X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=6de0372ce71aba949569874c821db12d8707d7a9;hb=784245c2e4dd32b84cff6c6044380c7801cb5513;hp=8dd2407d65a696a82f061696ef495e69c0f190bd;hpb=98cdb3fce945485772ccc49741fa29051338ce0d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 8dd2407d..6de0372c 100644 --- a/src/game.c +++ b/src/game.c @@ -27,6 +27,9 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_MOVEMENT FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -114,8 +117,11 @@ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) +#define GET_VALID_PLAYER_ELEMENT(e) \ + ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) + #define CAN_GROW_INTO(e) \ - (e == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + ((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) || \ @@ -609,31 +615,39 @@ struct } access_direction_list[] = { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - - { 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 } + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { 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_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NO_MOVING } }; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; @@ -2109,7 +2123,7 @@ void InitMovDir(int x, int y) { #if 1 /* use random direction as default start direction */ - if (game.engine_version >= VERSION_IDENT(3,1,0,2)) + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) MovDir[x][y] = 1 << RND(4); #endif @@ -2818,7 +2832,11 @@ void DrawRelocatePlayer(struct PlayerInfo *player) void RelocatePlayer(int jx, int jy, int el_player_raw) { +#if 1 + int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); +#else int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); +#endif struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); @@ -2830,6 +2848,14 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) int element = Feld[jx][jy]; boolean player_relocated = (old_jx != jx || old_jy != jy); + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); +#if 1 + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; +#else static int trigger_sides[4][2] = { /* enter side leave side */ @@ -2838,13 +2864,12 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ }; - int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); - int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; - int enter_side = enter_side_horiz | enter_side_vert; int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; +#endif + int enter_side = enter_side_horiz | enter_side_vert; int leave_side = leave_side_horiz | leave_side_vert; if (player->GameOver) /* do not reanimate dead player */ @@ -2909,10 +2934,28 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) TestIfPlayerTouchesCustomElement(jx, jy); #endif -#if 1 +#if 0 + printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); +#endif + +#if 0 +#if 0 + /* needed to allow change of walkable custom element by entering player */ + if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) + Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ +#else /* needed to allow change of walkable custom element by entering player */ Changed[jx][jy] = 0; /* allow another change */ #endif +#endif + +#if 0 + printf("::: player entering %d, %d from %s ...\n", jx, jy, + enter_side == MV_LEFT ? "left" : + enter_side == MV_RIGHT ? "right" : + enter_side == MV_UP ? "top" : + enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); +#endif #if 1 if (IS_CUSTOM_ELEMENT(element)) @@ -3037,10 +3080,17 @@ void Explode(int ex, int ey, int phase, int mode) continue; #else /* indestructible elements can only explode in center (but not flames) */ +#if 1 + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || + element == EL_FLAMES) + continue; +#else if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || element == EL_FLAMES) continue; #endif +#endif #else if ((IS_INDESTRUCTIBLE(element) && @@ -3050,13 +3100,30 @@ void Explode(int ex, int ey, int phase, int mode) continue; #endif +#if 1 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif { if (IS_ACTIVE_BOMB(element)) { /* re-activate things under the bomb like gate or penguin */ +#if 1 + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; +#else Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); Store[x][y] = 0; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], + element_info[Feld[x][y]].token_name, + Store[x][y], Store2[x][y]); +#endif } continue; @@ -3067,10 +3134,16 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; #else +#if 1 #if 1 + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; +#else if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && (x != ex || y != ey)) Back[x][y] = element; +#endif #else if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) Back[x][y] = element; @@ -3159,10 +3232,15 @@ void Explode(int ex, int ey, int phase, int mode) else Store[x][y] = EL_EMPTY; - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER) + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; +#if 0 + printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], + element_info[Store2[x][y]].token_name); +#endif + #if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || @@ -3209,6 +3287,11 @@ void Explode(int ex, int ey, int phase, int mode) game.yamyam_content_nr = (game.yamyam_content_nr + 1) % level.num_yamyam_contents; +#if 0 + printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey], + element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]); +#endif + return; } @@ -3254,8 +3337,18 @@ void Explode(int ex, int ey, int phase, int mode) #if 1 border_element = Store2[x][y]; +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; +#else if (IS_PLAYER(x, y)) border_element = StorePlayer[x][y]; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, + element_info[border_element].token_name, Store2[x][y]); +#endif #if 0 printf("::: phase == %d\n", phase); @@ -3267,7 +3360,12 @@ void Explode(int ex, int ey, int phase, int mode) boolean border_explosion = FALSE; #if 1 +#if 1 + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) +#endif #else if (IS_PLAYER(x, y)) #endif @@ -3282,6 +3380,11 @@ void Explode(int ex, int ey, int phase, int mode) } else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { +#if 0 + printf("::: %d,%d: %d %s\n", x, y, border_element, + element_info[border_element].token_name); +#endif + Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); @@ -5193,6 +5296,11 @@ void StartMoving(int x, int y) CheckCollision[x][y] = 0; +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) @@ -5344,7 +5452,7 @@ void StartMoving(int x, int y) #if 1 if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy)) + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) #else if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && @@ -6268,13 +6376,31 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); +#if USE_NEW_MOVEMENT +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + !IS_PLAYER(x, newy + 1)) + Impact(x, newy); +#else if (CAN_FALL(element) && direction == MV_DOWN && (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); +#endif #if 1 if (pushed_by_player) { +#if 1 + int dig_side = MV_DIR_OPPOSITE(direction); +#else static int trigger_sides[4] = { CH_SIDE_RIGHT, /* moving left */ @@ -6283,6 +6409,7 @@ void ContinueMoving(int x, int y) CH_SIDE_TOP, /* moving down */ }; int dig_side = trigger_sides[MV_DIR_BIT(direction)]; +#endif struct PlayerInfo *player = PLAYERINFO(x, y); CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, @@ -7337,6 +7464,11 @@ static void ChangeElementNowExt(int x, int y, int target_element) if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) { +#if 0 + printf("::: BOOOM! [%d, '%s']\n", target_element, + element_info[target_element].token_name); +#endif + Bang(x, y); return; } @@ -7377,7 +7509,9 @@ static void ChangeElementNowExt(int x, int y, int target_element) DrawLevelFieldCrumbledSandNeighbours(x, y); } +#if 0 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif #if 0 TestIfBadThingTouchesHero(x, y); @@ -7385,9 +7519,14 @@ static void ChangeElementNowExt(int x, int y, int target_element) TestIfElementTouchesCustomElement(x, y); #endif + /* "Changed[][]" not set yet to allow "entered by player" change one time */ if (ELEM_IS_PLAYER(target_element)) RelocatePlayer(x, y, target_element); +#if 1 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + #if 1 TestIfBadThingTouchesHero(x, y); TestIfPlayerTouchesCustomElement(x, y); @@ -7474,6 +7613,16 @@ static boolean ChangeElementNow(int x, int y, int element, int page) continue; } +#if 0 + if (Changed[ex][ey]) /* do not change already changed elements */ + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } +#endif + e = Feld[ex][ey]; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) @@ -7487,9 +7636,17 @@ static boolean ChangeElementNow(int x, int y, int element, int page) (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); #else + +#if 0 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#else + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#endif + #endif + is_walkable = (is_empty || IS_WALKABLE(e)); is_diggable = (is_empty || IS_DIGGABLE(e)); is_collectible = (is_empty || IS_COLLECTIBLE(e)); @@ -7497,12 +7654,13 @@ static boolean ChangeElementNow(int x, int y, int element, int page) is_removable = (is_diggable || is_collectible); can_replace[xx][yy] = - ((change->replace_when == CP_WHEN_EMPTY && is_empty) || - (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || - (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || - (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || - (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || - (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)); + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); if (!can_replace[xx][yy]) complete_replace = FALSE; @@ -9027,6 +9185,16 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) int nexty = newy + dy; #endif +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && +#if 0 + (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && +#endif + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else #if 1 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && IS_GRAVITY_REACHABLE(Feld[newx][newy]) && @@ -9050,6 +9218,7 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); #endif #endif +#endif } static void CheckGravityMovement(struct PlayerInfo *player) @@ -9338,14 +9507,30 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #else #if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + if (!FrameReached(&player->move_delay, player->move_delay_value)) + { +#if 0 + printf("::: can NOT move\n"); +#endif + return FALSE; + } #else if (!FrameReached(&player->move_delay, player->move_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif +#endif + +#if 0 + printf("::: COULD move now\n"); #endif /* store if player is automatically moved to next field */ @@ -9477,6 +9662,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (moved & MF_MOVING) { +#if 0 + printf("::: REALLY moves now\n"); +#endif + if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) @@ -9504,6 +9693,11 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (game.engine_version < VERSION_IDENT(3,1,0,0)) #endif { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else static int trigger_sides[4][2] = { /* enter side leave side */ @@ -9512,9 +9706,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ }; - int move_direction = player->MovDir; int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif int old_element = Feld[old_jx][old_jy]; int new_element = Feld[jx][jy]; @@ -9551,6 +9745,15 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = MV_NO_MOVING; */ player->is_moving = FALSE; + +#if USE_NEW_MOVEMENT + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + player->move_delay = -1; /* allow direct movement in the next frame */ +#endif } if (game.engine_version < VERSION_IDENT(3,0,7,0)) @@ -9579,8 +9782,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_MOVEMENT + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif #if 0 DrawPlayer(player); @@ -9659,6 +9868,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (game.engine_version >= VERSION_IDENT(3,1,0,0)) #endif { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else static int trigger_sides[4][2] = { /* enter side leave side */ @@ -9667,9 +9881,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ }; - int move_direction = player->MovDir; int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif int old_jx = last_jx; int old_jy = last_jy; int old_element = Feld[old_jx][old_jy]; @@ -9703,7 +9917,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TestIfHeroTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); #if 1 - TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#if 1 + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) +#endif + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ #endif if (!player->active) @@ -9890,7 +10109,7 @@ void TestIfElementTouchesCustomElement(int x, int y) boolean change_center_element = FALSE; int center_element_change_page = 0; int center_element = Feld[x][y]; /* should always be non-moving! */ - int border_trigger_element; + int border_trigger_element = EL_UNDEFINED; int i, j; for (i = 0; i < NUM_DIRECTIONS; i++) @@ -10549,13 +10768,6 @@ int DigField(struct PlayerInfo *player, int oldx, int oldy, int x, int y, int real_dx, int real_dy, int mode) { - 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 */ - }; #if 0 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); #endif @@ -10569,7 +10781,18 @@ int DigField(struct PlayerInfo *player, dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); int opposite_direction = MV_DIR_OPPOSITE(move_direction); +#if 1 + int dig_side = MV_DIR_OPPOSITE(move_direction); +#else + 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(move_direction)]; +#endif int old_element = Feld[jx][jy]; int element; @@ -10895,6 +11118,16 @@ int DigField(struct PlayerInfo *player, element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; } /* automatically move to the next field with double speed */ @@ -11232,7 +11465,13 @@ int DigField(struct PlayerInfo *player, else if (IS_SWITCHABLE(element)) { if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x,y, element, + CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + return MF_ACTION; + } player->is_switching = TRUE; player->switch_x = x; @@ -11319,6 +11558,13 @@ int DigField(struct PlayerInfo *player, #endif } + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); + + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + return MF_ACTION; } else @@ -11456,6 +11702,12 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; +#if 1 + int drop_side = drop_direction; +#else static int trigger_sides[4] = { CH_SIDE_LEFT, /* dropping left */ @@ -11463,10 +11715,8 @@ boolean DropElement(struct PlayerInfo *player) 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)]; +#endif int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -11622,11 +11872,11 @@ boolean DropElement(struct PlayerInfo *player) nexty = dropy + GET_DY_FROM_DIR(move_direction); #if 1 - Changed[dropx][dropy] = 0; /* allow another change */ - CheckCollision[dropx][dropy] = 2; + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; #else - if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) { #if 0 WasJustMoving[dropx][dropy] = 3; @@ -11637,7 +11887,8 @@ boolean DropElement(struct PlayerInfo *player) #endif #endif } -#if 1 +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ else { Changed[dropx][dropy] = 0; /* allow another change */