X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a8389022119adf4edf8b101a8d74d59844df3d6b;hb=005e27dc77775cbda39afc1daabc8d5f6011f575;hp=971392310efdb466f512b7611fd3b53471c99cbb;hpb=43088f3908d6b92f5f26d93a1f9067effadbcc8c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 97139231..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 @@ -114,8 +120,11 @@ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) +#define GET_VALID_PLAYER_ELEMENT(e) \ + ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) + #define CAN_GROW_INTO(e) \ - (e == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ @@ -289,6 +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); @@ -381,6 +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, @@ -609,31 +632,39 @@ struct } access_direction_list[] = { - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - - { EL_SP_PORT_LEFT, MV_RIGHT }, - { EL_SP_PORT_RIGHT, MV_LEFT }, - { EL_SP_PORT_UP, MV_DOWN }, - { EL_SP_PORT_DOWN, MV_UP }, - { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, - { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, - { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, - { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, - { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, - - { EL_UNDEFINED, MV_NO_MOVING } + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NO_MOVING } }; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; @@ -743,6 +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; @@ -750,6 +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; @@ -770,6 +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; } @@ -1138,7 +1179,7 @@ static void resolve_group_element(int group_element, int recursion_depth) /* ============================================================================= - InitGameEngine() + InitGameEngine() ----------------------------------------------------------------------------- initialize game engine due to level / tape version number ============================================================================= @@ -1174,6 +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 : @@ -1182,6 +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 --------------------- */ @@ -1356,8 +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 } } } @@ -1482,7 +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; @@ -1558,8 +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; @@ -1581,7 +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); @@ -2108,7 +2172,7 @@ void InitMovDir(int x, int y) { #if 1 /* use random direction as default start direction */ - if (game.engine_version >= VERSION_IDENT(3,1,0,2)) + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) MovDir[x][y] = 1 << RND(4); #endif @@ -2651,57 +2715,19 @@ 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.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int old_jx, old_jy; - - if (player->GameOver) /* do not reanimate dead player */ - return; - - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); - - if (player->present) - { - while (player->MovPos) - { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - - 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; - } - - old_jx = player->jx; - old_jy = player->jy; - - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); - - if (player != local_player) /* do not visually relocate other players */ - return; + int jx = player->jx; + int jy = player->jy; if (level.instant_relocation) { #if 1 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -2751,8 +2777,6 @@ void RelocatePlayer(int x, int y, int element_raw) #if 1 #if 0 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; #endif int scroll_xx = -999, scroll_yy = -999; @@ -2848,7 +2872,154 @@ void RelocatePlayer(int x, int y, int element_raw) 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 } void Explode(int ex, int ey, int phase, int mode) @@ -2963,10 +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) && @@ -2976,13 +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; @@ -2992,9 +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 */ @@ -3079,10 +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_TYPE_BORDER) + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; +#if 0 + printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], + element_info[Store2[x][y]].token_name); +#endif + #if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || @@ -3129,6 +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; } @@ -3174,8 +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); @@ -3187,7 +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 @@ -3202,6 +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); @@ -3429,9 +3666,15 @@ void DynaExplode(int ex, int ey) 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_EXPLOSION && @@ -3513,13 +3756,21 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: +#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)) +#endif Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); @@ -5099,6 +5350,11 @@ void StartMoving(int x, int y) CheckCollision[x][y] = 0; +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) @@ -5250,7 +5506,7 @@ void StartMoving(int x, int y) #if 1 if (game.engine_version >= VERSION_IDENT(3,1,0,0) && - CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy)) + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) #else if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && @@ -5931,7 +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; @@ -5990,10 +6252,12 @@ 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 && @@ -6039,18 +6303,27 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 - if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - stored != EL_EMPTY)) + /* some elements can leave other elements behind after moving */ +#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 { - /* some elements can leave other elements behind after moving */ + int move_leave_element = ei->move_leave_element; - Feld[x][y] = 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 @@ -6157,13 +6430,31 @@ 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 */ @@ -6172,6 +6463,7 @@ void ContinueMoving(int x, int y) CH_SIDE_TOP, /* moving down */ }; int dig_side = trigger_sides[MV_DIR_BIT(direction)]; +#endif struct PlayerInfo *player = PLAYERINFO(x, y); CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, @@ -7212,52 +7504,95 @@ 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); + DrawLevelField(x, y); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(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) @@ -7281,7 +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 */ +#if 0 + /* !!! indirect change before direct change !!! */ CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); +#endif if (change->explode) { @@ -7299,6 +7637,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { boolean is_empty; + boolean is_walkable; boolean is_diggable; boolean is_collectible; boolean is_removable; @@ -7328,6 +7667,16 @@ static boolean ChangeElementNow(int x, int y, int element, int page) continue; } +#if 0 + if (Changed[ex][ey]) /* do not change already changed elements */ + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } +#endif + e = Feld[ex][ey]; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) @@ -7335,24 +7684,37 @@ static boolean ChangeElementNow(int x, int y, int element, int page) #if 1 -#if 1 - is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); +#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_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#endif + #endif - is_diggable = (is_empty || IS_DIGGABLE(e)); - is_collectible = (is_empty || IS_COLLECTIBLE(e)); - is_removable = (is_diggable || is_collectible); + + 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_DIGGABLE && is_diggable) || - (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || - (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || - (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)); + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); if (!can_replace[xx][yy]) complete_replace = FALSE; @@ -7423,6 +7785,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page) 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; } @@ -8010,6 +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; @@ -8043,7 +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 @@ -8094,7 +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 @@ -8251,6 +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) { @@ -8630,22 +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]; + player->shield_normal_time_left--; - if (SHIELD_ON(player)) - { - 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) { @@ -8701,7 +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++; @@ -8715,6 +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--; } @@ -8874,9 +9295,26 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) #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]) || @@ -8887,6 +9325,8 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) 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) @@ -9175,14 +9615,38 @@ 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)) return FALSE; #endif +#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 */ @@ -9210,7 +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(); } @@ -9314,6 +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) @@ -9341,6 +9815,11 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (game.engine_version < VERSION_IDENT(3,1,0,0)) #endif { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else static int trigger_sides[4][2] = { /* enter side leave side */ @@ -9349,26 +9828,28 @@ 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 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + 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, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -9386,8 +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); @@ -9414,8 +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); @@ -9429,9 +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) @@ -9468,9 +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; @@ -9494,6 +10022,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (game.engine_version >= VERSION_IDENT(3,1,0,0)) #endif { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else static int trigger_sides[4][2] = { /* enter side leave side */ @@ -9502,28 +10035,30 @@ 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 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + 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, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -9536,7 +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) @@ -9549,19 +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--; @@ -9736,7 +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; + int border_trigger_element = EL_UNDEFINED; int i, j; for (i = 0; i < NUM_DIRECTIONS; i++) @@ -10395,16 +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; @@ -10413,25 +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)) @@ -10490,10 +11030,27 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; +#if 1 + if (game.gravity && 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 @@ -10619,6 +11176,7 @@ int DigField(struct PlayerInfo *player, if (IS_WALKABLE(element)) #endif { + int sound_element = SND_ELEMENT(element); int sound_action = ACTION_WALKING; #if 0 @@ -10626,7 +11184,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; /* field not accessible from this direction */ #endif -#if 1 +#if 0 if (element == EL_EMPTY_SPACE && game.gravity && !player->is_auto_moving && canFallDown(player) && move_direction != MV_DOWN) @@ -10655,8 +11213,8 @@ 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); @@ -10718,6 +11276,16 @@ int DigField(struct PlayerInfo *player, element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; } /* automatically move to the next field with double speed */ @@ -10770,7 +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; @@ -10856,9 +11424,10 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChangeByPlayer(x, y, element, - CE_OTHER_GETS_COLLECTED, - player->index_bit, dig_side); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_OTHER_GETS_COLLECTED, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10905,11 +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) @@ -10929,9 +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; @@ -10945,16 +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; } @@ -11037,7 +11663,13 @@ int DigField(struct PlayerInfo *player, else if (IS_SWITCHABLE(element)) { if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x,y, element, + CE_OTHER_GETS_PRESSED, + player->index_bit, dig_side); + return MF_ACTION; + } player->is_switching = TRUE; player->switch_x = x; @@ -11124,6 +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 @@ -11167,7 +11806,11 @@ int DigField(struct PlayerInfo *player, 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; @@ -11185,10 +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 @@ -11245,14 +11888,28 @@ 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 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 */ @@ -11260,10 +11917,8 @@ boolean DropElement(struct PlayerInfo *player) CH_SIDE_TOP, /* dropping up */ CH_SIDE_BOTTOM, /* dropping down */ }; - int old_element, new_element; - int dropx = player->jx, dropy = player->jy; - int drop_direction = player->MovDir; int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; +#endif int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -11419,11 +12074,11 @@ boolean DropElement(struct PlayerInfo *player) nexty = dropy + GET_DY_FROM_DIR(move_direction); #if 1 - Changed[dropx][dropy] = 0; /* allow another change */ - CheckCollision[dropx][dropy] = 2; + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; #else - if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) { #if 0 WasJustMoving[dropx][dropy] = 3; @@ -11434,7 +12089,8 @@ boolean DropElement(struct PlayerInfo *player) #endif #endif } -#if 1 +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ else { Changed[dropx][dropy] = 0; /* allow another change */ @@ -11550,7 +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); @@ -11559,7 +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); @@ -11567,7 +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); @@ -11575,7 +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); @@ -11674,7 +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 @@ -11865,7 +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 @@ -11879,7 +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