X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=71013bf598ebd1a491c8cc3a52f2311f0db2fdbe;hb=8c167a3d4c65f4baf5b4abbebab48d575c248221;hp=17eaef58990f47d39e4de9920cbbdeedd94b64a0;hpb=c8a5fd317789166da7aafff91d43672f69c78729;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 17eaef58..71013bf5 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 *); @@ -169,6 +176,7 @@ 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); @@ -251,6 +259,22 @@ 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 +679,7 @@ 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 +802,19 @@ 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 +909,7 @@ 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 +935,8 @@ 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; } } @@ -1008,8 +1038,6 @@ 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; @@ -1017,16 +1045,21 @@ void InitGame() player->StepFrame = 0; 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->switch_x = -1; + player->switch_y = -1; player->show_envelope = 0; @@ -1034,9 +1067,7 @@ 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; @@ -1083,6 +1114,7 @@ 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; @@ -1103,9 +1135,11 @@ 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; @@ -1116,9 +1150,10 @@ 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; } } @@ -1570,6 +1605,8 @@ void InitMovDir(int x, int y) } break; } + + GfxDir[x][y] = MovDir[x][y]; } void InitAmoebaNr(int x, int y) @@ -1668,11 +1705,15 @@ 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]; - PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING); + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING); } /* Hero disappears */ @@ -1810,6 +1851,7 @@ 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) @@ -1820,10 +1862,11 @@ 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; @@ -1834,8 +1877,9 @@ 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) @@ -1914,10 +1958,12 @@ 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) @@ -2027,21 +2073,32 @@ 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) @@ -2073,7 +2130,7 @@ 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); @@ -2107,7 +2164,7 @@ 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 @@ -2162,7 +2219,7 @@ 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; @@ -2284,6 +2341,7 @@ 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 @@ -2371,7 +2429,11 @@ 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); @@ -2479,7 +2541,11 @@ void Bang(int x, int y) int element = Feld[x][y]; #endif +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y)) +#endif { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -2916,7 +2982,7 @@ 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; @@ -3091,6 +3157,11 @@ void Impact(int x, int y) else { CheckElementChange(x, y + 1, smashed, CE_SMASHED); + + CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_SWITCHED, -1); } } else @@ -3118,7 +3189,7 @@ void Impact(int x, int y) PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); } -void TurnRound(int x, int y) +inline static void TurnRoundExt(int x, int y) { static struct { @@ -3649,6 +3720,39 @@ void TurnRound(int x, int y) MovDir[x][y] = old_move_dir; } } + else if (element_info[element].move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } +} + +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) @@ -3659,7 +3763,7 @@ 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); @@ -3674,16 +3778,21 @@ 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) { @@ -3830,36 +3939,37 @@ 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) @@ -3870,7 +3980,7 @@ 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); @@ -3889,13 +3999,13 @@ 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 { @@ -3959,11 +4069,16 @@ void StartMoving(int x, int y) { int newx, newy; +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif #if 0 #if 0 @@ -4021,7 +4136,13 @@ 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 || @@ -4050,12 +4171,27 @@ 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]); + +#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); - for (i=1; i<=3; i++) + PlaySoundLevelActionIfLoop(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])) @@ -4072,7 +4208,10 @@ 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 { @@ -4090,10 +4229,12 @@ void StartMoving(int x, int y) 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 */ @@ -4149,7 +4290,7 @@ 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)) { @@ -4193,14 +4334,15 @@ 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) ? @@ -4212,6 +4354,11 @@ 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 @@ -4220,11 +4367,13 @@ void StartMoving(int x, int y) PlaySoundLevel(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; } } @@ -4359,156 +4508,181 @@ 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; + + 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]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; - MovDelay[newx][newy] = 0; + Back[x][y] = Back[newx][newy] = 0; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } - /* 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]; + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; - ChangeDelay[x][y] = 0; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + /* 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 */ - if (!pushed) /* special case: moving object pushed by player */ - JustStopped[newx][newy] = 3; + /* 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); - 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 (!pushed) /* special case: moving object pushed by player */ + { + WasJustMoving[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); - 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)) - CheckElementChange(newx, newy, element, CE_COLLISION); + 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) @@ -5064,7 +5238,10 @@ 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); } @@ -5147,7 +5324,7 @@ 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); @@ -5178,7 +5355,7 @@ 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); } } @@ -5223,7 +5400,7 @@ 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); @@ -5233,7 +5410,7 @@ 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); @@ -5249,7 +5426,7 @@ 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); @@ -5260,7 +5437,7 @@ 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); @@ -5533,6 +5710,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); + ChangeEvent[ex][ey] = ChangeEvent[x][y]; + ChangeElementNowExt(ex, ey, change->content[xx][yy]); something_has_changed = TRUE; @@ -5560,7 +5739,8 @@ 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 @@ -5591,7 +5771,7 @@ 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); @@ -5601,9 +5781,16 @@ 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; } @@ -5631,19 +5818,28 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, int element = EL_CUSTOM_START + i; boolean change_element = FALSE; - int page; + int page = 0; - if (!CAN_CHANGE(element) || - !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) continue; for (j=0; j < element_info[element].num_change_pages; j++) { 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; @@ -5710,10 +5906,13 @@ 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) +#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; @@ -5724,14 +5923,24 @@ 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 @@ -5739,7 +5948,7 @@ 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) @@ -5751,10 +5960,18 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } +#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); @@ -5766,44 +5983,129 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) 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() -{ - 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 (game_status != GAME_MODE_PLAYING) - return; +#else - action_delay_value = - (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); +static void PlayerActions(struct PlayerInfo *player, byte player_action) +{ + 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); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + stored_player_action[player->index_nr] = 0; + num_stored_actions++; - /* ---------- main game synchronization point ---------- */ + printf("::: player %d [%d]\n", player->index_nr, FrameCounter); - WaitUntilDelayReached(&action_delay, action_delay_value); + if (!player->active || tape.pausing) + return; - if (network_playing && !network_player_action_received) + if (player_action) { - /* -#ifdef DEBUG - printf("DEBUG: try to get network player actions in time\n"); -#endif - */ + 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; + + action_delay_value = + (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + + /* ---------- main game synchronization point ---------- */ + + WaitUntilDelayReached(&action_delay, action_delay_value); + + if (network_playing && !network_player_action_received) + { + /* +#ifdef DEBUG + printf("DEBUG: try to get network player actions in time\n"); +#endif + */ #if defined(PLATFORM_UNIX) /* last chance to get network player actions without main loop delay */ @@ -5845,7 +6147,7 @@ void GameActions() if (!options.network && !setup.team_mode) local_player->effective_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); @@ -5900,9 +6208,21 @@ 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]++; @@ -5937,7 +6257,7 @@ 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 @@ -5974,11 +6294,22 @@ 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 @@ -5987,7 +6318,7 @@ 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", @@ -6007,6 +6338,11 @@ 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]); @@ -6227,7 +6563,7 @@ void GameActions() } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; TimePlayed++; @@ -6394,7 +6730,7 @@ 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); @@ -6422,15 +6758,16 @@ 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 */ @@ -6445,6 +6782,7 @@ 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; @@ -6505,9 +6843,9 @@ 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, @@ -6528,7 +6866,7 @@ 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; @@ -6567,7 +6905,7 @@ 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(); @@ -6579,13 +6917,13 @@ 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; @@ -6664,7 +7002,7 @@ 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 @@ -6683,8 +7021,50 @@ 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->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 { @@ -6696,8 +7076,11 @@ 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); @@ -6705,7 +7088,7 @@ 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; @@ -6759,16 +7142,29 @@ 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); @@ -6805,9 +7201,6 @@ 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 }, @@ -6815,47 +7208,73 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { 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 (IS_PLAYER(x, y)) { - CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); - CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + 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, border_element, border_side, + CE_TOUCHED_BY_PLAYER, -1); } 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); + 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, center_element, center_side, + CE_TOUCHED_BY_PLAYER, -1); break; } } - -#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 }, @@ -6871,18 +7290,18 @@ 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]; @@ -6894,7 +7313,14 @@ 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) && @@ -6906,7 +7332,8 @@ 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) { @@ -6927,7 +7354,8 @@ 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) { @@ -6942,10 +7370,6 @@ 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) @@ -7023,6 +7447,13 @@ 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, @@ -7062,6 +7493,12 @@ 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; @@ -7081,24 +7518,6 @@ 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)) @@ -7277,17 +7696,14 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { -#if 0 - static int change_sides[4][2] = + static int change_sides[4] = { - /* 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 */ + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ }; -#endif - 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; @@ -7295,10 +7711,7 @@ int DigField(struct PlayerInfo *player, dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); -#if 0 - int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; -#endif + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; int element; if (player->MovPos == 0) @@ -7308,11 +7721,11 @@ 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; @@ -7325,7 +7738,7 @@ 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; @@ -7360,111 +7773,11 @@ 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) { - 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; - - case EL_SP_TERMINAL: - { - int xx, yy; - - PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); - - for (yy=0; yySwitching) - { - player->Switching = TRUE; - ToggleBeltSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; - - case EL_SWITCHGATE_SWITCH_UP: - case EL_SWITCHGATE_SWITCH_DOWN: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleSwitchgateSwitch(x, y); - PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); - } - return MF_ACTION; - break; - - case EL_LIGHT_SWITCH: - case EL_LIGHT_SWITCH_ACTIVE: - if (!player->Switching) - { - player->Switching = TRUE; - ToggleLightSwitch(x, y); - PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? - SND_LIGHT_SWITCH_ACTIVATING : - SND_LIGHT_SWITCH_DEACTIVATING); - } - return MF_ACTION; - break; - - case EL_TIMEGATE_SWITCH: - ActivateTimegateSwitch(x, y); - PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); - - return MF_ACTION; - break; - - 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; - case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -7504,7 +7817,7 @@ 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; @@ -7556,23 +7869,6 @@ int DigField(struct PlayerInfo *player, } break; - 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; - - 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; - default: if (IS_WALKABLE(element)) @@ -7589,7 +7885,9 @@ 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 */ } @@ -7611,6 +7909,11 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#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) { if (!player->key[element - EL_EM_GATE_1]) @@ -7649,7 +7952,10 @@ int DigField(struct PlayerInfo *player, 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; } @@ -7681,8 +7987,6 @@ 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); } @@ -7746,7 +8050,10 @@ int DigField(struct PlayerInfo *player, 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; } @@ -7762,14 +8069,62 @@ 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 && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) return MF_NO_ACTION; +#endif + +#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 (!player->Pushing && - game.engine_version >= RELEASE_IDENT(2,2,0,7)) + /* + 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 + +#if 0 + printf("::: push delay: %ld [%d, %d] [%d]\n", + player->push_delay_value, FrameCounter, game.engine_version, + player->is_pushing); +#endif - player->Pushing = TRUE; + player->is_pushing = TRUE; if (!(IN_LEV_FIELD(nextx, nexty) && (IS_FREE(nextx, nexty) || @@ -7786,7 +8141,17 @@ 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)) { @@ -7834,18 +8199,127 @@ 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 */ - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); - CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING); + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + + for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++) + { + if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + Bang(xx, yy); + else if (Feld[xx][yy] == EL_SP_TERMINAL) + Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + } + } + else if (IS_BELT_SWITCH(element)) + { + ToggleBeltSwitch(x, y); + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { + ToggleSwitchgateSwitch(x, y); + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { + ToggleLightSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); +#endif + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == 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); + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + DrawLevelField(x, y); + } + else if (element == 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); + +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; + } else { - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); - CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); + if (!PLAYER_SWITCHING(player, x, y)) + { + player->is_switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); } return MF_NO_ACTION; @@ -7856,24 +8330,6 @@ int DigField(struct PlayerInfo *player, if (Feld[x][y] != element) /* really digged/collected something */ player->is_collecting = !player->is_digging; -#if 0 - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_OTHER_GETS_LEFT); - CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, - CE_LEFT_BY_PLAYER, -1); - } - - if (IS_CUSTOM_ELEMENT(Feld[x][y])) - { - CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side, - CE_OTHER_GETS_ENTERED); - CheckElementSideChange(x, y, Feld[x][y], enter_side, - CE_ENTERED_BY_PLAYER, -1); - } -#endif - return MF_MOVING; } @@ -7886,7 +8342,7 @@ 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)) @@ -7898,50 +8354,37 @@ 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(); @@ -7985,14 +8428,9 @@ 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);