struct
{
int element;
- int gem_count;
+ int count;
}
-gem_count_list[] =
+collect_count_list[] =
{
{ EL_EMERALD, 1 },
{ EL_BD_DIAMOND, 1 },
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
DrawText(DX + XX_SCORE, DY + YY_SCORE,
int2str(local_player->score, 5), FONT_TEXT_2);
DrawText(DX + XX_TIME, DY + YY_TIME,
/* initialize gem count values for each element */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
if (!IS_CUSTOM_ELEMENT(i))
- element_info[i].gem_count = 0;
+ element_info[i].collect_count = 0;
/* add gem count values for all elements from pre-defined list */
- for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
- element_info[gem_count_list[i].element].gem_count =
- gem_count_list[i].gem_count;
+ for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[collect_count_list[i].element].collect_count =
+ collect_count_list[i].count;
}
for (j=0; j<4; j++)
player->key[j] = FALSE;
- player->dynamite = 0;
player->dynabomb_count = 0;
player->dynabomb_size = 1;
player->dynabombs_left = 0;
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+ player->inventory_size = 0;
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
- if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
{
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
int element;
if (!IN_LEV_FIELD(x, y) ||
}
#if 1
+
+#if 0
if (IS_EXPLOSION_PROOF(element))
continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
#else
if ((IS_INDESTRUCTIBLE(element) &&
(game.engine_version < VERSION_IDENT(2,2,0) ||
}
/* save walkable background elements while explosion on same tile */
+#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
/* ignite explodable elements reached by other explosion */
if (element == EL_EXPLOSION)
else if (center_element == EL_AMOEBA_TO_DIAMOND)
Store[x][y] = level.amoeba_content;
else if (center_element == EL_YAMYAM)
- Store[x][y] =
- level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
- else if (IS_CUSTOM_ELEMENT(center_element))
- Store[x][y] =
- element_info[center_element].content[x - ex + 1][y - ey + 1];
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content[xx][yy];
else if (element == EL_WALL_EMERALD)
Store[x][y] = EL_EMERALD;
else if (element == EL_WALL_DIAMOND)
Store[x][y] = EL_PEARL;
else if (element == EL_WALL_CRYSTAL)
Store[x][y] = EL_CRYSTAL;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
else
Store[x][y] = EL_EMPTY;
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
}
Explode(x, y, EX_PHASE_START, EX_BORDER);
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (element != EL_EMPTY &&
element != EL_SAND &&
element != EL_EXPLOSION &&
{
return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
- EL_INVISIBLE_SAND_ACTIVE);
+ element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
+ element);
}
static int getInvisibleFromInvisibleActiveElement(int element)
{
return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
- EL_INVISIBLE_SAND);
+ element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
+ element);
}
static void RedrawAllLightSwitchesAndInvisibleElements()
return;
}
- if (impact)
+ /* only reset graphic animation if graphic really changes after impact */
+ if (impact &&
+ el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
DrawLevelField(x, y);
return;
}
#if 1
- else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
+ else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
{
PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
if (Stop[x][y])
return;
- GfxAction[x][y] = ACTION_DEFAULT;
+ /* !!! this should be handled more generic (not only for mole) !!! */
+ if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+ GfxAction[x][y] = ACTION_DEFAULT;
if (CAN_FALL(element) && y < lev_fieldy - 1)
{
return;
}
- GfxAction[x][y] = ACTION_MOVING;
+ /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+ for all other elements GfxAction will be set by InitMovingField() */
+ if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+ GfxAction[x][y] = ACTION_MOVING;
}
/* now make next step */
{
Feld[newx][newy] = EL_AMOEBA_SHRINKING;
PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+
+ ResetGfxAnimation(x, y);
+ GfxAction[x][y] = ACTION_DIGGING;
+ DrawLevelField(x, y);
+
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
TurnRound(x, y);
#if 1
- DrawLevelElementAnimation(x, y, element);
+ if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
+ DrawLevelElementAnimation(x, y, element);
#else
if (element == EL_BUG ||
element == EL_SPACESHIP ||
if (!IN_LEV_FIELD(x, y))
return;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
if (!IN_LEV_FIELD(x, y))
continue;
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (IS_FREE(x, y) ||
Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
{
changed = TRUE;
}
}
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
{ /* free border field */
if (nachbarn >= life[2] && nachbarn <= life[3])
static void ChangeElementNowExt(int x, int y, int target_element)
{
+#if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
{
Bang(x, y);
return;
}
+#endif
RemoveField(x, y);
Feld[x][y] = target_element;
if (!change->only_complete || complete_change)
{
+ boolean something_has_changed = FALSE;
+
if (change->only_complete && change->use_random_change &&
- RND(change->random) != 0)
+ RND(100) < change->random)
return;
for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
int ey = y + yy - 1;
if (can_change[xx][yy] && (!change->use_random_change ||
- RND(change->random) == 0))
+ RND(100) < change->random))
{
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
RemoveMovingField(ex, ey);
ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+ something_has_changed = TRUE;
+
/* for symmetry reasons, stop newly created border elements */
if (ex != x || ey != y)
Stop[ex][ey] = TRUE;
}
}
- return;
+ if (something_has_changed)
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
}
}
+ else
+ {
+ ChangeElementNowExt(x, y, change->target_element);
- ChangeElementNowExt(x, y, change->target_element);
+ PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+ }
}
static void ChangeElement(int x, int y)
{
static byte stored_player_action[MAX_PLAYERS];
static int num_stored_actions = 0;
- boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+ 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;
else
{
if (button2)
- bombed = PlaceBomb(player);
+ dropped = DropElement(player);
+
moved = MoveFigure(player, dx, dy);
}
if (tape.single_step && tape.recording && !tape.pausing)
{
- if (button1 || (bombed && !moved))
+ if (button1 || (dropped && !moved))
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
GfxFrame[x][y]++;
+#if 1
+ /* reset finished pushing action (not done in ContinueMoving() to allow
+ continous pushing animation for elements without 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))
{
#if 1
graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
#if 0
- if (element == EL_PACMAN)
- printf("::: %d, %d, %d\n",
- IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+ if (element == EL_MOLE)
+ printf("::: %d, %d, %d [%d]\n",
+ IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+ GfxAction[x][y]);
#endif
#if 0
if (element == EL_YAMYAM)
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
#if 0
- if (element == EL_YAMYAM)
+ if (element == EL_MOLE)
printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
#endif
}
#endif
element = Feld[x][y];
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
if (!IS_PLAYER(x,y) &&
(element == EL_EMPTY ||
element == EL_SAND ||
(IN_LEV_FIELD(new_jx, new_jy) &&
(Feld[new_jx][new_jy] == EL_SP_BASE ||
Feld[new_jx][new_jy] == EL_SAND));
+ /* !!! extend EL_SAND to anything diggable !!! */
if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
if (Feld[last_jx][last_jy] == EL_EMPTY)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#if 0
DrawPlayer(player);
+#endif
return;
}
else if (!FrameReached(&player->actual_frame_counter, 1))
if (player->MovPos == 0)
CheckGravityMovement(player);
- DrawPlayer(player);
+#if 0
+ DrawPlayer(player); /* needed here only to cleanup last field */
+#endif
if (player->MovPos == 0)
{
void TestIfPlayerTouchesCustomElement(int x, int y)
{
+ static boolean check_changing = FALSE;
static int xy[4][2] =
{
{ 0, -1 },
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_player = (IS_PLAYER(x, y));
int i;
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
for (i=0; i<4; i++)
{
int xx = x + xy[i][0];
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (center_is_player)
+ if (IS_PLAYER(x, y))
{
CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
break;
}
}
+
+ check_changing = FALSE;
}
void TestIfElementTouchesCustomElement(int x, int y)
{
+ static boolean check_changing = FALSE;
static int xy[4][2] =
{
{ 0, -1 },
{ +1, 0 },
{ 0, +1 }
};
- boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
+ boolean change_center_element = FALSE;
+ int center_element = Feld[x][y];
int i;
+ if (check_changing) /* prevent this function from running into a loop */
+ return;
+
+ check_changing = TRUE;
+
for (i=0; i<4; i++)
{
int xx = x + xy[i][0];
int yy = y + xy[i][1];
+ int border_element;
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (center_is_custom &&
- Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
- {
- CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
- }
+ border_element = Feld[xx][yy];
- if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
- Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
- {
- CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
- }
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ border_element == element_info[center_element].change.trigger_element)
+ change_center_element = TRUE;
+
+ /* check for change of border element */
+ if (IS_CUSTOM_ELEMENT(border_element) &&
+ center_element == element_info[border_element].change.trigger_element)
+ CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
}
+
+ if (change_center_element)
+ CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
+
+ check_changing = FALSE;
}
void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
!IS_FREE(nextx, nexty))
return MF_NO_ACTION;
+ if (element == EL_SP_GRAVITY_PORT_LEFT ||
+ element == EL_SP_GRAVITY_PORT_RIGHT ||
+ element == EL_SP_GRAVITY_PORT_UP ||
+ element == EL_SP_GRAVITY_PORT_DOWN)
+ level.gravity = !level.gravity;
+
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
if (mode != DF_SNAP)
{
+#if 1
+ GfxElement[x][y] = GFX_ELEMENT(element);
+#else
GfxElement[x][y] =
(CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
player->is_digging = TRUE;
}
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
- player->dynamite++;
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
- int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
}
else if (element == EL_DYNABOMB_INCREASE_NUMBER)
{
el2edimg(EL_KEY_1 + key_nr));
redraw_mask |= REDRAW_DOOR_1;
}
- else if (element_info[element].gem_count > 0)
+ else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+ {
+ int i;
+
+ for (i=0; i < element_info[element].collect_count; i++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+ }
+ else if (element_info[element].collect_count > 0)
{
local_player->gems_still_needed -=
- element_info[element].gem_count;
+ element_info[element].collect_count;
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
InitMovingField(x, y, move_direction);
+ GfxAction[x][y] = ACTION_PUSHING;
if (mode == DF_SNAP)
ContinueMoving(x, y);
return TRUE;
}
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
- int element;
+ int old_element;
if (!player->active || player->MovPos)
return FALSE;
- element = Feld[jx][jy];
+ old_element = Feld[jx][jy];
- if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
- IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+ /* check if player has anything that can be dropped */
+ if (player->inventory_size == 0 && player->dynabombs_left == 0)
return FALSE;
-#if 0
- if (element != EL_EMPTY)
+ /* check if anything can be dropped at the current position */
+ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
return FALSE;
-#endif
- if (element != EL_EMPTY)
- {
-#if 0
- Store[jx][jy] = element;
-#else
- Back[jx][jy] = element;
-#endif
- }
+ /* collected custom elements can only be dropped on empty fields */
+ if (player->inventory_size > 0 &&
+ IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+ && old_element != EL_EMPTY)
+ return FALSE;
+
+ if (old_element != EL_EMPTY)
+ Back[jx][jy] = old_element; /* store old element on this field */
MovDelay[jx][jy] = 96;
ResetGfxAnimation(jx, jy);
ResetRandomAnimationValue(jx, jy);
- if (player->dynamite)
+ if (player->inventory_size > 0)
{
+ int new_element = player->inventory_element[--player->inventory_size];
+
+#if 1
+ Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+ new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+ new_element);
+#else
Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
EL_DYNAMITE_ACTIVE);
- player->dynamite--;
+#endif
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->inventory_size, 3), FONT_TEXT_2);
- DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
- FONT_TEXT_2);
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
- {
-#if 1
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
- if (game.emulation == EMU_SUPAPLEX)
- DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
- else
- DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
-#endif
- }
PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+
+ CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+ CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
}
- else
+ else /* player is dropping a dyna bomb */
{
+ player->dynabombs_left--;
+
Feld[jx][jy] =
EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
- player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
RaiseScore(level.score[SC_KEY]);
break;
default:
- RaiseScore(element_info[element].score);
+ RaiseScore(element_info[element].collect_score);
break;
}
}
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
+
+ SetAudioMode(setup.sound);
PlayMusic(level_nr);
}
break;
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
+ {
setup.sound = setup.sound_loops = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
+ {
setup.sound = setup.sound_simple = TRUE;
+ SetAudioMode(setup.sound);
+ }
break;
default: