X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=762035dc5656bc5479fc3158d263620b0675cb1c;hb=201eaae5ae325e0c99e43ab240163a99dc5c0db9;hp=ce4948b85851c59eca8b4a04355079b6597b133c;hpb=a5e9fc02d650da0520fc4994ba5780c27e4f3569;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index ce4948b8..762035dc 100644 --- a/src/game.c +++ b/src/game.c @@ -114,8 +114,11 @@ ((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 +612,39 @@ 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]; @@ -1582,7 +1593,7 @@ void InitGame() network_player_action_received = FALSE; -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); @@ -2109,7 +2120,7 @@ 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 +2829,11 @@ 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 +2845,14 @@ 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 +2861,12 @@ 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 +2931,28 @@ 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 +3077,17 @@ 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 +3097,30 @@ 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; @@ -3068,9 +3132,15 @@ void Explode(int ex, int ey, int phase, int mode) 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 +3229,15 @@ 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 +3284,11 @@ 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 +3334,18 @@ 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 +3357,12 @@ 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 +3377,11 @@ 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); @@ -5344,7 +5444,7 @@ 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) && @@ -6275,6 +6375,9 @@ void ContinueMoving(int x, int y) #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 +6386,7 @@ 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 +7441,11 @@ 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 +7486,9 @@ 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 +7496,14 @@ 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 +7590,16 @@ 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 +7613,17 @@ 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 +7631,13 @@ 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; @@ -8198,7 +8333,7 @@ void GameActions() #endif */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -8249,7 +8384,7 @@ void GameActions() stored_player[i].effective_action = stored_player[i].action; } -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (network_playing) SendToServer_MovePlayer(summarized_player_action); #endif @@ -9027,6 +9162,16 @@ 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 +9195,7 @@ 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) @@ -9504,6 +9650,11 @@ 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 +9663,9 @@ 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]; @@ -9659,6 +9810,11 @@ 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 +9823,9 @@ 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 +9859,12 @@ 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 +10051,7 @@ 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++) @@ -10549,16 +10710,11 @@ 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 + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; @@ -10567,25 +10723,39 @@ 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; - if (player->MovPos == 0) + if (is_player) /* function can also be called by EL_PENGUIN */ { - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - if (player->MovPos == 0) /* last pushing move finished */ - player->is_pushing = FALSE; + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; - if (mode == DF_NO_PUSH) /* player just stopped pushing */ - { - player->is_switching = FALSE; - player->push_delay = 0; + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; + player->push_delay = 0; - return MF_NO_ACTION; + return MF_NO_ACTION; + } } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) @@ -10644,12 +10814,15 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; #if 1 - if (game.gravity && !player->is_auto_moving && + if (game.gravity && is_player && !player->is_auto_moving && canFallDown(player) && move_direction != MV_DOWN && !canMoveToValidFieldWithGravity(jx, jy, move_direction)) return MF_NO_ACTION; /* player cannot walk here due to gravity */ @@ -10887,6 +11060,16 @@ 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 */ @@ -10939,7 +11122,7 @@ int DigField(struct PlayerInfo *player, { RemoveField(x, y); - if (mode != DF_SNAP) + if (is_player && mode != DF_SNAP) { GfxElement[x][y] = element; player->is_collecting = TRUE; @@ -11025,9 +11208,10 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_GETS_COLLECTED, - player->index_bit, dig_side); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_GETS_COLLECTED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -11074,11 +11258,25 @@ int DigField(struct PlayerInfo *player, #endif #if 1 - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else 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(3,0,7,1)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#endif else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) { if (!player->is_pushing) @@ -11098,9 +11296,12 @@ int DigField(struct PlayerInfo *player, #endif #if 0 - printf("::: push delay: %ld [%d, %d] [%d]\n", - player->push_delay_value, FrameCounter, game.engine_version, - player->is_pushing); + printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", + player->push_delay, player->push_delay_value, + FrameCounter, game.engine_version, + player_was_pushing, player->is_pushing, + element, element_info[element].token_name, + GET_NEW_PUSH_DELAY(element)); #endif player->is_pushing = TRUE; @@ -11206,7 +11407,13 @@ 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; @@ -11293,6 +11500,13 @@ 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 @@ -11430,6 +11644,12 @@ 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 */ @@ -11437,10 +11657,8 @@ 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 ? @@ -11596,11 +11814,11 @@ 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; @@ -11611,7 +11829,8 @@ 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 */ @@ -11851,7 +12070,7 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else @@ -12042,7 +12261,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -12056,7 +12275,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else