X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d8039785faa95e2179dfd8d154821fcca63bb23c;hb=cdc3c940197937b0508a1eb7dcf44874951908b7;hp=c81c860348d9a261e18471ca5b17671fbf545a22;hpb=4d331e6a8db3d4b6f1006a70a0fad6f02323c9b9;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index c81c8603..d8039785 100644 --- a/src/game.c +++ b/src/game.c @@ -27,6 +27,40 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_STUFF (TRUE * 1) + +#define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1) + +#define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1) +#define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1) + +#define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#if 0 +#define USE_BLOCK_DELAY_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#endif +#define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1) +#define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0) + +#define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) +#define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1) + +#define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1) + +#define USE_BACK_WALKABLE_BUGFIX (TRUE * USE_NEW_STUFF * 1) + + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -43,10 +77,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -59,7 +95,8 @@ #define YY_KEYS 123 #define XX_SCORE 15 #define YY_SCORE 159 -#define XX_TIME 29 +#define XX_TIME1 29 +#define XX_TIME2 30 #define YY_TIME 194 /* special positions in the game control window (relative to main window) */ @@ -73,7 +110,8 @@ #define DY_KEYS (DY + YY_KEYS) #define DX_SCORE (DX + XX_SCORE) #define DY_SCORE (DY + YY_SCORE) -#define DX_TIME (DX + XX_TIME) +#define DX_TIME1 (DX + XX_TIME1) +#define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) /* values for initial player move delay (initial delay counter value) */ @@ -92,76 +130,159 @@ /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ (element_info[e].move_delay_random)) +#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \ + RND((c)->delay_random * (c)->delay_frames)) -#if 1 -#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ +#define GET_TARGET_ELEMENT(e, ch) \ + ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \ + (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e)) + +#define GET_VALID_PLAYER_ELEMENT(e) \ + ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1) + +#define CAN_GROW_INTO(e) \ + ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable)) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ (condition) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ (DONT_COLLIDE_WITH(e) && \ IS_PLAYER(x, y) && \ !PLAYER_ENEMY_PROTECTED(x, y)))) -#else + +#if 0 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ (condition) || \ (DONT_COLLIDE_WITH(e) && \ - IS_FREE_OR_PLAYER(x, y)))) + IS_PLAYER(x, y) && \ + !PLAYER_ENEMY_PROTECTED(x, y)))) #endif -#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - (condition))) - #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0) + +#if 1 +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0) +#else +#define SATELLITE_CAN_ENTER_FIELD(x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID) +#endif + +#if 0 +#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#endif + +#define ENEMY_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#if 1 + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y])) -#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y])) -#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define PIG_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y])) -#define YAMYAM_CAN_ENTER_FIELD(x, y) \ +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\ + IS_FOOD_PENGUIN(Feld[x][y]))) +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition)) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0) + +#else + +#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ Feld[x][y] == EL_DIAMOND)) -#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ +#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ IS_FOOD_DARK_YAMYAM(Feld[x][y]))) -#define PACMAN_CAN_ENTER_FIELD(x, y) \ +#define PACMAN_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ IS_AMOEBOID(Feld[x][y]))) -#define PIG_CAN_ENTER_FIELD(x, y) \ +#define PIG_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ IS_FOOD_PIG(Feld[x][y]))) -#define PENGUIN_CAN_ENTER_FIELD(x, y) \ +#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ IS_FOOD_PENGUIN(Feld[x][y]) || \ - Feld[x][y] == EL_EXIT_OPEN || \ - Feld[x][y] == EL_ACID)) + Feld[x][y] == EL_EXIT_OPEN)) -#if 0 -#if 1 -#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \ - (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) -#else -#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \ +#define DRAGON_CAN_ENTER_FIELD(e, x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_DARK_YAMYAM(Feld[x][y]))) -#endif + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + +#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID) || \ + (condition))) + +#define SPRING_CAN_ENTER_FIELD(e, x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (CAN_MOVE_INTO_ACID(e) && \ + Feld[x][y] == EL_ACID))) + #endif #define GROUP_NR(e) ((e) - EL_GROUP_START) @@ -172,7 +293,7 @@ #define IS_EQUAL_OR_IN_GROUP(e, ge) \ (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) -#if 1 +#if 0 #define CE_ENTER_FIELD_COND(e, x, y) \ (!IS_PLAYER(x, y) && \ (Feld[x][y] == EL_ACID || \ @@ -180,21 +301,20 @@ #else #define CE_ENTER_FIELD_COND(e, x, y) \ (!IS_PLAYER(x, y) && \ - (Feld[x][y] == EL_ACID || \ - Feld[x][y] == MOVE_ENTER_EL(e) || \ - (IS_GROUP_ELEMENT(MOVE_ENTER_EL(e)) && \ - IS_IN_GROUP_EL(Feld[x][y], MOVE_ENTER_EL(e))))) + IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))) #endif #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) - -#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ - (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) + ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y)) #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 @@ -208,6 +328,8 @@ /* forward declaration for internal use */ +static void AdvanceFrameAndPlayerCounters(int); + static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); static boolean MovePlayer(struct PlayerInfo *, int, int); static void ScrollPlayer(struct PlayerInfo *, int); @@ -218,18 +340,40 @@ int DigField(struct PlayerInfo *, int, int, int, int, int, int, int); static void InitBeltMovement(void); static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *); static void KillHeroUnlessEnemyProtected(int, int); static void KillHeroUnlessExplosionProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); static void TestIfElementHitsCustomElement(int, int, int); +#if 0 +static void TestIfElementSmashesCustomElement(int, int, int); +#endif 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 boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int); +#define CheckTriggeredElementChange(x, y, e, ev) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, -1) +#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1) +#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1) +#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \ + CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \ + CH_SIDE_ANY, p) + +static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int); +#define CheckElementChange(x, y, e, te, ev) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1) +#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \ + CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY) +#define CheckElementChangeBySide(x, y, e, te, ev, s) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY) +#define CheckElementChangeByPage(x, y, e, te, ev, p) \ + CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p) static void PlayLevelSound(int, int, int); static void PlayLevelSoundNearest(int, int, int); @@ -504,27 +648,46 @@ struct int element; int direction; } -tube_access[] = -{ - { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, - { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, - { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, - { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, - { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, - { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, - { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, - { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, - { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, - - { EL_UNDEFINED, 0 } +access_direction_list[] = +{ + { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL, MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN }, + { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN }, + { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP }, + { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN }, + { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP }, + { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN }, + { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP }, + { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN }, + + { EL_SP_PORT_LEFT, MV_RIGHT }, + { EL_SP_PORT_RIGHT, MV_LEFT }, + { EL_SP_PORT_UP, MV_DOWN }, + { EL_SP_PORT_DOWN, MV_UP }, + { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT }, + { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN }, + { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, + { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP }, + { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT }, + { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT }, + { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN }, + { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP }, + + { EL_UNDEFINED, MV_NO_MOVING } }; -static unsigned long trigger_events[MAX_NUM_ELEMENTS]; +static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS]; -#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ - CH_EVENT_BIT(CE_DELAY)) +#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[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)) @@ -635,6 +798,65 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) level.sp_block_last_field : level.block_last_field); +#if USE_NEW_BLOCK_STYLE +#if 1 + + /* ---------- initialize player's last field block delay --------------- */ + + /* always start with reliable default value (no adjustment needed) */ + player->block_delay_adjustment = 0; + + /* special case 1: in Supaplex, Murphy blocks last field one more frame */ + if (player->block_last_field && element == EL_SP_MURPHY) + player->block_delay_adjustment = 1; + + /* special case 2: in game engines before 3.1.1, blocking was different */ + if (game.use_block_last_field_bug) + player->block_delay_adjustment = (player->block_last_field ? -1 : 1); + +#if 0 + /* blocking the last field when moving was corrected in version 3.1.1 */ + if (game.use_block_last_field_bug) + { + /* even "not blocking" was blocking the last field for one frame */ + level.block_delay = (level.block_last_field ? 7 : 1); + level.sp_block_delay = (level.sp_block_last_field ? 7 : 1); + + level.block_last_field = TRUE; + level.sp_block_last_field = TRUE; + } +#endif + +#if 0 /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */ + level.block_delay = 8; /* when blocking, block 8 frames */ + level.sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */ +#endif + +#if 0 + printf("::: %d, %d\n", level.block_delay, level.sp_block_delay); +#endif + +#else + +#if 1 + player->block_delay = (player->block_last_field ? + (element == EL_SP_MURPHY ? + level.sp_block_delay : + level.block_delay) : 0); +#else + player->block_delay = (element == EL_SP_MURPHY ? + (player->block_last_field ? 7 : 1) : + (player->block_last_field ? 7 : 1)); +#endif + +#endif + +#if 0 + printf("::: block_last_field == %d, block_delay = %d\n", + player->block_last_field, player->block_delay); +#endif +#endif + if (!options.network || player->connected) { player->active = TRUE; @@ -655,6 +877,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -862,24 +1085,140 @@ static void InitField(int x, int y, boolean init_game) } } +static inline void InitField_WithBug1(int x, int y, boolean init_game) +{ + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +} + +static inline void InitField_WithBug2(int x, int y, boolean init_game) +{ + int old_element = Feld[x][y]; + + InitField(x, y, init_game); + + /* not needed to call InitMovDir() -- already done by InitField()! */ + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(old_element) && + (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN)) + InitMovDir(x, y); + + /* 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); 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) +{ + DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); +} + +inline void DrawGameValue_Dynamite(int value) +{ + DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); +} + +inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ + int i; + + /* currently only 4 of 8 possible keys are displayed */ + for (i = 0; i < STD_NUM_KEYS; i++) + { + if (key[i]) + DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + i)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS, + MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS); + } +} + +inline void DrawGameValue_Score(int value) +{ + DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2); +} + +inline void DrawGameValue_Time(int value) +{ + if (value < 1000) + DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2); + else + DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); +} + +inline void DrawGameValue_Level(int value) +{ + if (level_nr < 100) + DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); + else + { + /* misuse area for displaying emeralds to draw bigger level number */ + DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS, + int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); + + /* now copy it to the area for displaying level number */ + BlitBitmap(drawto, drawto, + DX_EMERALDS, DY_EMERALDS + 1, + getFontWidth(FONT_LEVEL_NUMBER) * 3, + getFontHeight(FONT_LEVEL_NUMBER) - 1, + DX_LEVEL - 1, DY_LEVEL + 1); + + /* restore the area for displaying emeralds */ + DrawGameValue_Emeralds(local_player->gems_still_needed); + + /* yes, this is all really ugly :-) */ + } +} + +void DrawAllGameValues(int emeralds, int dynamite, int score, int time, + int key_bits) +{ + int key[MAX_NUM_KEYS]; + int i; + + for (i = 0; i < MAX_NUM_KEYS; i++) + key[i] = key_bits & (1 << i); + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(emeralds); + DrawGameValue_Dynamite(dynamite); + DrawGameValue_Score(score); + DrawGameValue_Time(time); + + DrawGameValue_Keys(key); +} + void DrawGameDoorValues() { - int i, j; + int i; - for (i = 0; i < MAX_PLAYERS; i++) - for (j = 0; j < 4; j++) - if (stored_player[i].key[j]) - DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + j)); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + DrawGameDoorValues_EM(); + + return; + } + + DrawGameValue_Level(level_nr); + + DrawGameValue_Emeralds(local_player->gems_still_needed); + DrawGameValue_Dynamite(local_player->inventory_size); + DrawGameValue_Score(local_player->score); + DrawGameValue_Time(TimeLeft); - 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->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, - int2str(TimeLeft, 3), FONT_TEXT_2); + for (i = 0; i < MAX_PLAYERS; i++) + DrawGameValue_Keys(stored_player[i].key); } static void resolve_group_element(int group_element, int recursion_depth) @@ -948,12 +1287,80 @@ static void resolve_group_element(int group_element, int recursion_depth) static void InitGameEngine() { - int i, j, k; + int i, j, k, l; /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* ---------------------------------------------------------------------- */ + /* set flags for bugs and changes according to active game engine version */ + /* ---------------------------------------------------------------------- */ + + /* + Summary of bugfix/change: + Fixed handling for custom elements that change when pushed by the player. + + Fixed/changed in version: + 3.1.0 + + Description: + Before 3.1.0, custom elements that "change when pushing" changed directly + after the player started pushing them (until then handled in "DigField()"). + Since 3.1.0, these custom elements are not changed until the "pushing" + move of the element is finished (now handled in "ContinueMoving()"). + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 3.1.0, which might use the old behaviour before it was changed; known tapes + that are affected are some tapes from the level set "Walpurgis Gardens" by + Jamie Cullen. + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 3.1.0 or + above (including some development versions of 3.1.0), but before it was + known that this change would break tapes like the above and was fixed in + 3.1.1, so that the changed behaviour was active although the engine version + while recording maybe was before 3.1.0. There is at least one tape that is + affected by this exception, which is the tape for the one-level set "Bug + Machine" by Juergen Bonhagen. + */ + + game.use_change_when_pushing_bug = + (game.engine_version < VERSION_IDENT(3,1,0,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(3,1,0,0) && + tape.game_version < VERSION_IDENT(3,1,1,0))); + + /* + Summary of bugfix/change: + Fixed handling for blocking the field the player leaves when moving. + + Fixed/changed in version: + 3.1.1 + + Description: + Before 3.1.1, when "block last field when moving" was enabled, the field + the player is leaving when moving was blocked for the time of the move, + and was directly unblocked afterwards. This resulted in the last field + being blocked for exactly one less than the number of frames of one player + move. Additionally, even when blocking was disabled, the last field was + blocked for exactly one frame. + Since 3.1.1, due to changes in player movement handling, the last field + is not blocked at all when blocking is disabled. When blocking is enabled, + the last field is blocked for exactly the number of frames of one player + move. Additionally, if the player is Murphy, the hero of Supaplex, the + last field is blocked for exactly one more than the number of frames of + one player move. + + Affected levels/tapes: + (!!! yet to be determined -- probably many !!!) + */ + + game.use_block_last_field_bug = + (game.engine_version < VERSION_IDENT(3,1,1,0)); + + /* ---------------------------------------------------------------------- */ + /* dynamically adjust element properties according to game engine version */ InitElementPropertiesEngine(game.engine_version); @@ -976,6 +1383,15 @@ static void InitGameEngine() /* ---------- initialize player's initial move delay --------------------- */ +#if USE_NEW_MOVE_DELAY + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); +#else /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : @@ -984,6 +1400,7 @@ static void InitGameEngine() /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif /* ---------- initialize player's initial push delay --------------------- */ @@ -1009,9 +1426,10 @@ static void InitGameEngine() ei->change->delay_frames = 1; } - ei->change_events = CE_BITMASK_DEFAULT; for (j = 0; j < NUM_CHANGE_EVENTS; j++) { + ei->has_change_event[j] = FALSE; + ei->event_page_nr[j] = 0; ei->event_page[j] = &ei->change_page[0]; } @@ -1030,7 +1448,11 @@ static void InitGameEngine() 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); + ei->has_change_event[CE_DELAY] = TRUE; + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } #if 1 @@ -1047,10 +1469,10 @@ static void InitGameEngine() 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))) + if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k])) { - ei->change_events |= CH_EVENT_BIT(k); + ei->has_change_event[k] = TRUE; + ei->event_page_nr[k] = j; ei->event_page[k] = &ei->change_page[j]; } @@ -1067,15 +1489,29 @@ static void InitGameEngine() /* only add custom elements that change after fixed/random frame delay */ if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) - element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + element_info[element].has_change_event[CE_DELAY] = TRUE; } #endif + /* ---------- initialize run-time trigger player and element ------------- */ + + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j = 0; j < ei->num_change_pages; j++) + { + ei->change_page[j].actual_trigger_element = EL_EMPTY; + ei->change_page[j].actual_trigger_player = EL_PLAYER_1; + } + } + /* ---------- initialize trigger events ---------------------------------- */ /* initialize trigger events information */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) - trigger_events[i] = EP_BITMASK_DEFAULT; + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + trigger_events[i][j] = FALSE; #if 1 /* add trigger events from element change event properties */ @@ -1088,20 +1524,26 @@ static void InitGameEngine() if (!ei->change_page[j].can_change) continue; - if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION)) + if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION]) { int trigger_element = ei->change_page[j].trigger_element; - if (IS_GROUP_ELEMENT(trigger_element)) + for (k = 0; k < NUM_CHANGE_EVENTS; k++) { - struct ElementGroupInfo *group = element_info[trigger_element].group; + if (ei->change_page[j].has_event[k]) + { + if (IS_GROUP_ELEMENT(trigger_element)) + { + struct ElementGroupInfo *group = + element_info[trigger_element].group; - for (k = 0; k < group->num_elements_resolved; k++) - trigger_events[group->element_resolved[k]] - |= ei->change_page[j].events; + for (l = 0; l < group->num_elements_resolved; l++) + trigger_events[group->element_resolved[l]][k] = TRUE; + } + else + trigger_events[trigger_element][k] = TRUE; + } } - else - trigger_events[trigger_element] |= ei->change_page[j].events; } } } @@ -1109,8 +1551,9 @@ static void InitGameEngine() /* add trigger events from element change event properties */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION)) - trigger_events[element_info[i].change->trigger_element] |= - element_info[i].change->events; + for (j = 0; j < NUM_CHANGE_EVENTS; j++) + if (element_info[i].change->has_event[j]) + trigger_events[element_info[i].change->trigger_element][j] = TRUE; #endif /* ---------- initialize push delay -------------------------------------- */ @@ -1135,14 +1578,22 @@ static void InitGameEngine() } /* set push delay value for Supaplex elements for newer engine versions */ - if (game.engine_version >= VERSION_IDENT(3,0,9,0)) + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) { for (i = 0; i < MAX_NUM_ELEMENTS; i++) { if (IS_SP_ELEMENT(i)) { - element_info[i].push_delay_fixed = 6; +#if USE_NEW_MOVE_STYLE + /* set SP push delay to just enough to push under a falling zonk */ + int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6); + + element_info[i].push_delay_fixed = delay; element_info[i].push_delay_random = 0; +#else + element_info[i].push_delay_fixed = 6; /* just enough to escape ... */ + element_info[i].push_delay_random = 0; /* ... from falling zonk */ +#endif } } } @@ -1162,6 +1613,7 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } +#if 0 /* ---------- initialize move dig/leave ---------------------------------- */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) @@ -1169,6 +1621,7 @@ static void InitGameEngine() element_info[i].can_leave_element = FALSE; element_info[i].can_leave_element_last = FALSE; } +#endif /* ---------- initialize gem count --------------------------------------- */ @@ -1184,15 +1637,15 @@ 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; } @@ -1231,6 +1684,7 @@ void InitGame() struct PlayerInfo *player = &stored_player[i]; player->index_nr = i; + player->index_bit = (1 << i); player->element_nr = EL_PLAYER_1 + i; player->present = FALSE; @@ -1246,7 +1700,7 @@ void InitGame() player->lights_still_needed = 0; player->friends_still_needed = 0; - for (j = 0; j < 4; j++) + for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; player->dynabomb_count = 0; @@ -1264,7 +1718,10 @@ void InitGame() player->use_murphy_graphic = FALSE; - player->block_last_field = FALSE; + player->block_last_field = FALSE; /* initialized in InitPlayerField() */ + player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; @@ -1274,6 +1731,7 @@ 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; @@ -1331,6 +1789,11 @@ void InitGame() player->switch_x = -1; player->switch_y = -1; +#if USE_DROP_BUGFIX + player->drop_x = -1; + player->drop_y = -1; +#endif + player->show_envelope = 0; player->move_delay = game.initial_move_delay; @@ -1338,8 +1801,13 @@ void InitGame() player->move_delay_reset_counter = 0; - player->push_delay = 0; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; +#else + player->push_delay = 0; player->push_delay_value = game.initial_push_delay_value; +#endif player->drop_delay = 0; @@ -1349,6 +1817,7 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_infinite_element = EL_UNDEFINED; player->inventory_size = 0; DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); @@ -1360,18 +1829,20 @@ void InitGame() network_player_action_received = FALSE; -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NO_MOVING); #endif ZX = ZY = -1; + ExitX = ExitY = -1; FrameCounter = 0; TimeFrames = 0; TimePlayed = 0; TimeLeft = level.time; + TapeTime = 0; ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; @@ -1393,7 +1864,7 @@ void InitGame() game.envelope_active = FALSE; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) { game.belt_dir[i] = MV_NO_MOVING; game.belt_dir_nr[i] = 3; /* not moving, next moving left */ @@ -1414,15 +1885,16 @@ void InitGame() AmoebaNr[x][y] = 0; WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -1461,27 +1933,36 @@ void InitGame() { if (!IS_CUSTOM_ELEMENT(i)) { - int num_phase = 9; - int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); - int last_phase = num_phase * delay; + int num_phase = 8; + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && + game.engine_version >= VERSION_IDENT(3,1,0,0)) || + game.emulation == EMU_SUPAPLEX ? 3 : 2); + int last_phase = (num_phase + 1) * delay; int half_phase = (num_phase / 2) * delay; - element_info[i].explosion_delay = last_phase; + element_info[i].explosion_delay = last_phase - 1; element_info[i].ignition_delay = half_phase; +#if 0 + if (i == EL_BLACK_ORB) + element_info[i].ignition_delay = 0; +#else if (i == EL_BLACK_ORB) element_info[i].ignition_delay = 1; +#endif } - if (element_info[i].explosion_delay < 2) /* !!! check again !!! */ - element_info[i].explosion_delay = 2; +#if 0 + if (element_info[i].explosion_delay < 1) /* !!! check again !!! */ + element_info[i].explosion_delay = 1; if (element_info[i].ignition_delay < 1) /* !!! check again !!! */ element_info[i].ignition_delay = 1; +#endif } /* correct non-moving belts to start moving left */ - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) if (game.belt_dir[i] == MV_NO_MOVING) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ @@ -1506,6 +1987,15 @@ void InitGame() some_player->present = FALSE; some_player->active = FALSE; +#if 0 + player->element_nr = some_player->element_nr; +#endif + +#if USE_NEW_BLOCK_STYLE + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; +#endif + StorePlayer[jx][jy] = player->element_nr; player->jx = player->last_jx = jx; player->jy = player->last_jy = jy; @@ -1659,7 +2149,7 @@ void InitGame() for (i = 0; i < element_info[element].num_change_pages; i++) { - content = element_info[element].change_page[i].content[xx][yy]; + content= element_info[element].change_page[i].target_content[xx][yy]; is_player = ELEM_IS_PLAYER(content); if (is_player && (found_rating < 1 || element < found_element)) @@ -1706,77 +2196,91 @@ void InitGame() #endif } - CloseDoor(DOOR_CLOSE_1); - - DrawLevel(); - DrawAllPlayers(); + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + InitGameEngine_EM(); + } + else + { + DrawLevel(); + DrawAllPlayers(); - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); - /* copy default game door content to main double buffer */ - BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + } + /* !!! FIX THIS (END) !!! */ - if (level_nr < 100) - DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2); - else + if (!game.restart_level) { - DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE); - BlitBitmap(drawto, drawto, - DX + XX_EMERALDS, DY + YY_EMERALDS + 1, - getFontWidth(FONT_LEVEL_NUMBER) * 3, - getFontHeight(FONT_LEVEL_NUMBER) - 1, - DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); + /* copy default game door content to main double buffer */ + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); } DrawGameDoorValues(); - UnmapGameButtons(); - UnmapTapeButtons(); - game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; - game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; - game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; - MapGameButtons(); - MapTapeButtons(); + if (!game.restart_level) + { + UnmapGameButtons(); + UnmapTapeButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); - /* copy actual game door content to door double buffer for OpenDoor() */ - BlitBitmap(drawto, bitmap_db_door, - DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); + /* copy actual game door content to door double buffer for OpenDoor() */ + BlitBitmap(drawto, bitmap_db_door, + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - OpenDoor(DOOR_OPEN_ALL); + OpenDoor(DOOR_OPEN_ALL); - PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE); - if (setup.sound_music) - PlayLevelMusic(); + if (setup.sound_music) + PlayLevelMusic(); - KeyboardAutoRepeatOffUnlessAutoplay(); + KeyboardAutoRepeatOffUnlessAutoplay(); - if (options.debug) - { - for (i = 0; i < 4; i++) - printf("Player %d %sactive.\n", - i + 1, (stored_player[i].active ? "" : "not ")); + if (options.debug) + { + for (i = 0; i < MAX_PLAYERS; i++) + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); + } } + game.restart_level = FALSE; + #if 0 printf("::: starting game [%d]\n", FrameCounter); #endif } -void InitMovDir(int x, int y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) { - int i, element = Feld[x][y]; - static int xy[4][2] = + /* this is used for non-R'n'D game engines to update certain engine values */ + + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; +} + +void InitMovDir(int x, int y) +{ + int i, element = Feld[x][y]; + static int xy[4][2] = { { 0, +1 }, { +1, 0 }, @@ -1883,7 +2387,13 @@ void InitMovDir(int x, int y) else if (move_pattern == MV_ALONG_LEFT_SIDE || move_pattern == MV_ALONG_RIGHT_SIDE) { - for (i = 0; i < 4; i++) +#if 1 + /* use random direction as default start direction */ + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + MovDir[x][y] = 1 << RND(4); +#endif + + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; @@ -1910,7 +2420,7 @@ void InitMovDir(int x, int y) element != EL_BD_FIREFLY) break; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x1 = x + xy[i][0]; int y1 = y + xy[i][1]; @@ -1995,7 +2505,9 @@ void GameWon() TimeLeft -= 10; else TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + + DrawGameValue_Time(TimeLeft); + BackToFront(); if (!tape.playing) @@ -2021,7 +2533,9 @@ void GameWon() TimePlayed += 10; else TimePlayed++; - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + + DrawGameValue_Time(TimePlayed); + BackToFront(); if (!tape.playing) @@ -2033,8 +2547,9 @@ void GameWon() } /* close exit door after last player */ - if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone) + if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) { int element = Feld[ExitX][ExitY]; @@ -2045,7 +2560,9 @@ void GameWon() } /* Hero disappears */ - DrawLevelField(ExitX, ExitY); + if (ExitX >= 0 && ExitY >= 0) + DrawLevelField(ExitX, ExitY); + BackToFront(); if (tape.playing) @@ -2154,6 +2671,37 @@ int NewHiScore() return position; } +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 0 + if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + else if (CAN_FALL(element) && !CAN_MOVE(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; +#else + 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; +#endif + } + + return step; +} + void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { if (player->GfxAction != action || player->GfxDir != dir) @@ -2193,6 +2741,27 @@ void InitMovingField(int x, int y, int direction) if (!WasJustMoving[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); +#if USE_CAN_MOVE_NOT_MOVING + + MovDir[x][y] = direction; + GfxDir[x][y] = direction; + GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); + + if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ + { + if (Feld[newx][newy] == EL_EMPTY) + Feld[newx][newy] = EL_BLOCKED; + + MovDir[newx][newy] = MovDir[x][y]; + GfxFrame[newx][newy] = GfxFrame[x][y]; + GfxRandom[newx][newy] = GfxRandom[x][y]; + GfxAction[newx][newy] = GfxAction[x][y]; + GfxDir[newx][newy] = GfxDir[x][y]; + } + +#else + MovDir[newx][newy] = MovDir[x][y] = direction; GfxDir[x][y] = direction; @@ -2208,6 +2777,7 @@ void InitMovingField(int x, int y, int direction) GfxRandom[newx][newy] = GfxRandom[x][y]; GfxAction[newx][newy] = GfxAction[x][y]; GfxDir[newx][newy] = GfxDir[x][y]; +#endif } void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y) @@ -2289,6 +2859,10 @@ static void RemoveField(int x, int y) ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NO_MOVING; @@ -2306,8 +2880,25 @@ void RemoveMovingField(int x, int y) if (IS_MOVING(x, y)) { Moving2Blocked(x, y, &newx, &newy); +#if 0 if (Feld[newx][newy] != EL_BLOCKED) return; +#else + if (Feld[newx][newy] != EL_BLOCKED) + { + /* element is moving, but target field is not free (blocked), but + already occupied by something different (example: acid pool); + in this case, only remove the moving field, but not the target */ + + RemoveField(oldx, oldy); + + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + + DrawLevelField(oldx, oldy); + + return; + } +#endif } else if (element == EL_BLOCKED) { @@ -2397,50 +2988,120 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void RelocatePlayer(int x, int y, int element_raw) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.index_search); + boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int jx = player->jx; + int jy = player->jy; - if (player->GameOver) /* do not reanimate dead player */ - return; - + if (level.instant_relocation) + { #if 1 - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); -#endif + int offset = (setup.scroll_delay ? 3 : 0); - if (player->present) - { - while (player->MovPos) + if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); - DrawPlayer(player); + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } + else + { + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) + scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); - BackToFront(); - Delay(wait_delay_value); + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) + scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); } +#else + scroll_x += (local_player->jx - old_jx); + scroll_y += (local_player->jy - old_jy); - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); - player->is_moving = FALSE; + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif + + RedrawPlayfield(TRUE, 0,0,0,0); } + else + { +#if 1 +#if 0 + int offset = (setup.scroll_delay ? 3 : 0); +#endif + int scroll_xx = -999, scroll_yy = -999; - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - if (player == local_player) - { + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } +#else int scroll_xx = -999, scroll_yy = -999; + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + while (scroll_xx != scroll_x || scroll_yy != scroll_y) { int dx = 0, dy = 0; @@ -2457,6 +3118,14 @@ void RelocatePlayer(int x, int y, int element_raw) dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); +#if 1 + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; +#else + if (scroll_xx == scroll_x && scroll_yy == scroll_y) + break; +#endif + scroll_x -= dx; scroll_y -= dy; @@ -2475,7 +3144,155 @@ void RelocatePlayer(int x, int y, int element_raw) BackToFront(); Delay(wait_delay_value); } +#endif + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); + } +} + +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ +#if 1 + int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw); +#else + int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); +#endif + struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); +#if 1 + int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz); + int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert); + int leave_side_horiz = move_dir_horiz; + int leave_side_vert = move_dir_vert; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; + int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; + int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; + int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; +#endif + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else + FrameCounter++; +#endif + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); } + +#if 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif + +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif + +#if 0 + printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]); +#endif + +#if 0 +#if 0 + /* needed to allow change of walkable custom element by entering player */ + if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER))) + Changed[jx][jy] = 0; /* allow another change (but prevent loop) */ +#else + /* needed to allow change of walkable custom element by entering player */ + Changed[jx][jy] = 0; /* allow another change */ +#endif +#endif + +#if 0 + printf("::: player entering %d, %d from %s ...\n", jx, jy, + enter_side == MV_LEFT ? "left" : + enter_side == MV_RIGHT ? "right" : + enter_side == MV_UP ? "top" : + enter_side == MV_DOWN ? "bottom" : "oops! no idea!"); +#endif + +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +#endif } void Explode(int ex, int ey, int phase, int mode) @@ -2507,16 +3324,28 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter); +#endif + #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 >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) +#if 1 + if (mode == EX_TYPE_NORMAL || + mode == EX_TYPE_CENTER || + mode == EX_TYPE_CROSS) + PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); +#else + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); +#endif /* remove things displayed in background while burning dynamite */ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) @@ -2531,19 +3360,42 @@ void Explode(int ex, int ey, int phase, int mode) } #if 1 + +#if 1 + last_phase = element_info[center_element].explosion_delay + 1; +#else last_phase = element_info[center_element].explosion_delay; #endif +#if 0 + printf("::: %d -> %d\n", center_element, last_phase); +#endif +#endif + 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 1 +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) + continue; +#endif +#else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; +#endif element = Feld[x][y]; @@ -2562,10 +3414,17 @@ void Explode(int ex, int ey, int phase, int mode) continue; #else /* indestructible elements can only explode in center (but not flames) */ +#if 1 + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey || + mode == EX_TYPE_BORDER)) || + element == EL_FLAMES) + continue; +#else if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || element == EL_FLAMES) continue; #endif +#endif #else if ((IS_INDESTRUCTIBLE(element) && @@ -2575,13 +3434,34 @@ void Explode(int ex, int ey, int phase, int mode) continue; #endif + /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy + behaviour, for example when touching a yamyam that explodes to rocks + with active deadly shield, a rock is created under the player !!! */ + /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */ +#if 0 + if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) && + (game.engine_version < VERSION_IDENT(3,1,0,0) || + (x == ex && y == ey && mode != EX_TYPE_BORDER))) +#else if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) +#endif { if (IS_ACTIVE_BOMB(element)) { /* re-activate things under the bomb like gate or penguin */ +#if 1 + Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY); + Back[x][y] = 0; +#else Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY); Store[x][y] = 0; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y], + element_info[Feld[x][y]].token_name, + Store[x][y], Store2[x][y]); +#endif } continue; @@ -2591,9 +3471,21 @@ void Explode(int ex, int ey, int phase, int mode) #if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else +#if 1 +#if 1 + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey || mode == EX_TYPE_BORDER)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) && + (x != ex || y != ey)) + Back[x][y] = element; +#endif #else if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#endif #endif /* ignite explodable elements reached by other explosion */ @@ -2632,8 +3524,13 @@ void Explode(int ex, int ey, int phase, int mode) break; } +#if 1 + if (PLAYERINFO(ex, ey)->use_murphy_graphic) + Store[x][y] = EL_EMPTY; +#else if (game.emulation == EMU_SUPAPLEX) Store[x][y] = EL_EMPTY; +#endif } else if (center_element == EL_MOLE) Store[x][y] = EL_EMERALD_RED; @@ -2673,10 +3570,15 @@ void Explode(int ex, int ey, int phase, int mode) else Store[x][y] = EL_EMPTY; - if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + if (x != ex || y != ey || mode == EX_TYPE_BORDER || + center_element == EL_AMOEBA_TO_DIAMOND) Store2[x][y] = element; +#if 0 + printf("::: %d,%d: %d %s\n", x, y, Store2[x][y], + element_info[Store2[x][y]].token_name); +#endif + #if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || @@ -2707,6 +3609,15 @@ void Explode(int ex, int ey, int phase, int mode) #if 1 ExplodeDelay[x][y] = last_phase; #endif + +#if 0 +#if 1 + GfxFrame[x][y] = 0; /* animation does not start until next frame */ +#else + GfxFrame[x][y] = -1; /* animation does not start until next frame */ +#endif +#endif + Stop[x][y] = TRUE; } @@ -2714,6 +3625,11 @@ void Explode(int ex, int ey, int phase, int mode) game.yamyam_content_nr = (game.yamyam_content_nr + 1) % level.num_yamyam_contents; +#if 0 + printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey], + element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]); +#endif + return; } @@ -2723,6 +3639,15 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; +#if 1 + if (phase == 1) + GfxFrame[x][y] = 0; /* restart explosion animation */ +#endif + +#if 0 + printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif + #if 1 last_phase = ExplodeDelay[x][y]; #endif @@ -2750,8 +3675,22 @@ void Explode(int ex, int ey, int phase, int mode) #if 1 border_element = Store2[x][y]; +#if 1 + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y)) + border_element = StorePlayer[x][y]; +#else if (IS_PLAYER(x, y)) border_element = StorePlayer[x][y]; +#endif + +#if 0 + printf("::: %d,%d: %d %s [%d]\n", x, y, border_element, + element_info[border_element].token_name, Store2[x][y]); +#endif + +#if 0 + printf("::: phase == %d\n", phase); +#endif if (phase == element_info[border_element].ignition_delay || phase == last_phase) @@ -2759,7 +3698,12 @@ void Explode(int ex, int ey, int phase, int mode) boolean border_explosion = FALSE; #if 1 +#if 1 + if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present && + !PLAYER_EXPLOSION_PROTECTED(x, y)) +#else if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present) +#endif #else if (IS_PLAYER(x, y)) #endif @@ -2774,6 +3718,11 @@ void Explode(int ex, int ey, int phase, int mode) } else if (CAN_EXPLODE_BY_EXPLOSION(border_element)) { +#if 0 + printf("::: %d,%d: %d %s\n", x, y, border_element, + element_info[border_element].token_name); +#endif + Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; Bang(x, y); @@ -2842,6 +3791,14 @@ void Explode(int ex, int ey, int phase, int mode) { int element; +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + +#if 0 + printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); +#endif + element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; GfxElement[x][y] = EL_UNDEFINED; @@ -2866,11 +3823,21 @@ void Explode(int ex, int ey, int phase, int mode) ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; +#if 1 + InitField_WithBug2(x, y, FALSE); +#else InitField(x, y, FALSE); #if 1 /* !!! not needed !!! */ +#if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0) && + CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE) + InitMovDir(x, y); +#else if (CAN_MOVE(element)) InitMovDir(x, y); +#endif +#endif #endif DrawLevelField(x, y); @@ -2899,7 +3866,20 @@ void Explode(int ex, int ey, int phase, int mode) stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : IMG_SP_EXPLOSION); #endif +#if 1 + int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); +#else int frame = getGraphicAnimationFrame(graphic, phase - delay); +#endif + +#if 0 + printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]); +#endif + +#if 0 + printf("::: %d / %d [%d - %d]\n", + GfxFrame[x][y], phase - delay, phase, delay); +#endif #if 0 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y], @@ -2948,14 +3928,14 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 1; j <= dynabomb_size; j++) { - int x = ex + j * xy[i % 4][0]; - int y = ey + j * xy[i % 4][1]; + int x = ex + j * xy[i][0]; + int y = ey + j * xy[i][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y])) @@ -2967,14 +3947,24 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); +#if 1 +#if 1 + if (element != EL_EMPTY && element != EL_EXPLOSION && + !IS_DIGGABLE(element) && !dynabomb_xl) + break; +#else + if (element != EL_EMPTY && element != EL_EXPLOSION && + !CAN_GROW_INTO(element) && !dynabomb_xl) + break; +#endif +#else /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ - if (element != EL_EMPTY && - element != EL_SAND && - element != EL_EXPLOSION && - !dynabomb_xl) + if (element != EL_EMPTY && element != EL_EXPLOSION && + element != EL_SAND && !dynabomb_xl) break; +#endif } } } @@ -3027,7 +4017,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3041,43 +4031,77 @@ void Bang(int x, int y) case EL_PENGUIN: case EL_LAMP: case EL_LAMP_ACTIVE: +#if 1 + case EL_AMOEBA_TO_DIAMOND: +#endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) +#if 1 + if (element_info[element].explosion_type == EXPLODES_CROSS) +#else + if (CAN_EXPLODE_CROSS(element)) +#endif +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif +#if 1 + else if (element_info[element].explosion_type == EXPLODES_1X1) +#else else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); +#endif + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } - CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); + CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X); } void SplashAcid(int x, int y) { +#if 1 + if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) && + (!IN_LEV_FIELD(x - 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2)))) + Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT; + + if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) && + (!IN_LEV_FIELD(x + 1, y - 2) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2)))) + Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT; + + PlayLevelSound(x, y, SND_ACID_SPLASHING); +#else + /* input: position of element entering acid (obsolete) */ + int element = Feld[x][y]; + if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID) + return; + if (element != EL_ACID_SPLASH_LEFT && element != EL_ACID_SPLASH_RIGHT) { PlayLevelSound(x, y, SND_ACID_SPLASHING); - if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && - (!IN_LEV_FIELD(x-1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) - Feld[x-1][y] = EL_ACID_SPLASH_LEFT; + if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) && + (!IN_LEV_FIELD(x - 1, y - 1) || + !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1)))) + Feld[x - 1][y] = EL_ACID_SPLASH_LEFT; - if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) && - (!IN_LEV_FIELD(x+1, y-1) || - !CAN_FALL(MovingOrBlocked2Element(x+1, y-1)))) - Feld[x+1][y] = EL_ACID_SPLASH_RIGHT; + if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) && + (!IN_LEV_FIELD(x + 1, y - 1) || + !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1)))) + Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT; } +#endif } static void InitBeltMovement() @@ -3100,11 +4124,11 @@ static void InitBeltMovement() int x, y, i, j; /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) { int belt_nr = i; - for (j = 0; j < 3; j++) + for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; int graphic = el2img(element); @@ -3122,7 +4146,7 @@ static void InitBeltMovement() { int element = Feld[x][y]; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_BELTS; i++) { if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING) { @@ -3188,7 +4212,7 @@ static void ToggleBeltSwitch(int x, int y) belt_dir_nr = 1; /* set frame order for belt animation graphic according to belt direction */ - for (i = 0; i < 3; i++) + for (i = 0; i < NUM_BELT_PARTS; i++) { int element = belt_base_active_element[belt_nr] + i; int graphic = el2img(element); @@ -3331,6 +4355,10 @@ static void RedrawAllLightSwitchesAndInvisibleElements() Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); DrawLevelField(x, y); + + /* uncrumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -3340,6 +4368,10 @@ static void RedrawAllLightSwitchesAndInvisibleElements() Feld[x][y] = getInvisibleFromInvisibleActiveElement(element); DrawLevelField(x, y); + + /* re-crumble neighbour fields, if needed */ + if (element == EL_INVISIBLE_SAND) + DrawLevelFieldCrumbledSandNeighbours(x, y); } } } @@ -3389,46 +4421,19 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } -inline static int getElementMoveStepsize(int x, int y) +void Impact(int x, int y) { + boolean last_line = (y == lev_fieldy - 1); + boolean object_hit = FALSE; + boolean impact = (last_line || object_hit); 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; + int smashed = EL_STEELWALL; - /* special values for move stepsize for spring and things on conveyor belt */ - if (horiz_move) - { #if 0 - if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; - else if (CAN_FALL(element) && !CAN_MOVE(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; -#else - 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; + printf("IMPACT!\n"); #endif - } - - return step; -} - -void Impact(int x, int y) -{ - boolean lastline = (y == lev_fieldy-1); - boolean object_hit = FALSE; - boolean impact = (lastline || object_hit); - int element = Feld[x][y]; - int smashed = EL_UNDEFINED; - if (!lastline) /* check if element below was hit */ + if (!last_line) /* check if element below was hit */ { if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) return; @@ -3449,15 +4454,16 @@ void Impact(int x, int y) if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); - impact = (lastline || object_hit); + impact = (last_line || object_hit); } - if (!lastline && smashed == EL_ACID) /* element falls into acid */ + if (!last_line && smashed == EL_ACID) /* element falls into acid */ { - SplashAcid(x, y); + SplashAcid(x, y + 1); return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3473,11 +4479,13 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; } - else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT)) { PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); @@ -3592,6 +4600,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -3618,23 +4628,35 @@ void Impact(int x, int y) } else { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); +#if 0 + TestIfElementSmashesCustomElement(x, y, MV_DOWN); +#endif - CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, - CE_OTHER_IS_SWITCHING); - CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP, - CE_SWITCHED, -1); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_SWITCH_OF_X, CH_SIDE_TOP); +#else + CheckTriggeredElementChangeBySide(x, y + 1, smashed, + CE_SWITCH_OF_X, CH_SIDE_TOP); + CheckElementChangeBySide(x, y + 1, smashed, element, + CE_SWITCHED, CH_SIDE_TOP); +#endif } } else { - CheckElementChange(x, y + 1, smashed, CE_SMASHED); + CheckElementChange(x, y + 1, smashed, element, CE_SMASHED); } } } /* play sound of magic wall / mill */ - if (!lastline && + if (!last_line && (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { @@ -3647,7 +4669,7 @@ void Impact(int x, int y) } /* play sound of object that hits the ground */ - if (lastline || object_hit) + if (last_line || object_hit) PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); } @@ -3705,9 +4727,9 @@ inline static void TurnRoundExt(int x, int y) { TestIfBadThingTouchesOtherBadThing(x, y); - if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) + if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y)) MovDir[x][y] = right_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_BUG && MovDir[x][y] != old_move_dir) @@ -3715,14 +4737,15 @@ inline static void TurnRoundExt(int x, int y) else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */ MovDelay[x][y] = 1; } +#if 0 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { TestIfBadThingTouchesOtherBadThing(x, y); - if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) MovDir[x][y] = left_dir; - else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_SPACESHIP || @@ -3733,10 +4756,38 @@ inline static void TurnRoundExt(int x, int y) else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ MovDelay[x][y] = 1; } +#else + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ + MovDelay[x][y] = 1; + } + else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + TestIfBadThingTouchesOtherBadThing(x, y); + + if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = 9; + } +#endif else if (element == EL_YAMYAM) { - boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3751,8 +4802,10 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_DARK_YAMYAM) { - boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y); + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element, + left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element, + right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3767,8 +4820,8 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_PACMAN) { - boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -3783,9 +4836,9 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_PIG) { - boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y); - boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y); - boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y); + boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y); boolean should_turn_left, should_turn_right, should_move_on; int rnd_value = 24; int rnd = RND(rnd_value); @@ -3839,16 +4892,23 @@ inline static void TurnRoundExt(int x, int y) xx = x + move_xy[MovDir[x][y]].x; yy = y + move_xy[MovDir[x][y]].y; +#if 1 + /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */ + if (!IN_LEV_FIELD(xx, yy) || + (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))) + MovDir[x][y] = old_move_dir; +#else if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; +#endif MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); - boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); - boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); + boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y); + boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); @@ -3896,17 +4956,17 @@ inline static void TurnRoundExt(int x, int y) else if (element == EL_MOLE) { boolean can_move_on = - (MOLE_CAN_ENTER_FIELD(move_x, move_y, + (MOLE_CAN_ENTER_FIELD(element, move_x, move_y, IS_AMOEBOID(Feld[move_x][move_y]) || Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); if (!can_move_on) { boolean can_turn_left = - (MOLE_CAN_ENTER_FIELD(left_x, left_y, + (MOLE_CAN_ENTER_FIELD(element, left_x, left_y, IS_AMOEBOID(Feld[left_x][left_y]))); boolean can_turn_right = - (MOLE_CAN_ENTER_FIELD(right_x, right_y, + (MOLE_CAN_ENTER_FIELD(element, right_x, right_y, IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) @@ -3927,10 +4987,16 @@ inline static void TurnRoundExt(int x, int y) } else if (element == EL_SPRING) { +#if 0 + if (MovDir[x][y] & MV_HORIZONTAL && + !SPRING_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = MV_NO_MOVING; +#else if (MovDir[x][y] & MV_HORIZONTAL && - (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || - IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) + (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) || + SPRING_CAN_ENTER_FIELD(element, x, y + 1))) MovDir[x][y] = MV_NO_MOVING; +#endif MovDelay[x][y] = 0; } @@ -3966,7 +5032,13 @@ inline static void TurnRoundExt(int x, int y) } } +#if 1 + if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 && + (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE || + game.engine_version < VERSION_IDENT(3,1,0,0))) +#else if (element == EL_ROBOT && ZX >= 0 && ZY >= 0) +#endif { attr_x = ZX; attr_y = ZY; @@ -3983,10 +5055,10 @@ inline static void TurnRoundExt(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { - int ex = x + xy[i % 4][0]; - int ey = y + xy[i % 4][1]; + int ex = x + xy[i][0]; + int ey = y + xy[i][1]; if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { @@ -4035,14 +5107,14 @@ inline static void TurnRoundExt(int x, int y) new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) + if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy)) return; MovDir[x][y] = old_move_dir; @@ -4064,14 +5136,14 @@ inline static void TurnRoundExt(int x, int y) new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + if (SATELLITE_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = old_move_dir; @@ -4091,6 +5163,11 @@ inline static void TurnRoundExt(int x, int y) boolean can_turn_right = CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); +#if USE_CAN_MOVE_NOT_MOVING + if (element_info[element].move_stepsize == 0) /* not moving */ + return; +#endif + if (move_pattern == MV_TURNING_LEFT) MovDir[x][y] = left_dir; else if (move_pattern == MV_TURNING_RIGHT) @@ -4201,6 +5278,16 @@ inline static void TurnRoundExt(int x, int y) boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; +#if USE_CAN_MOVE_NOT_MOVING + if (element_info[element].move_stepsize == 0) /* not moving */ + { + first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y)); + MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + + return; + } +#endif + MovDir[x][y] = new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); @@ -4221,7 +5308,7 @@ inline static void TurnRoundExt(int x, int y) else if (move_pattern == MV_WHEN_PUSHED || move_pattern == MV_WHEN_DROPPED) { - if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) + if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) MovDir[x][y] = MV_NO_MOVING; MovDelay[x][y] = 0; @@ -4254,7 +5341,7 @@ inline static void TurnRoundExt(int x, int y) int start_test = RND(4); int i; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int move_dir = test_dir[start_test + i]; int move_dir_preference; @@ -4294,7 +5381,13 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = new_move_dir; if (old_move_dir != new_move_dir) + { +#if 1 + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); +#else MovDelay[x][y] = 9; +#endif + } } } @@ -4347,7 +5440,9 @@ static boolean JustBeingPushed(int x, int y) void StartMoving(int x, int y) { +#if 0 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif boolean started_moving = FALSE; /* some elements can fall _and_ move */ int element = Feld[x][y]; @@ -4496,7 +5591,7 @@ void StartMoving(int x, int y) else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) #endif { - SplashAcid(x, y); + SplashAcid(x, y + 1); InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -4508,12 +5603,26 @@ void StartMoving(int x, int y) #endif } #if 1 - else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED)) || + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + +#if USE_IMPACT_BUGFIX + (game.engine_version >= VERSION_IDENT(3,0,7,0) && + CAN_FALL(element) && WasJustFalling[x][y] && + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) +#else (game.engine_version >= VERSION_IDENT(3,0,7,0) && CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) +#endif #else #if 1 @@ -4542,9 +5651,16 @@ void StartMoving(int x, int y) WasJustFalling[x][y] = 0; #endif + CheckCollision[x][y] = 0; + +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } - else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) + else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) { @@ -4609,13 +5725,39 @@ void StartMoving(int x, int y) can_fall_both = (can_fall_left && can_fall_right); } +#if USE_NEW_SP_SLIPPERY + /* !!! better use the same properties as for custom elements here !!! */ + else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && + can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1])) + { + can_fall_right = FALSE; /* slip down on left side */ + can_fall_both = FALSE; + } +#endif + +#if 1 + if (can_fall_both) + { + if (game.emulation == EMU_BOULDERDASH || + element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#endif + if (can_fall_any) { +#if 0 if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) can_fall_left = !(can_fall_right = RND(2)); +#endif + /* if not determined otherwise, prefer left side for slipping down */ InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } @@ -4656,11 +5798,26 @@ void StartMoving(int x, int y) } /* not "else if" because of elements that can fall and move (EL_SPRING) */ +#if 0 + if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING) +#else if (CAN_MOVE(element) && !started_moving) +#endif { int move_pattern = element_info[element].move_pattern; int newx, newy; +#if 0 +#if DEBUG + if (MovDir[x][y] == MV_NO_MOVING) + { + printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n", + x, y, element, element_info[element].token_name); + printf("StartMoving(): This should never happen!\n"); + } +#endif +#endif + Moving2Blocked(x, y, &newx, &newy); #if 1 @@ -4675,9 +5832,15 @@ void StartMoving(int x, int y) #endif #if 1 - if (game.engine_version >= VERSION_IDENT(3,0,9,0) && + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy)) +#else + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { #if 0 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", @@ -4685,14 +5848,16 @@ void StartMoving(int x, int y) WasJustMoving[x][y], HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING), HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING), - HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING), - HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT)); + HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X), + HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X)); #endif #if 1 WasJustMoving[x][y] = 0; #endif + CheckCollision[x][y] = 0; + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); #if 0 @@ -4845,12 +6010,31 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif - Feld[xx][yy] = EL_FLAMES; +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif + +#if 1 + ChangeDelay[xx][yy] = 0; +#endif + Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) { DrawLevelFieldCrumbledSand(xx, yy); @@ -4901,6 +6085,18 @@ void StartMoving(int x, int y) #endif } +#if 1 +#if 1 + else if (CAN_MOVE_INTO_ACID(element) && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID && + (MovDir[x][y] == MV_DOWN || + game.engine_version >= VERSION_IDENT(3,1,0,0))) +#else + else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN && + IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID) +#endif +#else + else if ((element == EL_PENGUIN || element == EL_ROBOT || element == EL_SATELLITE || @@ -4908,8 +6104,9 @@ void StartMoving(int x, int y) IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) +#endif { - SplashAcid(x, y); + SplashAcid(newx, newy); Store[x][y] = EL_ACID; } else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy)) @@ -5033,11 +6230,36 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + PlayLevelSoundAction(x, y, action); } - if (new_element == element_info[element].move_enter_element) +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + { +#if USE_CHANGE_TO_TRIGGERED + int move_leave_element = element_info[element].move_leave_element; + + Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ? + new_element : move_leave_element); +#else + Store[newx][newy] = element_info[element].move_leave_element; +#endif + } +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) element_info[element].can_leave_element = TRUE; +#endif if (move_pattern & MV_MAZE_RUNNER_STYLE) { @@ -5090,11 +6312,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -5124,8 +6360,15 @@ void StartMoving(int x, int y) AmoebaCnt[AmoebaNr[newx][newy]]--; } +#if 0 + /* !!! test !!! */ + if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy)) +#else if (IS_MOVING(newx, newy)) +#endif + { RemoveMovingField(newx, newy); + } else { Feld[newx][newy] = EL_EMPTY; @@ -5178,6 +6421,27 @@ void StartMoving(int x, int y) TurnRound(x, y); +#if 0 + if (move_pattern & MV_ANY_DIRECTION && + move_pattern == MovDir[x][y]) + { + int blocking_element = + (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement); + +#if 0 + printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n", + element_info[element].token_name, + element_info[blocking_element].token_name, + x, y, newx, newy); +#endif + + CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED, + MovDir[x][y]); + + element = Feld[x][y]; /* element might have changed */ + } +#endif + #if 1 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ DrawLevelElementAnimation(x, y, element); @@ -5216,9 +6480,14 @@ void StartMoving(int x, int y) ContinueMoving(x, y); } +void dummy() +{ +} + 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); @@ -5228,22 +6497,23 @@ void ContinueMoving(int x, int y) int nextx = newx + dx, nexty = newy + dy; #endif #if 1 - boolean pushed = (Pushed[x][y] && IS_PLAYER(x, y)); + boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y)); boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y)); #else - boolean pushed = Pushed[x][y]; + boolean pushed_by_player = Pushed[x][y]; #endif + boolean last_line = (newy == lev_fieldy - 1); MovPos[x][y] += getElementMoveStepsize(x, y); #if 0 - if (pushed && IS_PLAYER(x, y)) + if (pushed_by_player && IS_PLAYER(x, y)) { /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); } #else - if (pushed) /* special case: moving object pushed by player */ + if (pushed_by_player) /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); #endif @@ -5260,7 +6530,13 @@ void ContinueMoving(int x, int y) Feld[newx][newy] = element; MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (element == EL_MOLE) +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } +#endif + else if (element == EL_MOLE) { Feld[x][y] = EL_SAND; @@ -5319,25 +6595,47 @@ void ContinueMoving(int x, int y) Back[x][y] = Back[newx][newy] = 0; } +#if 0 else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; } +#endif +#if 0 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif - Store[x][y] = 0; - MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + Store[x][y] = EL_EMPTY; + MovPos[x][y] = 0; + MovDir[x][y] = 0; + MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (CAN_CHANGE(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; /* copy animation control values to new field */ GfxFrame[newx][newy] = GfxFrame[x][y]; @@ -5347,10 +6645,50 @@ void ContinueMoving(int x, int y) Pushed[x][y] = Pushed[newx][newy] = FALSE; +#if 0 + /* do this after checking for left-behind element */ ResetGfxAnimation(x, y); /* reset animation values for old field */ +#endif #if 1 /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif + { + int move_leave_element = ei->move_leave_element; + +#if USE_CHANGE_TO_TRIGGERED + if (ei->move_leave_type == LEAVE_TYPE_LIMITED && + ei->move_leave_element == EL_TRIGGER_ELEMENT) + move_leave_element = stored; +#endif + + Feld[x][y] = move_leave_element; + +#if USE_PREVIOUS_MOVE_DIR + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = direction; +#endif + + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); + } +#endif + +#if 0 + /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || @@ -5367,6 +6705,11 @@ void ContinueMoving(int x, int y) ei->can_leave_element = FALSE; #endif +#if 1 + /* do this after checking for left-behind element */ + ResetGfxAnimation(x, y); /* reset animation values for old field */ +#endif + #if 0 /* 2.1.1 (does not work correctly for spring) */ if (!CAN_MOVE(element)) @@ -5384,9 +6727,18 @@ 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 @@ -5397,7 +6749,7 @@ void ContinueMoving(int x, int y) Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ /* prevent pushed element from moving on in pushed direction */ - if (pushed && CAN_MOVE(element) && + if (pushed_by_player && CAN_MOVE(element) && element_info[element].move_pattern & MV_ANY_DIRECTION && !(element_info[element].move_pattern & direction)) TurnRound(newx, newy); @@ -5406,15 +6758,30 @@ void ContinueMoving(int x, int y) /* prevent elements on conveyor belt from moving on in last direction */ if (pushed_by_conveyor && CAN_FALL(element) && direction & MV_HORIZONTAL) + { +#if 0 + if (CAN_MOVE(element)) + InitMovDir(newx, newy); + else + MovDir[newx][newy] = 0; +#else MovDir[newx][newy] = 0; #endif + } +#endif - if (!pushed) /* special case: moving object pushed by player */ + if (!pushed_by_player) { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + WasJustMoving[newx][newy] = 3; if (CAN_FALL(element) && direction == MV_DOWN) WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -5428,9 +6795,58 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); +#if USE_NEW_MOVE_STYLE +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + !last_line && IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (last_line || (!IS_FREE(x, newy + 1) && + (!IS_PLAYER(x, newy + 1) || + game.engine_version < VERSION_IDENT(3,1,1,0))))) + Impact(x, newy); +#else if (CAN_FALL(element) && direction == MV_DOWN && - (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) + (last_line || !IS_FREE(x, newy + 1))) Impact(x, newy); +#endif + +#if 1 + +#if USE_PUSH_BUGFIX +#if 1 + if (pushed_by_player && !game.use_change_when_pushing_bug) +#else + if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif +#else + if (pushed_by_player) +#endif + + { +#if 1 + int dig_side = MV_DIR_OPPOSITE(direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(direction)]; +#endif + struct PlayerInfo *player = PLAYERINFO(x, y); + + CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } +#endif #if 1 TestIfElementTouchesCustomElement(x, y); /* empty or new element */ @@ -5452,8 +6868,8 @@ void ContinueMoving(int x, int y) int hitting_element = Feld[newx][newy]; /* !!! fix side (direction) orientation here and elsewhere !!! */ - CheckElementSideChange(newx, newy, hitting_element, - direction, CE_HITTING_SOMETHING, -1); + CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING, + direction); #if 0 if (IN_LEV_FIELD(nextx, nexty)) @@ -5470,11 +6886,11 @@ void ContinueMoving(int x, int y) { int i; - CheckElementSideChange(nextx, nexty, touched_element, - opposite_direction, CE_HIT_BY_SOMETHING, -1); + CheckElementChangeBySide(nextx, nexty, touched_element, + CE_HIT_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) + HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) { for (i = 0; i < element_info[hitting_element].num_change_pages; i++) { @@ -5482,19 +6898,19 @@ void ContinueMoving(int x, int y) &element_info[hitting_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && - change->sides & touched_side && + change->has_event[CE_HITTING_X] && + change->trigger_side & touched_side && change->trigger_element == touched_element) { - CheckElementSideChange(newx, newy, hitting_element, - CH_SIDE_ANY, CE_OTHER_IS_HITTING, i); + CheckElementChangeByPage(newx, newy, hitting_element, + touched_element, CE_HITTING_X, i); break; } } } if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) + HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) { for (i = 0; i < element_info[touched_element].num_change_pages; i++) { @@ -5502,12 +6918,12 @@ void ContinueMoving(int x, int y) &element_info[touched_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && - change->sides & hitting_side && + change->has_event[CE_HIT_BY_X] && + change->trigger_side & hitting_side && change->trigger_element == hitting_element) { - CheckElementSideChange(nextx, nexty, touched_element, - CH_SIDE_ANY, CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(nextx, nexty, touched_element, + hitting_element, CE_HIT_BY_X,i); break; } } @@ -5535,7 +6951,7 @@ int AmoebeNachbarNr(int ax, int ay) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x = ax + xy[i][0]; int y = ay + xy[i][1]; @@ -5565,7 +6981,7 @@ void AmoebenVereinigen(int ax, int ay) if (new_group_nr == 0) return; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -5643,7 +7059,7 @@ void AmoebeUmwandeln(int ax, int ay) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { x = ax + xy[i][0]; y = ay + xy[i][1]; @@ -5823,6 +7239,15 @@ 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) @@ -5830,6 +7255,7 @@ void AmoebeAbleger(int ax, int ay) newax = x; neway = y; } +#endif if (newax == ax && neway == ay) return; @@ -5839,7 +7265,7 @@ void AmoebeAbleger(int ax, int ay) int start = RND(4); boolean waiting_for_player = FALSE; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int j = (start + i) % 4; int x = ax + xy[j][0]; @@ -5848,6 +7274,16 @@ 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) @@ -5856,13 +7292,18 @@ void AmoebeAbleger(int ax, int ay) neway = y; break; } +#endif else if (IS_PLAYER(x, y)) waiting_for_player = TRUE; } if (newax == ax && neway == ay) /* amoeba cannot grow */ { +#if 1 + if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA)) +#else if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH)) +#endif { Feld[ax][ay] = EL_AMOEBA_DEAD; DrawLevelField(ax, ay); @@ -5993,6 +7434,20 @@ 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 */ @@ -6006,6 +7461,7 @@ void Life(int ax, int ay) changed = TRUE; } } +#endif } if (changed) @@ -6031,7 +7487,12 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { +#if 1 + ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND; +#else + /* another brainless, "type style" bug ... :-( */ ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; +#endif } static void RunTimegateWheel(int x, int y) @@ -6321,11 +7782,11 @@ void CheckForDragon(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 0; j < 4; j++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; if (IN_LEV_FIELD(xx, yy) && (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON)) @@ -6340,11 +7801,11 @@ void CheckForDragon(int x, int y) if (!dragon_found) { - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { for (j = 0; j < 3; j++) { - int xx = x + j*xy[i][0], yy = y + j*xy[i][1]; + int xx = x + j * xy[i][0], yy = y + j * xy[i][1]; if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES) { @@ -6383,7 +7844,7 @@ static void WarnBuggyBase(int x, int y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int xx = x + xy[i][0], yy = y + xy[i][1]; @@ -6415,146 +7876,579 @@ static void ChangeActiveTrap(int x, int y) DrawLevelFieldCrumbledSand(x, y); } -static void ChangeElementNowExt(int x, int y, int target_element) +static int getSpecialActionElement(int element, int number, int base_element) { - int previous_move_direction = MovDir[x][y]; + return (element != EL_EMPTY ? element : + number != -1 ? base_element + number - 1 : + EL_EMPTY); +} - /* check if element under player changes from accessible to unaccessible - (needed for special case of dropping element which then changes) */ - if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && - IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) - { - Bang(x, y); - return; - } +static int getModifiedActionNumber(int value_old, int value_min, int value_max, + int operator, int operand) +{ + int value_new = (operator == CA_MODE_ADD ? value_old + operand : + operator == CA_MODE_SUBTRACT ? value_old - operand : + operator == CA_MODE_MULTIPLY ? value_old * operand : + operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) : + operator == CA_MODE_SET ? operand : + value_old); - RemoveField(x, y); - Feld[x][y] = target_element; + return (value_new < value_min ? value_min : + value_new > value_max ? value_max : + value_new); +} - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +static void ExecuteCustomElementAction(int element, int page) +{ + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[page]; + int action_type = change->action_type; + int action_mode = change->action_mode; + int action_arg = change->action_arg; + int i; - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + /* ---------- determine action paramater values ---------- */ + + int action_arg_element = + (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : + action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : + action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : + EL_EMPTY); + + int action_arg_number = + (action_arg <= CA_ARG_MAX ? action_arg : + action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN : + action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX : + action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score : + action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count : + action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) : + -1); + + /* (for explicit player choice, set invalid value to "no player") */ + int action_arg_player_bits = + (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER : + action_arg >= CA_ARG_PLAYER_1 && + action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER : + action_arg >= CA_ARG_1 && + action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) : + action_arg_element >= EL_PLAYER_1 && + action_arg_element <= EL_PLAYER_4 ? + (1 << (action_arg_element - EL_PLAYER_1)) : + 0); + + /* (for implicit player choice, set invalid value to "all players") */ + int trigger_player_bits = + (change->actual_trigger_player >= EL_PLAYER_1 && + change->actual_trigger_player <= EL_PLAYER_4 ? + (1 << (change->actual_trigger_player - EL_PLAYER_1)) : + PLAYER_BITS_ANY); + + /* ---------- execute action ---------- */ + + switch(action_type) + { + case CA_NO_ACTION: + { + return; + } - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; + case CA_EXIT_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE; - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); + break; + } - DrawLevelField(x, y); + case CA_KILL_PLAYER: + { + for (i = 0; i < MAX_PLAYERS; i++) + if (action_arg_player_bits & (1 << i)) + KillHero(&stored_player[i]); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + break; + } - TestIfBadThingTouchesHero(x, y); - TestIfPlayerTouchesCustomElement(x, y); - TestIfElementTouchesCustomElement(x, y); + case CA_RESTART_LEVEL: + { + game.restart_level = TRUE; - if (ELEM_IS_PLAYER(target_element)) - RelocatePlayer(x, y, target_element); -} + break; + } -static boolean ChangeElementNow(int x, int y, int element, int page) -{ - struct ElementChangeInfo *change = &element_info[element].change_page[page]; + case CA_SHOW_ENVELOPE: + { + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_ENVELOPE_1); - /* always use default change event to prevent running into a loop */ - if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) - ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY); + if (IS_ENVELOPE(element)) + local_player->show_envelope = element; - /* 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 + break; + } - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + case CA_ADD_KEY: + { + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); - CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + if (IS_KEY(element)) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = TRUE; - if (change->explode) - { - Bang(x, y); + DrawGameValue_Keys(stored_player[i].key); - return TRUE; - } + redraw_mask |= REDRAW_DOOR_1; + } + } + } - if (change->use_content) - { - boolean complete_change = TRUE; - boolean can_change[3][3]; - int xx, yy; + break; + } - for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + case CA_DEL_KEY: { - boolean half_destructible; + int element = getSpecialActionElement(action_arg_element, + action_arg_number, EL_KEY_1); + + if (IS_KEY(element)) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].key[KEY_NR(element)] = FALSE; + + DrawGameValue_Keys(stored_player[i].key); + + redraw_mask |= REDRAW_DOOR_1; + } + } + } + + break; + } + + case CA_SET_PLAYER_SPEED: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + if (action_arg == CA_ARG_NUMBER_RESET) + stored_player[i].move_delay_value = game.initial_move_delay_value; + else if (action_arg == CA_ARG_NUMBER_NORMAL) + stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED; + else if (action_arg == CA_ARG_NUMBER_MIN) + stored_player[i].move_delay_value = 16; + else if (action_arg == CA_ARG_NUMBER_MAX) + stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED; + else + { +#if 0 + if (action_mode == CA_MODE_ADD) + { + action_mode = CA_MODE_DIVIDE; + action_arg_number = (1 << action_arg_number); + } + else if (action_mode == CA_MODE_SUBTRACT) + { + action_mode = CA_MODE_MULTIPLY; + action_arg_number = (1 << action_arg_number); + } + + int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE : + action_mode == CA_MODE_DIVIDE ? CA_MODE_MULTIPLY : + action_mode); + + stored_player[i].move_delay_value = + getModifiedActionNumber(stored_player[i].move_delay_value, + 1, 16, + action_mode, action_arg_number); +#endif + } + } + } + + break; + } + + case CA_SET_GEMS: + { + local_player->gems_still_needed = + getModifiedActionNumber(local_player->gems_still_needed, 0, 999, + action_mode, action_arg_number); + + DrawGameValue_Emeralds(local_player->gems_still_needed); + + break; + } + + case CA_SET_TIME: + { + if (level.time > 0) /* only modify limited time value */ + { + TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999, + action_mode, action_arg_number); + + DrawGameValue_Time(TimeLeft); + } + + break; + } + + case CA_SET_SCORE: + { + local_player->score = + getModifiedActionNumber(local_player->score, 0, 99999, + action_mode, action_arg_number); + + DrawGameValue_Score(local_player->score); + + break; + } + + case CA_SET_CE_SCORE: + { + printf("::: CA_SET_CE_SCORE -- not yet implemented\n"); + + break; + } + + case CA_SET_CE_COUNT: + { + printf("::: CA_SET_CE_COUNT -- not yet implemented\n"); + + break; + } + + case CA_SET_DYNABOMB_NUMBER: + { + printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n"); + + break; + } + + case CA_SET_DYNABOMB_SIZE: + { + printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n"); + + break; + } + + case CA_SET_DYNABOMB_POWER: + { + printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n"); + + break; + } + + case CA_TOGGLE_PLAYER_GRAVITY: + { + game.gravity = !game.gravity; + + break; + } + + case CA_ENABLE_PLAYER_GRAVITY: + { + game.gravity = TRUE; + + break; + } + + case CA_DISABLE_PLAYER_GRAVITY: + { + game.gravity = FALSE; + + break; + } + + default: + break; + } +} + +static void ChangeElementNowExt(struct ElementChangeInfo *change, + int x, int y, int target_element) +{ + int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif + + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) + { +#if 0 + printf("::: BOOOM! [%d, '%s']\n", target_element, + element_info[target_element].token_name); +#endif + + Bang(x, y); + return; + } + +#if 1 + if (!add_player) +#endif + { +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); + + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; +#endif + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; + +#if 1 + InitField_WithBug1(x, y, FALSE); +#else + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); +#endif + + DrawLevelField(x, y); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + +#if 0 + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 0 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif + + /* "Changed[][]" not set yet to allow "entered by player" change one time */ + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); + +#if 1 + Changed[x][y] = TRUE; /* ignore all further changes in this frame */ +#else + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 1 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif + +#if 0 + if (change->use_action) + ExecuteCustomElementAction(...); +#endif +} + +static boolean ChangeElementNow(int x, int y, int element, int page) +{ + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + int target_element; + int old_element = Feld[x][y]; + + /* always use default change event to prevent running into a loop */ + if (ChangeEvent[x][y] == -1) + ChangeEvent[x][y] = CE_DELAY; + + if (ChangeEvent[x][y] == CE_DELAY) + { + /* reset actual trigger element, trigger player and action element */ + change->actual_trigger_element = EL_EMPTY; + change->actual_trigger_player = EL_PLAYER_1; + } + +#if 1 + /* do not change any elements that have already changed in this frame */ + if (Changed[x][y]) + return FALSE; +#else + /* do not change already changed elements with same change event */ + if (Changed[x][y] & ChangeEvent[x][y]) + return FALSE; +#endif + +#if 1 + Changed[x][y] = TRUE; /* ignore all further changes in this frame */ +#else + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#endif + +#if 0 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page); +#endif + + if (change->explode) + { + Bang(x, y); + + return TRUE; + } + + if (change->use_target_content) + { + boolean complete_replace = TRUE; + boolean can_replace[3][3]; + int xx, yy; + + for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) + { + boolean is_empty; + boolean is_walkable; + boolean is_diggable; + boolean is_collectible; + boolean is_removable; + boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; + int content_element = change->target_content[xx][yy]; int e; - can_change[xx][yy] = TRUE; + can_replace[xx][yy] = TRUE; if (ex == x && ey == y) /* do not check changing element itself */ continue; - if (change->content[xx][yy] == EL_EMPTY_SPACE) + if (content_element == EL_EMPTY_SPACE) { - can_change[xx][yy] = FALSE; /* do not change empty borders */ + can_replace[xx][yy] = FALSE; /* do not replace border with space */ continue; } if (!IN_LEV_FIELD(ex, ey)) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; continue; } +#if 0 + if (Changed[ex][ey]) /* do not change already changed elements */ + { + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; + + continue; + } +#endif + e = Feld[ex][ey]; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) e = MovingOrBlocked2Element(ex, ey); +#if 1 + +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || + (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && + !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); +#else + +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#else + is_empty = (IS_FREE(ex, ey) || + (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element))); +#endif + +#endif + + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); + + can_replace[xx][yy] = + (((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || + (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) && + !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element))); + + if (!can_replace[xx][yy]) + complete_replace = FALSE; +#else + empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && + IS_WALKABLE(content_element))); +#if 1 + half_destructible = (empty_for_element || IS_DIGGABLE(e)); +#else half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); +#endif - if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || - (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || - (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) || + (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) || + (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e))) { - can_change[xx][yy] = FALSE; - complete_change = FALSE; + can_replace[xx][yy] = FALSE; + complete_replace = FALSE; } +#endif } - if (!change->only_complete || complete_change) + if (!change->only_if_complete || complete_replace) { boolean something_has_changed = FALSE; - if (change->only_complete && change->use_random_change && - RND(100) < change->random) + if (change->only_if_complete && change->use_random_replace && + RND(100) < change->random_percentage) return FALSE; for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { int ex = x + xx - 1; int ey = y + yy - 1; + int content_element; - if (can_change[xx][yy] && (!change->use_random_change || - RND(100) < change->random)) + if (can_replace[xx][yy] && (!change->use_random_replace || + RND(100) < change->random_percentage)) { if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); ChangeEvent[ex][ey] = ChangeEvent[x][y]; - ChangeElementNowExt(ex, ey, change->content[xx][yy]); + content_element = change->target_content[xx][yy]; + target_element = GET_TARGET_ELEMENT(content_element, change); + + ChangeElementNowExt(change, ex, ey, target_element); something_has_changed = TRUE; @@ -6570,11 +8464,18 @@ static boolean ChangeElementNow(int x, int y, int element, int page) } else { - ChangeElementNowExt(x, y, change->target_element); + target_element = GET_TARGET_ELEMENT(change->target_element, change); + + ChangeElementNowExt(change, x, y, target_element); PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } +#if 1 + /* this uses direct change before indirect change */ + CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page); +#endif + return TRUE; } @@ -6584,9 +8485,8 @@ static void ChangeElement(int x, int y, int page) struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; -#if 0 #ifdef DEBUG - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); printf("ChangeElement(): %d,%d: element = %d ('%s')\n", @@ -6595,12 +8495,26 @@ static void ChangeElement(int x, int y, int page) printf("\n\n"); } #endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif + return; + } + if (ChangeDelay[x][y] == 0) /* initialize element change */ { +#if 1 + ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1; +#else ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + RND(change->delay_random * change->delay_frames)) + 1; +#endif ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -6627,6 +8541,8 @@ static void ChangeElement(int x, int y, int page) { page = ChangePage[x][y]; ChangePage[x][y] = -1; + + change = &ei->change_page[page]; } #if 0 @@ -6641,6 +8557,11 @@ static void ChangeElement(int x, int y, int page) return; } +#if 1 + if (change->use_action) + ExecuteCustomElementAction(element, page); +#endif + if (ChangeElementNow(x, y, element, page)) { if (change->post_change_function) @@ -6649,14 +8570,17 @@ static void ChangeElement(int x, int y, int page) } } -static boolean CheckTriggeredElementSideChange(int lx, int ly, - int trigger_element, - int trigger_side, - int trigger_event) +static boolean CheckTriggeredElementChangeExt(int lx, int ly, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) { int i, j, x, y; + int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page); - if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + if (!(trigger_events[trigger_element][trigger_event])) return FALSE; for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) @@ -6674,19 +8598,14 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, struct ElementChangeInfo *change = &element_info[element].change_page[j]; if (change->can_change && -#if 1 - change->events & CH_EVENT_BIT(trigger_event) && -#endif - change->sides & trigger_side && -#if 1 - IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element) -#else - change->trigger_element == trigger_element -#endif - ) + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player && + change->trigger_page & trigger_page_bits && + IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)) { #if 0 - if (!(change->events & CH_EVENT_BIT(trigger_event))) + if (!(change->has_event[trigger_event])) printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n", trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event); #endif @@ -6694,6 +8613,9 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, change_element = TRUE; page = j; + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); + break; } } @@ -6711,7 +8633,7 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, if (Feld[x][y] == element) { ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); + ChangeEvent[x][y] = trigger_event; ChangeElement(x, y, page); } } @@ -6720,15 +8642,13 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly, return TRUE; } -static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, - int trigger_event) -{ - return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY, - trigger_event); -} - -static boolean CheckElementSideChange(int x, int y, int element, int side, - int trigger_event, int page) +static boolean CheckElementChangeExt(int x, int y, + int element, + int trigger_element, + int trigger_event, + int trigger_player, + int trigger_side, + int trigger_page) { if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event)) return FALSE; @@ -6740,7 +8660,21 @@ static boolean CheckElementSideChange(int x, int y, int element, int side, } #if 1 - if (page < 0) + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + +#if 1 + if (trigger_page < 0) { boolean change_element = FALSE; int i; @@ -6750,11 +8684,15 @@ static boolean CheckElementSideChange(int x, int y, int element, int side, struct ElementChangeInfo *change = &element_info[element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(trigger_event) && - change->sides & side) + change->has_event[trigger_event] && + change->trigger_side & trigger_side && + change->trigger_player & trigger_player) { change_element = TRUE; - page = i; + trigger_page = i; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player); break; } @@ -6763,30 +8701,33 @@ static boolean CheckElementSideChange(int x, int y, int element, int side, if (!change_element) return FALSE; } + else + { + struct ElementInfo *ei = &element_info[element]; + struct ElementChangeInfo *change = &ei->change_page[trigger_page]; + + change->actual_trigger_element = trigger_element; + change->actual_trigger_player = EL_PLAYER_1; /* unused */ + } #else /* !!! this check misses pages with same event, but different side !!! */ - if (page < 0) - page = element_info[element].event_page_nr[trigger_event]; + if (trigger_page < 0) + trigger_page = element_info[element].event_page_nr[trigger_event]; - if (!(element_info[element].change_page[page].sides & side)) + if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side)) return FALSE; #endif ChangeDelay[x][y] = 1; - ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event); - ChangeElement(x, y, page); + ChangeEvent[x][y] = trigger_event; + ChangeElement(x, y, trigger_page); return TRUE; } -static boolean CheckElementChange(int x, int y, int element, int trigger_event) -{ - return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1); -} - static void PlayPlayerSound(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; @@ -6989,6 +8930,11 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter); #endif +#if 0 + /* !!! TEST !!! */ + if (player->MovPos == 0) + CheckGravityMovement(player); +#endif if (button1) snapped = SnapField(player, dx, dy); else @@ -7026,7 +8972,7 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); if (player->MovPos == 0) SetPlayerWaiting(player, TRUE); @@ -7107,7 +9053,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); if (player->MovPos == 0) InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); @@ -7126,10 +9072,49 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } #endif +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) + { + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + + if (!advance_player_counters) /* not all players may be affected */ + continue; + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + +#if USE_NEW_PUSH_DELAY + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +} + void GameActions() { - static unsigned long action_delay = 0; - unsigned long action_delay_value; + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic; byte *recorded_player_action; @@ -7141,15 +9126,15 @@ void GameActions() if (game_status != GAME_MODE_PLAYING) return; - action_delay_value = + game_frame_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) - action_delay_value = 0; + if (tape.playing && tape.warp_forward && !tape.pausing) + game_frame_delay_value = 0; /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); if (network_playing && !network_player_action_received) { @@ -7159,7 +9144,7 @@ void GameActions() #endif */ -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); #endif @@ -7187,6 +9172,22 @@ void GameActions() recorded_player_action = (tape.playing ? TapePlayAction() : NULL); +#if 1 + /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ + if (recorded_player_action == NULL && tape.pausing) + return; +#endif + +#if 0 + printf("::: %d\n", stored_player[0].action); +#endif + +#if 0 + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].action = recorded_player_action[i]; +#endif + for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; @@ -7195,7 +9196,7 @@ void GameActions() stored_player[i].effective_action = stored_player[i].action; } -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (network_playing) SendToServer_MovePlayer(summarized_player_action); #endif @@ -7203,25 +9204,91 @@ void GameActions() if (!options.network && !setup.team_mode) local_player->effective_action = summarized_player_action; +#if 1 + if (recorded_player_action != NULL) + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = recorded_player_action[i]; +#endif + +#if 1 + for (i = 0; i < MAX_PLAYERS; i++) + { + tape_action[i] = stored_player[i].effective_action; + + if (tape.recording && tape_action[i] && !tape.player_participates[i]) + tape.player_participates[i] = TRUE; /* player just appeared from CE */ + } + + /* only save actions from input devices, but not programmed actions */ + if (tape.recording) + TapeRecordAction(tape_action); +#endif + for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; +#if 1 + /* !!! THIS BREAKS THE FOLLOWING TAPES: !!! + - rnd_equinox_tetrachloride 048 + - rnd_equinox_tetrachloride_ii 096 + - rnd_emanuel_schmieg 002 + - doctor_sloan_ww 001, 020 + */ + if (stored_player[i].MovPos == 0) + CheckGravityMovement(&stored_player[i]); +#endif + +#if 1 + /* overwrite programmed action with tape action */ if (stored_player[i].programmed_action) actual_player_action = stored_player[i].programmed_action; +#endif + +#if 0 + if (stored_player[i].programmed_action) + printf("::: %d\n", stored_player[i].programmed_action); +#endif if (recorded_player_action) + { +#if 0 + if (stored_player[i].programmed_action && + stored_player[i].programmed_action != recorded_player_action[i]) + printf("::: %d: %d <-> %d\n", i, + stored_player[i].programmed_action, recorded_player_action[i]); +#endif + +#if 0 actual_player_action = recorded_player_action[i]; +#endif + } + +#if 0 + /* overwrite tape action with programmed action */ + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; +#endif +#if 0 + if (i == 0) + printf("::: action: %d: %x [%d]\n", + stored_player[i].MovPos, actual_player_action, FrameCounter); +#endif + +#if 1 + PlayerActions(&stored_player[i], actual_player_action); +#else tape_action[i] = PlayerActions(&stored_player[i], actual_player_action); if (tape.recording && tape_action[i] && !tape.player_participates[i]) tape.player_participates[i] = TRUE; /* player just appeared from CE */ +#endif ScrollPlayer(&stored_player[i], SCROLL_GO_ON); } -#if 1 +#if 0 if (tape.recording) TapeRecordAction(tape_action); #endif @@ -7239,7 +9306,19 @@ void GameActions() #endif #if 1 + /* for backwards compatibility, the following code emulates a fixed bug that + occured when pushing elements (causing elements that just made their last + pushing step to already (if possible) make their first falling step in the + same game frame, which is bad); this code is also needed to use the famous + "spring push bug" which is used in older levels and might be wanted to be + used also in newer levels, but in this case the buggy pushing code is only + affecting the "spring" element and no other elements */ + +#if 1 + if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug) +#else if (game.engine_version < VERSION_IDENT(2,2,0,7)) +#endif { for (i = 0; i < MAX_PLAYERS; i++) { @@ -7247,8 +9326,15 @@ void GameActions() int x = player->jx; int y = player->jy; +#if 1 + if (player->active && player->is_pushing && player->is_moving && + IS_MOVING(x, y) && + (game.engine_version < VERSION_IDENT(2,2,0,7) || + Feld[x][y] == EL_SPRING)) +#else if (player->active && player->is_pushing && player->is_moving && IS_MOVING(x, y)) +#endif { ContinueMoving(x, y); @@ -7264,8 +9350,18 @@ void GameActions() for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++) { - Changed[x][y] = CE_BITMASK_DEFAULT; - ChangeEvent[x][y] = CE_BITMASK_DEFAULT; + Changed[x][y] = FALSE; + ChangeEvent[x][y] = -1; + +#if USE_NEW_BLOCK_STYLE + /* this must be handled before main playfield loop */ + if (Feld[x][y] == EL_PLAYER_IS_LEAVING) + { + MovDelay[x][y]--; + if (MovDelay[x][y] <= 0) + RemoveField(x, y); + } +#endif #if DEBUG if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1) @@ -7282,6 +9378,8 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; @@ -7428,7 +9526,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -7511,6 +9609,21 @@ 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 || @@ -7525,6 +9638,7 @@ 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; } @@ -7544,9 +9658,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -7626,7 +9740,7 @@ void GameActions() if (TimeFrames >= FRAMES_PER_SECOND) { TimeFrames = 0; - TimePlayed++; + TapeTime++; for (i = 0; i < MAX_PLAYERS; i++) { @@ -7641,24 +9755,29 @@ void GameActions() } } - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - - if (TimeLeft > 0) + if (!level.use_step_counter) { - TimeLeft--; + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + DrawGameValue_Time(TimeLeft); - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillHero(&stored_player[i]); + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); } - else if (level.time == 0 && !AllPlayersGone) /* level without time limit */ - DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2); + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } DrawAllPlayers(); @@ -7694,7 +9813,9 @@ void GameActions() stored_player[0].StepFrame); #endif -#if 1 +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +#else FrameCounter++; TimeFrames++; @@ -7708,6 +9829,11 @@ void GameActions() if (stored_player[i].MovPos != 0) stored_player[i].StepFrame += move_frames; +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; } @@ -7721,6 +9847,12 @@ void GameActions() local_player->show_envelope = 0; } #endif + +#if USE_NEW_RANDOMIZE + /* use random number generator in every frame to make it less predictable */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + RND(1); +#endif } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -7792,6 +9924,7 @@ 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; @@ -7823,39 +9956,219 @@ 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) || +#if USE_NEW_BLOCK_STYLE +#if USE_GRAVITY_BUGFIX_OLD + Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING || +#endif +#endif + (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) && + IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) && + !IS_WALKABLE_INSIDE(Feld[jx][jy])); +} + +static boolean canPassField(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int nextx = x + dx; + int nexty = y + dy; + int element = Feld[x][y]; + + return (IS_PASSABLE_FROM(element, opposite_dir) && + !CAN_MOVE(element) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))); +} + +static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) +{ + int opposite_dir = MV_DIR_OPPOSITE(move_dir); + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; +#if 0 + int nextx = newx + dx; + int nexty = newy + dy; +#endif + +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && +#if 0 + (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) && +#endif + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + IS_GRAVITY_REACHABLE(Feld[newx][newy]) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else +#if 1 + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + canPassField(newx, newy, move_dir))); +#else + return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) && + (IS_DIGGABLE(Feld[newx][newy]) || + IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) || + (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) && + !CAN_MOVE(Feld[newx][newy]) && + IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) && + IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) && + (level.can_pass_to_walkable || IS_FREE(nextx, nexty))))); +#endif +#endif +#endif +} static void CheckGravityMovement(struct PlayerInfo *player) { 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); +#if 1 + int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; + int move_dir_vertical = player->effective_action & MV_VERTICAL; +#else + 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_LEFT | MV_RIGHT) ? + (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; - boolean field_under_player_is_free = - (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 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 = - (IN_LEV_FIELD(new_jx, new_jy) && + ( +#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", + player_can_fall_down, + player_is_standing_on_valid_field, + player_is_moving_to_valid_field, + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); +#endif - if (field_under_player_is_free && + if (player_can_fall_down && +#if 0 !player_is_standing_on_valid_field && +#endif !player_is_moving_to_valid_field) + { +#if 0 + printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n", + jx, jy, FrameCounter); +#endif + + player->programmed_action = MV_DOWN; + } + } +} + +static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) +{ +#if 1 + return CheckGravityMovement(player); +#endif + + if (game.gravity && !player->programmed_action) + { + int jx = player->jx, jy = player->jy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + 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))); + + if (field_under_player_is_free && !player_is_standing_on_valid_field) player->programmed_action = MV_DOWN; } } @@ -7871,7 +10184,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { #if 0 - static int change_sides[4][2] = + static int trigger_sides[4][2] = { /* enter side leave side */ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ @@ -7883,8 +10196,8 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, 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]; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; #endif int jx = player->jx, jy = player->jy; int new_jx = jx + dx, new_jy = jy + dy; @@ -7915,7 +10228,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, { if (element == EL_ACID && dx == 0 && dy == 1) { - SplashAcid(jx, jy); + SplashAcid(new_jx, new_jy); Feld[jx][jy] = EL_PLAYER_1; InitMovingField(jx, jy, MV_DOWN); Store[jx][jy] = EL_ACID; @@ -7934,7 +10247,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, /* check if DigField() has caused relocation of the player */ if (player->jx != jx || player->jy != jy) - return MF_NO_ACTION; + return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */ StorePlayer[jx][jy] = 0; player->last_jx = jx; @@ -7948,7 +10261,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->step_counter++; +#if 0 player->drop_delay = 0; +#endif PlayerVisit[jx][jy] = FrameCounter; @@ -7957,18 +10272,17 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, #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); + CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X, + leave_side); + CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side); } 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); + CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_PLAYER_ENTERS_X, enter_side); + CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy], + CE_ENTERED_BY_PLAYER, enter_side); } #endif @@ -8008,11 +10322,45 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) !tape.playing) return FALSE; #else + +#if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + +#if USE_NEW_MOVE_DELAY + if (player->move_delay > 0) +#else + if (!FrameReached(&player->move_delay, player->move_delay_value)) +#endif + { +#if 0 + printf("::: can NOT move\n"); +#endif + + return FALSE; + } +#else if (!FrameReached(&player->move_delay, player->move_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif +#endif + +#if 0 + printf("::: COULD move now\n"); +#endif + +#if USE_NEW_MOVE_DELAY + player->move_delay = -1; /* set to "uninitialized" value */ +#endif + + /* store if player is automatically moved to next field */ + player->is_auto_moving = (player->programmed_action != MV_NO_MOVING); + /* remove the last programmed player action */ player->programmed_action = 0; @@ -8035,7 +10383,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else FrameCounter++; +#endif + DrawAllPlayers(); BackToFront(); } @@ -8043,7 +10397,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->move_delay_value = original_move_delay_value; } - if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) + if (player->last_move_dir & MV_HORIZONTAL) { if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy))) moved |= MovePlayerOneStep(player, dx, 0, dx, dy); @@ -8075,7 +10429,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); @@ -8087,13 +10441,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || + if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) || (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x)) scroll_x = old_scroll_x; } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); @@ -8105,7 +10459,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); /* don't scroll against the player's moving direction */ - if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || + if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) || (player->MovDir == MV_DOWN && scroll_y < old_scroll_y)) scroll_y = old_scroll_y; } @@ -8139,6 +10493,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (moved & MF_MOVING) { +#if 0 + printf("::: REALLY moves now\n"); +#endif + if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) @@ -8159,9 +10517,19 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->is_dropping = FALSE; +#if 0 + /* !!! ENABLE THIS FOR OLD VERSIONS !!! */ + #if 1 + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif { - static int change_sides[4][2] = + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = { /* enter side leave side */ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ @@ -8169,26 +10537,30 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ }; - int move_direction = player->MovDir; - int enter_side = change_sides[MV_DIR_BIT(move_direction)][0]; - int leave_side = change_sides[MV_DIR_BIT(move_direction)][1]; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; #if 1 - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - 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); - } + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); - 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); - } + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); #endif } @@ -8198,14 +10570,29 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) } else { - CheckGravityMovement(player); + CheckGravityMovementWhenNotMoving(player); /* player->last_move_dir = MV_NO_MOVING; */ player->is_moving = FALSE; + +#if USE_NEW_MOVE_STYLE + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + if (game.engine_version >= VERSION_IDENT(3,1,1,0)) + player->move_delay = 0; /* allow direct movement in the next frame */ +#endif } +#if USE_NEW_MOVE_DELAY + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; +#endif + if (game.engine_version < VERSION_IDENT(3,0,7,0)) { TestIfHeroTouchesBadThing(jx, jy); @@ -8227,13 +10614,79 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (!player->active || !player->MovPos) return; - if (mode == SCROLL_INIT) - { - player->actual_frame_counter = FrameCounter; - player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + if (mode == SCROLL_INIT) + { + player->actual_frame_counter = FrameCounter; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + +#if 0 + printf("::: %06d: %d,%d: %d (%d) [%d]\n", + FrameCounter, + last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION, + player->block_delay); +#endif + +#if USE_NEW_BLOCK_STYLE + +#if 0 + if (player->block_delay <= 0) + printf("::: ALERT! block_delay == %d\n", player->block_delay); +#endif + + if ((player->block_last_field || player->block_delay_adjustment > 0) && + Feld[last_jx][last_jy] == EL_EMPTY) + { + int last_field_block_delay = 0; /* start with no blocking at all */ + int block_delay_adjustment = player->block_delay_adjustment; + + /* if player blocks last field, add delay for exactly one move */ + if (player->block_last_field) + { + last_field_block_delay += player->move_delay_value; + +#if USE_GRAVITY_BUGFIX_NEW + /* when blocking enabled, prevent moving up despite gravity */ + if (game.gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; +#endif + } + + /* add block delay adjustment (also possible when not blocking) */ + last_field_block_delay += block_delay_adjustment; + +#if 0 +#if USE_BLOCK_DELAY_BUGFIX + /* when blocking enabled, correct block delay for fast movement */ + if (player->block_last_field && + player->move_delay_value < MOVE_DELAY_NORMAL_SPEED) + last_field_block_delay = + player->move_delay_value + player->block_delay_adjustment; +#endif +#endif + +#if 0 +#if USE_GRAVITY_BUGFIX_NEW + /* when blocking enabled, correct block delay for gravity movement */ + if (player->block_last_field && + game.gravity && player->MovDir == MV_UP) + last_field_block_delay = player->move_delay_value - 1; +#endif +#endif + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; + MovDelay[last_jx][last_jy] = last_field_block_delay + 1; + } +#else +#if USE_NEW_MOVE_STYLE + if ((game.engine_version < VERSION_IDENT(3,1,1,0) || + player->block_last_field) && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif +#endif #if 0 DrawPlayer(player); @@ -8247,9 +10700,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_BLOCK_STYLE +#else if (!player->block_last_field && Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) @@ -8286,9 +10746,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) } #endif +#if USE_NEW_BLOCK_STYLE +#else if (player->block_last_field && Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) +#if 1 + RemoveField(last_jx, last_jy); +#else Feld[last_jx][last_jy] = EL_EMPTY; +#endif +#endif player->last_jx = jx; player->last_jy = jy; @@ -8305,18 +10772,97 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->LevelSolved = player->GameOver = TRUE; } +#if 1 + /* !!! ENABLE THIS FOR NEW VERSIONS !!! */ + /* this breaks one level: "machine", level 000 */ +#if 0 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) +#endif + { + int move_direction = player->MovDir; +#if 1 + int enter_side = MV_DIR_OPPOSITE(move_direction); + int leave_side = move_direction; +#else + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; + int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; +#endif + int old_jx = last_jx; + int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; + +#if 1 + /* !!! TEST ONLY !!! */ + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_PLAYER_LEAVES_X, + player->index_bit, leave_side); + + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CE_PLAYER_ENTERS_X, + player->index_bit, enter_side); +#endif + + } +#endif + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { TestIfHeroTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); #if 1 - TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ +#if 1 + /* needed because pushed element has not yet reached its destination, + so it would trigger a change event at its previous field location */ + if (!player->is_pushing) +#endif + TestIfElementTouchesCustomElement(jx, jy); /* for empty space */ #endif if (!player->active) RemoveHero(player); } + if (level.use_step_counter) + { + int i; + + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + for (i = 0; i < MAX_PLAYERS; i++) + KillHero(&stored_player[i]); + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + } + if (tape.single_step && tape.recording && !tape.pausing && !player->programmed_action) TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); @@ -8360,7 +10906,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - static int change_sides[4][2] = + static int trigger_sides[4][2] = { /* center side border side */ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ @@ -8378,12 +10924,12 @@ void TestIfPlayerTouchesCustomElement(int x, int y) int center_element = Feld[x][y]; /* should always be non-moving! */ int i; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; 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 center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; int border_element; if (!IN_LEV_FIELD(xx, yy)) @@ -8391,6 +10937,8 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (IS_PLAYER(x, y)) { + struct PlayerInfo *player = PLAYERINFO(x, y); + if (game.engine_version < VERSION_IDENT(3,0,7,0)) border_element = Feld[xx][yy]; /* may be moving! */ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy)) @@ -8400,25 +10948,45 @@ void TestIfPlayerTouchesCustomElement(int x, int y) 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); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); +#else + CheckTriggeredElementChangeByPlayer(xx, yy, border_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, border_side); + CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, border_side); +#endif } else if (IS_PLAYER(xx, yy)) { + struct PlayerInfo *player = PLAYERINFO(xx, yy); + if (game.engine_version >= VERSION_IDENT(3,0,7,0)) { - 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); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, center_element, + CE_PLAYER_TOUCHES_X, + player->index_bit, center_side); + CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER, + player->index_bit, center_side); +#endif break; } @@ -8434,7 +11002,7 @@ void TestIfElementTouchesCustomElement(int x, int y) { +1, 0 }, { 0, +1 } }; - static int change_sides[4][2] = + static int trigger_sides[4][2] = { /* center side border side */ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */ @@ -8452,14 +11020,15 @@ void TestIfElementTouchesCustomElement(int x, int y) boolean change_center_element = FALSE; int center_element_change_page = 0; int center_element = Feld[x][y]; /* should always be non-moving! */ + int border_trigger_element = EL_UNDEFINED; int i, j; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; 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 center_side = trigger_sides[i][0]; + int border_side = trigger_sides[i][1]; int border_element; if (!IN_LEV_FIELD(xx, yy)) @@ -8476,7 +11045,7 @@ void TestIfElementTouchesCustomElement(int x, int y) /* 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) && + HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) && !change_center_element) { for (j = 0; j < element_info[center_element].num_change_pages; j++) @@ -8485,8 +11054,8 @@ void TestIfElementTouchesCustomElement(int x, int y) &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->has_event[CE_TOUCHING_X] && + change->trigger_side & border_side && #if 1 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element) #else @@ -8496,6 +11065,7 @@ void TestIfElementTouchesCustomElement(int x, int y) { change_center_element = TRUE; center_element_change_page = j; + border_trigger_element = border_element; break; } @@ -8504,7 +11074,7 @@ void TestIfElementTouchesCustomElement(int x, int y) /* check for change of border element */ if (IS_CUSTOM_ELEMENT(border_element) && - HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X)) { for (j = 0; j < element_info[border_element].num_change_pages; j++) { @@ -8512,8 +11082,8 @@ void TestIfElementTouchesCustomElement(int x, int y) &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->has_event[CE_TOUCHING_X] && + change->trigger_side & center_side && #if 1 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element) #else @@ -8521,8 +11091,12 @@ void TestIfElementTouchesCustomElement(int x, int y) #endif ) { - CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY, - CE_OTHER_IS_TOUCHING, j); +#if 0 + printf("::: border_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(xx, yy, border_element, center_element, + CE_TOUCHING_X, j); break; } } @@ -8530,8 +11104,14 @@ void TestIfElementTouchesCustomElement(int x, int y) } if (change_center_element) - CheckElementSideChange(x, y, center_element, CH_SIDE_ANY, - CE_OTHER_IS_TOUCHING, center_element_change_page); + { +#if 0 + printf("::: center_element %d, %d\n", x, y); +#endif + + CheckElementChangeByPage(x, y, center_element, border_trigger_element, + CE_TOUCHING_X, center_element_change_page); + } } void TestIfElementHitsCustomElement(int x, int y, int direction) @@ -8540,6 +11120,130 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int hitx = x + dx, hity = y + dy; int hitting_element = Feld[x][y]; + int touched_element; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + +#if !USE_HITTING_SOMETHING_BUGFIX + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +#endif + + if (IN_LEV_FIELD(hitx, hity)) + { + int opposite_direction = MV_DIR_OPPOSITE(direction); + int hitting_side = direction; + int touched_side = opposite_direction; +#if 0 + int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + +#if !USE_HIT_BY_SOMETHING_BUGFIX + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); +#endif + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->has_event[CE_HITTING_X] && + change->trigger_side & touched_side && + +#if 1 + IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) +#else + change->trigger_element == touched_element +#endif + ) + { + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_HITTING_X, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->has_event[CE_HIT_BY_X] && + change->trigger_side & hitting_side && +#if 1 + IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) +#else + change->trigger_element == hitting_element +#endif + ) + { + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_HIT_BY_X, i); + break; + } + } + } + +#if USE_HIT_BY_SOMETHING_BUGFIX + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_SOMETHING, opposite_direction); +#endif + } + } + +#if USE_HITTING_SOMETHING_BUGFIX + /* "hitting something" is also true when hitting the playfield border */ + CheckElementChangeBySide(x, y, hitting_element, touched_element, + CE_HITTING_SOMETHING, direction); +#endif +} + +#if 0 +void TestIfElementSmashesCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; + int touched_element; #if 0 boolean object_hit = (IN_LEV_FIELD(hitx, hity) && !IS_FREE(hitx, hity) && @@ -8556,15 +11260,20 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) return; #endif - CheckElementSideChange(x, y, hitting_element, - direction, CE_HITTING_SOMETHING, -1); + touched_element = (IN_LEV_FIELD(hitx, hity) ? + MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL); + + CheckElementChangeBySide(x, y, hitting_element, touched_element, + EP_CAN_SMASH_EVERYTHING, direction); if (IN_LEV_FIELD(hitx, hity)) { int opposite_direction = MV_DIR_OPPOSITE(direction); int hitting_side = direction; int touched_side = opposite_direction; +#if 0 int touched_element = MovingOrBlocked2Element(hitx, hity); +#endif #if 1 boolean object_hit = (!IS_MOVING(hitx, hity) || MovDir[hitx][hity] != direction || @@ -8577,11 +11286,11 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) { int i; - CheckElementSideChange(hitx, hity, touched_element, - opposite_direction, CE_HIT_BY_SOMETHING, -1); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_SMASHED_BY_SOMETHING, opposite_direction); if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING)) { for (i = 0; i < element_info[hitting_element].num_change_pages; i++) { @@ -8589,8 +11298,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) &element_info[hitting_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && - change->sides & touched_side && + change->has_event[CE_OTHER_IS_SMASHING] && + change->trigger_side & touched_side && #if 1 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element) @@ -8599,15 +11308,15 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementSideChange(x, y, hitting_element, - CH_SIDE_ANY, CE_OTHER_IS_HITTING, i); + CheckElementChangeByPage(x, y, hitting_element, touched_element, + CE_OTHER_IS_SMASHING, i); break; } } } if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED)) { for (i = 0; i < element_info[touched_element].num_change_pages; i++) { @@ -8615,8 +11324,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) &element_info[touched_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && - change->sides & hitting_side && + change->has_event[CE_OTHER_GETS_SMASHED] && + change->trigger_side & hitting_side && #if 1 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element) #else @@ -8624,8 +11333,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) #endif ) { - CheckElementSideChange(hitx, hity, touched_element, - CH_SIDE_ANY, CE_OTHER_GETS_HIT, i); + CheckElementChangeByPage(hitx, hity, touched_element, + hitting_element, CE_OTHER_GETS_SMASHED,i); break; } } @@ -8633,10 +11342,12 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) } } } +#endif void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; + int bad_element = -1; static int test_xy[4][2] = { { 0, -1 }, @@ -8652,12 +11363,13 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) MV_DOWN }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; test_x = good_x + test_xy[i][0]; test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; @@ -8678,6 +11390,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { kill_x = test_x; kill_y = test_y; + bad_element = test_element; + break; } } @@ -8688,10 +11402,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { struct PlayerInfo *player = PLAYERINFO(good_x, good_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(kill_x, kill_y); + else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(kill_x, kill_y); else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y)) KillHero(player); +#endif } else Bang(good_x, good_y); @@ -8727,7 +11449,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */ return; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int test_x, test_y, test_move_dir, test_element; @@ -8780,10 +11502,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); +#if 1 + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillHero(player); +#else if (player->shield_deadly_time_left > 0) Bang(bad_x, bad_y); else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) KillHero(player); +#endif } else Bang(kill_x, kill_y); @@ -8831,7 +11561,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { 0, +1 } }; - for (i = 0; i < 4; i++) + for (i = 0; i < NUM_DIRECTIONS; i++) { int x, y, element; @@ -8965,14 +11695,11 @@ int DigField(struct PlayerInfo *player, int oldx, int oldy, 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 */ - }; +#if 0 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0)); +#endif + boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG); + boolean player_was_pushing = player->is_pushing; int jx = oldx, jy = oldy; int dx = x - jx, dy = y - jy; int nextx = x + dx, nexty = y + dy; @@ -8981,25 +11708,43 @@ int DigField(struct PlayerInfo *player, dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); int opposite_direction = MV_DIR_OPPOSITE(move_direction); - int dig_side = change_sides[MV_DIR_BIT(move_direction)]; +#if 1 + int dig_side = MV_DIR_OPPOSITE(move_direction); +#else + static int trigger_sides[4] = + { + CH_SIDE_RIGHT, /* moving left */ + CH_SIDE_LEFT, /* moving right */ + CH_SIDE_BOTTOM, /* moving up */ + CH_SIDE_TOP, /* moving down */ + }; + int dig_side = trigger_sides[MV_DIR_BIT(move_direction)]; +#endif int old_element = Feld[jx][jy]; int element; - if (player->MovPos == 0) + if (is_player) /* function can also be called by EL_PENGUIN */ { - player->is_digging = FALSE; - player->is_collecting = FALSE; - } + if (player->MovPos == 0) + { + player->is_digging = FALSE; + player->is_collecting = FALSE; + } - if (player->MovPos == 0) /* last pushing move finished */ - player->is_pushing = FALSE; + if (player->MovPos == 0) /* last pushing move finished */ + player->is_pushing = FALSE; - if (mode == DF_NO_PUSH) /* player just stopped pushing */ - { - player->is_switching = FALSE; - player->push_delay = 0; + if (mode == DF_NO_PUSH) /* player just stopped pushing */ + { + player->is_switching = FALSE; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else + player->push_delay = 0; +#endif - return MF_NO_ACTION; + return MF_NO_ACTION; + } } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) @@ -9047,21 +11792,48 @@ int DigField(struct PlayerInfo *player, if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)) old_element = Back[jx][jy]; +#if USE_BACK_WALKABLE_BUGFIX + + /* in case of element dropped at player position, check background */ + else if (Back[jx][jy] != EL_EMPTY && + game.engine_version >= VERSION_IDENT(2,2,0,0)) + old_element = Back[jx][jy]; +#endif #endif - if (IS_WALKABLE(old_element) && - !(element_info[old_element].access_direction & move_direction)) + if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction)) + return MF_NO_ACTION; /* field has no opening in this direction */ + + if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction)) return MF_NO_ACTION; /* field has no opening in this direction */ element = Feld[x][y]; + if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */ + return MF_NO_ACTION; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; +#if 1 + if (game.gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + switch (element) { +#if 0 case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -9123,8 +11895,13 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); #endif +#if 0 + printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter); +#endif + PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING); break; +#endif #if 0 case EL_TUBE_ANY: @@ -9173,21 +11950,35 @@ int DigField(struct PlayerInfo *player, default: +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else if (IS_WALKABLE(element)) +#endif { + int sound_element = SND_ELEMENT(element); int sound_action = ACTION_WALKING; - if (!(element_info[element].access_direction & opposite_direction)) - return MF_NO_ACTION; /* field not accessible from this direction */ +#if 0 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif - if (element >= EL_GATE_1 && element <= EL_GATE_4) + if (IS_RND_GATE(element)) { - if (!player->key[element - EL_GATE_1]) + if (!player->key[RND_GATE_NR(element)]) return MF_NO_ACTION; } - else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + else if (IS_RND_GATE_GRAY(element)) { - if (!player->key[element - EL_GATE_1_GRAY]) + if (!player->key[RND_GATE_GRAY_NR(element)]) return MF_NO_ACTION; } else if (element == EL_EXIT_OPEN || @@ -9202,37 +11993,80 @@ int DigField(struct PlayerInfo *player, } /* play sound from background or player, whatever is available */ - if (element_info[element].sound[sound_action] != SND_UNDEFINED) - PlayLevelSoundElementAction(x, y, element, sound_action); + if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED) + PlayLevelSoundElementAction(x, y, sound_element, sound_action); else PlayLevelSoundElementAction(x, y, player->element_nr, sound_action); break; } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else else if (IS_PASSABLE(element)) +#endif { +#if 0 + if (!canPassField(x, y, move_direction)) + return MF_NO_ACTION; +#else + +#if 0 +#if 1 + if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || + !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || + (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty))) + return MF_NO_ACTION; +#else if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#endif +#endif +#if 1 + if (!ACCESS_FROM(element, opposite_direction)) + return MF_NO_ACTION; /* field not accessible from this direction */ +#else if (IS_CUSTOM_ELEMENT(element) && - !(element_info[element].access_direction & opposite_direction)) + !ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif #if 1 if (CAN_MOVE(element)) /* only fixed elements can be passed! */ return MF_NO_ACTION; #endif - if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) +#endif + + if (IS_EM_GATE(element)) { - if (!player->key[element - EL_EM_GATE_1]) + if (!player->key[EM_GATE_NR(element)]) 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]) + if (!player->key[EM_GATE_GRAY_NR(element)]) return MF_NO_ACTION; } + else if (IS_SP_PORT(element)) + { + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.gravity = !game.gravity; + else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || + element == EL_SP_GRAVITY_ON_PORT_RIGHT || + element == EL_SP_GRAVITY_ON_PORT_UP || + element == EL_SP_GRAVITY_ON_PORT_DOWN) + game.gravity = TRUE; + else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || + element == EL_SP_GRAVITY_OFF_PORT_RIGHT || + element == EL_SP_GRAVITY_OFF_PORT_UP || + element == EL_SP_GRAVITY_OFF_PORT_DOWN) + game.gravity = FALSE; + } /* automatically move to the next field with double speed */ player->programmed_action = move_direction; @@ -9270,7 +12104,8 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -9283,18 +12118,20 @@ int DigField(struct PlayerInfo *player, { RemoveField(x, y); - if (mode != DF_SNAP) + if (is_player && mode != DF_SNAP) { GfxElement[x][y] = element; player->is_collecting = TRUE; } if (element == EL_SPEED_PILL) + { player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + } else if (element == EL_EXTRA_TIME && level.time > 0) { TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + DrawGameValue_Time(TimeLeft); } else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) { @@ -9307,8 +12144,7 @@ int DigField(struct PlayerInfo *player, 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); + DrawGameValue_Dynamite(local_player->inventory_size); } else if (element == EL_DYNABOMB_INCREASE_NUMBER) { @@ -9323,16 +12159,12 @@ int DigField(struct PlayerInfo *player, { player->dynabomb_xl = TRUE; } - else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || - (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + else if (IS_KEY(element)) { - int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? - element - EL_KEY_1 : element - EL_EM_KEY_1); + player->key[KEY_NR(element)] = TRUE; - player->key[key_nr] = TRUE; + DrawGameValue_Keys(player->key); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - el2edimg(EL_KEY_1 + key_nr)); redraw_mask |= REDRAW_DOOR_1; } else if (IS_ENVELOPE(element)) @@ -9343,16 +12175,19 @@ int DigField(struct PlayerInfo *player, ShowEnvelope(element - EL_ENVELOPE_1); #endif } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ { int i; - for (i = 0; i < element_info[element].collect_count; i++) - if (player->inventory_size < MAX_INVENTORY_SIZE) - player->inventory_element[player->inventory_size++] = element; + if (element_info[element].collect_count == 0) + player->inventory_infinite_element = element; + else + 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); + DrawGameValue_Dynamite(local_player->inventory_size); } else if (element_info[element].collect_count > 0) { @@ -9361,14 +12196,16 @@ int DigField(struct PlayerInfo *player, if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + DrawGameValue_Emeralds(local_player->gems_still_needed); } RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + if (is_player) + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_PLAYER_COLLECTS_X, + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -9386,7 +12223,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && - !(element == EL_SPRING && use_spring_bug)) + !(element == EL_SPRING && level.use_spring_bug)) return MF_NO_ACTION; #if 1 @@ -9415,11 +12252,25 @@ int DigField(struct PlayerInfo *player, #endif #if 1 - if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } + else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) { if (player->push_delay_value == -1) player->push_delay_value = GET_NEW_PUSH_DELAY(element); } +#else + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + { + if (player->push_delay_value == -1 || !player_was_pushing) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + } +#endif else if (game.engine_version >= VERSION_IDENT(2,2,0,7)) { if (!player->is_pushing) @@ -9439,9 +12290,12 @@ int DigField(struct PlayerInfo *player, #endif #if 0 - printf("::: push delay: %ld [%d, %d] [%d]\n", - player->push_delay_value, FrameCounter, game.engine_version, - player->is_pushing); + printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n", + player->push_delay, player->push_delay_value, + FrameCounter, game.engine_version, + player_was_pushing, player->is_pushing, + element, element_info[element].token_name, + GET_NEW_PUSH_DELAY(element)); #endif player->is_pushing = TRUE; @@ -9455,16 +12309,56 @@ int DigField(struct PlayerInfo *player, if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) return MF_NO_ACTION; +#if USE_NEW_PUSH_DELAY + +#if 0 + if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) + printf("::: ALERT: %d, %d [%d / %d]\n", + player->push_delay, player->push_delay2, + FrameCounter, FrameCounter / 50); +#endif + + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; +#else if (player->push_delay == 0) /* new pushing; restart delay */ player->push_delay = FrameCounter; +#endif + +#if USE_NEW_PUSH_DELAY +#if 0 + if ( (player->push_delay > 0) != (!xxx_fr) ) + printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", + player->push_delay, + xxx_pdv2, player->push_delay2, player->push_delay_value, + FrameCounter, FrameCounter / 50); +#endif + +#if 0 + if (player->push_delay > 0 && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#else + /* !!! */ + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_SPRING && element != EL_BALLOON) +#endif { /* make sure that there is no move delay before next try to push */ +#if USE_NEW_MOVE_DELAY + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; +#else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) player->move_delay = INITIAL_MOVE_DELAY_OFF; +#endif return MF_NO_ACTION; } @@ -9524,17 +12418,54 @@ int DigField(struct PlayerInfo *player, else player->push_delay_value = -1; /* get new value later */ - CheckTriggeredElementSideChange(x, y, element, dig_side, - CE_OTHER_GETS_PUSHED); - CheckElementSideChange(x, y, element, dig_side, - CE_PUSHED_BY_PLAYER, -1); +#if USE_PUSH_BUGFIX + /* now: check for element change _after_ element has been pushed! */ +#if 1 + if (game.use_change_when_pushing_bug) +#else + if (game.engine_version < VERSION_IDENT(3,1,0,0)) +#endif + { + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + } + +#else + +#if 1 + /* check for element change _after_ element has been pushed! */ +#else + +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER, + player->index_bit, dig_side); +#endif +#endif + +#endif break; } else if (IS_SWITCHABLE(element)) { if (PLAYER_SWITCHING(player, x, y)) + { + CheckTriggeredElementChangeByPlayer(x,y, element, + CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + return MF_ACTION; + } player->is_switching = TRUE; player->switch_x = x; @@ -9606,14 +12537,16 @@ int DigField(struct PlayerInfo *player, Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; + ResetGfxAnimation(x, y); DrawLevelField(x, y); } 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); + DrawGameValue_Time(TimeLeft); + ResetGfxAnimation(x, y); DrawLevelField(x, y); #if 0 @@ -9621,6 +12554,13 @@ int DigField(struct PlayerInfo *player, #endif } + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + return MF_ACTION; } else @@ -9631,24 +12571,52 @@ int DigField(struct PlayerInfo *player, 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); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, + CE_SWITCH_OF_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_SWITCHED, + player->index_bit, dig_side); +#endif } - CheckTriggeredElementSideChange(x, y, element, dig_side, - CE_OTHER_GETS_PRESSED); - CheckElementSideChange(x, y, element, dig_side, - CE_PRESSED_BY_PLAYER, -1); +#if 1 + /* !!! TEST ONLY !!! (this breaks "machine", level 000) */ + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); +#else + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X, + player->index_bit, dig_side); + CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER, + player->index_bit, dig_side); +#endif } return MF_NO_ACTION; } +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else player->push_delay = 0; +#endif - if (Feld[x][y] != element) /* really digged/collected something */ - player->is_collecting = !player->is_digging; +#if USE_PENGUIN_COLLECT_BUGFIX + if (is_player) /* function can also be called by EL_PENGUIN */ +#endif + { + if (Feld[x][y] != element) /* really digged/collected something */ + player->is_collecting = !player->is_digging; + } return MF_MOVING; } @@ -9662,8 +12630,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NO_MOVING); - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) +#if 0 + if (player->MovPos != 0) + return FALSE; +#else + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; +#endif if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -9718,145 +12691,254 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_collecting = FALSE; } +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif + DrawLevelField(x, y); + +#if 0 BackToFront(); +#endif return TRUE; } boolean DropElement(struct PlayerInfo *player) { - int jx = player->jx, jy = player->jy; - int old_element = Feld[jx][jy]; - int new_element; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; + int drop_direction = player->MovDir; +#if 1 + int drop_side = drop_direction; +#else + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; +#endif + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + +#if USE_DROP_BUGFIX + /* do not drop an element on top of another element; when holding drop key + pressed without moving, dropped element must move away before the next + element can be dropped (this is especially important if the next element + is dynamite, which can be placed on background for historical reasons) */ + if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY) + return MF_ACTION; +#endif + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) return FALSE; /* check if player has anything that can be dropped */ - if (player->inventory_size == 0 && player->dynabombs_left == 0) +#if 1 + if (new_element == EL_UNDEFINED) + return FALSE; +#else + if (player->inventory_size == 0 && + player->inventory_infinite_element == EL_UNDEFINED && + player->dynabombs_left == 0) return FALSE; +#endif /* check if anything can be dropped at the current position */ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; /* collected custom elements can only be dropped on empty fields */ +#if 1 + if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY) + return FALSE; +#else if (player->inventory_size > 0 && IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) && old_element != EL_EMPTY) return FALSE; +#endif if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); - if (player->inventory_size > 0) + if (player->inventory_size > 0 || + player->inventory_infinite_element != EL_UNDEFINED) { - player->inventory_size--; - new_element = player->inventory_element[player->inventory_size]; + if (player->inventory_size > 0) + { + player->inventory_size--; + +#if 0 + new_element = player->inventory_element[player->inventory_size]; +#endif - if (new_element == EL_DYNAMITE) - new_element = EL_DYNAMITE_ACTIVE; - else if (new_element == EL_SP_DISK_RED) - new_element = EL_SP_DISK_RED_ACTIVE; + DrawGameValue_Dynamite(local_player->inventory_size); - Feld[jx][jy] = new_element; + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; + } - DrawText(DX_DYNAMITE, DY_DYNAMITE, - int2str(local_player->inventory_size, 3), FONT_TEXT_2); + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); #if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = FALSE; /* allow another change */ #endif - CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); - CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); +#if 1 + /* !!! TEST ONLY !!! */ + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); +#else + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, + CE_PLAYER_DROPS_X, + player->index_bit, drop_side); + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, + player->index_bit, drop_side); +#endif - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { player->dynabombs_left--; + +#if 0 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; +#endif - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } #if 1 - if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ { - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); +#if 1 + InitField_WithBug1(dropx, dropy, FALSE); +#else + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); +#endif } - new_element = Feld[jx][jy]; + new_element = Feld[dropx][dropy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) { +#if 0 int move_stepsize = element_info[new_element].move_stepsize; - int direction, dx, dy, nextx, nexty; +#endif + int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[jx][jy] = player->MovDir; + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); - direction = MovDir[jx][jy]; - dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - nextx = jx + dx; - nexty = jy + dy; +#if 1 + Changed[dropx][dropy] = FALSE; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else - if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) + if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty)) { #if 0 - WasJustMoving[jx][jy] = 3; + WasJustMoving[dropx][dropy] = 3; #else - InitMovingField(jx, jy, direction); - ContinueMoving(jx, jy); +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif #endif } +#if 0 + /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */ else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = FALSE; /* allow another change */ #if 1 - TestIfElementHitsCustomElement(jx, jy, direction); + TestIfElementHitsCustomElement(dropx, dropy, move_direction); #else - CheckElementSideChange(jx, jy, new_element, - direction, CE_HITTING_SOMETHING, -1); + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); #endif } +#endif + +#endif +#if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif } #if 0 player->drop_delay = 8 + 8 + 8; #endif +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif + #endif player->is_dropping = TRUE; +#if USE_DROP_BUGFIX + player->drop_x = dropx; + player->drop_y = dropy; +#endif return TRUE; } @@ -9940,7 +13022,7 @@ static void PlayLevelSoundAction(int x, int y, int action) static void PlayLevelSoundElementAction(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED) PlayLevelSound(x, y, sound_effect); @@ -9949,7 +13031,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action) static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, int action) { - int sound_effect = element_info[element].sound[action]; + int sound_effect = element_info[SND_ELEMENT(element)].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -9957,7 +13039,7 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element, static void PlayLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) PlayLevelSound(x, y, sound_effect); @@ -9965,7 +13047,7 @@ static void PlayLevelSoundActionIfLoop(int x, int y, int action) static void StopLevelSoundActionIfLoop(int x, int y, int action) { - int sound_effect = element_info[Feld[x][y]].sound[action]; + int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action]; if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect)) StopSound(sound_effect); @@ -9979,10 +13061,173 @@ static void PlayLevelMusic() PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + +#if 0 + if (sample == SAMPLE_bug) + printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample); +#endif + + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; + + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_android_clone: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_android_move: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, element, ACTION_WAITING); + break; + + case SAMPLE_eater_eat: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + /* !!! CHECK THIS !!! */ +#if 1 + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); +#else + PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK); +#endif + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, element, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit_open: + PlayLevelSoundElementAction(x, y, element, ACTION_OPENING); + break; + + case SAMPLE_exit_leave: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } +} + void RaiseScore(int value) { local_player->score += value; - DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); + + DrawGameValue_Score(local_player->score); } void RaiseScoreElement(int element) @@ -10047,6 +13292,14 @@ void RaiseScoreElement(int element) case EL_KEY_2: case EL_KEY_3: case EL_KEY_4: + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + case EL_EMC_KEY_5: + case EL_EMC_KEY_6: + case EL_EMC_KEY_7: + case EL_EMC_KEY_8: RaiseScore(level.score[SC_KEY]); break; default: @@ -10063,7 +13316,7 @@ void RequestQuitGame(boolean ask_if_really_quit) Request("Do you really want to quit the game ?", REQ_ASK | REQ_STAY_CLOSED)) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(); else @@ -10075,7 +13328,19 @@ void RequestQuitGame(boolean ask_if_really_quit) } else { + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); +#endif + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + +#if 1 + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); +#endif + } } @@ -10242,7 +13507,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PAUSE: if (options.network) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else @@ -10256,7 +13521,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) case GAME_CTRL_ID_PLAY: if (tape.pausing) { -#if defined(PLATFORM_UNIX) +#if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_ContinuePlaying(); else