X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=59ced41619717c82f6fc88b6e1a34d074651ccb7;hb=af07d74262e7d5075feaea67fa16c04c6be0e3f6;hp=2731d0ef9cd301832ead0a7081d430670ad2ce63;hpb=b611c2d6ac899a0f03450eb3d56270296bef3c35;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2731d0ef..59ced416 100644 --- a/src/game.c +++ b/src/game.c @@ -43,10 +43,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -94,10 +96,15 @@ /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_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) + \ @@ -107,6 +114,9 @@ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) +#define CAN_GROW_INTO(e) \ + (e == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ (condition))) @@ -261,6 +271,11 @@ #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -301,22 +316,22 @@ static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); #define CheckTriggeredElementChange(x, y, e, ev) \ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ CH_SIDE_ANY, -1) -#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \ +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) -#define CheckTriggeredElementChangeSide(x, y, e, ev, s) \ +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) -#define CheckTriggeredElementChangePage(x, y, e, ev, p) \ +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ CH_SIDE_ANY, p) static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); #define CheckElementChange(x, y, e, te, ev) \ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) -#define CheckElementChangePlayer(x, y, e, ev, p, s) \ +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) -#define CheckElementChangeSide(x, y, e, te, ev, s) \ +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) -#define CheckElementChangePage(x, y, e, te, ev, p) \ +#define CheckElementChangeByPage(x, y, e, te, ev, p) \ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) static void PlayLevelSound(int, int, int); @@ -592,7 +607,7 @@ struct int element; int direction; } -tube_access[] = +access_direction_list[] = { { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, @@ -606,7 +621,19 @@ tube_access[] = { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { EL_UNDEFINED, 0 } + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NO_MOVING } }; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; @@ -975,9 +1002,10 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game) /* this case is in fact a combination of not less than three bugs: first, it calls InitMovDir() for elements that can move, although this is already done by InitField(); then, it checks the element that was at this - field _before_ the call to InitField() (which can change it) - - */ + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ } inline void DrawGameValue_Emeralds(int value) @@ -1201,6 +1229,10 @@ static void InitGameEngine() ei->change->post_change_function = ch_delay->post_change_function; ei->change_events |= CH_EVENT_BIT(CE_DELAY); + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } #if 1 @@ -1345,6 +1377,7 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } +#if 0 /* ---------- initialize move dig/leave ---------------------------------- */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) @@ -1352,6 +1385,7 @@ static void InitGameEngine() element_info[i].can_leave_element = FALSE; element_info[i].can_leave_element_last = FALSE; } +#endif /* ---------- initialize gem count --------------------------------------- */ @@ -1367,15 +1401,15 @@ static void InitGameEngine() /* ---------- initialize access direction -------------------------------- */ - /* initialize access direction values to default */ + /* initialize access direction values to default (access from every side) */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (!IS_CUSTOM_ELEMENT(i)) element_info[i].access_direction = MV_ALL_DIRECTIONS; /* set access direction value for certain elements from pre-defined list */ - for (i = 0; tube_access[i].element != EL_UNDEFINED; i++) - element_info[tube_access[i].element].access_direction = - tube_access[i].direction; + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; } @@ -1459,6 +1493,7 @@ void InitGame() player->is_waiting = FALSE; player->is_moving = FALSE; + player->is_auto_moving = FALSE; player->is_digging = FALSE; player->is_snapping = FALSE; player->is_collecting = FALSE; @@ -1601,6 +1636,7 @@ void InitGame() AmoebaNr[x][y] = 0; WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -1609,7 +1645,7 @@ void InitGame() ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -1649,7 +1685,7 @@ void InitGame() if (!IS_CUSTOM_ELEMENT(i)) { int num_phase = 8; - int delay = ((IS_SP_ELEMENT(i) && + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && game.engine_version >= VERSION_IDENT(3,1,0,0)) || game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = (num_phase + 1) * delay; @@ -2070,6 +2106,12 @@ void InitMovDir(int x, int y) else if (move_pattern == MV_ALONG_LEFT_SIDE || move_pattern == MV_ALONG_RIGHT_SIDE) { +#if 1 + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,2)) + MovDir[x][y] = 1 << RND(4); +#endif + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; @@ -2480,6 +2522,10 @@ static void RemoveField(int x, int y) ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NO_MOVING; @@ -2610,7 +2656,7 @@ void RelocatePlayer(int x, int y, int element_raw) int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.index_search); + boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); int old_jx, old_jy; @@ -2703,9 +2749,11 @@ void RelocatePlayer(int x, int y, int element_raw) else { #if 1 +#if 0 int offset = (setup.scroll_delay ? 3 : 0); int jx = local_player->jx; int jy = local_player->jy; +#endif int scroll_xx = -999, scroll_yy = -999; ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ @@ -2840,11 +2888,12 @@ void Explode(int ex, int ey, int phase, int mode) /* --- 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 >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ @@ -2879,11 +2928,20 @@ void Explode(int ex, int ey, int phase, int mode) int element; #if 1 - if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey))) +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) continue; +#endif #else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; #endif @@ -3022,7 +3080,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER) Store2[x][y] = element; #if 0 @@ -3212,6 +3270,10 @@ void Explode(int ex, int ey, int phase, int mode) { int element; +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + #if 0 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); #endif @@ -3345,7 +3407,7 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -3364,14 +3426,18 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) + if (element != EL_EMPTY && element != EL_EXPLOSION && + element != EL_SAND && !dynabomb_xl) break; +#endif } } } @@ -3424,7 +3490,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3442,17 +3508,21 @@ void Bang(int x, int y) case EL_AMOEBA_TO_DIAMOND: #endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) + if (CAN_EXPLODE_CROSS(element)) +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } @@ -3877,6 +3947,7 @@ void Impact(int x, int y) return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3892,6 +3963,8 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -4011,6 +4084,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -4043,10 +4118,18 @@ void Impact(int x, int y) CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - CheckTriggeredElementChangeSide(x, y + 1, smashed, - CE_OTHER_IS_SWITCHING, CH_SIDE_TOP); - CheckElementChangeSide(x, y + 1, smashed, element, - CE_SWITCHED, CH_SIDE_TOP); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); +#else + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); +#endif } } else @@ -4426,7 +4509,13 @@ inline static void TurnRoundExt(int x, int y) } } +#if 1 + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) +#else if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) +#endif { attr_x = ZX; attr_y = ZY; @@ -4970,12 +5059,16 @@ void StartMoving(int x, int y) #endif } #if 1 - else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED)) || + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) #else #if 1 @@ -5136,10 +5229,16 @@ void StartMoving(int x, int y) return; #endif +#if 1 + #if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy)) +#else if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { #if 0 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", @@ -5307,11 +5406,30 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif + +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif +#if 1 + ChangeDelay[xx][yy] = 0; +#endif Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) { @@ -5508,11 +5626,27 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + PlayLevelSoundAction(x, y, action); } +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = element_info[element].move_leave_element; +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) element_info[element].can_leave_element = TRUE; +#endif if (move_pattern & MV_MAZE_RUNNER_STYLE) { @@ -5565,11 +5699,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -5701,6 +5849,7 @@ 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); @@ -5805,16 +5954,34 @@ void ContinueMoving(int x, int y) { element = Feld[newx][newy] = EL_ACID; } +#if 0 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ - Store[x][y] = 0; + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif + + Store[x][y] = EL_EMPTY; 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]; + if (CAN_CHANGE(element)) + { + /* 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; @@ -5832,6 +5999,22 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 + if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + stored != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif + +#if 0 /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && @@ -5866,9 +6049,18 @@ void ContinueMoving(int x, int y) MovDir[newx][newy] = 0; */ +#if 0 if (!CAN_MOVE(element) || (CAN_FALL(element) && direction == MV_DOWN)) GfxDir[x][y] = MovDir[newx][newy] = 0; +#else + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#endif #endif #endif @@ -5893,10 +6085,16 @@ void ContinueMoving(int x, int y) if (!pushed_by_player) { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + WasJustMoving[newx][newy] = 3; if (CAN_FALL(element) && direction == MV_DOWN) WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -5914,6 +6112,26 @@ void ContinueMoving(int x, int y) (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); +#if 1 + if (pushed_by_player) + { + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(direction)]; + struct PlayerInfo *player = PLAYERINFO(x, y); + + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + } +#endif + #if 1 TestIfElementTouchesCustomElement(x, y); /* empty or new element */ #endif @@ -5934,8 +6152,8 @@ void ContinueMoving(int x, int y) int hitting_element = Feld[newx][newy]; /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING, - direction); + CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, + direction); #if 0 if (IN_LEV_FIELD(nextx, nexty)) @@ -5952,8 +6170,8 @@ void ContinueMoving(int x, int y) { int i; - CheckElementChangeSide(nextx, nexty, touched_element, - CE_HIT_BY_SOMETHING, opposite_direction); + CheckElementChangeBySide(nextx, nexty, touched_element, + CE_HIT_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) @@ -5968,8 +6186,8 @@ void ContinueMoving(int x, int y) change->trigger_side & touched_side && change->trigger_element == touched_element) { - CheckElementChangePage(newx, newy, hitting_element, - touched_element, CE_OTHER_IS_HITTING, i); + CheckElementChangeByPage(newx, newy, hitting_element, + touched_element, CE_OTHER_IS_HITTING,i); break; } } @@ -5988,8 +6206,8 @@ void ContinueMoving(int x, int y) change->trigger_side & hitting_side && change->trigger_element == hitting_element) { - CheckElementChangePage(nextx, nexty, touched_element, - hitting_element, CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(nextx, nexty, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); break; } } @@ -6305,6 +6523,15 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) @@ -6312,6 +6539,7 @@ void AmoebeAbleger(int ax, int ay) newax = x; neway = y; } +#endif if (newax == ax && neway == ay) return; @@ -6330,6 +6558,16 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + break; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) @@ -6338,13 +6576,18 @@ void AmoebeAbleger(int ax, int ay) neway = y; break; } +#endif else if (IS_PLAYER(x, y)) waiting_for_player = TRUE; } if (newax == ax && neway == ay) /* amoeba cannot grow */ { +#if 1 + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) +#else if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) +#endif { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -6475,6 +6718,20 @@ void Life(int ax, int ay) changed = TRUE; } } +#if 1 + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ @@ -6488,6 +6745,7 @@ void Life(int ax, int ay) changed = TRUE; } } +#endif } if (changed) @@ -6513,7 +6771,12 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { +#if 1 + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +#else + /* another brainless, "type style" bug ... :-( */ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +#endif } static void RunTimegateWheel(int x, int y) @@ -6969,7 +7232,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ - CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page); + CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); if (change->explode) { @@ -6988,6 +7251,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page) { boolean is_empty; boolean is_diggable; + boolean is_collectible; + boolean is_removable; boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; @@ -7020,14 +7285,24 @@ static boolean ChangeElementNow(int x, int y, int element, int page) e = MovingOrBlocked2Element(ex, ey); #if 1 + +#if 1 + is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && + IS_WALKABLE(content_element))); +#else is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#endif is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_removable = (is_diggable || is_collectible); is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); can_replace[xx][yy] = - ((change->replace_when == CP_WHEN_EMPTY && is_empty) || - (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + ((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)); if (!can_replace[xx][yy]) @@ -7108,9 +7383,8 @@ static void ChangeElement(int x, int y, int page) struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; -#if 0 #ifdef DEBUG - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); printf("ChangeElement(): %d,%d: element = %d ('%s')\n", @@ -7119,8 +7393,18 @@ static void ChangeElement(int x, int y, int page) printf("\n\n"); } #endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif + return; + } + if (ChangeDelay[x][y] == 0) /* initialize element change */ { ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + @@ -7264,6 +7548,20 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + #if 1 if (trigger_page < 0) { @@ -7681,7 +7979,7 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) + if (tape.playing && tape.warp_forward && !tape.pausing) action_delay_value = 0; /* ---------- main game synchronization point ---------- */ @@ -7919,6 +8217,8 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; @@ -8065,7 +8365,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -8148,6 +8448,21 @@ void GameActions() #endif element = Feld[x][y]; +#if 1 + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + CAN_GROW_INTO(element) || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || @@ -8162,6 +8477,7 @@ void GameActions() (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) Feld[x][y] = EL_AMOEBA_DROP; } +#endif random = random * 129 + 1; } @@ -8181,9 +8497,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -8434,6 +8750,7 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } +#if 0 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) { int nextx = x + dx, nexty = y + dy; @@ -8465,6 +8782,63 @@ static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) return TRUE; } +#endif + +static boolean canFallDown(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; +#if 0 + int nextx = newx + dx; + int nexty = newy + dy; +#endif + +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && + !CAN_MOVE(Feld[newx][newy]) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); +#endif +} static void CheckGravityMovement(struct PlayerInfo *player) { @@ -8477,56 +8851,97 @@ static void CheckGravityMovement(struct PlayerInfo *player) int move_dir_horizontal = player->action & MV_HORIZONTAL; int move_dir_vertical = player->action & MV_VERTICAL; #endif + +#if 1 + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; +#else + boolean player_is_snapping = player->action & JOY_BUTTON_1; +#endif + + int jx = player->jx, jy = player->jy; + + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + +#if 0 int move_dir = (player->last_move_dir & MV_HORIZONTAL ? (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); - int jx = player->jx, jy = player->jy; +#endif + +#if 0 + int opposite_dir = MV_DIR_OPPOSITE(move_dir); int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); int new_jx = jx + dx, new_jy = jy + dy; -#if 1 - boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; -#else - boolean player_is_snapping = player->action & JOY_BUTTON_1; + int nextx = new_jx + dx, nexty = new_jy + dy; #endif + +#if 1 + #if 1 + boolean player_can_fall_down = canFallDown(player); +#else boolean player_can_fall_down = (IN_LEV_FIELD(jx, jy + 1) && (IS_FREE(jx, jy + 1) || (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); +#endif + #else boolean player_can_fall_down = (IN_LEV_FIELD(jx, jy + 1) && (IS_FREE(jx, jy + 1))); #endif + +#if 0 boolean player_is_moving_to_valid_field = ( #if 1 !player_is_snapping && #endif + +#if 1 + IN_LEV_FIELD(new_jx, new_jy) && + (IS_DIGGABLE(Feld[new_jx][new_jy]) || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && + IN_LEV_FIELD(nextx, nexty) && + element_info[Feld[nextx][nexty]].access_direction & move_dir)) +#else IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND || (IS_SP_PORT(Feld[new_jx][new_jy]) && - canEnterSupaplexPort(new_jx, new_jy, dx, dy)))); + canEnterSupaplexPort(new_jx, new_jy, dx, dy))) /* !!! extend EL_SAND to anything diggable !!! */ +#endif + ); +#endif +#if 0 boolean player_is_standing_on_valid_field = (IS_WALKABLE_INSIDE(Feld[jx][jy]) || - (IS_WALKABLE(Feld[jx][jy]) && - !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); + (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); +#endif #if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n", + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", player_can_fall_down, player_is_standing_on_valid_field, player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1)); + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); #endif if (player_can_fall_down && +#if 0 !player_is_standing_on_valid_field && +#endif !player_is_moving_to_valid_field) { #if 0 @@ -8648,7 +9063,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->step_counter++; +#if 0 player->drop_delay = 0; +#endif PlayerVisit[jx][jy] = FrameCounter; @@ -8657,17 +9074,17 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, #if 0 if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) { - CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, - leave_side); - CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side); + CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, + leave_side); + CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); } if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) { - CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_OTHER_GETS_ENTERED, enter_side); - CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_ENTERED_BY_PLAYER, enter_side); + CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_OTHER_GETS_ENTERED, enter_side); + CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_ENTERED_BY_PLAYER, enter_side); } #endif @@ -8719,6 +9136,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #endif + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + /* remove the last programmed player action */ player->programmed_action = 0; @@ -8867,6 +9287,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #if 0 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ + +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif { static int trigger_sides[4][2] = { @@ -8881,24 +9305,23 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; #if 1 + /* !!! TEST ONLY !!! */ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - } if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); - CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - } #endif } @@ -9018,6 +9441,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) #if 1 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ /* this breaks one level: "machine", level 000 */ +#if 0 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif { static int trigger_sides[4][2] = { @@ -9034,24 +9460,23 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int old_jy = last_jy; #if 1 + /* !!! TEST ONLY !!! */ if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - } if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); - CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - } #endif } @@ -9190,11 +9615,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ - CheckTriggeredElementChangePlayer(xx, yy, border_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, border_side); - CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, border_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); +#else + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); +#endif } else if (IS_PLAYER(xx, yy)) { @@ -9206,11 +9640,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y) continue; /* center and border element do not touch */ } - CheckTriggeredElementChangePlayer(x, y, center_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, center_side); - CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, center_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); +#endif break; } @@ -9319,8 +9762,8 @@ void TestIfElementTouchesCustomElement(int x, int y) printf("::: border_element %d, %d\n", x, y); #endif - CheckElementChangePage(xx, yy, border_element, center_element, - CE_OTHER_IS_TOUCHING, j); + CheckElementChangeByPage(xx, yy, border_element, center_element, + CE_OTHER_IS_TOUCHING, j); break; } } @@ -9333,8 +9776,8 @@ void TestIfElementTouchesCustomElement(int x, int y) printf("::: center_element %d, %d\n", x, y); #endif - CheckElementChangePage(x, y, center_element, border_trigger_element, - CE_OTHER_IS_TOUCHING, center_element_change_page); + CheckElementChangeByPage(x, y, center_element, border_trigger_element, + CE_OTHER_IS_TOUCHING, center_element_change_page); } } @@ -9364,8 +9807,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) touched_element = (IN_LEV_FIELD(hitx, hity) ? MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); - CheckElementChangeSide(x, y, hitting_element, touched_element, - CE_HITTING_SOMETHING, direction); + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); if (IN_LEV_FIELD(hitx, hity)) { @@ -9387,8 +9830,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) { int i; - CheckElementChangeSide(hitx, hity, touched_element, hitting_element, - CE_HIT_BY_SOMETHING, opposite_direction); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) @@ -9409,8 +9852,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(x, y, hitting_element, touched_element, - CE_OTHER_IS_HITTING, i); + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_HITTING, i); break; } } @@ -9434,8 +9877,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(hitx, hity, touched_element, - hitting_element, CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); break; } } @@ -9471,8 +9914,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) touched_element = (IN_LEV_FIELD(hitx, hity) ? MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); - CheckElementChangeSide(x, y, hitting_element, touched_element, - EP_CAN_SMASH_EVERYTHING, direction); + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); if (IN_LEV_FIELD(hitx, hity)) { @@ -9494,8 +9937,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) { int i; - CheckElementChangeSide(hitx, hity, touched_element, hitting_element, - CE_SMASHED_BY_SOMETHING, opposite_direction); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) @@ -9516,8 +9959,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(x, y, hitting_element, touched_element, - CE_OTHER_IS_SMASHING, i); + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, i); break; } } @@ -9541,8 +9984,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(hitx, hity, touched_element, - hitting_element, CE_OTHER_GETS_SMASHED, i); + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_SMASHED,i); break; } } @@ -9555,6 +9998,7 @@ 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] = { { 0, -1 }, @@ -9576,6 +10020,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; @@ -9596,6 +10041,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -9606,10 +10053,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(kill_x, kill_y); else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) KillHero(player); +#endif } else Bang(good_x, good_y); @@ -9698,10 +10153,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) KillHero(player); +#endif } else Bang(kill_x, kill_y); @@ -9970,8 +10433,10 @@ int DigField(struct PlayerInfo *player, #endif - if (IS_WALKABLE(old_element) && - !(element_info[old_element].access_direction & move_direction)) + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_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]; @@ -9982,6 +10447,7 @@ int DigField(struct PlayerInfo *player, switch (element) { +#if 0 case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -10049,6 +10515,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; +#endif #if 0 case EL_TUBE_ANY: @@ -10097,19 +10564,32 @@ int DigField(struct PlayerInfo *player, default: +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else if (IS_WALKABLE(element)) +#endif { int sound_action = ACTION_WALKING; - if (!(element_info[element].access_direction & opposite_direction)) +#if 0 + if (!ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif - if (element >= EL_GATE_1 && element <= EL_GATE_4) +#if 1 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + + if (IS_GATE(element)) { if (!player->key[element - EL_GATE_1]) return MF_NO_ACTION; } - else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + else if (IS_GATE_GRAY(element)) { if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; @@ -10133,30 +10613,63 @@ int DigField(struct PlayerInfo *player, break; } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else else if (IS_PASSABLE(element)) +#endif { +#if 0 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else + +#if 0 +#if 1 + if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || + !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || + (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) + return MF_NO_ACTION; +#else if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#endif +#endif +#if 1 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#else if (IS_CUSTOM_ELEMENT(element) && - !(element_info[element].access_direction & opposite_direction)) + !ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif #if 1 if (CAN_MOVE(element)) /* only fixed elements can be passed! */ return MF_NO_ACTION; #endif - if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) +#endif + + if (IS_EM_GATE(element)) { if (!player->key[element - EL_EM_GATE_1]) return MF_NO_ACTION; } - else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + else if (IS_EM_GATE_GRAY(element)) { if (!player->key[element - EL_EM_GATE_1_GRAY]) return MF_NO_ACTION; } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + } /* automatically move to the next field with double speed */ player->programmed_action = move_direction; @@ -10194,8 +10707,8 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED, - player->index_bit, CH_SIDE_ANY); + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10267,7 +10780,8 @@ int DigField(struct PlayerInfo *player, ShowEnvelope(element - EL_ENVELOPE_1); #endif } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ { int i; @@ -10293,9 +10807,9 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChangePlayer(x, y, element, - CE_OTHER_GETS_COLLECTED, - player->index_bit, CH_SIDE_ANY); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_GETS_COLLECTED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10451,10 +10965,23 @@ int DigField(struct PlayerInfo *player, else player->push_delay_value = -1; /* get new value later */ - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); +#if 1 + /* check for element change _after_ element has been pushed! */ +#else + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); +#endif +#endif break; } @@ -10558,17 +11085,34 @@ int DigField(struct PlayerInfo *player, player->switch_x = x; player->switch_y = y; - CheckTriggeredElementChangePlayer(x, y, element, - CE_OTHER_IS_SWITCHING, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); +#endif } - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); +#if 1 + /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); +#endif } return MF_NO_ACTION; @@ -10660,15 +11204,36 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int old_element = Feld[jx][jy]; - int new_element = (player->inventory_size > 0 ? - player->inventory_element[player->inventory_size - 1] : - player->inventory_infinite_element != EL_UNDEFINED ? - player->inventory_infinite_element : - player->dynabombs_left > 0 ? - EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : - EL_UNDEFINED); + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -10701,10 +11266,10 @@ boolean DropElement(struct PlayerInfo *player) #endif if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); if (player->inventory_size > 0 || player->inventory_infinite_element != EL_UNDEFINED) @@ -10725,25 +11290,35 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_SP_DISK_RED_ACTIVE; } - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); #if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #endif - CheckTriggeredElementChangePlayer(jx, jy, new_element, - CE_OTHER_GETS_DROPPED, - player->index_bit, CH_SIDE_ANY); - CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, CH_SIDE_ANY); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); +#else + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); +#endif - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { @@ -10753,74 +11328,92 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; #endif - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } #if 1 - if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ { #if 1 - InitField_WithBug1(jx, jy, FALSE); + InitField_WithBug1(dropx, dropy, FALSE); #else - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); #endif } - new_element = Feld[jx][jy]; + new_element = Feld[dropx][dropy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) { +#if 0 int move_stepsize = element_info[new_element].move_stepsize; - int direction, dx, dy, nextx, nexty; +#endif + int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[jx][jy] = player->MovDir; + MovDir[dropx][dropy] = drop_direction; - direction = MovDir[jx][jy]; - dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - nextx = jx + dx; - nexty = jy + dy; + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); + +#if 1 + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) { #if 0 - WasJustMoving[jx][jy] = 3; + WasJustMoving[dropx][dropy] = 3; #else - InitMovingField(jx, jy, direction); - ContinueMoving(jx, jy); +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif #endif } +#if 1 else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #if 1 - TestIfElementHitsCustomElement(jx, jy, direction); + TestIfElementHitsCustomElement(dropx, dropy, move_direction); #else - CheckElementChangeSide(jx, jy, new_element, touched_element, - CE_HITTING_SOMETHING, direction); + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); #endif } +#endif + +#endif +#if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif } #if 0 player->drop_delay = 8 + 8 + 8; #endif +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif + #endif player->is_dropping = TRUE; @@ -11046,21 +11639,15 @@ void RequestQuitGame(boolean ask_if_really_quit) { #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_NONE); - audio.sound_deactivated = FALSE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); #endif OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_FIELD); - audio.sound_deactivated = TRUE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); #endif }