// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// game.c
// ============================================================================
static void HandleGameButtons(struct GadgetInfo *);
-int AmoebeNachbarNr(int, int);
-void AmoebeUmwandeln(int, int);
+int AmoebaNeighbourNr(int, int);
+void AmoebaToDiamond(int, int);
void ContinueMoving(int, int);
void Bang(int, int);
void InitMovDir(int, int);
player->jy = player->last_jy = y;
}
- if (!init_game)
+ // always check if player was just killed and should be reanimated
{
int player_nr = GET_PLAYER_NR(element);
struct PlayerInfo *player = &stored_player[player_nr];
case EL_MOLE_RIGHT:
case EL_MOLE_UP:
case EL_MOLE_DOWN:
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
InitMovDir(x, y);
break;
game.team_mode = (num_players > 1);
}
+#if 0
+ printf("level %d: level.game_version == %06d\n", level_nr,
+ level.game_version);
+ printf(" tape.file_version == %06d\n",
+ tape.file_version);
+ printf(" tape.game_version == %06d\n",
+ tape.game_version);
+ printf(" tape.engine_version == %06d\n",
+ tape.engine_version);
+ printf(" => game.engine_version == %06d [tape mode: %s]\n",
+ game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
+#endif
+
// --------------------------------------------------------------------------
// set flags for bugs and changes according to active game engine version
// --------------------------------------------------------------------------
2.0.1
Bug was fixed in version:
- 4.1.4.2
+ 4.2.0.0
Description:
In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
but the property "can fall" was missing, which caused some levels to be
- unsolvable. This was fixed in version 4.1.4.2.
+ unsolvable. This was fixed in version 4.2.0.0.
Affected levels/tapes:
An example for a tape that was fixed by this bugfix is tape 029 from the
boolean use_amoeba_dropping_cannot_fall_bug =
((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
- game.engine_version <= VERSION_IDENT(4,1,4,1)) ||
+ game.engine_version < VERSION_IDENT(4,2,0,0)) ||
(tape.playing &&
tape.game_version >= VERSION_IDENT(2,0,1,0) &&
- tape.game_version <= VERSION_IDENT(4,1,4,1)));
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
/*
Summary of bugfix/change:
The second condition is an exception from the above case and is needed for
the special case of tapes recorded with game (not engine!) version 2.0.1 or
above, but before it was known that this change would break tapes like the
- above and was fixed in 4.1.4.2, so that the changed behaviour was active
+ above and was fixed in 4.2.0.0, so that the changed behaviour was active
although the engine version while recording maybe was before 2.0.1. There
are a lot of tapes that are affected by this exception, like tape 006 from
the level set "rnd_conor_mancone".
(game.engine_version < VERSION_IDENT(2,0,1,0) &&
!(tape.playing &&
tape.game_version >= VERSION_IDENT(2,0,1,0) &&
- tape.game_version < VERSION_IDENT(4,1,4,2)));
+ tape.game_version < VERSION_IDENT(4,2,0,0)));
/*
Summary of bugfix/change:
game_em.use_snap_key_bug =
(game.engine_version < VERSION_IDENT(4,0,1,0));
- game_em.use_old_explosions =
- (game.engine_version < VERSION_IDENT(4,1,4,2));
+ game_em.use_random_bug =
+ (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
+
+ boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
+
+ game_em.use_old_explosions = use_old_em_engine;
+ game_em.use_old_android = use_old_em_engine;
+ game_em.use_old_push_elements = use_old_em_engine;
+ game_em.use_old_push_into_acid = use_old_em_engine;
+
+ game_em.use_wrap_around = !use_old_em_engine;
// --------------------------------------------------------------------------
// ---------- initialize special element properties -------------------------
- // "EL_AMOEBA_DROPPING" missed property "can fall" between 2.0.1 and 4.1.4.1
+ // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
if (use_amoeba_dropping_cannot_fall_bug)
SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
-#if 0
- printf("level %d: level version == %06d\n", level_nr, level.game_version);
- printf(" tape version == %06d [%s] [file: %06d]\n",
- tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
- tape.file_version);
- printf(" => game.engine_version == %06d\n", game.engine_version);
-#endif
-
// ---------- initialize player's initial move delay ------------------------
// dynamically adjust player properties according to level information
{
// this is used for non-R'n'D game engines to update certain engine values
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- {
- actual_player_x = correctLevelPosX_EM(actual_player_x);
- actual_player_y = correctLevelPosY_EM(actual_player_y);
- }
-
// needed to determine if sounds are played within the visible screen area
scroll_x = actual_scroll_x;
scroll_y = actual_scroll_y;
MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
break;
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
+ Feld[x][y] = EL_SPRING;
+ MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
+ break;
+
default:
if (IS_CUSTOM_ELEMENT(element))
{
void InitAmoebaNr(int x, int y)
{
int i;
- int group_nr = AmoebeNachbarNr(x, y);
+ int group_nr = AmoebaNeighbourNr(x, y);
if (group_nr == 0)
{
}
else if (border_element == EL_AMOEBA_TO_DIAMOND)
{
- AmoebeUmwandeln(x, y);
+ AmoebaToDiamond(x, y);
Store2[x][y] = 0;
border_explosion = TRUE;
}
MV_DIR_OPPOSITE(direction));
}
-int AmoebeNachbarNr(int ax, int ay)
+int AmoebaNeighbourNr(int ax, int ay)
{
int i;
int element = Feld[ax][ay];
return group_nr;
}
-static void AmoebenVereinigen(int ax, int ay)
+static void AmoebaMerge(int ax, int ay)
{
int i, x, y, xx, yy;
int new_group_nr = AmoebaNr[ax][ay];
}
}
-void AmoebeUmwandeln(int ax, int ay)
+void AmoebaToDiamond(int ax, int ay)
{
int i, x, y;
#ifdef DEBUG
if (group_nr == 0)
{
- printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandeln(): This should never happen!\n");
+ printf("AmoebaToDiamond(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebaToDiamond(): This should never happen!\n");
return;
}
#endif
}
}
-static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void AmoebaToDiamondBD(int ax, int ay, int new_element)
{
int x, y;
int group_nr = AmoebaNr[ax][ay];
#ifdef DEBUG
if (group_nr == 0)
{
- printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
- printf("AmoebeUmwandelnBD(): This should never happen!\n");
+ printf("AmoebaToDiamondBD(): ax = %d, ay = %d\n", ax, ay);
+ printf("AmoebaToDiamondBD(): This should never happen!\n");
return;
}
#endif
SND_BD_AMOEBA_TURNING_TO_GEM));
}
-static void AmoebeWaechst(int x, int y)
+static void AmoebaGrowing(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
}
}
-static void AmoebaDisappearing(int x, int y)
+static void AmoebaShrinking(int x, int y)
{
static unsigned int sound_delay = 0;
static unsigned int sound_delay_value = 0;
}
}
-static void AmoebeAbleger(int ax, int ay)
+static void AmoebaReproduce(int ax, int ay)
{
int i;
int element = Feld[ax][ay];
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
{
if (element == EL_AMOEBA_FULL)
- AmoebeUmwandeln(ax, ay);
+ AmoebaToDiamond(ax, ay);
else if (element == EL_BD_AMOEBA)
- AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+ AmoebaToDiamondBD(ax, ay, level.amoeba_content);
}
}
return;
#ifdef DEBUG
if (new_group_nr == 0)
{
- printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
- printf("AmoebeAbleger(): This should never happen!\n");
+ printf("AmoebaReproduce(): newax = %d, neway = %d\n", newax, neway);
+ printf("AmoebaReproduce(): This should never happen!\n");
return;
}
#endif
AmoebaCnt2[new_group_nr]++;
// if amoeba touches other amoeba(s) after growing, unify them
- AmoebenVereinigen(newax, neway);
+ AmoebaMerge(newax, neway);
if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
{
- AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+ AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
return;
}
}
else if (IS_ACTIVE_BOMB(element))
CheckDynamite(x, y);
else if (element == EL_AMOEBA_GROWING)
- AmoebeWaechst(x, y);
+ AmoebaGrowing(x, y);
else if (element == EL_AMOEBA_SHRINKING)
- AmoebaDisappearing(x, y);
+ AmoebaShrinking(x, y);
#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x, y);
+ AmoebaReproduce(x, y);
#endif
else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
{
int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
- int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
- int x = xx - 1 - offset;
- int y = yy - 1 - offset;
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
switch (sample)
{