player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
+ player->is_moving = FALSE;
player->move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
SnapField(player, 0, 0);
CheckGravityMovement(player);
+#if 1
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+#endif
+#if 0
if (player->MovPos == 0) /* needed for tape.playing */
player->last_move_dir = MV_NO_MOVING;
+ /* !!! CHECK THIS AGAIN !!!
+ (Seems to be needed for some EL_ROBOT stuff, but breaks
+ tapes when walking through pipes!)
+ */
+
+ /* it seems that "player->last_move_dir" is misused as some sort of
+ "player->is_just_moving_in_this_moment", which is needed for the
+ robot stuff (robots don't kill players when they are moving)
+ */
+#endif
+
if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
player->last_move_dir = player->MovDir;
+ player->is_moving = TRUE;
}
else
{
CheckGravityMovement(player);
+ /*
player->last_move_dir = MV_NO_MOVING;
+ */
+ player->is_moving = FALSE;
}
TestIfHeroTouchesBadThing(jx, jy);
ScreenMovDir = MV_NO_MOVING;
}
-void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir)
+void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
{
- int i, killx = goodx, killy = goody;
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int xy_dir[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = goodx + xy[i][0];
- y = goody + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ 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;
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
#if 0
- element = Feld[x][y];
+ test_element = Feld[test_x][test_y];
#else
- element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+ test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
#endif
/* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
*/
- if ((DONT_GO_TO(element) && move_dir == xy_dir[i]) ||
- (DONT_TOUCH(element) && MovDir[x][y] != xy_dir[i]))
+ if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
{
- killx = x;
- killy = y;
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
}
- if (killx != goodx || killy != goody)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(goodx, goody))
+ if (IS_PLAYER(good_x, good_y))
{
- struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+ struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
if (player->shield_active_time_left > 0)
- Bang(killx, killy);
- else if (!PLAYER_PROTECTED(goodx, goody))
+ Bang(kill_x, kill_y);
+ else if (!PLAYER_PROTECTED(good_x, good_y))
KillHero(player);
}
else
- Bang(goodx, goody);
+ Bang(good_x, good_y);
}
}
-void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir)
+void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
- int i, killx = badx, killy = bady;
- int bad_element = Feld[badx][bady];
- static int xy[4][2] =
+ int i, kill_x = -1, kill_y = -1;
+ int bad_element = Feld[bad_x][bad_y];
+ static int test_xy[4][2] =
{
{ 0, -1 },
{ -1, 0 },
{ +1, 0 },
{ 0, +1 }
};
- static int xy_dir[4] =
+ static int test_dir[4] =
{
MV_UP,
MV_LEFT,
for (i=0; i<4; i++)
{
- int x, y, element;
+ int test_x, test_y, test_move_dir, test_element;
- x = badx + xy[i][0];
- y = bady + xy[i][1];
- if (!IN_LEV_FIELD(x, y))
+ test_x = bad_x + test_xy[i][0];
+ test_y = bad_y + test_xy[i][1];
+ if (!IN_LEV_FIELD(test_x, test_y))
continue;
- element = Feld[x][y];
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+
+ test_element = Feld[test_x][test_y];
/* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
*/
- if ((DONT_GO_TO(bad_element) && move_dir == xy_dir[i]) ||
- (DONT_TOUCH(bad_element) && MovDir[x][y] != xy_dir[i]))
+ if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
+ (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
{
/* good thing is player or penguin that does not move away */
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(test_x, test_y))
{
- struct PlayerInfo *player = PLAYERINFO(x, y);
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
- if (bad_element == EL_ROBOT && player->last_move_dir)
- continue; /* robot does not kill player if he moves */
+ if (bad_element == EL_ROBOT && player->is_moving)
+ continue; /* robot does not kill player if he is moving */
- killx = x;
- killy = y;
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
- else if (element == EL_PINGUIN &&
- (MovDir[x][y] != xy_dir[i] || !IS_MOVING(x, y)))
+ else if (test_element == EL_PINGUIN)
{
- killx = x;
- killy = y;
+ kill_x = test_x;
+ kill_y = test_y;
break;
}
}
}
- if (killx != badx || killy != bady)
+ if (kill_x != -1 || kill_y != -1)
{
- if (IS_PLAYER(killx, killy))
+ if (IS_PLAYER(kill_x, kill_y))
{
- struct PlayerInfo *player = PLAYERINFO(killx, killy);
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
#if 0
int dir = player->MovDir;
int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
- if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir &&
- newx != badx && newy != bady)
- ; /* robot does not kill player if he moves */
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
else
printf("-> %d\n", player->MovDir);
- if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir &&
- newx != badx && newy != bady)
- ; /* robot does not kill player if he moves */
+ if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
+ newx != bad_x && newy != bad_y)
+ ; /* robot does not kill player if he is moving */
else
;
#endif
if (player->shield_active_time_left > 0)
- Bang(badx, bady);
- else if (!PLAYER_PROTECTED(killx, killy))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_PROTECTED(kill_x, kill_y))
KillHero(player);
}
else
- Bang(killx, killy);
+ Bang(kill_x, kill_y);
}
}
TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
}
-void TestIfBadThingTouchesOtherBadThing(int badx, int bady)
+void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
- int i, killx = badx, killy = bady;
+ int i, kill_x = bad_x, kill_y = bad_y;
static int xy[4][2] =
{
{ 0, -1 },
{
int x, y, element;
- x=badx + xy[i][0];
- y=bady + xy[i][1];
+ x = bad_x + xy[i][0];
+ y = bad_y + xy[i][1];
if (!IN_LEV_FIELD(x, y))
continue;
if (IS_AMOEBOID(element) || element == EL_LIFE ||
element == EL_AMOEBING || element == EL_TROPFEN)
{
- killx = x;
- killy = y;
+ kill_x = x;
+ kill_y = y;
break;
}
}
- if (killx != badx || killy != bady)
- Bang(badx, bady);
+ if (kill_x != bad_x || kill_y != bad_y)
+ Bang(bad_x, bad_y);
}
void KillHero(struct PlayerInfo *player)