#include "tape.h"
#include "network.h"
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR FALSE
-
/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
#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_BACK_WALKABLE_BUGFIX (TRUE * USE_NEW_STUFF * 1)
-#define TEST_NEW_STUFF (TRUE)
-
/* for DigField() */
#define DF_NO_PUSH 0
IS_PLAYER(x, y) && \
!PLAYER_ENEMY_PROTECTED(x, y))))
-#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_PLAYER(x, y) && \
- !PLAYER_ENEMY_PROTECTED(x, y))))
-#endif
-
#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
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 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(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(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(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(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))
-
-#define DRAGON_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)))
-
-#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)
#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
#define IS_EQUAL_OR_IN_GROUP(e, ge) \
(IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-#if 0
-#define CE_ENTER_FIELD_COND(e, x, y) \
- (!IS_PLAYER(x, y) && \
- (Feld[x][y] == EL_ACID || \
- IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
-#else
#define CE_ENTER_FIELD_COND(e, x, y) \
(!IS_PLAYER(x, y) && \
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_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
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) */
/* 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)
GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
break;
-#if 0
- case EL_SP_EMPTY:
- Feld[x][y] = EL_EMPTY;
- break;
-#endif
-
-#if 0
- case EL_EM_KEY_1_FILE:
- Feld[x][y] = EL_EM_KEY_1;
- break;
- case EL_EM_KEY_2_FILE:
- Feld[x][y] = EL_EM_KEY_2;
- break;
- case EL_EM_KEY_3_FILE:
- Feld[x][y] = EL_EM_KEY_3;
- break;
- case EL_EM_KEY_4_FILE:
- Feld[x][y] = EL_EM_KEY_4;
- break;
-#endif
-
case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
element_info[element].in_group[group_nr] = TRUE;
}
}
-
-#if 0
- if (recursion_depth == 0 && group_element <= EL_GROUP_4)
- {
- printf("::: group %d: %d resolved elements\n",
- group_element - EL_GROUP_START, group->num_elements_resolved);
- for (i = 0; i < group->num_elements_resolved; i++)
- printf("::: - %d ['%s']\n", group->element_resolved[i],
- element_info[group->element_resolved[i]].token_name);
- }
-#endif
}
ei->has_change_event[CE_DELAY] = TRUE;
-#if 1
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-#endif
+ SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
-#if 1
/* add change events from custom element configuration */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
-#else
-
- /* add change events from custom element configuration */
- for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
- {
- int element = EL_CUSTOM_START + i;
-
- /* only add custom elements that change after fixed/random frame delay */
- if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
- element_info[element].has_change_event[CE_DELAY] = TRUE;
- }
-#endif
-
/* ---------- initialize internal run-time variables ------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
for (j = 0; j < NUM_CHANGE_EVENTS; j++)
trigger_events[i][j] = FALSE;
-#if 1
/* add trigger events from element change event properties */
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
{
}
}
}
-#else
- /* 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))
- 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 -------------------------------------- */
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++)
- {
- element_info[i].can_leave_element = FALSE;
- element_info[i].can_leave_element_last = FALSE;
- }
-#endif
-
/* ---------- initialize gem count --------------------------------------- */
/* initialize gem count values for each element */
InitGameEngine();
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
- printf("Using new amoeba code.\n");
-#else
- printf("Using old amoeba code.\n");
-#endif
-#endif
-#endif
-
/* don't play tapes over network */
network_playing = (options.network && !tape.playing);
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 0
}
else
{
-#if 1
scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
local_player->jx - MIDPOSX);
scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
local_player->jy - MIDPOSY);
-#else
- scroll_x = SBX_Left;
- scroll_y = SBY_Upper;
- if (local_player->jx >= SBX_Left + MIDPOSX)
- scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
- local_player->jx - MIDPOSX :
- SBX_Right);
- if (local_player->jy >= SBY_Upper + MIDPOSY)
- scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
- local_player->jy - MIDPOSY :
- SBY_Lower);
-#endif
}
if (!game.restart_level)
}
game.restart_level = FALSE;
-
-#if 0
- printf("::: starting game [%d]\n", FrameCounter);
-#endif
}
void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
else if (move_pattern == MV_ALONG_LEFT_SIDE ||
move_pattern == MV_ALONG_RIGHT_SIDE)
{
-#if 1
/* use random direction as default start direction */
if (game.engine_version >= VERSION_IDENT(3,1,0,0))
MovDir[x][y] = 1 << RND(4);
-#endif
for (i = 0; i < NUM_DIRECTIONS; i++)
{
if (local_player->MovPos)
return;
-#if 1
if (tape.auto_play) /* tape might already be stopped here */
tape.auto_play_level_solved = TRUE;
-#else
- if (tape.playing && tape.auto_play)
- tape.auto_play_level_solved = TRUE;
-#endif
local_player->LevelSolved = FALSE;
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
return;
}
-#endif
}
else if (element == EL_BLOCKED)
{
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 1
if (Back[x][y] || Store[x][y])
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
- else if (Store[x][y])
- DrawGraphicThruMask(sx, sy, graphic, frame);
- else
- DrawGraphic(sx, sy, graphic, frame);
-#endif
}
void CheckDynamite(int x, int y)
}
}
-#if 1
StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
- if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
- Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
- StopSound(SND_DYNAMITE_ACTIVE);
- else
- StopSound(SND_DYNABOMB_ACTIVE);
-#endif
Bang(x, y);
}
if (level.instant_relocation)
{
-#if 1
int offset = (setup.scroll_delay ? 3 : 0);
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
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);
-
- /* 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);
-#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;
-
- 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;
- 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 */
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;
BackToFront();
Delay(wait_delay_value);
}
-#endif
DrawPlayer(player);
BackToFront();
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 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;
player->is_moving = FALSE;
}
-#if 1
if (IS_CUSTOM_ELEMENT(old_element))
CheckElementChangeByPlayer(old_jx, old_jy, old_element,
CE_LEFT_BY_PLAYER,
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);
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)
{
int x, y;
-#if 0
- int num_phase = 9;
-#endif
+ int last_phase;
+ int border_element;
/* !!! eliminate this variable !!! */
int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-#if 1
- int last_phase;
-#else
- int last_phase = num_phase * delay;
- int half_phase = (num_phase / 2) * delay;
- int first_phase_after_start = EX_PHASE_START + 1;
-#endif
- int border_element;
-
if (game.explosions_delayed)
{
ExplodeField[ex][ey] = 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 */
return;
#endif
-#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]))
Feld[ex][ey] = center_element;
}
-#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 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_TYPE_NORMAL ||
- center_element == EL_AMOEBA_TO_DIAMOND) &&
- (x != ex || y != ey)))
- continue;
-#endif
element = Feld[x][y];
RemoveMovingField(x, y);
}
-#if 1
-
-#if 0
- if (IS_EXPLOSION_PROOF(element))
- continue;
-#else
/* indestructible elements can only explode in center (but not flames) */
-#if 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) &&
- (game.engine_version < VERSION_IDENT(2,2,0,0) ||
- (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
- element == EL_FLAMES)
- 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
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;
}
/* save walkable background elements while explosion on same tile */
-#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 */
if (element == EL_EXPLOSION)
element = Store2[x][y];
-#if 1
if (AmoebaNr[x][y] &&
(element == EL_AMOEBA_FULL ||
element == EL_BD_AMOEBA ||
}
RemoveField(x, y);
-#endif
if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
{
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;
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 ||
- element == EL_BD_AMOEBA ||
- element == EL_AMOEBA_GROWING))
- {
- AmoebaCnt[AmoebaNr[x][y]]--;
- AmoebaCnt2[AmoebaNr[x][y]]--;
- }
-
-#if 1
- RemoveField(x, y);
-#else
- MovDir[x][y] = MovPos[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y];
- AmoebaNr[x][y] = 0;
-#endif
-#endif
-
Feld[x][y] = EL_EXPLOSION;
-#if 1
GfxElement[x][y] = center_element;
-#else
- GfxElement[x][y] = EL_UNDEFINED;
-#endif
ExplodePhase[x][y] = 1;
-#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;
}
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;
}
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
ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
/* activate this even in non-DEBUG version until cause for crash in
getGraphicAnimationFrame() (see below) is found and eliminated */
+
#endif
#if 1
}
#endif
-#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)
{
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
{
KillHeroUnlessExplosionProtected(x, y);
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: IS_PLAYER\n");
-#endif
}
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);
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
-#endif
}
else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
AmoebeUmwandeln(x, y);
Store2[x][y] = 0;
border_explosion = TRUE;
-
-#if 0
- if (phase == last_phase)
- printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
- element_info[border_element].explosion_delay,
- element_info[border_element].ignition_delay,
- phase);
-#endif
}
-#if 1
/* if an element just explodes due to another explosion (chain-reaction),
do not immediately end the new explosion when it was the last frame of
the explosion (as it would be done in the following "if"-statement!) */
if (border_explosion && phase == last_phase)
return;
-#endif
- }
-
-#else
-
- if (phase == first_phase_after_start)
- {
- int element = Store2[x][y];
-
- if (element == EL_BLACK_ORB)
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- }
- }
- else if (phase == half_phase)
- {
- int element = Store2[x][y];
-
- if (IS_PLAYER(x, y))
- KillHeroUnlessExplosionProtected(x, y);
- else if (CAN_EXPLODE_BY_EXPLOSION(element))
- {
- Feld[x][y] = Store2[x][y];
- Store2[x][y] = 0;
- Bang(x, y);
- }
- else if (element == EL_AMOEBA_TO_DIAMOND)
- AmoebeUmwandeln(x, y);
}
-#endif
if (phase == last_phase)
{
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;
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);
TestIfElementTouchesCustomElement(x, y);
if (ELEM_IS_PLAYER(element))
RelocatePlayer(x, y, element);
}
-#if 1
else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#else
- else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#endif
{
-#if 1
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
- int stored = Store[x][y];
- int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
- 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],
- element_info[GfxElement[x][y]].token_name,
- graphic);
-#endif
if (phase == delay)
DrawLevelFieldCrumbledSand(x, y);
Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
-#if 1
-#if 1
if (element != EL_EMPTY && element != EL_EXPLOSION &&
!IS_DIGGABLE(element) && !dynabomb_xl)
break;
-#else
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- !CAN_GROW_INTO(element) && !dynabomb_xl)
- break;
-#endif
-#else
- /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
- if (element != EL_EMPTY && element != EL_EXPLOSION &&
- element != EL_SAND && !dynabomb_xl)
- break;
-#endif
}
}
}
void Bang(int x, int y)
{
-#if 1
int element = MovingOrBlocked2Element(x, y);
-#else
- int element = Feld[x][y];
-#endif
-#if 1
if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
- if (IS_PLAYER(x, y))
-#endif
{
struct PlayerInfo *player = PLAYERINFO(x, y);
player->element_nr);
}
-#if 0
-#if 1
- PlayLevelSoundAction(x, y, ACTION_EXPLODING);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
- else
- PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
-
-#if 0
- if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
- element = EL_EMPTY;
-#endif
-
switch(element)
{
case EL_BUG:
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_TYPE_NORMAL);
else
Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
break;
default:
-#if 1
if (element_info[element].explosion_type == EXPLODES_CROSS)
-#else
- if (CAN_EXPLODE_CROSS(element))
-#endif
-#if 1
Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
-#else
- DynaExplode(x, y);
-#endif
-#if 1
else if (element_info[element].explosion_type == EXPLODES_1X1)
-#else
- else if (CAN_EXPLODE_1X1(element))
-#endif
Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
else
Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
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_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_RIGHT;
- }
-#endif
}
static void InitBeltMovement()
element == EL_SWITCHGATE_OPENING)
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
+
PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
+
PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
- PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
}
}
}
int element = Feld[x][y];
int smashed = EL_STEELWALL;
-#if 0
- printf("IMPACT!\n");
-#endif
-
if (!last_line) /* check if element below was hit */
{
if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
MovDir[x][y + 1] != MV_DOWN ||
MovPos[x][y + 1] <= TILEY / 2));
-#if 0
- object_hit = !IS_FREE(x, y + 1);
-#endif
-
/* do not smash moving elements that left the smashed field in time */
if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
Bang(x, y + 1);
return;
}
-#if 0
- else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
- {
- Bang(x, y + 1);
- return;
- }
-#endif
else if (CAN_SMASH_EVERYTHING(element))
{
if (IS_CLASSIC_ENEMY(smashed) ||
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
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(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 ||
- element == EL_SP_SNIKSNAK ||
- element == EL_SP_ELECTRON)
- && 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
else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
{
TestIfBadThingTouchesOtherBadThing(x, y);
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(element, left_x, left_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;
}
int rnd_value = 24;
int rnd = RND(rnd_value);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
-
if (can_move_on && rnd > rnd_value / 8)
MovDir[x][y] = old_move_dir;
else if (can_turn_left && can_turn_right)
xx = x + move_xy[MovDir[x][y]].x;
yy = y + move_xy[MovDir[x][y]].y;
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
- xx, yy, Feld[xx][yy],
- FrameCounter);
-#endif
-
-#if 1
if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
MovDir[x][y] = old_move_dir;
-#else
- if (!IS_FREE(xx, yy))
- MovDir[x][y] = old_move_dir;
-#endif
-
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
MovDelay[x][y] = 0;
}
}
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 &&
(!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;
}
}
}
-#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;
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
- }
}
}
{
int direction = MovDir[x][y];
-#if 0
- GfxDir[x][y] = MovDir[x][y];
-#endif
-
TurnRoundExt(x, y);
-#if 1
GfxDir[x][y] = MovDir[x][y];
-#endif
if (direction != MovDir[x][y])
GfxFrame[x][y] = 0;
-#if 1
if (MovDelay[x][y])
GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
-#else
- if (MovDelay[x][y])
- GfxAction[x][y] = ACTION_WAITING;
-#endif
}
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];
if (Stop[x][y])
return;
-#if 1
if (MovDelay[x][y] == 0)
GfxAction[x][y] = ACTION_DEFAULT;
-#else
- /* !!! this should be handled more generic (not only for mole) !!! */
- if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
- GfxAction[x][y] = ACTION_DEFAULT;
-#endif
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_ROCK;
-#if 1
+
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
-#endif
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
Feld[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
-#if 1
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
}
}
else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
-#if 1
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
- PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
}
else if (element == EL_MAGIC_WALL_FULL)
{
EL_BD_MAGIC_WALL_FILLING);
Store[x][y] = element;
}
-#if 0
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
{
SplashAcid(x, y + 1);
started_moving = TRUE;
Store[x][y] = EL_ACID;
-#if 0
- /* !!! TEST !!! better use "_FALLING" etc. !!! */
- GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
}
-#if 1
else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
(Feld[x][y + 1] == EL_BLOCKED)))
#endif
-
-#else
-#if 1
- else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
- CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
- else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
- WasJustMoving[x][y])
-#endif
-#endif
-
{
/* this is needed for a special case not covered by calling "Impact()"
from "ContinueMoving()": if an element moves to a tile directly below
element; also, the case of the player being the element to smash was
simply not covered here... :-/ ) */
-#if 0
- WasJustMoving[x][y] = 0;
- 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 && level.use_spring_bug)
Feld[x][y] = EL_AMOEBA_GROWING;
Store[x][y] = EL_AMOEBA_WET;
}
- /* Store[x][y + 1] must be zero, because:
- (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
- */
-#if 0
-#if OLD_GAME_BEHAVIOUR
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
-#else
- else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
- !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
- element != EL_DX_SUPABOMB)
-#endif
-#else
else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
(IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
!IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
{
boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
(IS_FREE(x - 1, y + 1) ||
}
#endif
-#if 1
if (can_fall_both)
{
if (game.emulation == EMU_BOULDERDASH ||
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;
if ((belt_dir == MV_LEFT && left_is_free) ||
(belt_dir == MV_RIGHT && right_is_free))
{
-#if 1
int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
-#endif
InitMovingField(x, y, belt_dir);
started_moving = TRUE;
-#if 1
Pushed[x][y] = TRUE;
Pushed[nextx][y] = TRUE;
-#endif
GfxAction[x][y] = ACTION_DEFAULT;
}
Moving2Blocked(x, y, &newx, &newy);
-#if 1
if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
return;
-#else
- if ((element == EL_SATELLITE ||
- element == EL_BALLOON ||
- element == EL_SPRING)
- && JustBeingPushed(x, y))
- return;
-#endif
-
-#if 1
-#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",
- element, element_info[element].token_name,
- 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_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
- if (Feld[x][y] != element) /* element has changed */
- {
- element = Feld[x][y];
- move_pattern = element_info[element].move_pattern;
-
- if (!CAN_MOVE(element))
- return;
- }
-#else
if (Feld[x][y] != element) /* element has changed */
return;
-#endif
- }
-#endif
-
-#if 0
-#if 0
- if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
- Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- {
- Moving2Blocked(x, y, &newx, &newy);
- if (Feld[newx][newy] == EL_BLOCKED)
- Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
}
-#endif
-#endif
-
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
if (!MovDelay[x][y]) /* start new movement phase */
{
{
TurnRound(x, y);
-#if 0
- if (FrameCounter < 1 && x == 0 && y == 29)
- printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
-
if (MovDelay[x][y] && (element == EL_BUG ||
element == EL_SPACESHIP ||
element == EL_SP_SNIKSNAK ||
{
MovDelay[x][y]--;
-#if 0
- if (element == EL_YAMYAM)
- {
- printf("::: %d\n",
- el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
- DrawLevelElementAnimation(x, y, element);
- }
-#endif
-
- if (MovDelay[x][y]) /* element still has to wait some time */
- {
-#if 0
- /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
- ResetGfxAnimation(x, y);
-#endif
-
-#if 0
- if (GfxAction[x][y] != ACTION_WAITING)
- printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
-
- GfxAction[x][y] = ACTION_WAITING;
-#endif
- }
-
if (element == EL_ROBOT ||
-#if 0
- element == EL_PACMAN ||
-#endif
element == EL_YAMYAM ||
element == EL_DARK_YAMYAM)
{
-#if 0
- DrawLevelElementAnimation(x, y, element);
-#else
DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
PlayLevelSoundAction(x, y, ACTION_WAITING);
}
else if (element == EL_SP_ELECTRON)
dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#if 0
- printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
-
GfxAction[x][y] = ACTION_ATTACKING;
if (IS_PLAYER(x, y))
RemoveMovingField(xx, yy);
#endif
-#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);
return;
}
-
-#if 0
- /* special case of "moving" animation of waiting elements (FIX THIS !!!);
- for all other elements GfxAction will be set by InitMovingField() */
- if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
- GfxAction[x][y] = ACTION_MOVING;
-#endif
}
/* now make next step */
IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
!PLAYER_ENEMY_PROTECTED(newx, newy))
{
-#if 1
TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
return;
-#else
- /* player killed by element which is deadly when colliding with */
- MovDir[x][y] = 0;
- KillHero(PLAYERINFO(newx, newy));
- return;
-#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 ||
- element == EL_BALLOON ||
- IS_CUSTOM_ELEMENT(element)) &&
- IN_LEV_FIELD(newx, newy) &&
- MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
-#endif
{
SplashAcid(newx, newy);
Store[x][y] = EL_ACID;
{
if (Feld[newx][newy] == EL_EXIT_OPEN)
{
-#if 1
RemoveField(x, y);
DrawLevelField(x, y);
-#else
- Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
-#endif
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
return;
}
}
-
-#if 1
-
- /*
- else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
- */
-
else if (IS_CUSTOM_ELEMENT(element) &&
- CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
-
-#if 0
- &&
- !IS_FREE(newx, newy)
-#endif
-
-)
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
{
int new_element = Feld[newx][newy];
-#if 0
- printf("::: '%s' digs '%s' [%d]\n",
- element_info[element].token_name,
- element_info[Feld[newx][newy]].token_name,
- StorePlayer[newx][newy]);
-#endif
-
if (!IS_FREE(newx, newy))
{
int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
PlayLevelSoundAction(x, y, action);
}
-#if 1
-#if 1
Store[newx][newy] = EL_EMPTY;
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
{
Store[newx][newy] = element_info[element].move_leave_element;
#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)
{
PlayerVisit[x][y] /= 8; /* expire player visit path */
}
}
-
-#endif
-
else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
{
if (!IS_FREE(newx, newy))
element1 != EL_DRAGON && element2 != EL_DRAGON &&
element1 != EL_FLAMES && element2 != EL_FLAMES)
{
-#if 1
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_ATTACKING;
-#endif
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
#if 0
/* !!! test !!! */
if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+ {
+ RemoveMovingField(newx, newy);
+ }
#else
if (IS_MOVING(newx, newy))
-#endif
{
RemoveMovingField(newx, newy);
}
+#endif
else
{
Feld[newx][newy] = EL_EMPTY;
TurnRound(x, y);
#if 0
+ /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
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]);
}
#endif
-#if 1
if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
DrawLevelElementAnimation(x, y, element);
-#else
- if (element == EL_BUG ||
- element == EL_SPACESHIP ||
- element == EL_SP_SNIKSNAK)
- DrawLevelField(x, y);
- else if (element == EL_MOLE)
- DrawLevelField(x, y);
- else if (element == EL_BD_BUTTERFLY ||
- element == EL_BD_FIREFLY)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SATELLITE)
- DrawLevelElementAnimationIfNeeded(x, y, element);
- else if (element == EL_SP_ELECTRON)
- DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
-#if 0
- PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
-
return;
}
ContinueMoving(x, y);
}
+/* (emacs is confused here for some reason; this makes it happy again ;-) ) */
void dummy()
{
}
int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
int newx = x + dx, newy = y + dy;
-#if 0
- int nextx = newx + dx, nexty = newy + dy;
-#endif
-#if 1
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_by_player = Pushed[x][y];
-#endif
boolean last_line = (newy == lev_fieldy - 1);
MovPos[x][y] += getElementMoveStepsize(x, y);
-#if 0
- 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_by_player) /* special case: moving object pushed by player */
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#endif
if (ABS(MovPos[x][y]) < TILEX)
{
Feld[newx][newy] = element;
MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
-#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;
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] = EL_EMPTY;
MovPos[x][y] = 0;
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 (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 ||
- ei->can_leave_element_last))
- {
- Feld[x][y] = ei->move_leave_element;
- InitField(x, y, FALSE);
-
- if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
- }
- ei->can_leave_element_last = ei->can_leave_element;
- 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))
- MovDir[newx][newy] = 0;
-#else
-#if 0
- /* (does not work for falling objects that slide horizontally) */
- if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
- MovDir[newx][newy] = 0;
-#else
- /*
- if (!CAN_MOVE(element) ||
- (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
- 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
DrawLevelField(x, y);
DrawLevelField(newx, newy);
!(element_info[element].move_pattern & direction))
TurnRound(newx, newy);
-#if 1
/* 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_by_player)
{
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) &&
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,
CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
player->index_bit, dig_side);
}
-#endif
-#if 1
TestIfElementTouchesCustomElement(x, y); /* empty or new element */
-#endif
-
-#if 0
- if (ChangePage[newx][newy] != -1) /* delayed change */
- ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
-
-#if 1
TestIfElementHitsCustomElement(newx, newy, direction);
-
-#else
-
- if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
- {
- int hitting_element = Feld[newx][newy];
-
- /* !!! fix side (direction) orientation here and elsewhere !!! */
- CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
- direction);
-
-#if 0
- if (IN_LEV_FIELD(nextx, nexty))
- {
- int opposite_direction = MV_DIR_OPPOSITE(direction);
- int hitting_side = direction;
- int touched_side = opposite_direction;
- int touched_element = MovingOrBlocked2Element(nextx, nexty);
- boolean object_hit = (!IS_MOVING(nextx, nexty) ||
- MovDir[nextx][nexty] != direction ||
- ABS(MovPos[nextx][nexty]) <= TILEY / 2);
-
- if (object_hit)
- {
- int i;
-
- CheckElementChangeBySide(nextx, nexty, touched_element,
- CE_HIT_BY_SOMETHING, opposite_direction);
-
- 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 &&
- change->trigger_element == touched_element)
- {
- 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_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 &&
- change->trigger_element == hitting_element)
- {
- CheckElementChangeByPage(nextx, nexty, touched_element,
- hitting_element, CE_HIT_BY_X,i);
- break;
- }
- }
- }
- }
- }
-#endif
- }
-#endif
-
TestIfPlayerTouchesCustomElement(newx, newy);
TestIfElementTouchesCustomElement(newx, newy);
}
if (DelayReached(&sound_delay, sound_delay_value))
{
-#if 1
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
- if (Store[x][y] == EL_BD_AMOEBA)
- PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
- else
- PlayLevelSound(x, y, SND_AMOEBA_GROWING);
-#endif
sound_delay_value = 30;
}
}
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)
- {
- newax = x;
- neway = y;
- }
-#endif
if (newax == ax && neway == ay)
return;
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)
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)
- {
- newax = x;
- 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);
else if (neway == ay)
{
Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
-#if 1
+
PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
- PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
-#endif
}
else
{
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])
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 */
- 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;
- }
- }
-#endif
}
if (changed)
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)
if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
-#if 1
+
PlayLevelSoundAction(x, y, ACTION_CLOSING);
-#else
- PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
-#endif
}
}
}
Feld[ax][ay] = EL_WALL;
if (new_wall)
-#if 1
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
- PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
}
void CheckForDragon(int x, int y)
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);
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);
+ /* "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 */
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->has_action)
- ExecuteCustomElementAction(...);
-#endif
}
static boolean ChangeElementNow(int x, int y, int element, int page)
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);
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));
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->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_replace[xx][yy] = FALSE;
- complete_replace = FALSE;
- }
-#endif
}
if (!change->only_if_complete || complete_replace)
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;
}
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);
change = &ei->change_page[page];
}
-#if 0
- if (IS_MOVING(x, y) && !change->explode)
-#else
if (IS_MOVING(x, y)) /* never change a running system ;-) */
-#endif
{
ChangeDelay[x][y] = 1; /* try change after next move step */
ChangePage[x][y] = page; /* remember page to use for change */
return;
}
-#if 0
- if (change->has_action)
- ExecuteCustomElementAction(element, page);
-#endif
-
if (ChangeElementNow(x, y, element, page))
{
if (change->post_change_function)
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
int element = EL_CUSTOM_START + i;
-
boolean change_found = FALSE;
- boolean change_element = FALSE;
- int page = 0;
if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
!HAS_ANY_CHANGE_EVENT(element, trigger_event))
change->trigger_page & trigger_page_bits &&
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
-#if 0
- 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
-
-#if 1
change->actual_trigger_element = trigger_element;
change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
if (change->has_action)
ExecuteCustomElementAction(element, j);
-#else
- change_element = TRUE;
- page = j;
-
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
- break;
-#endif
- }
- }
-
-#if 0
- if (!change_element)
- continue;
-
- for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
- {
-#if 0
- if (x == lx && y == ly) /* do not change trigger element itself */
- continue;
-#endif
-
- if (Feld[x][y] == element)
- {
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
- ChangeElement(x, y, page);
}
}
-#endif
}
return TRUE;
element = Feld[x][y];
}
-#if 1
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;
trigger_event == CE_HITTING_X ||
trigger_event == CE_HIT_BY_X);
- if (change->can_change &&
- change->has_event[trigger_event] &&
- change->trigger_side & trigger_side &&
- change->trigger_player & trigger_player
-#if 1
- &&
- (!check_trigger_element ||
- IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
-#endif
- )
- {
- change_element = TRUE;
- trigger_page = i;
-
- change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
- break;
- }
- }
-
- 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 (trigger_page < 0)
- trigger_page = element_info[element].event_page_nr[trigger_event];
-
- if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
- return FALSE;
-#endif
-
- ChangeDelay[x][y] = 1;
- ChangeEvent[x][y] = trigger_event;
- ChangeElement(x, y, trigger_page);
-
- return TRUE;
-}
-
-static boolean CheckElementChangeExtTEST(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;
-
- if (Feld[x][y] == EL_BLOCKED)
- {
- Blocked2Moving(x, y, &x, &y);
- element = Feld[x][y];
- }
-
-#if 1
- 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;
-
- for (i = 0; i < element_info[element].num_change_pages; i++)
- {
- struct ElementChangeInfo *change = &element_info[element].change_page[i];
-
if (change->can_change &&
change->has_event[trigger_event] &&
change->trigger_side & trigger_side &&
change->trigger_player & trigger_player &&
- IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+ (!check_trigger_element ||
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
change_element = TRUE;
trigger_page = i;
change->actual_trigger_player = EL_PLAYER_1; /* unused */
}
-#else
-
- /* !!! this check misses pages with same event, but different side !!! */
-
- if (trigger_page < 0)
- trigger_page = element_info[element].event_page_nr[trigger_event];
-
- if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
- return FALSE;
-#endif
-
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
ChangeElement(x, y, trigger_page);
}
}
-#if 1
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
-#if 0
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
-#endif
boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
-#if 0
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
-#endif
-
-#if 0
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
-
if (!player->active || tape.pausing)
return 0;
-#if 0
- printf("::: [%d %d %d %d] [%d %d]\n",
- left, right, up, down, button1, button2);
-#endif
-
if (player_action)
{
-#if 0
- 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
SetPlayerWaiting(player, FALSE);
-#if 1
return player_action;
-#else
- stored_player_action[player->index_nr] = player_action;
-#endif
}
else
{
-#if 0
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-#endif
-
/* no actions for this player (no input at player's configured device) */
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
return 0;
}
-
-#if 0
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
- {
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-#endif
}
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+void AdvanceFrameAndPlayerCounters(int player_nr)
{
- static byte stored_player_action[MAX_PLAYERS];
- static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
- int left = player_action & JOY_LEFT;
- int right = player_action & JOY_RIGHT;
- int up = player_action & JOY_UP;
- int down = player_action & JOY_DOWN;
- int button1 = player_action & JOY_BUTTON_1;
- int button2 = player_action & JOY_BUTTON_2;
- int dx = (left ? -1 : right ? 1 : 0);
- int dy = (up ? -1 : down ? 1 : 0);
-
- stored_player_action[player->index_nr] = 0;
- num_stored_actions++;
-
- printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+ int i;
- if (!player->active || tape.pausing)
- return;
+ /* advance frame counters (global frame counter and time frame counter) */
+ FrameCounter++;
+ TimeFrames++;
- if (player_action)
+ /* advance player counters (counters for move delay, move animation etc.) */
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_frames =
+ MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
- if (button1)
- snapped = SnapField(player, dx, dy);
- else
- {
- if (button2)
- dropped = DropElement(player);
+ if (!advance_player_counters) /* not all players may be affected */
+ continue;
- moved = MovePlayer(player, dx, dy);
- }
-
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
-
- stored_player_action[player->index_nr] = player_action;
- }
- else
- {
- printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-
- /* no actions for this player (no input at player's configured device) */
-
- DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
- SnapField(player, 0, 0);
- CheckGravityMovementWhenNotMoving(player);
-
- if (player->MovPos == 0)
- InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
-
- if (player->MovPos == 0) /* needed for tape.playing */
- player->is_moving = FALSE;
- }
-
- if (tape.recording && num_stored_actions >= MAX_PLAYERS)
- {
- printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-}
-#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;
+ stored_player[i].Frame += move_frames;
if (stored_player[i].MovPos != 0)
stored_player[i].StepFrame += move_frames;
int i, x, y, element, graphic;
byte *recorded_player_action;
byte summarized_player_action = 0;
-#if 1
byte tape_action[MAX_PLAYERS];
-#endif
if (game_status != GAME_MODE_PLAYING)
return;
if (network_playing && !network_player_action_received)
{
- /*
-#ifdef DEBUG
- printf("DEBUG: try to get network player actions in time\n");
-#endif
- */
+ /* try to get network player actions in time */
#if defined(NETWORK_AVALIABLE)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
+ /* game was quit by network peer */
if (game_status != GAME_MODE_PLAYING)
return;
if (!network_player_action_received)
- {
- /*
-#ifdef DEBUG
- printf("DEBUG: failed to get network player actions in time\n");
-#endif
- */
- return;
- }
+ return; /* failed to get network player actions in time */
}
if (tape.pausing)
return;
-#if 0
- printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
-
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
#if 1
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;
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;
/* only save actions from input devices, but not programmed actions */
if (tape.recording)
TapeRecordAction(tape_action);
-#endif
for (i = 0; i < MAX_PLAYERS; i++)
{
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);
ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
}
-#if 0
- if (tape.recording)
- TapeRecordAction(tape_action);
-#endif
-
network_player_action_received = FALSE;
ScrollScreen(NULL, SCROLL_GO_ON);
-#if 0
- FrameCounter++;
- TimeFrames++;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].Frame++;
-#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
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++)
{
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);
}
}
}
-#endif
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
GfxFrame[x][y]++;
-#if 1
/* reset finished pushing action (not done in ContinueMoving() to allow
continous pushing animation for elements with zero push delay) */
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
}
-#endif
#if DEBUG
if (IS_BLOCKED(x, y))
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
{
element = Feld[x][y];
-#if 1
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
- graphic = el2img(element);
-#endif
-
-#if 0
- if (element == -1)
- {
- printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
-
- element = graphic = 0;
- }
-#endif
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
SetRandomAnimationValue(x, y);
-#if 1
PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
if (IS_INACTIVE(element))
{
continue;
}
-#if 1
/* this may take place after moving, so 'element' may have changed */
-#if 0
- if (IS_CHANGING(x, y))
-#else
if (IS_CHANGING(x, y) &&
(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
{
#if 0
ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
-#endif
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
-#if 1
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d, %d [%d]\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
- GfxAction[x][y]);
-#endif
-#if 0
- if (element == EL_YAMYAM)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
if (IS_ANIMATED(graphic) &&
!IS_MOVING(x, y) &&
!Stop[x][y])
- {
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- if (element == EL_BUG)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
-
-#if 0
- if (element == EL_MOLE)
- printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
- }
-
if (IS_GEM(element) || element == EL_SP_INFOTRON)
EdelsteinFunkeln(x, y);
}
ContinueMoving(x, y);
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
-#if 0
- else if (element == EL_EXPLOSION && !game.explosions_delayed)
- Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#endif
else if (element == EL_AMOEBA_GROWING)
AmoebeWaechst(x, y);
else if (element == EL_AMOEBA_SHRINKING)
MauerAbleger(x, y);
else if (element == EL_FLAMES)
CheckForDragon(x, y);
-#if 0
- else if (IS_AUTO_CHANGING(element))
- ChangeElement(x, y);
-#endif
else if (element == EL_EXPLOSION)
; /* drawing of correct explosion animation is handled separately */
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#if 0
- /* this may take place after moving, so 'element' may have changed */
- if (IS_AUTO_CHANGING(Feld[x][y]))
- ChangeElement(x, y);
-#endif
-
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
#if USE_NEW_AMOEBA_CODE
/* new experimental amoeba growth stuff */
-#if 1
if (!(FrameCounter % 8))
-#endif
{
static unsigned long random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
-#if 0
- x = (random >> 10) % lev_fieldx;
- y = (random >> 20) % lev_fieldy;
-#else
x = RND(lev_fieldx);
y = RND(lev_fieldy);
-#endif
element = Feld[x][y];
-#if 1
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
CAN_GROW_INTO(element) ||
(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 ||
- element == EL_SAND ||
- 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;
- }
-#endif
random = random * 129 + 1;
}
redraw_mask |= REDRAW_FPS;
}
-#if 0
- if (stored_player[0].jx != stored_player[0].last_jx ||
- stored_player[0].jy != stored_player[0].last_jy)
- printf("::: %d, %d, %d, %d, %d\n",
- stored_player[0].MovDir,
- stored_player[0].MovPos,
- stored_player[0].GfxPos,
- stored_player[0].Frame,
- stored_player[0].StepFrame);
-#endif
-
#if USE_NEW_MOVE_DELAY
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
#else
}
#endif
-#if 1
if (local_player->show_envelope != 0 && local_player->MovPos == 0)
{
ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
local_player->show_envelope = 0;
}
-#endif
#if USE_NEW_RANDOMIZE
/* use random number generator in every frame to make it less predictable */
redraw_mask |= REDRAW_FIELD;
}
-#if 0
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
-{
- int nextx = x + dx, nexty = y + dy;
- int element = Feld[x][y];
-
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return FALSE;
-
- return TRUE;
-}
-#endif
-
static boolean canFallDown(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
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)
{
-#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_HORIZONTAL ?
- (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
- (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-#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;
- 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 (player_can_fall_down &&
+ !player_is_moving_to_valid_field)
+ player->programmed_action = MV_DOWN;
+ }
+}
-#if 0
- boolean player_is_moving_to_valid_field =
- (
-#if 1
- !player_is_snapping &&
-#endif
-
-#if 1
- IN_LEV_FIELD(new_jx, new_jy) &&
- (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
- (IS_SP_PORT(Feld[new_jx][new_jy]) &&
- element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
- IN_LEV_FIELD(nextx, nexty) &&
- element_info[Feld[nextx][nexty]].access_direction & move_dir))
-#else
- IN_LEV_FIELD(new_jx, new_jy) &&
- (Feld[new_jx][new_jy] == EL_SP_BASE ||
- Feld[new_jx][new_jy] == EL_SAND ||
- (IS_SP_PORT(Feld[new_jx][new_jy]) &&
- canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
- /* !!! 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]) && !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 (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
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+ return CheckGravityMovement(player);
if (game.gravity && !player->programmed_action)
{
boolean MovePlayerOneStep(struct PlayerInfo *player,
int dx, int dy, int real_dx, int real_dy)
{
-#if 0
- 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 move_direction = (dx == -1 ? MV_LEFT :
- dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
- 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;
int element;
if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
return MF_NO_ACTION;
-#if 0
- element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
if (DONT_RUN_INTO(element))
{
player->step_counter++;
-#if 0
- player->drop_delay = 0;
-#endif
-
PlayerVisit[jx][jy] = FrameCounter;
ScrollPlayer(player, SCROLL_INIT);
-#if 0
- if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
- {
- 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]))
- {
- 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
-
return MF_MOVING;
}
int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
-#if 1
if (!player->active)
return FALSE;
return FALSE;
}
-#else
- if (!player->active || (!dx && !dy))
- return FALSE;
-#endif
-
-#if 0
- if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !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)
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 */
}
}
-#if 0
-#if 1
- InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
- if (!(moved & MF_MOVING) && !player->is_pushing)
- player->Frame = 0;
-#endif
-#endif
-
player->StepFrame = 0;
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)
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
-#if 1
player->is_snapping = FALSE;
-#endif
-
-#if 1
player->is_switching = FALSE;
-#endif
-
player->is_dropping = FALSE;
-
-
-#if 0
- /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
-
-#if 1
- 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_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
-
-
}
else
{
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)
{
/* 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;
}
#endif
#endif
-#if 0
- DrawPlayer(player);
-#endif
-
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
#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)
CheckGravityMovement(player);
-#if 0
- DrawPlayer(player); /* needed here only to cleanup last field */
-#endif
-
if (player->MovPos == 0) /* player reached destination field */
{
-#if 1
if (player->move_delay_reset_counter > 0)
{
player->move_delay_reset_counter--;
player->move_delay = 0;
}
}
-#else
- if (IS_PASSABLE(Feld[last_jx][last_jy]))
- {
- /* continue with normal speed after quickly moving through gate */
- HALVE_PLAYER_SPEED(player);
-
- /* be able to make the next move without delay */
- player->move_delay = 0;
- }
-#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->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,
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
-#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);
else
continue; /* center and border element do not touch */
-#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))
{
continue; /* center and border element do not touch */
}
-#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;
}
}
MV_LEFT | MV_RIGHT
};
boolean change_center_element = FALSE;
- int center_element_change_page = 0;
int center_element = Feld[x][y]; /* should always be non-moving! */
- int border_trigger_element = EL_UNDEFINED;
- int i, j;
+ int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
{
else
continue; /* center and border element do not touch */
-#if TEST_NEW_STUFF
-
/* check for change of center element (but change it only once) */
if (!change_center_element)
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
- /* -> CheckElementChangeExtTEST */
-
-#else
+ /* check for change of border element */
+ CheckElementChangeBySide(xx, yy, border_element, center_element,
+ CE_TOUCHING_X, center_side);
+ }
+}
- /* check for change of center element (but change it only once) */
- if (IS_CUSTOM_ELEMENT(center_element) &&
- HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
- !change_center_element)
- {
- for (j = 0; j < element_info[center_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[center_element].change_page[j];
+void TestIfElementHitsCustomElement(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 (change->can_change &&
- change->has_event[CE_TOUCHING_X] &&
- change->trigger_side & border_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
-#else
- change->trigger_element == border_element
-#endif
- )
- {
- change_center_element = TRUE;
- center_element_change_page = j;
- border_trigger_element = border_element;
+ if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+ return;
- break;
- }
- }
- }
+ 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 TEST_NEW_STUFF
+ if (IN_LEV_FIELD(hitx, hity))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ boolean object_hit = (!IS_MOVING(hitx, hity) ||
+ MovDir[hitx][hity] != direction ||
+ ABS(MovPos[hitx][hity]) <= TILEY / 2);
- /* check for change of border element */
- CheckElementChangeBySide(xx, yy, border_element, center_element,
- CE_TOUCHING_X, center_side);
-
-#else
-
- /* check for change of border element */
- if (IS_CUSTOM_ELEMENT(border_element) &&
- HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
- {
- for (j = 0; j < element_info[border_element].num_change_pages; j++)
- {
- struct ElementChangeInfo *change =
- &element_info[border_element].change_page[j];
-
- if (change->can_change &&
- change->has_event[CE_TOUCHING_X] &&
- change->trigger_side & center_side &&
-#if 1
- IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
-#else
- change->trigger_element == center_element
-#endif
- )
- {
-#if 0
- printf("::: border_element %d, %d\n", x, y);
-#endif
-
- CheckElementChangeByPage(xx, yy, border_element, center_element,
- CE_TOUCHING_X, j);
- break;
- }
- }
- }
-
-#endif
-
- }
-
-#if !TEST_NEW_STUFF
-
- if (change_center_element)
- {
-#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);
- }
-
-#endif
-
-}
-
-void TestIfElementHitsCustomElement(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) &&
- (!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
+ object_hit = TRUE;
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 TEST_NEW_STUFF
-
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_X, touched_side);
-#else
-
- 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;
- }
- }
- }
-
-#endif
-
-#if TEST_NEW_STUFF
-
CheckElementChangeBySide(hitx, hity, touched_element,
hitting_element, CE_HIT_BY_X, hitting_side);
-#else
-
- 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;
- }
- }
- }
-
-#endif
#if USE_HIT_BY_SOMETHING_BUGFIX
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_SMASHED_BY_SOMETHING, opposite_direction);
-#if TEST_NEW_STUFF
-
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_OTHER_IS_SMASHING, touched_side);
-#else
-
- if (IS_CUSTOM_ELEMENT(hitting_element) &&
- HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
- {
- 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_OTHER_IS_SMASHING] &&
- 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_OTHER_IS_SMASHING, i);
- break;
- }
- }
- }
-
-#endif
-
-#if TEST_NEW_STUFF
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_OTHER_GETS_SMASHED, hitting_side);
-#else
-
- if (IS_CUSTOM_ELEMENT(touched_element) &&
- HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
- {
- 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_OTHER_GETS_SMASHED] &&
- 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_OTHER_GETS_SMASHED,i);
- break;
- }
- }
- }
-
-#endif
-
}
}
}
test_move_dir =
(IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
-#if 0
- test_element = Feld[test_x][test_y];
-#else
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
/* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
2nd case: DONT_TOUCH style bad thing does not move away from good thing
{
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);
{
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);
if (!player->active)
return;
-#if 1
PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
- PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
PlayLevelSound(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
int oldx, int oldy, int x, int y,
int real_dx, int real_dy, int mode)
{
-#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;
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
-#if 1
int dig_side = MV_DIR_OPPOSITE(move_direction);
-#else
- static int trigger_sides[4] =
- {
- CH_SIDE_RIGHT, /* moving left */
- CH_SIDE_LEFT, /* moving right */
- CH_SIDE_BOTTOM, /* moving up */
- CH_SIDE_TOP, /* moving down */
- };
- int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
-#endif
int old_element = Feld[jx][jy];
int element;
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
-#if 0
-
-#if 0
- if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
- if (IS_TUBE(Feld[jx][jy]) ||
- (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
- {
- int i = 0;
- int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
- int tube_leave_directions[][2] =
- {
- { 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 },
- { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
- };
-
- while (tube_leave_directions[i][0] != tube_element)
- {
- i++;
- if (tube_leave_directions[i][0] == -1) /* should not happen */
- break;
- }
-
- if (!(tube_leave_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
- }
-
-#else
-
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
+#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) && !ACCESS_FROM(old_element, move_direction))
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 (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
{
-#if 0
- case EL_SP_PORT_LEFT:
- case EL_SP_PORT_RIGHT:
- case EL_SP_PORT_UP:
- case EL_SP_PORT_DOWN:
- case EL_SP_PORT_HORIZONTAL:
- case EL_SP_PORT_VERTICAL:
- case EL_SP_PORT_ANY:
- case EL_SP_GRAVITY_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_UP:
- case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
- if (!canEnterSupaplexPort(x, y, dx, dy))
+ int sound_element = SND_ELEMENT(element);
+ int sound_action = ACTION_WALKING;
+
+ if (IS_RND_GATE(element))
+ {
+ if (!player->key[RND_GATE_NR(element)])
return MF_NO_ACTION;
-#else
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
+ }
+ else if (IS_RND_GATE_GRAY(element))
+ {
+ if (!player->key[RND_GATE_GRAY_NR(element)])
return MF_NO_ACTION;
-#endif
+ }
+ else if (element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPENING)
+ {
+ sound_action = ACTION_PASSING; /* player is passing exit */
+ }
+ else if (element == EL_EMPTY)
+ {
+ sound_action = ACTION_MOVING; /* nothing to walk on */
+ }
+
+ /* play sound from background or player, whatever is available */
+ 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);
+ }
+ else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+ {
+ if (!ACCESS_FROM(element, opposite_direction))
+ return MF_NO_ACTION; /* field not accessible from this direction */
+
+ if (CAN_MOVE(element)) /* only fixed elements can be passed! */
+ return MF_NO_ACTION;
+ if (IS_EM_GATE(element))
+ {
+ if (!player->key[EM_GATE_NR(element)])
+ return MF_NO_ACTION;
+ }
+ else if (IS_EM_GATE_GRAY(element))
+ {
+ 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;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
+ if (player->move_delay_reset_counter == 0)
+ {
+ player->move_delay_reset_counter = 2; /* two double speed steps */
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:
- case EL_TUBE_VERTICAL:
- case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERTICAL_LEFT:
- case EL_TUBE_VERTICAL_RIGHT:
- case EL_TUBE_HORIZONTAL_UP:
- case EL_TUBE_HORIZONTAL_DOWN:
- case EL_TUBE_LEFT_UP:
- case EL_TUBE_LEFT_DOWN:
- case EL_TUBE_RIGHT_UP:
- case EL_TUBE_RIGHT_DOWN:
- {
- int i = 0;
- int tube_enter_directions[][2] =
- {
- { 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_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
- };
-
- while (tube_enter_directions[i][0] != element)
- {
- i++;
- if (tube_enter_directions[i][0] == -1) /* should not happen */
- break;
- }
-
- if (!(tube_enter_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
-
- PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
- }
- break;
-#endif
-
- 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 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 (IS_RND_GATE(element))
- {
- if (!player->key[RND_GATE_NR(element)])
- return MF_NO_ACTION;
- }
- else if (IS_RND_GATE_GRAY(element))
- {
- if (!player->key[RND_GATE_GRAY_NR(element)])
- return MF_NO_ACTION;
- }
- else if (element == EL_EXIT_OPEN ||
- element == EL_SP_EXIT_OPEN ||
- element == EL_SP_EXIT_OPENING)
- {
- sound_action = ACTION_PASSING; /* player is passing exit */
- }
- else if (element == EL_EMPTY)
- {
- sound_action = ACTION_MOVING; /* nothing to walk on */
- }
-
- /* play sound from background or player, whatever is available */
- 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) &&
- !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
-
-#endif
-
- if (IS_EM_GATE(element))
- {
- if (!player->key[EM_GATE_NR(element)])
- return MF_NO_ACTION;
- }
- else if (IS_EM_GATE_GRAY(element))
- {
- 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;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
+ }
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
+ PlayLevelSoundAction(x, y, ACTION_PASSING);
+ }
+ else if (IS_DIGGABLE(element))
+ {
+ RemoveField(x, y);
- DOUBLE_PLAYER_SPEED(player);
-#endif
+ if (mode != DF_SNAP)
+ {
+ GfxElement[x][y] = GFX_ELEMENT(element);
+ player->is_digging = TRUE;
+ }
- PlayLevelSoundAction(x, y, ACTION_PASSING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
- break;
- }
- else if (IS_DIGGABLE(element))
- {
- RemoveField(x, y);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+ player->index_bit, dig_side);
- if (mode != DF_SNAP)
- {
-#if 1
- GfxElement[x][y] = GFX_ELEMENT(element);
-#else
- GfxElement[x][y] =
- (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
- player->is_digging = TRUE;
- }
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ }
+ else if (IS_COLLECTIBLE(element))
+ {
+ RemoveField(x, y);
- PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ if (is_player && mode != DF_SNAP)
+ {
+ GfxElement[x][y] = element;
+ player->is_collecting = TRUE;
+ }
- CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
- player->index_bit, dig_side);
+ if (element == EL_SPEED_PILL)
+ {
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ }
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawGameValue_Time(TimeLeft);
+ }
+ else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+ {
+ player->shield_normal_time_left += 10;
+ if (element == EL_SHIELD_DEADLY)
+ player->shield_deadly_time_left += 10;
+ }
+ else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+ {
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
+ DrawGameValue_Dynamite(local_player->inventory_size);
+ }
+ else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+ {
+ player->dynabomb_count++;
+ player->dynabombs_left++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_SIZE)
+ {
+ player->dynabomb_size++;
+ }
+ else if (element == EL_DYNABOMB_INCREASE_POWER)
+ {
+ player->dynabomb_xl = TRUE;
+ }
+ else if (IS_KEY(element))
+ {
+ player->key[KEY_NR(element)] = TRUE;
- break;
- }
- else if (IS_COLLECTIBLE(element))
- {
- RemoveField(x, y);
+ DrawGameValue_Keys(player->key);
- if (is_player && mode != DF_SNAP)
- {
- GfxElement[x][y] = element;
- player->is_collecting = TRUE;
- }
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (IS_ENVELOPE(element))
+ {
+ player->show_envelope = element;
+ }
+ else if (IS_DROPPABLE(element) ||
+ IS_THROWABLE(element)) /* can be collected and dropped */
+ {
+ int i;
- if (element == EL_SPEED_PILL)
- {
- player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- }
- else if (element == EL_EXTRA_TIME && level.time > 0)
- {
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
- }
- else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
- {
- player->shield_normal_time_left += 10;
- if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
- }
- else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
- {
+ 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;
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element == EL_DYNABOMB_INCREASE_NUMBER)
- {
- player->dynabomb_count++;
- player->dynabombs_left++;
- }
- else if (element == EL_DYNABOMB_INCREASE_SIZE)
- {
- player->dynabomb_size++;
- }
- else if (element == EL_DYNABOMB_INCREASE_POWER)
- {
- player->dynabomb_xl = TRUE;
- }
- else if (IS_KEY(element))
- {
- player->key[KEY_NR(element)] = TRUE;
-
- DrawGameValue_Keys(player->key);
-
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (IS_ENVELOPE(element))
- {
-#if 1
- player->show_envelope = element;
-#else
- ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
- }
- else if (IS_DROPPABLE(element) ||
- IS_THROWABLE(element)) /* can be collected and dropped */
- {
- int i;
-
- 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;
-
- DrawGameValue_Dynamite(local_player->inventory_size);
- }
- else if (element_info[element].collect_count > 0)
- {
- local_player->gems_still_needed -=
- element_info[element].collect_count;
- if (local_player->gems_still_needed < 0)
- local_player->gems_still_needed = 0;
-
- DrawGameValue_Emeralds(local_player->gems_still_needed);
- }
-
- RaiseScoreElement(element);
- PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
-
- if (is_player)
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_PLAYER_COLLECTS_X,
- player->index_bit, dig_side);
-
-#if 1
- if (mode == DF_SNAP)
- TestIfElementTouchesCustomElement(x, y); /* for empty space */
-#endif
-
- break;
- }
- else if (IS_PUSHABLE(element))
- {
- if (mode == DF_SNAP && element != EL_BD_ROCK)
- return MF_NO_ACTION;
-
- if (CAN_FALL(element) && dy)
- return MF_NO_ACTION;
-
- if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
- !(element == EL_SPRING && level.use_spring_bug))
- return MF_NO_ACTION;
+ DrawGameValue_Dynamite(local_player->inventory_size);
+ }
+ else if (element_info[element].collect_count > 0)
+ {
+ local_player->gems_still_needed -=
+ element_info[element].collect_count;
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
-#if 1
- if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
- ((move_direction & MV_VERTICAL &&
- ((element_info[element].move_pattern & MV_LEFT &&
- IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
- (element_info[element].move_pattern & MV_RIGHT &&
- IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
- (move_direction & MV_HORIZONTAL &&
- ((element_info[element].move_pattern & MV_UP &&
- IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
- (element_info[element].move_pattern & MV_DOWN &&
- IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
- return MF_NO_ACTION;
-#endif
+ DrawGameValue_Emeralds(local_player->gems_still_needed);
+ }
-#if 1
- /* do not push elements already moving away faster than player */
- if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
- ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
- return MF_NO_ACTION;
-#else
- if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
- return MF_NO_ACTION;
-#endif
+ RaiseScoreElement(element);
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
-#if 1
+ if (is_player)
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_PLAYER_COLLECTS_X,
+ player->index_bit, dig_side);
-#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)
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- }
+ if (mode == DF_SNAP)
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+ }
+ else if (IS_PUSHABLE(element))
+ {
+ if (mode == DF_SNAP && element != EL_BD_ROCK)
+ return MF_NO_ACTION;
- /*
- if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
- (game.engine_version < VERSION_IDENT(3,0,7,1) ||
- !player_is_pushing))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- */
-#else
- if (!player->is_pushing &&
- game.engine_version >= VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
+ if (CAN_FALL(element) && dy)
+ return MF_NO_ACTION;
-#if 0
- 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
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && level.use_spring_bug))
+ return MF_NO_ACTION;
- player->is_pushing = TRUE;
+ if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+ ((move_direction & MV_VERTICAL &&
+ ((element_info[element].move_pattern & MV_LEFT &&
+ IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+ (element_info[element].move_pattern & MV_RIGHT &&
+ IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+ (move_direction & MV_HORIZONTAL &&
+ ((element_info[element].move_pattern & MV_UP &&
+ IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+ (element_info[element].move_pattern & MV_DOWN &&
+ IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+ return MF_NO_ACTION;
- if (!(IN_LEV_FIELD(nextx, nexty) &&
- (IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
- return MF_NO_ACTION;
+ /* do not push elements already moving away faster than player */
+ if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+ ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+ return MF_NO_ACTION;
- if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
- return MF_NO_ACTION;
+ 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(2,2,0,7))
+ {
+ if (!player->is_pushing)
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ }
-#if USE_NEW_PUSH_DELAY
+ player->is_pushing = TRUE;
-#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 (!(IN_LEV_FIELD(nextx, nexty) &&
+ (IS_FREE(nextx, nexty) ||
+ (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+ IS_SB_ELEMENT(element)))))
+ return MF_NO_ACTION;
- 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 (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+ return MF_NO_ACTION;
#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)
+ if (player->push_delay == -1) /* new pushing; restart delay */
+ player->push_delay = 0;
#else
- /* !!! */
- if (player->push_delay < player->push_delay_value &&
- !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
- element != EL_SPRING && element != EL_BALLOON)
+ if (player->push_delay == 0) /* new pushing; restart delay */
+ player->push_delay = FrameCounter;
#endif
+#if USE_NEW_PUSH_DELAY
+ if (player->push_delay < player->push_delay_value &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+ element != EL_SPRING && element != EL_BALLOON)
#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)
+ 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 */
+ {
+ /* 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;
+ 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;
+ if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+ player->move_delay = INITIAL_MOVE_DELAY_OFF;
#endif
- return MF_NO_ACTION;
- }
-
-#if 0
- printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+ return MF_NO_ACTION;
+ }
- if (IS_SB_ELEMENT(element))
- {
- if (element == EL_SOKOBAN_FIELD_FULL)
- {
- Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed++;
- }
+ if (IS_SB_ELEMENT(element))
+ {
+ if (element == EL_SOKOBAN_FIELD_FULL)
+ {
+ Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed++;
+ }
- if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
- {
- Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
- local_player->sokobanfields_still_needed--;
- }
+ if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+ {
+ Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+ local_player->sokobanfields_still_needed--;
+ }
- Feld[x][y] = EL_SOKOBAN_OBJECT;
+ Feld[x][y] = EL_SOKOBAN_OBJECT;
- if (Back[x][y] == Back[nextx][nexty])
- PlayLevelSoundAction(x, y, ACTION_PUSHING);
- else if (Back[x][y] != 0)
- PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
- ACTION_EMPTYING);
- else
- PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
- ACTION_FILLING);
+ if (Back[x][y] == Back[nextx][nexty])
+ PlayLevelSoundAction(x, y, ACTION_PUSHING);
+ else if (Back[x][y] != 0)
+ PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+ ACTION_EMPTYING);
+ else
+ PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+ ACTION_FILLING);
- if (local_player->sokobanfields_still_needed == 0 &&
- game.emulation == EMU_SOKOBAN)
- {
- player->LevelSolved = player->GameOver = TRUE;
- PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
- }
- }
- else
- PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ if (local_player->sokobanfields_still_needed == 0 &&
+ game.emulation == EMU_SOKOBAN)
+ {
+ player->LevelSolved = player->GameOver = TRUE;
+ PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+ }
+ }
+ else
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
- InitMovingField(x, y, move_direction);
- GfxAction[x][y] = ACTION_PUSHING;
+ InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
- if (mode == DF_SNAP)
- ContinueMoving(x, y);
- else
- MovPos[x][y] = (dx != 0 ? dx : dy);
+ if (mode == DF_SNAP)
+ ContinueMoving(x, y);
+ else
+ MovPos[x][y] = (dx != 0 ? dx : dy);
- Pushed[x][y] = TRUE;
- Pushed[nextx][nexty] = TRUE;
+ Pushed[x][y] = TRUE;
+ Pushed[nextx][nexty] = TRUE;
- if (game.engine_version < VERSION_IDENT(2,2,0,7))
- player->push_delay_value = GET_NEW_PUSH_DELAY(element);
- else
- player->push_delay_value = -1; /* get new value later */
+ if (game.engine_version < VERSION_IDENT(2,2,0,7))
+ player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+ else
+ player->push_delay_value = -1; /* get new value later */
#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
+ /* now: check for element change _after_ element has been pushed! */
+ if (game.use_change_when_pushing_bug)
+ {
+ 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);
+ }
-#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
+ /* check for element change _after_ element has been pushed! */
#endif
+ }
+ else if (IS_SWITCHABLE(element))
+ {
+ if (PLAYER_SWITCHING(player, x, y))
+ {
+ CheckTriggeredElementChangeByPlayer(x,y, element,
+ CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
-#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;
- player->switch_y = y;
-
- PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ return MF_ACTION;
+ }
- if (element == EL_ROBOT_WHEEL)
- {
- Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
- ZX = x;
- ZY = y;
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
- DrawLevelField(x, y);
- }
- else if (element == EL_SP_TERMINAL)
- {
- int xx, yy;
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
- for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
- {
- if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
- Bang(xx, yy);
- else if (Feld[xx][yy] == EL_SP_TERMINAL)
- Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
- }
- }
- else if (IS_BELT_SWITCH(element))
- {
- ToggleBeltSwitch(x, y);
- }
- else if (element == EL_SWITCHGATE_SWITCH_UP ||
- element == EL_SWITCHGATE_SWITCH_DOWN)
- {
- ToggleSwitchgateSwitch(x, y);
- }
- else if (element == EL_LIGHT_SWITCH ||
- element == EL_LIGHT_SWITCH_ACTIVE)
- {
- ToggleLightSwitch(x, y);
+ if (element == EL_ROBOT_WHEEL)
+ {
+ Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+ ZX = x;
+ ZY = y;
-#if 0
- PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
- SND_LIGHT_SWITCH_ACTIVATING :
- SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
- }
- else if (element == EL_TIMEGATE_SWITCH)
- {
- ActivateTimegateSwitch(x, y);
- }
- else if (element == EL_BALLOON_SWITCH_LEFT ||
- element == EL_BALLOON_SWITCH_RIGHT ||
- element == EL_BALLOON_SWITCH_UP ||
- element == EL_BALLOON_SWITCH_DOWN ||
- element == EL_BALLOON_SWITCH_ANY)
- {
- if (element == EL_BALLOON_SWITCH_ANY)
- game.balloon_dir = move_direction;
- else
- game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
- element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
- element == EL_BALLOON_SWITCH_UP ? MV_UP :
- element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
- MV_NO_MOVING);
- }
- else if (element == EL_LAMP)
- {
- Feld[x][y] = EL_LAMP_ACTIVE;
- local_player->lights_still_needed--;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_SP_TERMINAL)
+ {
+ int xx, yy;
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
- }
- else if (element == EL_TIME_ORB_FULL)
- {
- Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
- DrawGameValue_Time(TimeLeft);
+ for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+ {
+ if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+ Bang(xx, yy);
+ else if (Feld[xx][yy] == EL_SP_TERMINAL)
+ Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+ }
+ }
+ else if (IS_BELT_SWITCH(element))
+ {
+ ToggleBeltSwitch(x, y);
+ }
+ else if (element == EL_SWITCHGATE_SWITCH_UP ||
+ element == EL_SWITCHGATE_SWITCH_DOWN)
+ {
+ ToggleSwitchgateSwitch(x, y);
+ }
+ else if (element == EL_LIGHT_SWITCH ||
+ element == EL_LIGHT_SWITCH_ACTIVE)
+ {
+ ToggleLightSwitch(x, y);
+ }
+ else if (element == EL_TIMEGATE_SWITCH)
+ {
+ ActivateTimegateSwitch(x, y);
+ }
+ else if (element == EL_BALLOON_SWITCH_LEFT ||
+ element == EL_BALLOON_SWITCH_RIGHT ||
+ element == EL_BALLOON_SWITCH_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_ANY)
+ {
+ if (element == EL_BALLOON_SWITCH_ANY)
+ game.balloon_dir = move_direction;
+ else
+ game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
+ element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+ element == EL_BALLOON_SWITCH_UP ? MV_UP :
+ element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
+ MV_NO_MOVING);
+ }
+ else if (element == EL_LAMP)
+ {
+ Feld[x][y] = EL_LAMP_ACTIVE;
+ local_player->lights_still_needed--;
- ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_TIME_ORB_FULL)
+ {
+ Feld[x][y] = EL_TIME_ORB_EMPTY;
+ TimeLeft += 10;
+ DrawGameValue_Time(TimeLeft);
-#if 0
- PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
- }
+ ResetGfxAnimation(x, y);
+ DrawLevelField(x, y);
+ }
- CheckTriggeredElementChangeByPlayer(x, y, element,
- CE_SWITCH_OF_X,
- player->index_bit, dig_side);
+ 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);
+ CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+ player->index_bit, dig_side);
- return MF_ACTION;
- }
- else
- {
- if (!PLAYER_SWITCHING(player, x, y))
- {
- player->is_switching = TRUE;
- player->switch_x = x;
- player->switch_y = y;
+ return MF_ACTION;
+ }
+ else
+ {
+ if (!PLAYER_SWITCHING(player, x, y))
+ {
+ player->is_switching = TRUE;
+ player->switch_x = x;
+ player->switch_y = y;
-#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
- }
+ CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(x, y, element,
+ CE_SWITCH_OF_X,
+ player->index_bit, dig_side);
+ }
-#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
- }
+ 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);
- return MF_NO_ACTION;
+ return MF_NO_ACTION;
}
#if USE_NEW_PUSH_DELAY
dy == -1 ? MV_UP :
dy == +1 ? MV_DOWN : MV_NO_MOVING);
-#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;
player->MovDir = snap_direction;
-#if 1
if (player->MovPos == 0)
-#endif
{
player->is_moving = FALSE;
player->is_digging = FALSE;
player->is_snapping = TRUE;
-#if 1
if (player->MovPos == 0)
-#endif
{
player->is_moving = FALSE;
player->is_digging = FALSE;
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;
}
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 ?
return FALSE;
/* check if player has anything that can be dropped */
-#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[dropx][dropy] = old_element; /* store old element on this field */
{
player->inventory_size--;
-#if 0
- new_element = player->inventory_element[player->inventory_size];
-#endif
-
DrawGameValue_Dynamite(local_player->inventory_size);
if (new_element == EL_DYNAMITE)
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
-#if 1
/* needed if previous element just changed to "empty" in the last frame */
Changed[dropx][dropy] = FALSE; /* allow another change */
-#endif
-#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(dropx, dropy);
}
{
player->dynabombs_left--;
-#if 0
- new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
-
Feld[dropx][dropy] = new_element;
if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
}
-
-
-#if 1
-
if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
- {
-#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[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;
-#endif
int move_direction, nextx, nexty;
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
nextx = dropx + GET_DX_FROM_DIR(move_direction);
nexty = dropy + GET_DY_FROM_DIR(move_direction);
-#if 1
Changed[dropx][dropy] = FALSE; /* allow another change */
CheckCollision[dropx][dropy] = 2;
-#else
-
- if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
- {
-#if 0
- WasJustMoving[dropx][dropy] = 3;
-#else
-#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[dropx][dropy] = FALSE; /* allow another change */
-
-#if 1
- TestIfElementHitsCustomElement(dropx, dropy, move_direction);
-#else
- 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
{
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:
}
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
-
}
}