-) */ { ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ return; } @@ -5672,9 +5872,19 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, { struct ElementChangeInfo *change = &element_info[element].change_page[j]; - if (change->sides & trigger_side && + if (change->can_change && +#if 1 + change->events & CH_EVENT_BIT(trigger_event) && +#endif + change->sides & trigger_side && change->trigger_element == trigger_element) { +#if 0 + if (!(change->events & CH_EVENT_BIT(trigger_event))) + printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", + trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); +#endif + change_element = TRUE; page = j; @@ -5741,10 +5951,65 @@ static boolean CheckElementChange(int x, int y, int element, int trigger_event) return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1); } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) +{ + boolean was_waiting = player->is_waiting; + + if (is_waiting) + { + int jx = player->jx, jy = player->jy; + int element = player->element_nr; + int action; + + if (!was_waiting) /* not waiting -> waiting */ + { + player->is_waiting = TRUE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = + (FrameCounter + + game.player_boring_delay_fixed + + SimpleRND(game.player_boring_delay_random)); + player->frame_counter_sleeping = + (FrameCounter + + game.player_sleeping_delay_fixed + + SimpleRND(game.player_sleeping_delay_random)); + + InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); + } + + if (FrameCounter >= player->frame_counter_bored) + player->is_bored = TRUE; + if (FrameCounter >= player->frame_counter_sleeping) + player->is_sleeping = TRUE; + + action = (player->is_sleeping ? ACTION_SLEEPING : + player->is_bored ? ACTION_BORING : ACTION_WAITING); + + if (!was_waiting) + PlayLevelSoundElementAction(jx, jy, element, action); + else + PlayLevelSoundElementActionIfLoop(jx, jy, element, action); + } + else if (was_waiting) /* waiting -> not waiting */ + { + player->is_waiting = FALSE; + player->is_bored = FALSE; + player->is_sleeping = FALSE; + + player->frame_counter_bored = -1; + player->frame_counter_sleeping = -1; + } +} + +#if 1 +static byte PlayerActions(struct PlayerInfo *player, byte player_action) { +#if 0 static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; +#endif boolean moved = FALSE, snapped = FALSE, dropped = FALSE; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; @@ -5755,14 +6020,24 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) int dx = (left ? -1 : right ? 1 : 0); int dy = (up ? -1 : down ? 1 : 0); +#if 0 stored_player_action[player->index_nr] = 0; num_stored_actions++; +#endif + +#if 0 + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); +#endif if (!player->active || tape.pausing) - return; + return 0; if (player_action) { +#if 0 + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); +#endif + if (button1) snapped = SnapField(player, dx, dy); else @@ -5770,7 +6045,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (button2) dropped = DropElement(player); - moved = MoveFigure(player, dx, dy); + moved = MovePlayer(player, dx, dy); } if (tape.single_step && tape.recording && !tape.pausing) @@ -5782,10 +6057,20 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } + SetPlayerWaiting(player, FALSE); + +#if 1 + return player_action; +#else stored_player_action[player->index_nr] = player_action; +#endif } else { +#if 0 + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); +#endif + /* no actions for this player (no input at player's configured device) */ DigField(player, 0, 0, 0, 0, DF_NO_PUSH); @@ -5793,27 +6078,112 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) CheckGravityMovement(player); if (player->MovPos == 0) - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + SetPlayerWaiting(player, TRUE); if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; + + return 0; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS) { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + TapeRecordAction(stored_player_action); num_stored_actions = 0; } +#endif } -void GameActions() +#else + +static void PlayerActions(struct PlayerInfo *player, byte player_action) { - static unsigned long action_delay = 0; + static byte stored_player_action[MAX_PLAYERS]; + static int num_stored_actions = 0; + boolean moved = FALSE, snapped = FALSE, dropped = FALSE; + int left = player_action & JOY_LEFT; + int right = player_action & JOY_RIGHT; + int up = player_action & JOY_UP; + int down = player_action & JOY_DOWN; + int button1 = player_action & JOY_BUTTON_1; + int button2 = player_action & JOY_BUTTON_2; + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); + + stored_player_action[player->index_nr] = 0; + num_stored_actions++; + + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); + + if (!player->active || tape.pausing) + return; + + if (player_action) + { + printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); + + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = MovePlayer(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + stored_player_action[player->index_nr] = player_action; + } + else + { + printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter); + + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; + } + + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter); + + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +} +#endif + +void GameActions() +{ + static unsigned long action_delay = 0; unsigned long action_delay_value; int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; +#if 1 + byte tape_action[MAX_PLAYERS]; +#endif if (game_status != GAME_MODE_PLAYING) return; @@ -5858,6 +6228,10 @@ void GameActions() if (tape.pausing) return; +#if 0 + printf("::: getting new tape action [%d]\n", FrameCounter); +#endif + recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; ieffective_action = summarized_player_action; - for (i=0; ijx; int y = player->jy; - if (player->active && player->Pushing && player->is_moving && + if (player->active && player->is_pushing && player->is_moving && IS_MOVING(x, y)) { ContinueMoving(x, y); @@ -5931,9 +6314,21 @@ void GameActions() Changed[x][y] = CE_BITMASK_DEFAULT; ChangeEvent[x][y] = CE_BITMASK_DEFAULT; +#if DEBUG + if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) + { + printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y); + printf("GameActions(): This should never happen!\n"); + + ChangePage[x][y] = -1; + } +#endif + Stop[x][y] = FALSE; - if (JustStopped[x][y] > 0) - JustStopped[x][y]--; + if (WasJustMoving[x][y] > 0) + WasJustMoving[x][y]--; + if (WasJustFalling[x][y] > 0) + WasJustFalling[x][y]--; GfxFrame[x][y]++; @@ -5968,7 +6363,7 @@ void GameActions() { element = Feld[x][y]; #if 1 - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); #else graphic = el2img(element); #endif @@ -5992,7 +6387,7 @@ void GameActions() SetRandomAnimationValue(x, y); #if 1 - PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]); + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); #endif if (IS_INACTIVE(element)) @@ -6005,11 +6400,22 @@ void GameActions() #if 1 /* this may take place after moving, so 'element' may have changed */ +#if 0 if (IS_CHANGING(x, y)) +#else + if (IS_CHANGING(x, y) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) +#endif { +#if 0 + ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : + element_info[element].event_page_nr[CE_DELAY]); +#else ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); +#endif + element = Feld[x][y]; - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } #endif @@ -6018,7 +6424,7 @@ void GameActions() StartMoving(x, y); #if 1 - graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); #if 0 if (element == EL_MOLE) printf("::: %d, %d, %d [%d]\n", @@ -6038,6 +6444,11 @@ void GameActions() { DrawLevelGraphicAnimationIfNeeded(x, y, graphic); +#if 0 + if (element == EL_BUG) + printf("::: %d, %d\n", graphic, GfxFrame[x][y]); +#endif + #if 0 if (element == EL_MOLE) printf("::: %d, %d\n", graphic, GfxFrame[x][y]); @@ -6106,7 +6517,7 @@ void GameActions() #endif if (IS_BELT_ACTIVE(element)) - PlaySoundLevelAction(x, y, ACTION_ACTIVE); + PlayLevelSoundAction(x, y, ACTION_ACTIVE); if (game.magic_wall_active) { @@ -6196,9 +6607,9 @@ void GameActions() if (element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) - PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); else - PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); + PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } if (game.magic_wall_time_left > 0) @@ -6252,9 +6663,9 @@ void GameActions() if (SHIELD_ON(player)) { if (player->shield_deadly_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE); else if (player->shield_normal_time_left) - PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); + PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE); } } @@ -6425,7 +6836,7 @@ void ScrollLevel(int dx, int dy) static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -6453,15 +6864,16 @@ static void CheckGravityMovement(struct PlayerInfo *player) } /* - MoveFigureOneStep() + MovePlayerOneStep() ----------------------------------------------------------------------------- dx, dy: direction (non-diagonal) to try to move the player to real_dx, real_dy: direction as read from input device (can be diagonal) */ -boolean MoveFigureOneStep(struct PlayerInfo *player, +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { +#if 0 static int change_sides[4][2] = { /* enter side leave side */ @@ -6476,6 +6888,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, dy == +1 ? MV_DOWN : MV_NO_MOVING); int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; +#endif int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; int element; @@ -6536,9 +6949,9 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + ScrollPlayer(player, SCROLL_INIT); -#if 1 +#if 0 if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) { CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, @@ -6559,7 +6972,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; @@ -6598,7 +7011,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); FrameCounter++; DrawAllPlayers(); @@ -6610,13 +7023,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -6695,7 +7108,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) #if 1 InitPlayerGfxAnimation(player, ACTION_DEFAULT); #else - if (!(moved & MF_MOVING) && !player->Pushing) + if (!(moved & MF_MOVING) && !player->is_pushing) player->Frame = 0; #endif #endif @@ -6714,12 +7127,50 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; #if 1 - player->snapped = FALSE; + player->is_snapping = FALSE; #endif #if 1 - player->Switching = FALSE; + player->is_switching = FALSE; #endif + + +#if 1 + { + static int change_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_direction = player->MovDir; + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; + +#if 1 + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) + { + CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_OTHER_GETS_LEFT); + CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_ENTERED_BY_PLAYER, -1); + } +#endif + + } +#endif + + } else { @@ -6731,8 +7182,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->is_moving = FALSE; } - TestIfHeroTouchesBadThing(jx, jy); - TestIfPlayerTouchesCustomElement(jx, jy); + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) RemoveHero(player); @@ -6740,7 +7194,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; @@ -6794,16 +7248,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#if 1 + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#endif + + if (!player->active) + RemoveHero(player); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -6840,9 +7307,6 @@ void ScrollScreen(struct PlayerInfo *player, int mode) void TestIfPlayerTouchesCustomElement(int x, int y) { -#if 0 - static boolean check_changing = FALSE; -#endif static int xy[4][2] = { { 0, -1 }, @@ -6858,68 +7322,65 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ int i; -#if 0 - if (check_changing) /* prevent this function from running into a loop */ - return; - - check_changing = TRUE; -#endif - for (i=0; i<4; i++) { int xx = x + xy[i][0]; int yy = y + xy[i][1]; int center_side = change_sides[i][0]; int border_side = change_sides[i][1]; + int border_element; if (!IN_LEV_FIELD(xx, yy)) continue; -#if 1 if (IS_PLAYER(x, y)) { - CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side, + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + CheckTriggeredElementSideChange(xx, yy, border_element, border_side, CE_OTHER_GETS_TOUCHED); - CheckElementSideChange(xx, yy, Feld[xx][yy], border_side, + CheckElementSideChange(xx, yy, border_element, border_side, CE_TOUCHED_BY_PLAYER, -1); } else if (IS_PLAYER(xx, yy)) { - CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side, + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + CheckTriggeredElementSideChange(x, y, center_element, center_side, CE_OTHER_GETS_TOUCHED); - CheckElementSideChange(x, y, Feld[x][y], center_side, + CheckElementSideChange(x, y, center_element, center_side, CE_TOUCHED_BY_PLAYER, -1); break; } -#else - if (IS_PLAYER(x, y)) - { - CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); - CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); - } - else if (IS_PLAYER(xx, yy)) - { - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); - CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); - - break; - } -#endif } - -#if 0 - check_changing = FALSE; -#endif } void TestIfElementTouchesCustomElement(int x, int y) { -#if 0 - static boolean check_changing = FALSE; -#endif static int xy[4][2] = { { 0, -1 }, @@ -6935,18 +7396,18 @@ void TestIfElementTouchesCustomElement(int x, int y) { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; boolean change_center_element = FALSE; int center_element_change_page = 0; - int center_element = Feld[x][y]; + int center_element = Feld[x][y]; /* should always be non-moving! */ int i, j; -#if 0 - if (check_changing) /* prevent this function from running into a loop */ - return; - - check_changing = TRUE; -#endif - for (i=0; i<4; i++) { int xx = x + xy[i][0]; @@ -6958,7 +7419,14 @@ void TestIfElementTouchesCustomElement(int x, int y) if (!IN_LEV_FIELD(xx, yy)) continue; - border_element = Feld[xx][yy]; + if (game.engine_version < VERSION_IDENT(3,0,7,0)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ /* check for change of center element (but change it only once) */ if (IS_CUSTOM_ELEMENT(center_element) && @@ -6970,7 +7438,8 @@ void TestIfElementTouchesCustomElement(int x, int y) struct ElementChangeInfo *change = &element_info[center_element].change_page[j]; - if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && change->sides & border_side && change->trigger_element == border_element) { @@ -6991,7 +7460,8 @@ void TestIfElementTouchesCustomElement(int x, int y) struct ElementChangeInfo *change = &element_info[border_element].change_page[j]; - if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && change->sides & center_side && change->trigger_element == center_element) { @@ -7006,10 +7476,6 @@ void TestIfElementTouchesCustomElement(int x, int y) if (change_center_element) CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, CE_OTHER_IS_TOUCHING, center_element_change_page); - -#if 0 - check_changing = FALSE; -#endif } void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) @@ -7087,6 +7553,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -7126,6 +7599,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; @@ -7145,24 +7624,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_PROTECTED(kill_x, kill_y)) @@ -7269,11 +7730,11 @@ void BuryHero(struct PlayerInfo *player) return; #if 1 - PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); + PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING); #else - PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); + PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING); #endif - PlaySoundLevel(jx, jy, SND_GAME_LOSING); + PlayLevelSound(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -7348,7 +7809,7 @@ int DigField(struct PlayerInfo *player, CH_SIDE_BOTTOM, /* moving up */ CH_SIDE_TOP, /* moving down */ }; - boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; @@ -7366,11 +7827,11 @@ int DigField(struct PlayerInfo *player, } if (player->MovPos == 0) /* last pushing move finished */ - player->Pushing = FALSE; + player->is_pushing = FALSE; if (mode == DF_NO_PUSH) /* player just stopped pushing */ { - player->Switching = FALSE; + player->is_switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; @@ -7383,7 +7844,7 @@ int DigField(struct PlayerInfo *player, if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) #else if (IS_TUBE(Feld[jx][jy]) || - (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))) #endif { int i = 0; @@ -7418,146 +7879,11 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; if (mode == DF_SNAP && !IS_SNAPPABLE(element) && - game.engine_version >= VERSION_IDENT(2,2,0)) + game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; switch (element) { -#if 0 - case EL_ROBOT_WHEEL: - Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; - ZX = x; - ZY = y; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); - return MF_ACTION; - break; -#endif - -#if 0 - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) -#endif - { - player->Switching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; -#endif - -#if 0 - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: -#if 1 - if (!PLAYER_SWITCHING(player, x, y)) -#else - if (!player->Switching) -#endif - { - player->Switching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; -#endif - -#if 0 - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: -#if 1 - if (!PLAYER_SWITCHING(player, x, y)) -#else - if (!player->Switching) -#endif - { - player->Switching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; -#endif - -#if 0 - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); - - return MF_ACTION; - break; -#endif - -#if 0 - case EL_BALLOON_SWITCH_LEFT: - case EL_BALLOON_SWITCH_RIGHT: - case EL_BALLOON_SWITCH_UP: - case EL_BALLOON_SWITCH_DOWN: - case EL_BALLOON_SWITCH_ANY: - if (element == EL_BALLOON_SWITCH_ANY) - game.balloon_dir = move_direction; - else - game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : - element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : - element == EL_BALLOON_SWITCH_UP ? MV_UP : - element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : - MV_NO_MOVING); - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); - - return MF_ACTION; - break; -#endif - case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -7597,13 +7923,13 @@ int DigField(struct PlayerInfo *player, element == EL_SP_GRAVITY_PORT_RIGHT || element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) - level.gravity = !level.gravity; + game.gravity = !game.gravity; /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING); + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; case EL_TUBE_ANY: @@ -7645,31 +7971,10 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); + PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING); } break; -#if 0 - case EL_LAMP: - Feld[x][y] = EL_LAMP_ACTIVE; - local_player->lights_still_needed--; - DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); - return MF_ACTION; - break; -#endif - -#if 0 - case EL_TIME_ORB_FULL: - Feld[x][y] = EL_TIME_ORB_EMPTY; - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); - return MF_ACTION; - break; -#endif - default: if (IS_WALKABLE(element)) @@ -7686,7 +7991,9 @@ int DigField(struct PlayerInfo *player, if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; } - else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) { sound_action = ACTION_PASSING; /* player is passing exit */ } @@ -7697,9 +8004,9 @@ int DigField(struct PlayerInfo *player, /* play sound from background or player, whatever is available */ if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlaySoundLevelElementAction(x, y, element, sound_action); + PlayLevelSoundElementAction(x, y, element, sound_action); else - PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); + PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); break; } @@ -7728,7 +8035,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevelAction(x, y, ACTION_PASSING); + PlayLevelSoundAction(x, y, ACTION_PASSING); break; } @@ -7747,11 +8054,14 @@ int DigField(struct PlayerInfo *player, player->is_digging = TRUE; } - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); - TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif break; } @@ -7783,8 +8093,6 @@ int DigField(struct PlayerInfo *player, if (player->inventory_size < MAX_INVENTORY_SIZE) player->inventory_element[player->inventory_size++] = element; - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->inventory_size, 3), FONT_TEXT_2); } @@ -7844,11 +8152,14 @@ int DigField(struct PlayerInfo *player, } RaiseScoreElement(element); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); - TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#if 1 + if (mode == DF_SNAP) + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif break; } @@ -7864,6 +8175,21 @@ int DigField(struct PlayerInfo *player, !(element == EL_SPRING && use_spring_bug)) return MF_NO_ACTION; +#if 1 + if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 && + ((move_direction & MV_VERTICAL && + ((element_info[element].move_pattern & MV_LEFT && + IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) || + (element_info[element].move_pattern & MV_RIGHT && + IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) || + (move_direction & MV_HORIZONTAL && + ((element_info[element].move_pattern & MV_UP && + 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; +#endif + #if 1 /* do not push elements already moving away faster than player */ if (CAN_MOVE(element) && MovDir[x][y] == move_direction && @@ -7873,11 +8199,38 @@ int DigField(struct PlayerInfo *player, if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) return MF_NO_ACTION; #endif - if (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) + { + if (!player->is_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + + /* + if (game.engine_version >= VERSION_IDENT(2,2,0,7) && + (game.engine_version < VERSION_IDENT(3,0,7,1) || + !player_is_pushing)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); + */ +#else + if (!player->is_pushing && + game.engine_version >= VERSION_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); +#endif - player->Pushing = TRUE; +#if 0 + printf("::: push delay: %ld [%d, %d] [%d]\n", + player->push_delay_value, FrameCounter, game.engine_version, + player->is_pushing); +#endif + + player->is_pushing = TRUE; if (!(IN_LEV_FIELD(nextx, nexty) && (IS_FREE(nextx, nexty) || @@ -7894,7 +8247,17 @@ int DigField(struct PlayerInfo *player, if (!FrameReached(&player->push_delay, player->push_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_SPRING && element != EL_BALLOON) + { + /* make sure that there is no move delay before next try to push */ + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = INITIAL_MOVE_DELAY_OFF; + return MF_NO_ACTION; + } + +#if 0 + printf("::: NOW PUSHING... [%d]\n", FrameCounter); +#endif if (IS_SB_ELEMENT(element)) { @@ -7913,23 +8276,23 @@ int DigField(struct PlayerInfo *player, Feld[x][y] = EL_SOKOBAN_OBJECT; if (Back[x][y] == Back[nextx][nexty]) - PlaySoundLevelAction(x, y, ACTION_PUSHING); + PlayLevelSoundAction(x, y, ACTION_PUSHING); else if (Back[x][y] != 0) - PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL, ACTION_EMPTYING); else - PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, ACTION_FILLING); if (local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING); } } else - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); InitMovingField(x, y, move_direction); GfxAction[x][y] = ACTION_PUSHING; @@ -7942,18 +8305,15 @@ int DigField(struct PlayerInfo *player, Pushed[x][y] = TRUE; Pushed[nextx][nexty] = TRUE; - if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + if (game.engine_version < VERSION_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); + else + player->push_delay_value = -1; /* get new value later */ -#if 1 CheckTriggeredElementSideChange(x, y, element, dig_side, CE_OTHER_GETS_PUSHED); CheckElementSideChange(x, y, element, dig_side, CE_PUSHED_BY_PLAYER, -1); -#else - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); - CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); -#endif break; } @@ -7962,9 +8322,11 @@ int DigField(struct PlayerInfo *player, if (PLAYER_SWITCHING(player, x, y)) return MF_ACTION; -#if 1 - PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING); -#endif + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); if (element == EL_ROBOT_WHEEL) { @@ -7973,92 +8335,42 @@ int DigField(struct PlayerInfo *player, ZY = y; DrawLevelField(x, y); - -#if 0 - PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); -#endif } else if (element == EL_SP_TERMINAL) { int xx, yy; -#if 0 - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); -#endif - - for (yy=0; yySwitching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleBeltSwitch(x, y); - -#if 0 - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); -#endif - } + ToggleBeltSwitch(x, y); } else if (element == EL_SWITCHGATE_SWITCH_UP || element == EL_SWITCHGATE_SWITCH_DOWN) { -#if 0 - if (!PLAYER_SWITCHING(player, x, y)) -#endif - { - player->Switching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleSwitchgateSwitch(x, y); - -#if 0 - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); -#endif - } + ToggleSwitchgateSwitch(x, y); } else if (element == EL_LIGHT_SWITCH || element == EL_LIGHT_SWITCH_ACTIVE) { -#if 0 - if (!PLAYER_SWITCHING(player, x, y)) -#endif - { - player->Switching = TRUE; - player->switch_x = x; - player->switch_y = y; - - ToggleLightSwitch(x, y); + ToggleLightSwitch(x, y); #if 0 - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); + PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); #endif - } } else if (element == EL_TIMEGATE_SWITCH) { ActivateTimegateSwitch(x, y); - -#if 0 - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); -#endif } else if (element == EL_BALLOON_SWITCH_LEFT || element == EL_BALLOON_SWITCH_RIGHT || @@ -8074,10 +8386,6 @@ int DigField(struct PlayerInfo *player, element == EL_BALLOON_SWITCH_UP ? MV_UP : element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : MV_NO_MOVING); - -#if 0 - PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); -#endif } else if (element == EL_LAMP) { @@ -8085,10 +8393,6 @@ int DigField(struct PlayerInfo *player, local_player->lights_still_needed--; DrawLevelField(x, y); - -#if 0 - PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); -#endif } else if (element == EL_TIME_ORB_FULL) { @@ -8107,13 +8411,9 @@ int DigField(struct PlayerInfo *player, } else { -#if 1 if (!PLAYER_SWITCHING(player, x, y)) -#else - if (!player->Switching) -#endif { - player->Switching = TRUE; + player->is_switching = TRUE; player->switch_x = x; player->switch_y = y; @@ -8148,7 +8448,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) @@ -8160,50 +8460,37 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { if (player->MovPos == 0) - player->Pushing = FALSE; + player->is_pushing = FALSE; - player->snapped = FALSE; + player->is_snapping = FALSE; if (player->MovPos == 0) { + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; -#if 1 - player->is_moving = FALSE; -#endif } -#if 0 - printf("::: trying to snap...\n"); -#endif - return FALSE; } - if (player->snapped) + if (player->is_snapping) return FALSE; player->MovDir = snap_direction; -#if 1 + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; -#if 1 - player->is_moving = FALSE; -#endif -#endif if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; - player->snapped = TRUE; -#if 1 + player->is_snapping = TRUE; + + player->is_moving = FALSE; player->is_digging = FALSE; player->is_collecting = FALSE; -#if 1 - player->is_moving = FALSE; -#endif -#endif DrawLevelField(x, y); BackToFront(); @@ -8247,14 +8534,9 @@ boolean DropElement(struct PlayerInfo *player) { int new_element = player->inventory_element[--player->inventory_size]; -#if 1 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : new_element); -#else - Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : - EL_DYNAMITE_ACTIVE); -#endif DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->inventory_size, 3), FONT_TEXT_2); @@ -8262,7 +8544,7 @@ boolean DropElement(struct PlayerInfo *player) if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); @@ -8279,7 +8561,7 @@ boolean DropElement(struct PlayerInfo *player) if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); - PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(jx, jy, ACTION_DROPPING); } return TRUE; @@ -8292,7 +8574,7 @@ boolean DropElement(struct PlayerInfo *player) static int *loop_sound_frame = NULL; static int *loop_sound_volume = NULL; -void InitPlaySoundLevel() +void InitPlayLevelSound() { int num_sounds = getSoundListSize(); @@ -8306,7 +8588,7 @@ void InitPlaySoundLevel() loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } -static void PlaySoundLevel(int x, int y, int nr) +static void PlayLevelSound(int x, int y, int nr) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; @@ -8351,37 +8633,46 @@ static void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -static void PlaySoundLevelNearest(int x, int y, int sound_action) +static void PlayLevelSoundNearest(int x, int y, int sound_action) { - PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) : + PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : x > LEVELX(BX2) ? LEVELX(BX2) : x, y < LEVELY(BY1) ? LEVELY(BY1) : y > LEVELY(BY2) ? LEVELY(BY2) : y, sound_action); } -static void PlaySoundLevelAction(int x, int y, int action) +static void PlayLevelSoundAction(int x, int y, int action) { - PlaySoundLevelElementAction(x, y, Feld[x][y], action); + PlayLevelSoundElementAction(x, y, Feld[x][y], action); } -static void PlaySoundLevelElementAction(int x, int y, int element, int action) +static void PlayLevelSoundElementAction(int x, int y, int element, int action) { int sound_effect = element_info[element].sound[action]; if (sound_effect != SND_UNDEFINED) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void PlaySoundLevelActionIfLoop(int x, int y, int action) +static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, + int action) +{ + int sound_effect = element_info[element].sound[action]; + + if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) + PlayLevelSound(x, y, sound_effect); +} + +static void PlayLevelSoundActionIfLoop(int x, int y, int action) { int sound_effect = element_info[Feld[x][y]].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) - PlaySoundLevel(x, y, sound_effect); + PlayLevelSound(x, y, sound_effect); } -static void StopSoundLevelActionIfLoop(int x, int y, int action) +static void StopLevelSoundActionIfLoop(int x, int y, int action) { int sound_effect = element_info[Feld[x][y]].sound[action]; @@ -8389,6 +8680,18 @@ static void StopSoundLevelActionIfLoop(int x, int y, int action) StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND); } +static void PlayLevelMusic() +{ +#if 1 + if (levelset.music[level_nr] != MUS_UNDEFINED) + PlayMusic(levelset.music[level_nr]); /* from config file */ + else + PlayMusic(-(level_nr + 1)); /* from music dir */ +#else + PlayMusic(level_nr); +#endif +} + void RaiseScore(int value) { local_player->score += value; @@ -8689,7 +8992,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) setup.sound = setup.sound_music = TRUE; SetAudioMode(setup.sound); - PlayMusic(level_nr); + + PlayLevelMusic(); } break;