X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=b1254556955778c3d660d44bc45a19d023a1c171;hb=f5665efaa42ea2570819237740046ff1360c4ef6;hp=0c4100d2f6da2afb37174b7c373eaf1341b2590e;hpb=93d61986b504bb6c5553d0a6e3c7dd07230ac95b;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 0c4100d2..b1254556 100644 --- a/src/game.c +++ b/src/game.c @@ -100,6 +100,8 @@ #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) + \ @@ -109,6 +111,9 @@ ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) +#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))) @@ -263,6 +268,11 @@ #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 @@ -594,7 +604,7 @@ struct int element; int direction; } -tube_access[] = +access_direction_list[] = { { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, @@ -608,7 +618,19 @@ tube_access[] = { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - { EL_UNDEFINED, 0 } + { 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 } }; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; @@ -977,9 +999,10 @@ 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) @@ -1375,15 +1398,15 @@ 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; } @@ -1467,6 +1490,7 @@ 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; @@ -2078,6 +2102,12 @@ 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(3,1,0,2)) + MovDir[x][y] = 1 << RND(4); +#endif + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; @@ -3390,12 +3420,16 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#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 } } } @@ -5558,11 +5592,17 @@ void StartMoving(int x, int y) 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; @@ -5769,6 +5809,7 @@ 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); @@ -5873,13 +5914,15 @@ void ContinueMoving(int x, int y) { element = Feld[newx][newy] = EL_ACID; } -#if 1 +#if 0 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && Store[x][y] != EL_EMPTY) + 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] = Store[x][y]; + Feld[x][y] = ei->move_leave_element; InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) @@ -5915,6 +5958,22 @@ 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 */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif + #if 0 /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && @@ -5950,9 +6009,18 @@ 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 @@ -6389,6 +6457,15 @@ 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) @@ -6396,6 +6473,7 @@ void AmoebeAbleger(int ax, int ay) newax = x; neway = y; } +#endif if (newax == ax && neway == ay) return; @@ -6414,6 +6492,16 @@ 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) @@ -6422,6 +6510,7 @@ void AmoebeAbleger(int ax, int ay) neway = y; break; } +#endif else if (IS_PLAYER(x, y)) waiting_for_player = TRUE; } @@ -6559,6 +6648,20 @@ 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 */ @@ -6572,6 +6675,7 @@ void Life(int ax, int ay) changed = TRUE; } } +#endif } if (changed) @@ -8255,6 +8359,21 @@ 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 || @@ -8269,6 +8388,7 @@ 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; } @@ -8541,6 +8661,7 @@ 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; @@ -8572,6 +8693,63 @@ 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_DIGGABLE(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 +} static void CheckGravityMovement(struct PlayerInfo *player) { @@ -8584,45 +8762,82 @@ 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] [%d / %d] ...\n", @@ -8635,7 +8850,9 @@ static void CheckGravityMovement(struct PlayerInfo *player) #endif if (player_can_fall_down && +#if 0 !player_is_standing_on_valid_field && +#endif !player_is_moving_to_valid_field) { #if 0 @@ -8757,7 +8974,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->step_counter++; +#if 0 player->drop_delay = 0; +#endif PlayerVisit[jx][jy] = FrameCounter; @@ -8828,6 +9047,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #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; @@ -10075,8 +10297,10 @@ 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]; @@ -10087,6 +10311,7 @@ int DigField(struct PlayerInfo *player, switch (element) { +#if 0 case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -10154,6 +10379,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; +#endif #if 0 case EL_TUBE_ANY: @@ -10206,15 +10432,22 @@ int DigField(struct PlayerInfo *player, { int sound_action = ACTION_WALKING; - if (!(element_info[element].access_direction & opposite_direction)) + if (!ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ - if (element >= EL_GATE_1 && element <= EL_GATE_4) +#if 1 + 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 (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; @@ -10240,28 +10473,55 @@ int DigField(struct PlayerInfo *player, } else if (IS_PASSABLE(element)) { +#if 1 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else + +#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 +#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; + } /* automatically move to the next field with double speed */ player->programmed_action = move_direction; @@ -10776,13 +11036,14 @@ boolean DropElement(struct PlayerInfo *player) int drop_direction = player->MovDir; int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; 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 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); + int new_element = drop_element; /* default: element does not change */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -10851,11 +11112,20 @@ boolean DropElement(struct PlayerInfo *player) Changed[jx][jy] = 0; /* allow another change */ #endif +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangePlayer(jx, jy, new_element, + CE_OTHER_GETS_DROPPED, + player->index_bit, drop_side); +#else CheckTriggeredElementChangePlayer(jx, jy, new_element, CE_OTHER_GETS_DROPPED, player->index_bit, drop_side); CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); +#endif TestIfElementTouchesCustomElement(jx, jy); } @@ -10890,12 +11160,14 @@ boolean DropElement(struct PlayerInfo *player) #endif } - new_element = Feld[jx][jy]; + new_element = Feld[jx][jy]; /* 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; +#endif int direction, dx, dy, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) @@ -10928,13 +11200,19 @@ boolean DropElement(struct PlayerInfo *player) #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;