X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a8389022119adf4edf8b101a8d74d59844df3d6b;hb=005e27dc77775cbda39afc1daabc8d5f6011f575;hp=56094a02d0a0edf2119ab0d95379c84c8797ae25;hpb=23144b74723ab3166c533693bb7e5f04af36fc92;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 56094a02..a8389022 100644 --- a/src/game.c +++ b/src/game.c @@ -27,6 +27,12 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_MOVE_STYLE TRUE *0 +#define USE_NEW_MOVE_DELAY TRUE *1 +#define USE_NEW_PUSH_DELAY TRUE *1 +#define USE_NEW_BLOCK_STYLE TRUE *1 + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -43,10 +49,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -94,15 +102,30 @@ /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ (element_info[e].move_delay_random)) +#define GET_TARGET_ELEMENT(e, ch) \ + ((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)) + #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ (condition))) @@ -257,6 +280,11 @@ #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) +#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d)) +#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d)) +#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) +#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -270,6 +298,8 @@ /* forward declaration for internal use */ +static void AdvanceFrameAndPlayerCounters(int); + static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); static boolean MovePlayer(struct PlayerInfo *, int, int); static void ScrollPlayer(struct PlayerInfo *, int); @@ -295,23 +325,25 @@ static void ChangeElement(int, int, int); static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); #define CheckTriggeredElementChange(x, y, e, ev) \ - CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1) -#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) -#define CheckTriggeredElementChangeSide(x, y, e, ev, s) \ - CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1) -#define CheckTriggeredElementChangePage(x, y, e, ev, p) \ - CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p) - -static boolean CheckElementChangeExt(int, int, int, int, int, int, int); -#define CheckElementChange(x, y, e, ev) \ - CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1) -#define CheckElementChangePlayer(x, y, e, ev, p, s) \ - CheckElementChangeExt(x, y, e, ev, p, s, -1) -#define CheckElementChangeSide(x, y, e, ev, s) \ - CheckElementChangeExt(x, y, e, ev, -1, s, -1) -#define CheckElementChangePage(x, y, e, ev, p) \ - CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) +#define CheckElementChangeByPage(x, y, e, te, ev, p) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) static void PlayLevelSound(int, int, int); static void PlayLevelSoundNearest(int, int, int); @@ -360,6 +392,18 @@ struct ChangingElementInfo static struct ChangingElementInfo change_delay_list[] = { +#if USE_NEW_BLOCK_STYLE +#if 0 + { + EL_PLAYER_IS_LEAVING, + EL_EMPTY, + -1, /* delay for blocking field left by player set at runtime */ + NULL, + NULL, + NULL + }, +#endif +#endif { EL_NUT_BREAKING, EL_EMERALD, @@ -586,21 +630,41 @@ struct int element; int direction; } -tube_access[] = -{ - { 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_UNDEFINED, 0 } +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_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]; @@ -710,6 +774,10 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) { struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; int jx = player->jx, jy = player->jy; + int sp_block_delay = 7; + int em_block_delay = 7; + int sp_no_block_delay = 1; + int em_no_block_delay = 1; player->present = TRUE; @@ -717,6 +785,11 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) level.sp_block_last_field : level.block_last_field); + player->block_delay_value = + (element == EL_SP_MURPHY ? + (player->block_last_field ? sp_block_delay : sp_no_block_delay) : + (player->block_last_field ? em_block_delay : em_no_block_delay)); + if (!options.network || player->connected) { player->active = TRUE; @@ -737,6 +810,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -969,9 +1043,10 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game) /* this case is in fact a combination of not less than three bugs: first, it calls InitMovDir() for elements that can move, although this is already done by InitField(); then, it checks the element that was at this - field _before_ the call to InitField() (which can change it) - - */ + field _before_ the call to InitField() (which can change it); lastly, it + was not called for "mole with direction" elements, which were treated as + "cannot move" due to (fixed) wrong element initialization in "src/init.c" + */ } inline void DrawGameValue_Emeralds(int value) @@ -1104,7 +1179,7 @@ static void resolve_group_element(int group_element, int recursion_depth) /* ============================================================================= - InitGameEngine() + InitGameEngine() ----------------------------------------------------------------------------- initialize game engine due to level / tape version number ============================================================================= @@ -1140,6 +1215,15 @@ static void InitGameEngine() /* ---------- initialize player's initial move delay --------------------- */ +#if USE_NEW_MOVE_DELAY + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); +#else /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : @@ -1148,6 +1232,7 @@ static void InitGameEngine() /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif /* ---------- initialize player's initial push delay --------------------- */ @@ -1195,6 +1280,10 @@ static void InitGameEngine() ei->change->post_change_function = ch_delay->post_change_function; ei->change_events |= CH_EVENT_BIT(CE_DELAY); + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } #if 1 @@ -1235,6 +1324,19 @@ static void InitGameEngine() } #endif + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_PLAYER_1; + } + } + /* ---------- initialize trigger events ---------------------------------- */ /* initialize trigger events information */ @@ -1305,8 +1407,13 @@ static void InitGameEngine() { if (IS_SP_ELEMENT(i)) { +#if USE_NEW_MOVE_STYLE + element_info[i].push_delay_fixed = 7; /* just enough to escape ... */ + element_info[i].push_delay_random = 0; /* ... from falling zonk */ +#else element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ element_info[i].push_delay_random = 0; /* ... from falling zonk */ +#endif } } } @@ -1326,6 +1433,7 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } +#if 0 /* ---------- initialize move dig/leave ---------------------------------- */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) @@ -1333,6 +1441,7 @@ static void InitGameEngine() element_info[i].can_leave_element = FALSE; element_info[i].can_leave_element_last = FALSE; } +#endif /* ---------- initialize gem count --------------------------------------- */ @@ -1348,15 +1457,15 @@ static void InitGameEngine() /* ---------- initialize access direction -------------------------------- */ - /* initialize access direction values to default */ + /* initialize access direction values to default (access from every side) */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (!IS_CUSTOM_ELEMENT(i)) element_info[i].access_direction = MV_ALL_DIRECTIONS; /* set access direction value for certain elements from pre-defined list */ - for (i = 0; tube_access[i].element != EL_UNDEFINED; i++) - element_info[tube_access[i].element].access_direction = - tube_access[i].direction; + for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++) + element_info[access_direction_list[i].element].access_direction = + access_direction_list[i].direction; } @@ -1429,7 +1538,10 @@ void InitGame() player->use_murphy_graphic = FALSE; - player->block_last_field = FALSE; + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay = 0; + player->block_delay_value = -1; /* initialized in InitPlayerField() */ + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; @@ -1440,6 +1552,7 @@ void InitGame() player->is_waiting = FALSE; player->is_moving = FALSE; + player->is_auto_moving = FALSE; player->is_digging = FALSE; player->is_snapping = FALSE; player->is_collecting = FALSE; @@ -1504,8 +1617,13 @@ void InitGame() player->move_delay_reset_counter = 0; - player->push_delay = 0; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; +#else + player->push_delay = 0; player->push_delay_value = game.initial_push_delay_value; +#endif player->drop_delay = 0; @@ -1527,7 +1645,7 @@ 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); @@ -1582,6 +1700,7 @@ void InitGame() AmoebaNr[x][y] = 0; WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -1590,7 +1709,7 @@ void InitGame() ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -1630,7 +1749,7 @@ void InitGame() if (!IS_CUSTOM_ELEMENT(i)) { int num_phase = 8; - int delay = ((IS_SP_ELEMENT(i) && + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && game.engine_version >= VERSION_IDENT(3,1,0,0)) || game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = (num_phase + 1) * delay; @@ -1840,7 +1959,7 @@ void InitGame() for (i = 0; i < element_info[element].num_change_pages; i++) { - content = element_info[element].change_page[i].content[xx][yy]; + content= element_info[element].change_page[i].target_content[xx][yy]; is_player = ELEM_IS_PLAYER(content); if (is_player && (found_rating < 1 || element < found_element)) @@ -2051,6 +2170,12 @@ void InitMovDir(int x, int y) else if (move_pattern == MV_ALONG_LEFT_SIDE || move_pattern == MV_ALONG_RIGHT_SIDE) { +#if 1 + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); +#endif + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; @@ -2461,6 +2586,10 @@ static void RemoveField(int x, int y) ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NO_MOVING; @@ -2586,59 +2715,49 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void RelocatePlayer(int x, int y, int element_raw) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.index_search); + boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); -#if 1 - int old_jx, old_jy; -#endif - - if (player->GameOver) /* do not reanimate dead player */ - return; + int jx = player->jx; + int jy = player->jy; + if (level.instant_relocation) + { #if 1 - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); -#endif + int offset = (setup.scroll_delay ? 3 : 0); - if (player->present) - { - while (player->MovPos) + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - DrawPlayer(player); - - BackToFront(); - Delay(wait_delay_value); + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); } + else + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ - - player->is_moving = FALSE; - } - -#if 1 - old_jx = player->jx; - old_jy = player->jy; -#endif - - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); -#if 0 - if (player == local_player) - { -#if 1 + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } +#else scroll_x += (local_player->jx - old_jx); scroll_y += (local_player->jy - old_jy); @@ -2649,30 +2768,67 @@ void RelocatePlayer(int x, int y, int element_raw) /* don't scroll over playfield boundaries */ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); - -#else - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); - - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); #endif RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { +#if 1 #if 0 - DrawAllPlayers(); - BackToFront(); + int offset = (setup.scroll_delay ? 3 : 0); #endif - } + int scroll_xx = -999, scroll_yy = -999; + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; #else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif - if (player == local_player) - { + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#else int scroll_xx = -999, scroll_yy = -999; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + while (scroll_xx != scroll_x || scroll_yy != scroll_y) { int dx = 0, dy = 0; @@ -2689,6 +2845,14 @@ void RelocatePlayer(int x, int y, int element_raw) dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif + scroll_x -= dx; scroll_y -= dy; @@ -2707,7 +2871,154 @@ void RelocatePlayer(int x, int y, int element_raw) BackToFront(); Delay(wait_delay_value); } +#endif + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +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); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + 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 */ + { 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 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 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 */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else + FrameCounter++; +#endif + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); } + +#if 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif + +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif + +#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)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); #endif } @@ -2748,11 +3059,12 @@ void Explode(int ex, int ey, int phase, int mode) /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ @@ -2787,11 +3099,20 @@ void Explode(int ex, int ey, int phase, int mode) int element; #if 1 - if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey))) +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) continue; +#endif #else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; #endif @@ -2813,10 +3134,17 @@ 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) && @@ -2826,13 +3154,30 @@ 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; @@ -2842,9 +3187,21 @@ void Explode(int ex, int ey, int phase, int mode) #if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else +#if 1 +#if 1 + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey)) + Back[x][y] = element; +#endif #else if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#endif #endif /* ignite explodable elements reached by other explosion */ @@ -2929,10 +3286,15 @@ 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_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 || @@ -2979,6 +3341,11 @@ 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; } @@ -3024,8 +3391,18 @@ 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); @@ -3037,7 +3414,12 @@ 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 @@ -3052,6 +3434,11 @@ 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); @@ -3120,6 +3507,10 @@ void Explode(int ex, int ey, int phase, int mode) { int element; +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + #if 0 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); #endif @@ -3253,7 +3644,7 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -3272,14 +3663,24 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); +#if 1 +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; +#else + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#endif +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) + if (element != EL_EMPTY && element != EL_EXPLOSION && + element != EL_SAND && !dynabomb_xl) break; +#endif } } } @@ -3332,7 +3733,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3350,17 +3751,29 @@ void Bang(int x, int y) case EL_AMOEBA_TO_DIAMOND: #endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) +#if 1 + if (element_info[element].explosion_type == EXPLODES_CROSS) +#else + if (CAN_EXPLODE_CROSS(element)) +#endif +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif +#if 1 + else if (element_info[element].explosion_type == EXPLODES_1X1) +#else else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); +#endif + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } @@ -3753,7 +4166,7 @@ void Impact(int x, int y) boolean object_hit = FALSE; boolean impact = (lastline || object_hit); int element = Feld[x][y]; - int smashed = EL_UNDEFINED; + int smashed = EL_STEELWALL; if (!lastline) /* check if element below was hit */ { @@ -3785,6 +4198,7 @@ void Impact(int x, int y) return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3800,11 +4214,13 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) { PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); @@ -3919,6 +4335,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -3949,16 +4367,25 @@ void Impact(int x, int y) TestIfElementSmashesCustomElement(x, y, MV_DOWN); #endif - CheckElementChange(x, y + 1, smashed, CE_SMASHED); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); - CheckTriggeredElementChangeSide(x, y + 1, smashed, - CE_OTHER_IS_SWITCHING, CH_SIDE_TOP); - CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); +#else + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_OTHER_IS_SWITCHING,CH_SIDE_TOP); + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); +#endif } } else { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); } } } @@ -4333,7 +4760,13 @@ inline static void TurnRoundExt(int x, int y) } } +#if 1 + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) +#else if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) +#endif { attr_x = ZX; attr_y = ZY; @@ -4877,12 +5310,16 @@ void StartMoving(int x, int y) #endif } #if 1 - else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED)) || + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) #else #if 1 @@ -4911,6 +5348,13 @@ void StartMoving(int x, int y) WasJustFalling[x][y] = 0; #endif + CheckCollision[x][y] = 0; + +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) @@ -5025,11 +5469,26 @@ void StartMoving(int x, int y) } /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) +#else if (CAN_MOVE(element) && !started_moving) +#endif { int move_pattern = element_info[element].move_pattern; int newx, newy; +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NO_MOVING) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif + Moving2Blocked(x, y, &newx, &newy); #if 1 @@ -5044,9 +5503,15 @@ void StartMoving(int x, int y) #endif #if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + 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) && (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { #if 0 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", @@ -5062,6 +5527,8 @@ void StartMoving(int x, int y) WasJustMoving[x][y] = 0; #endif + CheckCollision[x][y] = 0; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); #if 0 @@ -5214,11 +5681,30 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif + +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif +#if 1 + ChangeDelay[xx][yy] = 0; +#endif Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) { @@ -5415,11 +5901,27 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + PlayLevelSoundAction(x, y, action); } +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = element_info[element].move_leave_element; +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) element_info[element].can_leave_element = TRUE; +#endif if (move_pattern & MV_MAZE_RUNNER_STYLE) { @@ -5472,11 +5974,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -5567,6 +6083,27 @@ void StartMoving(int x, int y) TurnRound(x, y); +#if 0 + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + +#if 0 + printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", + element_info[element].token_name, + element_info[blocking_element].token_name, + x, y, newx, newy); +#endif + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + #if 1 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ DrawLevelElementAnimation(x, y, element); @@ -5608,6 +6145,7 @@ void StartMoving(int x, int y) void ContinueMoving(int x, int y) { int element = Feld[x][y]; + int stored = Store[x][y]; struct ElementInfo *ei = &element_info[element]; int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); @@ -5649,7 +6187,13 @@ void ContinueMoving(int x, int y) Feld[newx][newy] = element; MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (element == EL_MOLE) +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } +#endif + else if (element == EL_MOLE) { Feld[x][y] = EL_SAND; @@ -5708,20 +6252,40 @@ void ContinueMoving(int x, int y) Back[x][y] = Back[newx][newy] = 0; } +#if 0 else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; } +#endif +#if 0 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif - Store[x][y] = 0; + Store[x][y] = EL_EMPTY; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (CAN_CHANGE(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; @@ -5740,6 +6304,31 @@ void ContinueMoving(int x, int y) #if 1 /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif + { + int move_leave_element = ei->move_leave_element; + + Feld[x][y] = move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } +#endif + +#if 0 + /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || @@ -5773,9 +6362,18 @@ void ContinueMoving(int x, int y) MovDir[newx][newy] = 0; */ +#if 0 if (!CAN_MOVE(element) || (CAN_FALL(element) && direction == MV_DOWN)) GfxDir[x][y] = MovDir[newx][newy] = 0; +#else + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#endif #endif #endif @@ -5795,15 +6393,30 @@ void ContinueMoving(int x, int y) /* prevent elements on conveyor belt from moving on in last direction */ if (pushed_by_conveyor && CAN_FALL(element) && direction & MV_HORIZONTAL) + { +#if 0 + if (CAN_MOVE(element)) + InitMovDir(newx, newy); + else + MovDir[newx][newy] = 0; +#else MovDir[newx][newy] = 0; #endif + } +#endif if (!pushed_by_player) { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + WasJustMoving[newx][newy] = 3; if (CAN_FALL(element) && direction == MV_DOWN) WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -5817,9 +6430,48 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); +#if USE_NEW_MOVE_STYLE +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + !IS_PLAYER(x, newy + 1)) + Impact(x, newy); +#else if (CAN_FALL(element) && direction == MV_DOWN && (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); +#endif + +#if 1 + if (pushed_by_player) + { +#if 1 + int dig_side = MV_DIR_OPPOSITE(direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + 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, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + } +#endif #if 1 TestIfElementTouchesCustomElement(x, y); /* empty or new element */ @@ -5841,8 +6493,8 @@ void ContinueMoving(int x, int y) int hitting_element = Feld[newx][newy]; /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING, - direction); + CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, + direction); #if 0 if (IN_LEV_FIELD(nextx, nexty)) @@ -5859,8 +6511,8 @@ void ContinueMoving(int x, int y) { int i; - CheckElementChangeSide(nextx, nexty, touched_element, - CE_HIT_BY_SOMETHING, opposite_direction); + CheckElementChangeBySide(nextx, nexty, touched_element, + CE_HIT_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) @@ -5875,8 +6527,8 @@ void ContinueMoving(int x, int y) change->trigger_side & touched_side && change->trigger_element == touched_element) { - CheckElementChangePage(newx, newy, hitting_element, - CE_OTHER_IS_HITTING, i); + CheckElementChangeByPage(newx, newy, hitting_element, + touched_element, CE_OTHER_IS_HITTING,i); break; } } @@ -5895,8 +6547,8 @@ void ContinueMoving(int x, int y) change->trigger_side & hitting_side && change->trigger_element == hitting_element) { - CheckElementChangePage(nextx, nexty, touched_element, - CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(nextx, nexty, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); break; } } @@ -6212,6 +6864,15 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) @@ -6219,6 +6880,7 @@ void AmoebeAbleger(int ax, int ay) newax = x; neway = y; } +#endif if (newax == ax && neway == ay) return; @@ -6237,6 +6899,16 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; +#if 1 + if (IS_FREE(x, y) || + CAN_GROW_INTO(Feld[x][y]) || + Feld[x][y] == EL_QUICKSAND_EMPTY) + { + newax = x; + neway = y; + break; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) @@ -6245,13 +6917,18 @@ void AmoebeAbleger(int ax, int ay) neway = y; break; } +#endif else if (IS_PLAYER(x, y)) waiting_for_player = TRUE; } if (newax == ax && neway == ay) /* amoeba cannot grow */ { +#if 1 + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) +#else if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) +#endif { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -6382,6 +7059,20 @@ void Life(int ax, int ay) changed = TRUE; } } +#if 1 + else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy])) + { /* free border field */ + if (nachbarn >= life[2] && nachbarn <= life[3]) + { + Feld[xx][yy] = element; + MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1); + if (!Stop[xx][yy]) + DrawLevelField(xx, yy); + Stop[xx][yy] = TRUE; + changed = TRUE; + } + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ @@ -6395,6 +7086,7 @@ void Life(int ax, int ay) changed = TRUE; } } +#endif } if (changed) @@ -6420,7 +7112,12 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { +#if 1 + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +#else + /* another brainless, "type style" bug ... :-( */ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +#endif } static void RunTimegateWheel(int x, int y) @@ -6807,56 +7504,107 @@ static void ChangeActiveTrap(int x, int y) static void ChangeElementNowExt(int x, int y, int target_element) { int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif /* check if element under player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ 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; } - RemoveField(x, y); - Feld[x][y] = target_element; +#if 1 + if (!add_player) +#endif + { +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; +#endif - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; #if 1 - InitField_WithBug1(x, y, FALSE); + InitField_WithBug1(x, y, FALSE); #else - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); #endif - DrawLevelField(x, y); - - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + DrawLevelField(x, y); + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + +#if 0 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 0 TestIfBadThingTouchesHero(x, y); TestIfPlayerTouchesCustomElement(x, y); 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); + TestIfElementTouchesCustomElement(x, y); +#endif } static boolean ChangeElementNow(int x, int y, int element, int page) { struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; /* always use default change event to prevent running into a loop */ if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); + if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY)) + { + /* reset actual trigger element and player */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + } + /* do not change already changed elements with same change event */ #if 0 if (Changed[x][y] & ChangeEvent[x][y]) @@ -6868,7 +7616,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page) Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ - CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page); +#if 0 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); +#endif if (change->explode) { @@ -6877,77 +7628,141 @@ static boolean ChangeElementNow(int x, int y, int element, int page) return TRUE; } - if (change->use_content) + if (change->use_target_content) { - boolean complete_change = TRUE; - boolean can_change[3][3]; + boolean complete_replace = TRUE; + boolean can_replace[3][3]; int xx, yy; for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { - boolean half_destructible; + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; + int content_element = change->target_content[xx][yy]; int e; - can_change[xx][yy] = TRUE; + can_replace[xx][yy] = TRUE; if (ex == x && ey == y) /* do not check changing element itself */ continue; - if (change->content[xx][yy] == EL_EMPTY_SPACE) + if (content_element == EL_EMPTY_SPACE) { - can_change[xx][yy] = FALSE; /* do not change empty borders */ + can_replace[xx][yy] = FALSE; /* do not replace border with space */ continue; } if (!IN_LEV_FIELD(ex, ey)) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; 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)) e = MovingOrBlocked2Element(ex, ey); +#if 1 + +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || + (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)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + 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)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; +#else + empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && + IS_WALKABLE(content_element))); +#if 1 + half_destructible = (empty_for_element || IS_DIGGABLE(e)); +#else half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); +#endif - if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || - (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || - (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || + (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || + (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; } +#endif } - if (!change->only_complete || complete_change) + if (!change->only_if_complete || complete_replace) { boolean something_has_changed = FALSE; - if (change->only_complete && change->use_random_change && - RND(100) < change->random) + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) return FALSE; for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { int ex = x + xx - 1; int ey = y + yy - 1; + int content_element; - if (can_change[xx][yy] && (!change->use_random_change || - RND(100) < change->random)) + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) { 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]); + content_element = change->target_content[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + ChangeElementNowExt(ex, ey, target_element); something_has_changed = TRUE; @@ -6963,11 +7778,18 @@ static boolean ChangeElementNow(int x, int y, int element, int page) } else { - ChangeElementNowExt(x, y, change->target_element); + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + ChangeElementNowExt(x, y, target_element); PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } +#if 1 + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page); +#endif + return TRUE; } @@ -6977,9 +7799,8 @@ static void ChangeElement(int x, int y, int page) struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; -#if 0 #ifdef DEBUG - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); printf("ChangeElement(): %d,%d: element = %d ('%s')\n", @@ -6988,8 +7809,18 @@ static void ChangeElement(int x, int y, int page) printf("\n\n"); } #endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif + return; + } + if (ChangeDelay[x][y] == 0) /* initialize element change */ { ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + @@ -7020,6 +7851,8 @@ static void ChangeElement(int x, int y, int page) { page = ChangePage[x][y]; ChangePage[x][y] = -1; + + change = &ei->change_page[page]; } #if 0 @@ -7050,6 +7883,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly, int trigger_page) { int i, j, x, y; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) return FALSE; @@ -7072,7 +7906,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly, change->events & CH_EVENT_BIT(trigger_event) && change->trigger_side & trigger_side && change->trigger_player & trigger_player && - change->trigger_page & (1 << trigger_page) && + change->trigger_page & trigger_page_bits && IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { #if 0 @@ -7084,6 +7918,9 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly, change_element = TRUE; page = j; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + break; } } @@ -7112,6 +7949,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly, static boolean CheckElementChangeExt(int x, int y, int element, + int trigger_element, int trigger_event, int trigger_player, int trigger_side, @@ -7126,6 +7964,20 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + #if 1 if (trigger_page < 0) { @@ -7144,6 +7996,9 @@ static boolean CheckElementChangeExt(int x, int y, change_element = TRUE; trigger_page = i; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + break; } } @@ -7151,6 +8006,14 @@ static boolean CheckElementChangeExt(int x, int y, if (!change_element) return FALSE; } + else + { + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[trigger_page]; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1; /* unused */ + } #else @@ -7514,6 +8377,45 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } #endif +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) + { + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + + if (!advance_player_counters) /* not all players may be affected */ + continue; + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + +#if USE_NEW_PUSH_DELAY + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +} + void GameActions() { static unsigned long action_delay = 0; @@ -7532,7 +8434,7 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) + if (tape.playing && tape.warp_forward && !tape.pausing) action_delay_value = 0; /* ---------- main game synchronization point ---------- */ @@ -7547,7 +8449,7 @@ void GameActions() #endif */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -7598,7 +8500,7 @@ 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 @@ -7755,6 +8657,14 @@ void GameActions() Changed[x][y] = CE_BITMASK_DEFAULT; ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + /* this must be handled before main playfield loop */ + if (Feld[x][y] == EL_PLAYER_IS_LEAVING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + RemoveField(x, y); + } + #if DEBUG if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) { @@ -7770,6 +8680,8 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; @@ -7916,7 +8828,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -7999,6 +8911,21 @@ void GameActions() #endif element = Feld[x][y]; +#if 1 + if (!IS_PLAYER(x,y) && + (element == EL_EMPTY || + CAN_GROW_INTO(element) || + element == EL_QUICKSAND_EMPTY || + element == EL_ACID_SPLASH_LEFT || + element == EL_ACID_SPLASH_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) + Feld[x][y] = EL_AMOEBA_DROP; + } +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || @@ -8013,6 +8940,7 @@ void GameActions() (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET)) Feld[x][y] = EL_AMOEBA_DROP; } +#endif random = random * 129 + 1; } @@ -8032,9 +8960,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -8116,22 +9044,22 @@ void GameActions() TimeFrames = 0; TapeTime++; - if (!level.use_step_counter) + for (i = 0; i < MAX_PLAYERS; i++) { - TimePlayed++; + struct PlayerInfo *player = &stored_player[i]; - for (i = 0; i < MAX_PLAYERS; i++) + if (SHIELD_ON(player)) { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; + player->shield_normal_time_left--; - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } + if (player->shield_deadly_time_left > 0) + player->shield_deadly_time_left--; } + } + + if (!level.use_step_counter) + { + TimePlayed++; if (TimeLeft > 0) { @@ -8187,7 +9115,9 @@ void GameActions() stored_player[0].StepFrame); #endif -#if 1 +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +#else FrameCounter++; TimeFrames++; @@ -8201,6 +9131,11 @@ void GameActions() if (stored_player[i].MovPos != 0) stored_player[i].StepFrame += move_frames; +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; } @@ -8285,6 +9220,7 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } +#if 0 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) { int nextx = x + dx, nexty = y + dy; @@ -8316,6 +9252,82 @@ static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) return TRUE; } +#endif + +static boolean canFallDown(struct PlayerInfo *player) +{ + int jx = player->jx, jy = player->jy; + + return (IN_LEV_FIELD(jx, jy + 1) && + (IS_FREE(jx, jy + 1) || + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; +#if 0 + int nextx = newx + dx; + int nexty = newy + dy; +#endif + +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_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]) && + (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_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && + !CAN_MOVE(Feld[newx][newy]) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); +#endif +#endif +#endif +} static void CheckGravityMovement(struct PlayerInfo *player) { @@ -8328,56 +9340,97 @@ static void CheckGravityMovement(struct PlayerInfo *player) int move_dir_horizontal = player->action & MV_HORIZONTAL; int move_dir_vertical = player->action & MV_VERTICAL; #endif + +#if 1 + boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; +#else + boolean player_is_snapping = player->action & JOY_BUTTON_1; +#endif + + int jx = player->jx, jy = player->jy; + + boolean player_is_moving_to_valid_field = + (!player_is_snapping && + (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) || + canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical))); + +#if 0 int move_dir = (player->last_move_dir & MV_HORIZONTAL ? (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); - int jx = player->jx, jy = player->jy; +#endif + +#if 0 + int opposite_dir = MV_DIR_OPPOSITE(move_dir); int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); int new_jx = jx + dx, new_jy = jy + dy; -#if 1 - boolean player_is_snapping = player->effective_action & JOY_BUTTON_1; -#else - boolean player_is_snapping = player->action & JOY_BUTTON_1; + int nextx = new_jx + dx, nexty = new_jy + dy; #endif + #if 1 + +#if 1 + boolean player_can_fall_down = canFallDown(player); +#else boolean player_can_fall_down = (IN_LEV_FIELD(jx, jy + 1) && (IS_FREE(jx, jy + 1) || (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid))); +#endif + #else boolean player_can_fall_down = (IN_LEV_FIELD(jx, jy + 1) && (IS_FREE(jx, jy + 1))); #endif + +#if 0 boolean player_is_moving_to_valid_field = ( #if 1 !player_is_snapping && #endif + +#if 1 + IN_LEV_FIELD(new_jx, new_jy) && + (IS_DIGGABLE(Feld[new_jx][new_jy]) || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir && + IN_LEV_FIELD(nextx, nexty) && + element_info[Feld[nextx][nexty]].access_direction & move_dir)) +#else IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND || (IS_SP_PORT(Feld[new_jx][new_jy]) && - canEnterSupaplexPort(new_jx, new_jy, dx, dy)))); + canEnterSupaplexPort(new_jx, new_jy, dx, dy))) /* !!! extend EL_SAND to anything diggable !!! */ +#endif + ); +#endif +#if 0 boolean player_is_standing_on_valid_field = (IS_WALKABLE_INSIDE(Feld[jx][jy]) || - (IS_WALKABLE(Feld[jx][jy]) && - !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); + (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN))); +#endif #if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n", + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", player_can_fall_down, player_is_standing_on_valid_field, player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1)); + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); #endif if (player_can_fall_down && +#if 0 !player_is_standing_on_valid_field && +#endif !player_is_moving_to_valid_field) { #if 0 @@ -8499,7 +9552,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->step_counter++; +#if 0 player->drop_delay = 0; +#endif PlayerVisit[jx][jy] = FrameCounter; @@ -8508,17 +9563,17 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, #if 0 if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) { - CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, - leave_side); - CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side); + CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT, + leave_side); + CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); } if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) { - CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_OTHER_GETS_ENTERED, enter_side); - CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy], - CE_ENTERED_BY_PLAYER, enter_side); + CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_OTHER_GETS_ENTERED, enter_side); + CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_ENTERED_BY_PLAYER, enter_side); } #endif @@ -8560,8 +9615,24 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #else #if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + +#if USE_NEW_MOVE_DELAY + if (player->move_delay > 0) +#else if (!FrameReached(&player->move_delay, player->move_delay_value)) +#endif + { +#if 0 + printf("::: can NOT move\n"); +#endif + return FALSE; + } #else if (!FrameReached(&player->move_delay, player->move_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0)) @@ -8570,6 +9641,17 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #endif +#if 0 + printf("::: COULD move now\n"); +#endif + +#if USE_NEW_MOVE_DELAY + player->move_delay = -1; /* set to "uninitialized" value */ +#endif + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + /* remove the last programmed player action */ player->programmed_action = 0; @@ -8592,7 +9674,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else FrameCounter++; +#endif + DrawAllPlayers(); BackToFront(); } @@ -8632,7 +9720,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); @@ -8644,13 +9732,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); @@ -8662,7 +9750,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -8696,6 +9784,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (moved & MF_MOVING) { +#if 0 + printf("::: REALLY moves now\n"); +#endif + if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) @@ -8716,8 +9808,18 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->is_dropping = FALSE; +#if 0 + /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ + #if 1 + 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 */ @@ -8726,29 +9828,30 @@ 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]; #if 1 - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - } - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); - CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - } #endif } @@ -8764,8 +9867,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = MV_NO_MOVING; */ player->is_moving = FALSE; + +#if USE_NEW_MOVE_STYLE + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + player->move_delay = 0; /* allow direct movement in the next frame */ +#endif } +#if USE_NEW_MOVE_DELAY + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; +#endif + if (game.engine_version < VERSION_IDENT(3,0,7,0)) { TestIfHeroTouchesBadThing(jx, jy); @@ -8792,8 +9909,27 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_BLOCK_STYLE + if (player->block_delay_value > 0 && + Feld[last_jx][last_jy] == EL_EMPTY) + { + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 1 + MovDelay[last_jx][last_jy] = player->block_delay_value + 1; +#else + ChangeDelay[last_jx][last_jy] = player->block_last_field_delay; +#endif + } +#else +#if USE_NEW_MOVE_STYLE + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif +#endif #if 0 DrawPlayer(player); @@ -8807,9 +9943,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_BLOCK_STYLE +#else if (!player->block_last_field && Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) @@ -8846,9 +9989,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) } #endif +#if USE_NEW_BLOCK_STYLE +#else if (player->block_last_field && Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif player->last_jx = jx; player->last_jy = jy; @@ -8865,9 +10015,18 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->LevelSolved = player->GameOver = TRUE; } -#if 0 +#if 1 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ + /* this breaks one level: "machine", level 000 */ +#if 0 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif { + 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 */ @@ -8876,31 +10035,32 @@ 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]; + int new_element = Feld[jx][jy]; #if 1 - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_LEFT_BY_PLAYER, - player->index_bit, leave_side); - } - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); - CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, - player->index_bit, enter_side); - } #endif } @@ -8911,7 +10071,12 @@ 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) @@ -8924,19 +10089,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) TimePlayed++; - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - if (SHIELD_ON(player)) - { - player->shield_normal_time_left--; - - if (player->shield_deadly_time_left > 0) - player->shield_deadly_time_left--; - } - } - if (TimeLeft > 0) { TimeLeft--; @@ -9039,11 +10191,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y) else continue; /* center and border element do not touch */ - CheckTriggeredElementChangePlayer(xx, yy, border_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, border_side); - CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, border_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); +#else + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, border_side); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); +#endif } else if (IS_PLAYER(xx, yy)) { @@ -9055,11 +10216,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y) continue; /* center and border element do not touch */ } - CheckTriggeredElementChangePlayer(x, y, center_element, - CE_OTHER_GETS_TOUCHED, - player->index_bit, center_side); - CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, - player->index_bit, center_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_OTHER_GETS_TOUCHED, + player->index_bit, center_side); + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); +#endif break; } @@ -9093,6 +10263,7 @@ 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 = EL_UNDEFINED; int i, j; for (i = 0; i < NUM_DIRECTIONS; i++) @@ -9137,6 +10308,7 @@ void TestIfElementTouchesCustomElement(int x, int y) { change_center_element = TRUE; center_element_change_page = j; + border_trigger_element = border_element; break; } @@ -9162,8 +10334,12 @@ void TestIfElementTouchesCustomElement(int x, int y) #endif ) { - CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING, - j); +#if 0 + printf("::: border_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(xx, yy, border_element, center_element, + CE_OTHER_IS_TOUCHING, j); break; } } @@ -9171,8 +10347,14 @@ void TestIfElementTouchesCustomElement(int x, int y) } if (change_center_element) - CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING, - center_element_change_page); + { +#if 0 + printf("::: center_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(x, y, center_element, border_trigger_element, + CE_OTHER_IS_TOUCHING, center_element_change_page); + } } void TestIfElementHitsCustomElement(int x, int y, int direction) @@ -9181,6 +10363,7 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int hitx = x + dx, hity = y + dy; int hitting_element = Feld[x][y]; + int touched_element; #if 0 boolean object_hit = (IN_LEV_FIELD(hitx, hity) && !IS_FREE(hitx, hity) && @@ -9197,15 +10380,20 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) return; #endif - CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING, - direction); + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); if (IN_LEV_FIELD(hitx, hity)) { int opposite_direction = MV_DIR_OPPOSITE(direction); int hitting_side = direction; int touched_side = opposite_direction; +#if 0 int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif #if 1 boolean object_hit = (!IS_MOVING(hitx, hity) || MovDir[hitx][hity] != direction || @@ -9218,8 +10406,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) { int i; - CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING, - opposite_direction); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) @@ -9240,8 +10428,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING, - i); + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_HITTING, i); break; } } @@ -9265,8 +10453,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(hitx, hity, touched_element, - CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_HIT, i); break; } } @@ -9282,6 +10470,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int hitx = x + dx, hity = y + dy; int hitting_element = Feld[x][y]; + int touched_element; #if 0 boolean object_hit = (IN_LEV_FIELD(hitx, hity) && !IS_FREE(hitx, hity) && @@ -9298,15 +10487,20 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) return; #endif - CheckElementChangeSide(x, y, hitting_element, EP_CAN_SMASH_EVERYTHING, - direction); + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); if (IN_LEV_FIELD(hitx, hity)) { int opposite_direction = MV_DIR_OPPOSITE(direction); int hitting_side = direction; int touched_side = opposite_direction; +#if 0 int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif #if 1 boolean object_hit = (!IS_MOVING(hitx, hity) || MovDir[hitx][hity] != direction || @@ -9319,8 +10513,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) { int i; - CheckElementChangeSide(hitx, hity, touched_element, - CE_SMASHED_BY_SOMETHING, opposite_direction); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) @@ -9341,8 +10535,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_SMASHING, - i); + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, i); break; } } @@ -9366,8 +10560,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) #endif ) { - CheckElementChangePage(hitx, hity, touched_element, - CE_OTHER_GETS_SMASHED, i); + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_SMASHED,i); break; } } @@ -9380,6 +10574,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction) void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { { 0, -1 }, @@ -9401,6 +10596,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; @@ -9421,6 +10617,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -9431,10 +10629,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(kill_x, kill_y); else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) KillHero(player); +#endif } else Bang(good_x, good_y); @@ -9523,10 +10729,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) KillHero(player); +#endif } else Bang(kill_x, kill_y); @@ -9708,16 +10922,11 @@ 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; @@ -9726,25 +10935,43 @@ 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; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else + player->push_delay = 0; +#endif - return MF_NO_ACTION; + return MF_NO_ACTION; + } } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) @@ -9795,18 +11022,38 @@ int DigField(struct PlayerInfo *player, #endif - if (IS_WALKABLE(old_element) && - !(element_info[old_element].access_direction & move_direction)) + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) return MF_NO_ACTION; /* field has no opening in this direction */ element = Feld[x][y]; + 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 && 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 */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + switch (element) { +#if 0 case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -9874,6 +11121,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; +#endif #if 0 case EL_TUBE_ANY: @@ -9922,19 +11170,33 @@ int DigField(struct PlayerInfo *player, default: +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else if (IS_WALKABLE(element)) +#endif { + int sound_element = SND_ELEMENT(element); int sound_action = ACTION_WALKING; - if (!(element_info[element].access_direction & opposite_direction)) +#if 0 + if (!ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif - if (element >= EL_GATE_1 && element <= EL_GATE_4) + if (IS_GATE(element)) { if (!player->key[element - EL_GATE_1]) return MF_NO_ACTION; } - else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + else if (IS_GATE_GRAY(element)) { if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; @@ -9951,37 +11213,80 @@ int DigField(struct PlayerInfo *player, } /* play sound from background or player, whatever is available */ - if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlayLevelSoundElementAction(x, y, element, sound_action); + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); else PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); break; } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else else if (IS_PASSABLE(element)) +#endif { +#if 0 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else + +#if 0 +#if 1 + if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || + !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || + (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) + return MF_NO_ACTION; +#else if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#endif +#endif +#if 1 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#else if (IS_CUSTOM_ELEMENT(element) && - !(element_info[element].access_direction & opposite_direction)) + !ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif #if 1 if (CAN_MOVE(element)) /* only fixed elements can be passed! */ return MF_NO_ACTION; #endif - if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) +#endif + + if (IS_EM_GATE(element)) { if (!player->key[element - EL_EM_GATE_1]) return MF_NO_ACTION; } - else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) + else if (IS_EM_GATE_GRAY(element)) { if (!player->key[element - EL_EM_GATE_1_GRAY]) return MF_NO_ACTION; } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + 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 */ player->programmed_action = move_direction; @@ -10019,8 +11324,8 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED, - player->index_bit, CH_SIDE_ANY); + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10033,7 +11338,7 @@ 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; @@ -10092,7 +11397,8 @@ int DigField(struct PlayerInfo *player, ShowEnvelope(element - EL_ENVELOPE_1); #endif } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ { int i; @@ -10118,9 +11424,10 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChangePlayer(x, y, element, - CE_OTHER_GETS_COLLECTED, - player->index_bit, CH_SIDE_ANY); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_GETS_COLLECTED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10167,11 +11474,25 @@ 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) @@ -10191,9 +11512,12 @@ 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; @@ -10207,16 +11531,56 @@ int DigField(struct PlayerInfo *player, if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) return MF_NO_ACTION; +#if USE_NEW_PUSH_DELAY + +#if 0 + if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) + printf("::: ALERT: %d, %d [%d / %d]\n", + player->push_delay, player->push_delay2, + FrameCounter, FrameCounter / 50); +#endif + + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; +#else if (player->push_delay == 0) /* new pushing; restart delay */ player->push_delay = FrameCounter; +#endif + +#if USE_NEW_PUSH_DELAY +#if 0 + if ( (player->push_delay > 0) != (!xxx_fr) ) + printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", + player->push_delay, + xxx_pdv2, player->push_delay2, player->push_delay_value, + FrameCounter, FrameCounter / 50); +#endif + +#if 0 + if (player->push_delay > 0 && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#else + /* !!! */ + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_SPRING && element != EL_BALLOON) +#endif { /* make sure that there is no move delay before next try to push */ +#if USE_NEW_MOVE_DELAY + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; +#else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) player->move_delay = INITIAL_MOVE_DELAY_OFF; +#endif return MF_NO_ACTION; } @@ -10276,17 +11640,36 @@ int DigField(struct PlayerInfo *player, else player->push_delay_value = -1; /* get new value later */ - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER, - player->index_bit, dig_side); +#if 1 + /* check for element change _after_ element has been pushed! */ +#else + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); +#endif +#endif break; } 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; @@ -10373,6 +11756,13 @@ 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 @@ -10383,23 +11773,44 @@ int DigField(struct PlayerInfo *player, player->switch_x = x; player->switch_y = y; - CheckTriggeredElementChangePlayer(x, y, element, - CE_OTHER_IS_SWITCHING, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_SWITCHED, - player->index_bit, dig_side); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_IS_SWITCHING, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); +#endif } - CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED, - player->index_bit, dig_side); - CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER, - player->index_bit, dig_side); +#if 1 + /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); +#endif } return MF_NO_ACTION; } +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else player->push_delay = 0; +#endif if (Feld[x][y] != element) /* really digged/collected something */ player->is_collecting = !player->is_digging; @@ -10417,10 +11828,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == +1 ? MV_DOWN : MV_NO_MOVING); #if 0 - if (player->MovPos) + if (player->MovPos != 0) return FALSE; #else - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; #endif @@ -10477,23 +11888,56 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_collecting = FALSE; } +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif + DrawLevelField(x, y); + +#if 0 BackToFront(); +#endif return TRUE; } boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int old_element = Feld[jx][jy]; - int new_element = (player->inventory_size > 0 ? - player->inventory_element[player->inventory_size - 1] : - player->inventory_infinite_element != EL_UNDEFINED ? - player->inventory_infinite_element : - player->dynabombs_left > 0 ? - EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : - EL_UNDEFINED); + 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 */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; + 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 ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -10526,10 +11970,10 @@ boolean DropElement(struct PlayerInfo *player) #endif if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); if (player->inventory_size > 0 || player->inventory_infinite_element != EL_UNDEFINED) @@ -10550,25 +11994,35 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_SP_DISK_RED_ACTIVE; } - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); #if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #endif - CheckTriggeredElementChangePlayer(jx, jy, new_element, - CE_OTHER_GETS_DROPPED, - player->index_bit, CH_SIDE_ANY); - CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, CH_SIDE_ANY); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); +#else + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); +#endif - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { @@ -10578,74 +12032,93 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; #endif - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } #if 1 - if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ { #if 1 - InitField_WithBug1(jx, jy, FALSE); + InitField_WithBug1(dropx, dropy, FALSE); #else - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); #endif } - new_element = Feld[jx][jy]; + new_element = Feld[dropx][dropy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) { +#if 0 int move_stepsize = element_info[new_element].move_stepsize; - int direction, dx, dy, nextx, nexty; +#endif + int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[jx][jy] = player->MovDir; + MovDir[dropx][dropy] = drop_direction; - direction = MovDir[jx][jy]; - dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - nextx = jx + dx; - nexty = jy + dy; + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); - if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) +#if 1 + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else + + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) { #if 0 - WasJustMoving[jx][jy] = 3; + WasJustMoving[dropx][dropy] = 3; #else - InitMovingField(jx, jy, direction); - ContinueMoving(jx, jy); +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif #endif } +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #if 1 - TestIfElementHitsCustomElement(jx, jy, direction); + TestIfElementHitsCustomElement(dropx, dropy, move_direction); #else - CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING, - direction); + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); #endif } +#endif + +#endif +#if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif } #if 0 player->drop_delay = 8 + 8 + 8; #endif +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif + #endif player->is_dropping = TRUE; @@ -10733,7 +12206,7 @@ static void PlayLevelSoundAction(int x, int y, int action) static void PlayLevelSoundElementAction(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED) PlayLevelSound(x, y, sound_effect); @@ -10742,7 +12215,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action) static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -10750,7 +12223,7 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -10758,7 +12231,7 @@ static void PlayLevelSoundActionIfLoop(int x, int y, int action) static void StopLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) StopSound(sound_effect); @@ -10857,7 +12330,7 @@ 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 @@ -10871,21 +12344,15 @@ void RequestQuitGame(boolean ask_if_really_quit) { #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_NONE); - audio.sound_deactivated = FALSE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); #endif OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_FIELD); - audio.sound_deactivated = TRUE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); #endif } @@ -11054,7 +12521,7 @@ 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 @@ -11068,7 +12535,7 @@ 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