X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d4a70eae1d5daabc145386e0cec4b801566d5084;hb=bc1e7fc2edb32a410dfa7cf098933010d5014761;hp=d837dad2089889148c108b72a294c71476dcc17d;hpb=a3bc2ca4c0acf21291d20b5affed89f149b85862;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index d837dad2..d4a70eae 100644 --- a/src/game.c +++ b/src/game.c @@ -32,12 +32,12 @@ #define DF_DIG 1 #define DF_SNAP 2 -/* for MoveFigure() */ +/* for MovePlayer() */ #define MF_NO_ACTION 0 #define MF_MOVING 1 #define MF_ACTION 2 -/* for ScrollFigure() */ +/* for ScrollPlayer() */ #define SCROLL_INIT 0 #define SCROLL_GO_ON 1 @@ -89,6 +89,9 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ @@ -158,14 +161,24 @@ /* forward declaration for internal use */ +static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); +static boolean MovePlayer(struct PlayerInfo *, int, int); +static void ScrollPlayer(struct PlayerInfo *, int); +static void ScrollScreen(struct PlayerInfo *, int); + static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); -static void CheckTriggeredElementChange(int, int); -static void CheckPlayerElementChange(int, int, int, int); -static void ChangeElementNow(int, int, int); +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); + +static void ChangeElement(int, int, int); +static boolean CheckTriggeredElementSideChange(int, int, int, int, int); +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementSideChange(int, int, int, int, int, int); +static boolean CheckElementChange(int, int, int, int); static void PlaySoundLevel(int, int, int); static void PlaySoundLevelNearest(int, int, int); @@ -210,7 +223,7 @@ struct ChangingElementInfo void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { { EL_NUT_BREAKING, @@ -236,6 +249,30 @@ static struct ChangingElementInfo changing_element_list[] = NULL, NULL }, + { + EL_EXIT_CLOSING, + EL_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_OPENING, + EL_SP_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SP_EXIT_CLOSING, + EL_SP_EXIT_CLOSED, + 29, + NULL, + NULL, + NULL + }, { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, @@ -373,37 +410,57 @@ push_delay_list[] = struct { int element; - int gem_count; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; + +struct +{ + int element; + int count; } -gem_count_list[] = -{ - { EL_EMERALD, 1 }, - { EL_BD_DIAMOND, 1 }, - { EL_EMERALD_YELLOW, 1 }, - { EL_EMERALD_RED, 1 }, - { EL_EMERALD_PURPLE, 1 }, - { EL_DIAMOND, 3 }, - { EL_SP_INFOTRON, 1 }, - { EL_PEARL, 5 }, - { EL_CRYSTAL, 8 }, - - { EL_UNDEFINED, 0 }, +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, }; -static boolean changing_element[MAX_NUM_ELEMENTS]; static unsigned long trigger_events[MAX_NUM_ELEMENTS]; -#define IS_AUTO_CHANGING(e) (changing_element[e]) +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ IS_JUST_CHANGING(x, y)) -#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -414,7 +471,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -471,62 +528,71 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - int element = Feld[x][y]; - - switch (element) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + if (!options.network || player->connected) + { + player->active = TRUE; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; case EL_STONEBLOCK: @@ -614,10 +680,13 @@ static void InitField(int x, int y, boolean init_game) MovDir[x][y] = 1 << RND(4); break; +#if 0 case EL_SP_EMPTY: Feld[x][y] = EL_EMPTY; break; +#endif +#if 0 case EL_EM_KEY_1_FILE: Feld[x][y] = EL_EM_KEY_1; break; @@ -630,6 +699,7 @@ static void InitField(int x, int y, boolean init_game) case EL_EM_KEY_4_FILE: Feld[x][y] = EL_EM_KEY_4; break; +#endif case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: @@ -691,7 +761,7 @@ void DrawGameDoorValues() DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, @@ -709,7 +779,7 @@ void DrawGameDoorValues() static void InitGameEngine() { - int i; + int i, j, k; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : @@ -719,11 +789,11 @@ static void InitGameEngine() InitElementPropertiesEngine(game.engine_version); #if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); + printf("level %d: level version == %06d\n", level_nr, level.game_version); + printf(" tape version == %06d [%s] [file: %06d]\n", + tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), + tape.file_version); + printf(" => game.engine_version == %06d\n", game.engine_version); #endif /* ---------- initialize player's initial move delay --------------------- */ @@ -740,78 +810,82 @@ static void InitGameEngine() /* ---------- initialize changing elements ------------------------------- */ /* initialize changing elements information */ - for (i=0; ichange = &ei->change_page[0]; if (!IS_CUSTOM_ELEMENT(i)) { - element_info[i].change.target_element = EL_EMPTY_SPACE; - element_info[i].change.delay_fixed = 0; - element_info[i].change.delay_random = 0; - element_info[i].change.delay_frames = 1; + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; } - changing_element[i] = FALSE; -#else - changing_element[i].base_element = EL_UNDEFINED; - changing_element[i].next_element = EL_UNDEFINED; - changing_element[i].change_delay = -1; - changing_element[i].pre_change_function = NULL; - changing_element[i].change_function = NULL; - changing_element[i].post_change_function = NULL; -#endif + ei->change_events = CE_BITMASK_DEFAULT; + for (j=0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_nr[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } } /* add changing elements from pre-defined list */ - for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++) + for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++) { - int element = changing_element_list[i].element; - struct ChangingElementInfo *ce = &changing_element_list[i]; - struct ElementChangeInfo *change = &element_info[element].change; + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; + + ei->change->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; + + ei->change_events |= CH_EVENT_BIT(CE_DELAY); + } #if 1 - change->target_element = ce->target_element; - change->delay_fixed = ce->change_delay; - change->pre_change_function = ce->pre_change_function; - change->change_function = ce->change_function; - change->post_change_function = ce->post_change_function; + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; - changing_element[element] = TRUE; -#else - changing_element[element].base_element = ce->base_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; -#endif + for (j=0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k=0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_nr[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } } - /* add changing elements from custom element configuration */ +#else + + /* add change events from custom element configuration */ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) { int element = EL_CUSTOM_START + i; -#if 0 - struct ElementChangeInfo *change = &element_info[element].change; -#endif /* only add custom elements that change after fixed/random frame delay */ - if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) - continue; - -#if 1 - changing_element[element] = TRUE; -#else - changing_element[element].base_element = element; - changing_element[element].next_element = change->target_element; - changing_element[element].change_delay = (change->delay_fixed * - change->delay_frames); -#endif + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); } +#endif /* ---------- initialize trigger events ---------------------------------- */ @@ -819,11 +893,32 @@ static void InitGameEngine() for (i=0; inum_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else /* add trigger events from element change event properties */ for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif /* ---------- initialize push delay -------------------------------------- */ @@ -846,17 +941,32 @@ static void InitGameEngine() element_info[e].push_delay_random = push_delay_list[i].push_delay_random; } + /* ---------- initialize move stepsize ----------------------------------- */ + + /* initialize move stepsize values to default */ + for (i=0; ikey[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -929,6 +1038,9 @@ void InitGame() player->Frame = 0; player->StepFrame = 0; + player->switch_x = -1; + player->switch_y = -1; + player->use_murphy_graphic = FALSE; player->use_disk_red_graphic = FALSE; @@ -941,6 +1053,8 @@ void InitGame() player->is_digging = FALSE; player->is_collecting = FALSE; + player->show_envelope = 0; + player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; @@ -955,6 +1069,8 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_size = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -992,8 +1108,11 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.gravity = level.initial_gravity; game.explosions_delayed = TRUE; + game.envelope_active = FALSE; + for (i=0; i<4; i++) { game.belt_dir[i] = MV_NO_MOVING; @@ -1007,14 +1126,19 @@ void InitGame() { for (y=0; yjx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + + for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + if (CAN_CHANGE(element)) + { + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + 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); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); @@ -1414,8 +1629,13 @@ void GameWon() if (local_player->MovPos) return; +#if 1 + if (tape.auto_play) /* tape might already be stopped here */ + tape.auto_play_level_solved = TRUE; +#else if (tape.playing && tape.auto_play) tape.auto_play_level_solved = TRUE; +#endif local_player->LevelSolved = FALSE; @@ -1474,6 +1694,18 @@ void GameWon() StopSound(SND_GAME_LEVELTIME_BONUS); } + /* close exit door after last player */ + if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + { + int element = Feld[ExitX][ExitY]; + + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); + + PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } + /* Hero disappears */ DrawLevelField(ExitX, ExitY); BackToFront(); @@ -1711,13 +1943,9 @@ static void RemoveField(int x, int y) MovDir[x][y] = 0; MovDelay[x][y] = 0; -#if 0 - Store[x][y] = 0; - Store2[x][y] = 0; -#endif - AmoebaNr[x][y] = 0; ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; Pushed[x][y] = FALSE; GfxElement[x][y] = EL_UNDEFINED; @@ -1746,7 +1974,6 @@ void RemoveMovingField(int x, int y) return; } -#if 1 if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || @@ -1757,31 +1984,10 @@ void RemoveMovingField(int x, int y) RemoveField(oldx, oldy); RemoveField(newx, newy); -#if 1 Store[oldx][oldy] = Store2[oldx][oldy] = 0; -#endif if (next_element != EL_UNDEFINED) Feld[oldx][oldy] = next_element; -#else - if (element == EL_BLOCKED && - (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || - Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || - Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; - - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0; - Pushed[oldx][oldy] = Pushed[newx][newy] = FALSE; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; -#endif DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1849,43 +2055,129 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void Explode(int ex, int ey, int phase, int mode) +void RelocatePlayer(int x, int y, int element) { - int x, y; - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; - int half_phase = (num_phase / 2) * delay; - int first_phase_after_start = EX_PHASE_START + 1; + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; - if (game.explosions_delayed) - { - ExplodeField[ex][ey] = mode; - return; - } +#if 1 + RemoveField(x, y); /* temporarily remove newly placed player */ + DrawLevelField(x, y); +#endif - if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + if (player->present) { - int center_element = Feld[ex][ey]; + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; - /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) - Back[ex][ey] = 0; + DrawPlayer(player); - if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) - { - /* put moving element to center field (and let it explode there) */ - center_element = MovingOrBlocked2Element(ex, ey); - RemoveMovingField(ex, ey); - Feld[ex][ey] = center_element; + BackToFront(); + Delay(GAME_FRAME_DELAY); } - for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) - { - int element; + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ - if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + player->is_moving = FALSE; + } + + Feld[x][y] = element; + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + 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); + + 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(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + +void Explode(int ex, int ey, int phase, int mode) +{ + int x, y; + int num_phase = 9; + int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = num_phase * delay; + int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; + + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ + { + int center_element = Feld[ex][ey]; + +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + { + /* put moving element to center field (and let it explode there) */ + center_element = MovingOrBlocked2Element(ex, ey); + RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; + } + + for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) + { + int xx = x - ex + 1; + int yy = y - ey + 1; + int element; + + if (!IN_LEV_FIELD(x, y) || + ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; @@ -1894,12 +2186,23 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } #if 1 + +#if 0 if (IS_EXPLOSION_PROOF(element)) continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + #else if ((IS_INDESTRUCTIBLE(element) && (game.engine_version < VERSION_IDENT(2,2,0) || @@ -1921,8 +2224,13 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ +#if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) @@ -1976,11 +2284,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = - level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1]; - else if (IS_CUSTOM_ELEMENT(center_element)) - Store[x][y] = - element_info[center_element].content[x - ex + 1][y - ey + 1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -1997,6 +2304,8 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -2048,6 +2357,24 @@ void Explode(int ex, int ey, int phase, int mode) ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0); +#ifdef DEBUG + + /* activate this even in non-DEBUG version until cause for crash in + getGraphicAnimationFrame() (see below) is found and eliminated */ +#endif +#if 1 + + if (GfxElement[x][y] == EL_UNDEFINED) + { + printf("\n\n"); + printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y); + printf("Explode(): This should never happen!\n"); + printf("\n\n"); + + GfxElement[x][y] = EL_EMPTY; + } +#endif + if (phase == first_phase_after_start) { int element = Store2[x][y]; @@ -2087,14 +2414,25 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (GFX_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -2169,6 +2507,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -2186,7 +2525,11 @@ void Bang(int x, int y) int element = Feld[x][y]; #endif +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y)) +#endif { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -2194,6 +2537,7 @@ void Bang(int x, int y) player->element_nr); } +#if 0 #if 1 PlaySoundLevelAction(x, y, ACTION_EXPLODING); #else @@ -2202,6 +2546,7 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); #endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -2240,11 +2585,14 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } - CheckTriggeredElementChange(element, CE_OTHER_EXPLODING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } void SplashAcid(int x, int y) @@ -2477,14 +2825,16 @@ static int getInvisibleActiveFromInvisibleElement(int element) { return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : - EL_INVISIBLE_SAND_ACTIVE); + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); } static int getInvisibleFromInvisibleActiveElement(int element) { return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : - EL_INVISIBLE_SAND); + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); } static void RedrawAllLightSwitchesAndInvisibleElements() @@ -2575,6 +2925,29 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -2591,6 +2964,12 @@ void Impact(int x, int y) object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); @@ -2603,7 +2982,9 @@ void Impact(int x, int y) return; } - if (impact) + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) { ResetGfxAnimation(x, y); DrawLevelField(x, y); @@ -2620,13 +3001,10 @@ void Impact(int x, int y) PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CAN_CHANGE(element) && - HAS_CHANGE_EVENT(element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) { PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); - ChangeElementNow(x, y, element); - return; } @@ -2704,6 +3082,13 @@ void Impact(int x, int y) Bang(x, y + 1); return; } +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + { + Bang(x, y + 1); + return; + } +#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -2753,12 +3138,20 @@ void Impact(int x, int y) { ToggleLightSwitch(x, y + 1); } - else if (CAN_CHANGE(smashed) && - HAS_CHANGE_EVENT(smashed, CE_SMASHED)) + else { - ChangeElementNow(x, y + 1, smashed); + CheckElementChange(x, y + 1, smashed, CE_SMASHED); + + CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, + CE_SWITCHED, -1); } } + else + { + CheckElementChange(x, y + 1, smashed, CE_SMASHED); + } } } @@ -3311,6 +3704,13 @@ void TurnRound(int x, int y) MovDir[x][y] = old_move_dir; } } + else if (element_info[element].move_pattern == MV_WHEN_PUSHED) + { + if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; + + MovDelay[x][y] = 0; + } } static boolean JustBeingPushed(int x, int y) @@ -3343,11 +3743,14 @@ void StartMoving(int x, int y) if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; @@ -3489,6 +3892,15 @@ void StartMoving(int x, int y) #endif } #if 1 + +#if 0 + /* TEST: bug where player gets not killed by falling rock ... */ + else if (CAN_SMASH(element) && + (Feld[x][y + 1] == EL_BLOCKED || + IS_PLAYER(x, y + 1)) && + JustStopped[x][y] && !Pushed[x][y + 1]) + +#else #if 1 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && @@ -3497,6 +3909,8 @@ void StartMoving(int x, int y) else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && JustStopped[x][y]) #endif +#endif + { /* calling "Impact()" here is not only completely unneccessary (because it already gets called from "ContinueMoving()" in @@ -3547,31 +3961,47 @@ void StartMoving(int x, int y) element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); - if (left || right) + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) { - if (left && right && + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } + + if (can_fall_any) + { + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; - -#if 0 - if (element == EL_BOMB) - printf("::: SLIP DOWN [%d]\n", FrameCounter); -#endif } } else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; @@ -3591,11 +4021,16 @@ void StartMoving(int x, int y) { int newx, newy; +#if 1 + if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) + return; +#else if ((element == EL_SATELLITE || element == EL_BALLOON || element == EL_SPRING) && JustBeingPushed(x, y)) return; +#endif #if 0 #if 0 @@ -3722,14 +4157,18 @@ void StartMoving(int x, int y) return; } - GfxAction[x][y] = ACTION_MOVING; + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { #if 1 @@ -3840,6 +4279,11 @@ void StartMoving(int x, int y) element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { +#if 1 + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_ATTACKING; +#endif + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -3853,6 +4297,7 @@ void StartMoving(int x, int y) Feld[newx1][newy1] = EL_FLAMES; if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) Feld[newx2][newy2] = EL_FLAMES; + return; } } @@ -3906,6 +4351,11 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -3930,7 +4380,8 @@ void StartMoving(int x, int y) TurnRound(x, y); #if 1 - DrawLevelElementAnimation(x, y, element); + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); #else if (element == EL_BUG || element == EL_SPACESHIP || @@ -3972,241 +4423,181 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED; -#if 1 + int nextx = newx + dx, nexty = newy + dy; boolean pushed = Pushed[x][y]; -#else - struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL); -#if 0 - boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0); -#else - boolean pushing = (player != NULL && player->Pushing && player->is_moving); -#endif -#endif - -#if 0 - if (player && player->is_moving && player->MovPos == 0) - printf("::: !!!\n"); -#endif - - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_BD_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_BD_MAGIC_WALL_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING && horiz_move) - step *= 2; - else if (IS_CUSTOM_ELEMENT(element)) - step = SIGN(step) * element_info[element].move_stepsize; - -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif - MovPos[x][y] += step; + MovPos[x][y] += getElementMoveStepsize(x, y); -#if 1 -#if 1 if (pushed) /* special case: moving object pushed by player */ -#else - if (pushing) /* special case: moving object pushed by player */ -#endif -#if 1 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); -#else - MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos)); -#endif -#endif - -#if 0 - if (element == EL_SPRING) - printf("::: spring moves %d [%d: %d, %d, %d/%d]\n", - MovPos[x][y], - pushing, - (player?player->Pushing:-42), - (player?player->is_moving:-42), - (player?player->MovPos:-42), - (player?player->GfxPos:-42)); -#endif - if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) < TILEX) { - Feld[x][y] = EL_EMPTY; - Feld[newx][newy] = element; - MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ + DrawLevelField(x, y); - if (element == EL_MOLE) - { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; + return; /* element is still moving */ + } - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); + /* element reached destination field */ - for(i=0; i<4; i++) - { - int xx, yy; + Feld[x][y] = EL_EMPTY; + Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - xx = x + xy[i][0]; - yy = y + xy[i][1]; + if (element == EL_MOLE) + { + Feld[x][y] = EL_SAND; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } - } + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + else if (element == EL_QUICKSAND_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_BD_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_AMOEBA_DROPPING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; - if (element == EL_QUICKSAND_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_QUICKSAND_EMPTYING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_FILLING) - { - element = Feld[newx][newy] = get_next_element(element); - if (!game.magic_wall_active) - element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD; - Store[newx][newy] = Store[x][y]; - } - else if (element == EL_BD_MAGIC_WALL_EMPTYING) - { - Feld[x][y] = get_next_element(element); - if (!game.magic_wall_active) - Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_AMOEBA_DROPPING) - { - Feld[x][y] = get_next_element(element); - element = Feld[newx][newy] = Store[x][y]; - } - else if (element == EL_SOKOBAN_OBJECT) - { - if (Back[x][y]) - Feld[x][y] = Back[x][y]; + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; - if (Back[newx][newy]) - Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + Back[x][y] = Back[newx][newy] = 0; + } + else if (Store[x][y] == EL_ACID) + { + element = Feld[newx][newy] = EL_ACID; + } - Back[x][y] = Back[newx][newy] = 0; - } - else if (Store[x][y] == EL_ACID) - { - element = Feld[newx][newy] = EL_ACID; - } + Store[x][y] = 0; + MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + MovDelay[newx][newy] = 0; - Store[x][y] = 0; - 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]; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangeDelay[x][y] = 0; + ChangePage[x][y] = -1; + Changed[x][y] = CE_BITMASK_DEFAULT; + ChangeEvent[x][y] = CE_BITMASK_DEFAULT; - /* copy animation control values to new field */ - GfxFrame[newx][newy] = GfxFrame[x][y]; - GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ - GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + /* copy animation control values to new field */ + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ + GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ - Pushed[x][y] = Pushed[newx][newy] = FALSE; + Pushed[x][y] = Pushed[newx][newy] = FALSE; - ResetGfxAnimation(x, y); /* reset animation values for old field */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 1 #if 0 - /* 2.1.1 (does not work correctly for spring) */ - if (!CAN_MOVE(element)) - MovDir[newx][newy] = 0; + /* 2.1.1 (does not work correctly for spring) */ + if (!CAN_MOVE(element)) + MovDir[newx][newy] = 0; #else #if 0 - /* (does not work for falling objects that slide horizontally) */ - if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) - MovDir[newx][newy] = 0; + /* (does not work for falling objects that slide horizontally) */ + if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) + MovDir[newx][newy] = 0; #else - /* - if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; - */ - - if (!CAN_MOVE(element) || - (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) - MovDir[newx][newy] = 0; -#endif - + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; + */ + + if (!CAN_MOVE(element) || + (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; #endif #endif - DrawLevelField(x, y); - DrawLevelField(newx, newy); + DrawLevelField(x, y); + DrawLevelField(newx, newy); -#if 0 - if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing) -#endif - Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ -#if 1 - if (!pushed) /* special case: moving object pushed by player */ -#endif - JustStopped[newx][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ - if (DONT_TOUCH(element)) /* object may be nasty to player or others */ - { - TestIfBadThingTouchesHero(newx, newy); - TestIfBadThingTouchesFriend(newx, newy); - TestIfBadThingTouchesOtherBadThing(newx, newy); - } - else if (element == EL_PENGUIN) - TestIfFriendTouchesBadThing(newx, newy); + /* prevent pushed element from moving on in pushed direction */ + if (pushed && CAN_MOVE(element) && + element_info[element].move_pattern & MV_ANY_DIRECTION && + !(element_info[element].move_pattern & MovDir[newx][newy])) + TurnRound(newx, newy); -#if 1 - if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#else - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) - Impact(x, newy); -#endif - } - else /* still moving on */ + if (!pushed) /* special case: moving object pushed by player */ + JustStopped[newx][newy] = 3; + + if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - DrawLevelField(x, y); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } + else if (element == EL_PENGUIN) + TestIfFriendTouchesBadThing(newx, newy); + + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + Impact(x, newy); + +#if 1 + TestIfElementTouchesCustomElement(x, y); /* for empty space */ +#endif + +#if 0 + if (ChangePage[newx][newy] != -1) /* delayed change */ + ChangeElement(newx, newy, ChangePage[newx][newy]); +#endif + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementSideChange(newx, newy, Feld[newx][newy], direction, + CE_COLLISION, -1); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } int AmoebeNachbarNr(int ax, int ay) @@ -4510,6 +4901,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; + /* !!! 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) { @@ -4534,6 +4926,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; + /* !!! 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) { @@ -4678,6 +5071,7 @@ void Life(int ax, int ay) changed = TRUE; } } + /* !!! 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 */ if (nachbarn >= life[2] && nachbarn <= life[3]) @@ -4738,6 +5132,9 @@ void CheckExit(int x, int y) return; } + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + Feld[x][y] = EL_EXIT_OPENING; PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING); @@ -4756,7 +5153,10 @@ void CheckExitSP(int x, int y) return; } - Feld[x][y] = EL_SP_EXIT_OPEN; + if (AllPlayersGone) /* do not re-open exit door closed after last player */ + return; + + Feld[x][y] = EL_SP_EXIT_OPENING; PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING); } @@ -5095,7 +5495,10 @@ static void ChangeActiveTrap(int x, int y) static void ChangeElementNowExt(int x, int y, int target_element) { - if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element)) + /* 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_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) { Bang(x, y); return; @@ -5104,6 +5507,8 @@ static void ChangeElementNowExt(int x, int y, int target_element) RemoveField(x, y); Feld[x][y] = target_element; + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -5113,46 +5518,43 @@ static void ChangeElementNowExt(int x, int y, int target_element) DrawLevelField(x, y); - if (CAN_BE_CRUMBLED(Feld[x][y])) - { - int sx = SCREENX(x), sy = SCREENY(y); - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - int i; - - for(i=0; i<4; i++) - { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; - int sxx = sx + xy[i][0]; - int syy = sy + xy[i][1]; + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); - if (!IN_LEV_FIELD(xx, yy) || - !IN_SCR_FIELD(sxx, syy) || - !CAN_BE_CRUMBLED(Feld[xx][yy]) || - IS_MOVING(xx, yy)) - continue; + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); - DrawLevelField(xx, yy); - } - } + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); } -static void ChangeElementNow(int x, int y, int element) +static boolean ChangeElementNow(int x, int y, int element, int page) { - struct ElementChangeInfo *change = &element_info[element].change; + struct ElementChangeInfo *change = &element_info[element].change_page[page]; - CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING); + /* 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); + + /* do not change already changed elements with same change event */ +#if 0 + if (Changed[x][y] & ChangeEvent[x][y]) + return FALSE; +#else + if (Changed[x][y]) + return FALSE; +#endif + + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); if (change->explode) { Bang(x, y); - return; + + return TRUE; } if (change->use_content) @@ -5190,6 +5592,9 @@ static void ChangeElementNow(int x, int y, int element) e = Feld[ex][ey]; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || @@ -5203,60 +5608,78 @@ static void ChangeElementNow(int x, int y, int element) if (!change->only_complete || complete_change) { + boolean something_has_changed = FALSE; + + if (change->only_complete && change->use_random_change && + RND(100) < change->random) + return FALSE; + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { int ex = x + xx - 1; int ey = y + yy - 1; - if (can_change[xx][yy]) + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) { + 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]); - /* for symmetry reasons, stop newly created border elements */ + something_has_changed = TRUE; + + /* for symmetry reasons, freeze newly created border elements */ if (ex != x || ey != y) - Stop[ex][ey] = TRUE; + Stop[ex][ey] = TRUE; /* no more moving in this frame */ } } - return; + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } - ChangeElementNowExt(x, y, change->target_element); + return TRUE; } -static void ChangeElement(int x, int y) +static void ChangeElement(int x, int y, int page) { - int element = Feld[x][y]; - struct ElementChangeInfo *change = &element_info[element].change; + int element = MovingOrBlocked2Element(x, y); + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + +#if 0 +#ifdef DEBUG + if (!CAN_CHANGE(element)) + { + printf("\n\n"); + printf("ChangeElement(): %d,%d: element = %d ('%s')\n", + x, y, element, element_info[element].token_name); + printf("ChangeElement(): This should never happen!\n"); + printf("\n\n"); + } +#endif +#endif if (ChangeDelay[x][y] == 0) /* initialize element change */ { -#if 1 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + RND(change->delay_random * change->delay_frames)) + 1; -#else - ChangeDelay[x][y] = changing_element[element].change_delay + 1; - - if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - { - int max_random_delay = element_info[element].change.delay_random; - int delay_frames = element_info[element].change.delay_frames; - - ChangeDelay[x][y] += RND(max_random_delay * delay_frames); - } -#endif ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); -#if 1 if (change->pre_change_function) change->pre_change_function(x, y); -#else - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); -#endif } ChangeDelay[x][y]--; @@ -5268,83 +5691,132 @@ static void ChangeElement(int x, int y) if (IS_ANIMATED(graphic)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 1 if (change->change_function) change->change_function(x, y); -#else - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); -#endif } else /* finish element change */ { -#if 0 - int next_element = changing_element[element].next_element; -#endif + if (ChangePage[x][y] != -1) /* remember page from delayed change */ + { + page = ChangePage[x][y]; + ChangePage[x][y] = -1; + } if (IS_MOVING(x, y)) /* never change a running system ;-) */ { ChangeDelay[x][y] = 1; /* try change after next move step */ + ChangePage[x][y] = page; /* remember page to use for change */ return; } -#if 1 - ChangeElementNow(x, y, element); - - if (change->post_change_function) - change->post_change_function(x, y); -#else - if (next_element != EL_UNDEFINED) - ChangeElementNow(x, y, next_element); - else - ChangeElementNow(x, y, element_info[element].change.target_element); - - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); -#endif + if (ChangeElementNow(x, y, element, page)) + { + if (change->post_change_function) + change->post_change_function(x, y); + } } } -static void CheckTriggeredElementChange(int trigger_element, int trigger_event) +static boolean CheckTriggeredElementSideChange(int lx, int ly, + int trigger_element, + int trigger_side, + int trigger_event) { - int i, x, y; + int i, j, x, y; if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) - return; + return FALSE; - for (i=0; ican_change && + change->sides & trigger_side && + change->trigger_element == trigger_element) + { + change_element = TRUE; + page = j; + + break; + } + } + + if (!change_element) continue; for (y=0; yMovPos == 0) - { -#if 0 - printf("Trying... Player frame reset\n"); -#endif - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); - } if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; @@ -5491,7 +5958,7 @@ void GameActions() actual_player_action = recorded_player_action[i]; PlayerActions(&stored_player[i], actual_player_action); - ScrollFigure(&stored_player[i], SCROLL_GO_ON); + ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } network_player_action_received = FALSE; @@ -5532,12 +5999,35 @@ void GameActions() for (y=0; y 0) JustStopped[x][y]--; GfxFrame[x][y]++; +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements with zero push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -5598,7 +6088,13 @@ void GameActions() /* this may take place after moving, so 'element' may have changed */ if (IS_CHANGING(x, y)) { - ChangeElement(x, y); +#if 0 + ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : + element_info[element].event_page_nr[CE_DELAY]); +#else + ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); +#endif + element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); } @@ -5611,9 +6107,10 @@ void GameActions() #if 1 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); #if 0 - if (element == EL_PACMAN) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); + if (element == EL_MOLE) + printf("::: %d, %d, %d [%d]\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], + GfxAction[x][y]); #endif #if 0 if (element == EL_YAMYAM) @@ -5629,7 +6126,7 @@ void GameActions() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #if 0 - if (element == EL_YAMYAM) + if (element == EL_MOLE) printf("::: %d, %d\n", graphic, GfxFrame[x][y]); #endif } @@ -5736,6 +6233,7 @@ void GameActions() #endif element = Feld[x][y]; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || element == EL_SAND || @@ -5847,7 +6345,7 @@ void GameActions() } } - if (TimeFrames >= (1000 / GameFrameDelay)) + if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; TimePlayed++; @@ -5932,6 +6430,15 @@ void GameActions() stored_player[i].StepFrame += move_frames; } #endif + +#if 1 + if (local_player->show_envelope != 0 && local_player->MovPos == 0) + { + ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + + local_player->show_envelope = 0; + } +#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -5979,24 +6486,24 @@ void ScrollLevel(int dx, int dy) int x, y; BlitBitmap(drawto_field, drawto_field, - FX + TILEX*(dx == -1) - softscroll_offset, - FY + TILEY*(dy == -1) - softscroll_offset, - SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset, - SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset, - FX + TILEX*(dx == 1) - softscroll_offset, - FY + TILEY*(dy == 1) - softscroll_offset); + FX + TILEX * (dx == -1) - softscroll_offset, + FY + TILEY * (dy == -1) - softscroll_offset, + SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset, + SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset, + FX + TILEX * (dx == 1) - softscroll_offset, + FY + TILEY * (dy == 1) - softscroll_offset); if (dx) { x = (dx == 1 ? BX1 : BX2); - for (y=BY1; y<=BY2; y++) + for (y=BY1; y <= BY2; y++) DrawScreenField(x, y); } if (dy) { y = (dy == 1 ? BY1 : BY2); - for (x=BX1; x<=BX2; x++) + for (x=BX1; x <= BX2; x++) DrawScreenField(x, y); } @@ -6005,7 +6512,7 @@ void ScrollLevel(int dx, int dy) static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -6023,6 +6530,7 @@ static void CheckGravityMovement(struct PlayerInfo *player) (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND)); + /* !!! extend EL_SAND to anything diggable !!! */ if (field_under_player_is_free && !player_is_moving_to_valid_field && @@ -6032,17 +6540,33 @@ static void CheckGravityMovement(struct PlayerInfo *player) } /* - MoveFigureOneStep() + MovePlayerOneStep() ----------------------------------------------------------------------------- dx, dy: direction (non-diagonal) to try to move the player to real_dx, real_dy: direction as read from input device (can be diagonal) */ -boolean MoveFigureOneStep(struct PlayerInfo *player, +boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { +#if 0 + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; +#endif int jx = player->jx, jy = player->jy; - int new_jx = jx+dx, new_jy = jy+dy; + int new_jx = jx + dx, new_jy = jy + dy; int element; int can_move; @@ -6087,22 +6611,44 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; - jx = player->jx = new_jx; - jy = player->jy = new_jy; - StorePlayer[jx][jy] = player->element_nr; + player->jx = new_jx; + player->jy = new_jy; + StorePlayer[new_jx][new_jy] = player->element_nr; player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); - ScrollFigure(player, SCROLL_INIT); + ScrollPlayer(player, SCROLL_INIT); + +#if 0 + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_OTHER_GETS_LEFT); + CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side, + CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy])) + { + CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side, + CE_ENTERED_BY_PLAYER, -1); + } +#endif return MF_MOVING; } -boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) +boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int old_jx = jx, old_jy = jy; @@ -6141,7 +6687,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) while (player->MovPos) { - ScrollFigure(player, SCROLL_GO_ON); + ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); FrameCounter++; DrawAllPlayers(); @@ -6153,13 +6699,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) { - if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy))) - moved |= MoveFigureOneStep(player, dx, 0, dx, dy); + if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) + moved |= MovePlayerOneStep(player, dx, 0, dx, dy); } else { - if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy))) - moved |= MoveFigureOneStep(player, 0, dy, dx, dy); + if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy))) + moved |= MovePlayerOneStep(player, 0, dy, dx, dy); } jx = player->jx; @@ -6256,6 +6802,51 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->snapped = FALSE; +#endif + +#if 1 + player->Switching = FALSE; +#endif + + +#if 1 + { + static int change_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_direction = player->MovDir; + int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; + +#if 1 + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) + { + CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_OTHER_GETS_LEFT); + CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy], + leave_side, CE_LEFT_BY_PLAYER, -1); + } + + if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) + { + CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_OTHER_GETS_ENTERED); + CheckElementSideChange(jx, jy, Feld[jx][jy], + enter_side, CE_ENTERED_BY_PLAYER, -1); + } +#endif + + } +#endif + + } else { @@ -6267,7 +6858,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->is_moving = FALSE; } - TestIfHeroTouchesBadThing(jx, jy); + if (game.engine_version < VERSION_IDENT(3,0,7)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + } if (!player->active) RemoveHero(player); @@ -6275,7 +6870,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return moved; } -void ScrollFigure(struct PlayerInfo *player, int mode) +void ScrollPlayer(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; @@ -6292,7 +6887,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -6308,9 +6905,11 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif - if (player->MovPos == 0) + if (player->MovPos == 0) /* player reached destination field */ { if (IS_PASSABLE(Feld[last_jx][last_jy])) { @@ -6325,15 +6924,26 @@ void ScrollFigure(struct PlayerInfo *player, int mode) player->last_jy = jy; if (Feld[jx][jy] == EL_EXIT_OPEN || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + Feld[jx][jy] == EL_SP_EXIT_OPEN || + Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { + DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || - Feld[jx][jy] == EL_SP_EXIT_OPEN) + IS_SP_ELEMENT(Feld[jx][jy])) player->LevelSolved = player->GameOver = TRUE; } + if (game.engine_version >= VERSION_IDENT(3,0,7)) + { + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); + + if (!player->active) + RemoveHero(player); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -6368,6 +6978,179 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } +void TestIfPlayerTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (IS_PLAYER(x, y)) + { + if (game.engine_version < VERSION_IDENT(3,0,7)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + CheckTriggeredElementSideChange(xx, yy, border_element, border_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(xx, yy, border_element, border_side, + CE_TOUCHED_BY_PLAYER, -1); + } + else if (IS_PLAYER(xx, yy)) + { + if (game.engine_version >= VERSION_IDENT(3,0,7)) + { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + + CheckTriggeredElementSideChange(x, y, center_element, center_side, + CE_OTHER_GETS_TOUCHED); + CheckElementSideChange(x, y, center_element, center_side, + CE_TOUCHED_BY_PLAYER, -1); + + break; + } + } +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int change_sides[4][2] = + { + /* center side border side */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */ + }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; /* should always be non-moving! */ + int i, j; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int center_side = change_sides[i][0]; + int border_side = change_sides[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + if (game.engine_version < VERSION_IDENT(3,0,7)) + border_element = Feld[xx][yy]; /* may be moving! */ + else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) + border_element = Feld[xx][yy]; + else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */ + border_element = MovingOrBlocked2Element(xx, yy); + else + continue; /* center and border element do not touch */ + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j=0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & border_side && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j=0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->sides & center_side && + change->trigger_element == center_element) + { + CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, j); + break; + } + } + } + } + + if (change_center_element) + CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, + CE_OTHER_IS_TOUCHING, center_element_change_page); +} + void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; @@ -6443,6 +7226,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { +1, 0 }, { 0, +1 } }; + static int touch_dir[4] = + { + MV_LEFT | MV_RIGHT, + MV_UP | MV_DOWN, + MV_UP | MV_DOWN, + MV_LEFT | MV_RIGHT + }; static int test_dir[4] = { MV_UP, @@ -6482,6 +7272,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_ROBOT && player->is_moving) continue; /* robot does not kill player if he is moving */ + if (game.engine_version >= VERSION_IDENT(3,0,7)) + { + if (player->MovPos != 0 && !(player->MovDir & touch_dir[i])) + continue; /* center and border element do not touch */ + } + kill_x = test_x; kill_y = test_y; break; @@ -6501,24 +7297,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); -#if 0 - int dir = player->MovDir; - int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); - int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - printf("-> %d\n", player->MovDir); - - if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && - newx != bad_x && newy != bad_y) - ; /* robot does not kill player if he is moving */ - else - ; -#endif - if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_PROTECTED(kill_x, kill_y)) @@ -6697,6 +7475,13 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player, int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { + static int change_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; @@ -6705,6 +7490,7 @@ int DigField(struct PlayerInfo *player, dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); + int dig_side = change_sides[MV_DIR_BIT(move_direction)]; int element; if (player->MovPos == 0) @@ -6771,6 +7557,7 @@ int DigField(struct PlayerInfo *player, switch (element) { +#if 0 case EL_ROBOT_WHEEL: Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; @@ -6779,7 +7566,9 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_SP_TERMINAL: { int xx, yy; @@ -6800,7 +7589,9 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; } break; +#endif +#if 0 case EL_CONVEYOR_BELT_1_SWITCH_LEFT: case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_1_SWITCH_RIGHT: @@ -6813,31 +7604,56 @@ int DigField(struct PlayerInfo *player, case EL_CONVEYOR_BELT_4_SWITCH_LEFT: case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE: case EL_CONVEYOR_BELT_4_SWITCH_RIGHT: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleBeltSwitch(x, y); PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); } return MF_ACTION; break; +#endif +#if 0 case EL_SWITCHGATE_SWITCH_UP: case EL_SWITCHGATE_SWITCH_DOWN: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleSwitchgateSwitch(x, y); PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); } return MF_ACTION; break; +#endif +#if 0 case EL_LIGHT_SWITCH: case EL_LIGHT_SWITCH_ACTIVE: +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else if (!player->Switching) +#endif { player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + ToggleLightSwitch(x, y); PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? SND_LIGHT_SWITCH_ACTIVATING : @@ -6845,14 +7661,18 @@ int DigField(struct PlayerInfo *player, } return MF_ACTION; break; +#endif +#if 0 case EL_TIMEGATE_SWITCH: ActivateTimegateSwitch(x, y); PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_BALLOON_SWITCH_LEFT: case EL_BALLOON_SWITCH_RIGHT: case EL_BALLOON_SWITCH_UP: @@ -6870,6 +7690,7 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; +#endif case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: @@ -6906,6 +7727,12 @@ int DigField(struct PlayerInfo *player, !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + 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; DOUBLE_PLAYER_SPEED(player); @@ -6956,6 +7783,7 @@ int DigField(struct PlayerInfo *player, } break; +#if 0 case EL_LAMP: Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; @@ -6963,7 +7791,9 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; +#endif +#if 0 case EL_TIME_ORB_FULL: Feld[x][y] = EL_TIME_ORB_EMPTY; TimeLeft += 10; @@ -6972,6 +7802,7 @@ int DigField(struct PlayerInfo *player, PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); return MF_ACTION; break; +#endif default: @@ -6989,7 +7820,9 @@ int DigField(struct PlayerInfo *player, if (!player->key[element - EL_GATE_1_GRAY]) return MF_NO_ACTION; } - else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + else if (element == EL_EXIT_OPEN || + element == EL_SP_EXIT_OPEN || + element == EL_SP_EXIT_OPENING) { sound_action = ACTION_PASSING; /* player is passing exit */ } @@ -7011,6 +7844,11 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#if 1 + if (CAN_MOVE(element)) /* only fixed elements can be passed! */ + return MF_NO_ACTION; +#endif + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) { if (!player->key[element - EL_EM_GATE_1]) @@ -7036,13 +7874,21 @@ int DigField(struct PlayerInfo *player, if (mode != DF_SNAP) { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else GfxElement[x][y] = - (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); + (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif player->is_digging = TRUE; } PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ + break; } else if (IS_COLLECTIBLE(element)) @@ -7070,11 +7916,13 @@ int DigField(struct PlayerInfo *player, } else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) { - player->dynamite++; + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + player->use_disk_red_graphic = (element == EL_SP_DISK_RED); DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); } else if (element == EL_DYNABOMB_INCREASE_NUMBER) { @@ -7101,10 +7949,29 @@ int DigField(struct PlayerInfo *player, el2edimg(EL_KEY_1 + key_nr)); redraw_mask |= REDRAW_DOOR_1; } - else if (element_info[element].gem_count > 0) + else if (IS_ENVELOPE(element)) + { +#if 1 + player->show_envelope = element; +#else + ShowEnvelope(element - EL_ENVELOPE_1); +#endif + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i=0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) { local_player->gems_still_needed -= - element_info[element].gem_count; + element_info[element].collect_count; if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; @@ -7115,7 +7982,9 @@ int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(element, CE_OTHER_COLLECTING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + + TestIfElementTouchesCustomElement(x, y); /* for empty space */ break; } @@ -7131,9 +8000,15 @@ int DigField(struct PlayerInfo *player, !(element == EL_SPRING && use_spring_bug)) return MF_NO_ACTION; +#if 1 + /* do not push elements already moving away faster than player */ + if (CAN_MOVE(element) && MovDir[x][y] == move_direction && + ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL) + return MF_NO_ACTION; +#else if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) return MF_NO_ACTION; - +#endif if (!player->Pushing && game.engine_version >= RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); @@ -7193,6 +8068,7 @@ int DigField(struct PlayerInfo *player, PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; if (mode == DF_SNAP) ContinueMoving(x, y); @@ -7205,14 +8081,187 @@ int DigField(struct PlayerInfo *player, if (game.engine_version < RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); - CheckTriggeredElementChange(element, CE_OTHER_PUSHING); - CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER); +#if 1 + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PUSHED); + CheckElementSideChange(x, y, element, dig_side, + CE_PUSHED_BY_PLAYER, -1); +#else + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); + CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); +#endif break; } + else if (IS_SWITCHABLE(element)) + { + if (PLAYER_SWITCHING(player, x, y)) + return MF_ACTION; + +#if 1 + PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING); +#endif + + if (element == EL_ROBOT_WHEEL) + { + Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; + ZX = x; + ZY = y; + + DrawLevelField(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); +#endif + } + else if (element == EL_SP_TERMINAL) + { + int xx, yy; + +#if 0 + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); +#endif + + for (yy=0; yySwitching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleBeltSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING); +#endif + } + } + else if (element == EL_SWITCHGATE_SWITCH_UP || + element == EL_SWITCHGATE_SWITCH_DOWN) + { +#if 0 + if (!PLAYER_SWITCHING(player, x, y)) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleSwitchgateSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING); +#endif + } + } + else if (element == EL_LIGHT_SWITCH || + element == EL_LIGHT_SWITCH_ACTIVE) + { +#if 0 + if (!PLAYER_SWITCHING(player, x, y)) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + ToggleLightSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); +#endif + } + } + else if (element == EL_TIMEGATE_SWITCH) + { + ActivateTimegateSwitch(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING); +#endif + } + else if (element == EL_BALLOON_SWITCH_LEFT || + element == EL_BALLOON_SWITCH_RIGHT || + element == EL_BALLOON_SWITCH_UP || + element == EL_BALLOON_SWITCH_DOWN || + element == EL_BALLOON_SWITCH_ANY) + { + if (element == EL_BALLOON_SWITCH_ANY) + game.balloon_dir = move_direction; + else + game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT : + element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT : + element == EL_BALLOON_SWITCH_UP ? MV_UP : + element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN : + MV_NO_MOVING); + +#if 0 + PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING); +#endif + } + else if (element == EL_LAMP) + { + Feld[x][y] = EL_LAMP_ACTIVE; + local_player->lights_still_needed--; + + DrawLevelField(x, y); + +#if 0 + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); +#endif + } + else if (element == EL_TIME_ORB_FULL) + { + Feld[x][y] = EL_TIME_ORB_EMPTY; + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + DrawLevelField(x, y); + +#if 0 + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE); +#endif + } + + return MF_ACTION; + } else { - CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER); +#if 1 + if (!PLAYER_SWITCHING(player, x, y)) +#else + if (!player->Switching) +#endif + { + player->Switching = TRUE; + player->switch_x = x; + player->switch_y = y; + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_IS_SWITCHING); + CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1); + } + + CheckTriggeredElementSideChange(x, y, element, dig_side, + CE_OTHER_GETS_PRESSED); + CheckElementSideChange(x, y, element, dig_side, + CE_PRESSED_BY_PLAYER, -1); } return MF_NO_ACTION; @@ -7255,8 +8304,15 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { player->is_digging = FALSE; player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif } +#if 0 + printf("::: trying to snap...\n"); +#endif + return FALSE; } @@ -7265,12 +8321,25 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->MovDir = snap_direction; +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; player->snapped = TRUE; +#if 1 player->is_digging = FALSE; player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif DrawLevelField(x, y); BackToFront(); @@ -7278,66 +8347,70 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) return FALSE; -#if 0 - if (element != EL_EMPTY) + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; -#endif - if (element != EL_EMPTY) - { -#if 0 - Store[jx][jy] = element; -#else - Back[jx][jy] = element; -#endif - } + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) + return FALSE; + + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ MovDelay[jx][jy] = 96; ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { + int new_element = player->inventory_element[--player->inventory_size]; + +#if 1 + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); +#else Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : EL_DYNAMITE_ACTIVE); - player->dynamite--; +#endif + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { -#if 1 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); -#endif - } PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); + + TestIfElementTouchesCustomElement(jx, jy); } - else + else /* player is dropping a dyna bomb */ { + player->dynabombs_left--; + Feld[jx][jy] = EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); - player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); @@ -7523,7 +8596,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_KEY]); break; default: - RaiseScore(element_info[element].score); + RaiseScore(element_info[element].collect_score); break; } } @@ -7750,6 +8823,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -7758,14 +8833,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: