{ EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
{ EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
- { EL_UNDEFINED, MV_NO_MOVING }
+ { EL_UNDEFINED, MV_NONE }
};
static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
static int belt_move_dir[3] =
{
MV_LEFT,
- MV_NO_MOVING,
+ MV_NONE,
MV_RIGHT
};
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NO_MOVING;
+ player->MovDir = MV_NONE;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NO_MOVING;
+ player->GfxDir = MV_NONE;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
player->step_counter = 0;
- player->last_move_dir = MV_NO_MOVING;
+ player->last_move_dir = MV_NONE;
player->is_waiting = FALSE;
player->is_moving = FALSE;
#if defined(NETWORK_AVALIABLE)
/* initial null action */
if (network_playing)
- SendToServer_MovePlayer(MV_NO_MOVING);
+ SendToServer_MovePlayer(MV_NONE);
#endif
ZX = ZY = -1;
TimeLeft = level.time;
TapeTime = 0;
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
ScreenMovPos = 0;
ScreenGfxPos = 0;
game.light_time_left = 0;
game.timegate_time_left = 0;
game.switchgate_pos = 0;
- game.balloon_dir = MV_NO_MOVING;
+ game.wind_direction = level.wind_direction_initial;
game.gravity = level.initial_gravity;
game.explosions_delayed = TRUE;
for (i = 0; i < NUM_BELTS; i++)
{
- game.belt_dir[i] = MV_NO_MOVING;
+ game.belt_dir[i] = MV_NONE;
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
}
GfxRandom[x][y] = INIT_GFX_RANDOM();
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
}
}
/* correct non-moving belts to start moving left */
for (i = 0; i < NUM_BELTS; i++)
- if (game.belt_dir[i] == MV_NO_MOVING)
+ if (game.belt_dir[i] == MV_NONE)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
/* check if any connected player was not found in playfield */
if (move_direction_initial == MV_START_PREVIOUS)
{
- if (MovDir[x][y] != MV_NO_MOVING)
+ if (MovDir[x][y] != MV_NONE)
return;
move_direction_initial = MV_START_AUTOMATIC;
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
}
void RemoveMovingField(int x, int y)
Back[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
- GfxDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MV_NONE;
ChangeDelay[x][y] = 0;
ChangePage[x][y] = -1;
for (i = 0; i < NUM_BELTS; i++)
{
- if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+ if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltElement(element);
int belt_nr = i;
static int belt_move_dir[4] =
{
MV_LEFT,
- MV_NO_MOVING,
+ MV_NONE,
MV_RIGHT,
- MV_NO_MOVING,
+ MV_NONE,
};
int element = Feld[x][y];
DrawLevelField(xx, yy);
}
}
- else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+ else if (IS_BELT(element) && belt_dir != MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltElement(element);
DrawLevelField(xx, yy);
}
}
- else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+ else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
{
int e_belt_nr = getBeltNrFromBeltActiveElement(element);
}
else if (element == EL_BALLOON)
{
- MovDir[x][y] = game.balloon_dir;
+ MovDir[x][y] = game.wind_direction;
MovDelay[x][y] = 0;
}
else if (element == EL_SPRING)
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;
+ MovDir[x][y] = MV_NONE;
MovDelay[x][y] = 0;
}
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
MovDir[x][y] = move_pattern;
MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
}
+ else if (move_pattern & MV_WIND_DIRECTION)
+ {
+ MovDir[x][y] = game.wind_direction;
+ MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+ }
else if (move_pattern == MV_ALONG_LEFT_SIDE)
{
if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
}
}
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
if (attr_x < x)
MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
else if (attr_x > x)
move_pattern == MV_WHEN_DROPPED)
{
if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
- MovDir[x][y] = MV_NO_MOVING;
+ MovDir[x][y] = MV_NONE;
MovDelay[x][y] = 0;
}
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; /* start with very low preference */
- int new_move_dir = MV_NO_MOVING;
+ int new_move_dir = MV_NONE;
int start_test = RND(4);
int i;
}
else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
{
- if (MovDir[x][y] == MV_NO_MOVING)
+ if (MovDir[x][y] == MV_NONE)
{
InitMovingField(x, y, MV_DOWN);
started_moving = TRUE;
/* not "else if" because of elements that can fall and move (EL_SPRING) */
#if 0
- if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+ if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
#else
if (CAN_MOVE(element) && !started_moving)
#endif
#if 0
#if DEBUG
- if (MovDir[x][y] == MV_NO_MOVING)
+ if (MovDir[x][y] == MV_NONE)
{
printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
x, y, element, element_info[element].token_name);
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
DrawLevelField(newx, newy);
else
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
else if (!IS_FREE(newx, newy))
{
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+ GfxDir[x][y] = MovDir[x][y] = MV_NONE;
DrawLevelField(x, y);
}
}
player->MovDir = (dx < 0 ? MV_LEFT :
dx > 0 ? MV_RIGHT :
dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ dy > 0 ? MV_DOWN : MV_NONE);
if (!IN_LEV_FIELD(new_jx, new_jy))
return MF_NO_ACTION;
player->move_delay = -1; /* set to "uninitialized" value */
/* store if player is automatically moved to next field */
- player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+ player->is_auto_moving = (player->programmed_action != MV_NONE);
/* remove the last programmed player action */
player->programmed_action = 0;
redraw_mask |= REDRAW_FIELD;
}
else
- ScreenMovDir = MV_NO_MOVING;
+ ScreenMovDir = MV_NONE;
}
void TestIfPlayerTouchesCustomElement(int x, int y)
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
continue;
test_move_dir =
- (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
test_element = Feld[test_x][test_y];
void TestIfPlayerTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
void TestIfBadThingTouchesPlayer(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
void TestIfFriendTouchesBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+ TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesFriend(int x, int y)
{
- TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+ TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}
void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
int jx = oldx, jy = oldy;
int dx = x - jx, dy = y - jy;
int nextx = x + dx, nexty = y + dy;
- int move_direction = (dx == -1 ? MV_LEFT :
+ int move_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
int opposite_direction = MV_DIR_OPPOSITE(move_direction);
int dig_side = MV_DIR_OPPOSITE(move_direction);
int old_element = Feld[jx][jy];
}
else if (element == EL_EXTRA_TIME && level.time > 0)
{
- TimeLeft += 10;
+ TimeLeft += level.extra_time;
DrawGameValue_Time(TimeLeft);
}
else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
{
- player->shield_normal_time_left += 10;
+ player->shield_normal_time_left += level.shield_normal_time;
if (element == EL_SHIELD_DEADLY)
- player->shield_deadly_time_left += 10;
+ player->shield_deadly_time_left += level.shield_deadly_time;
}
else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
{
{
ActivateTimegateSwitch(x, y);
}
- else if (element == EL_BALLOON_SWITCH_LEFT ||
+ 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_UP ||
+ element == EL_BALLOON_SWITCH_DOWN ||
+ element == EL_BALLOON_SWITCH_NONE ||
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);
+ game.wind_direction = (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 :
+ element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
+ move_direction);
}
else if (element == EL_LAMP)
{
else if (element == EL_TIME_ORB_FULL)
{
Feld[x][y] = EL_TIME_ORB_EMPTY;
- TimeLeft += 10;
+ TimeLeft += level.time_orb_time;
DrawGameValue_Time(TimeLeft);
ResetGfxAnimation(x, y);
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
- int snap_direction = (dx == -1 ? MV_LEFT :
+ int snap_direction = (dx == -1 ? MV_LEFT :
dx == +1 ? MV_RIGHT :
- dy == -1 ? MV_UP :
- dy == +1 ? MV_DOWN : MV_NO_MOVING);
+ dy == -1 ? MV_UP :
+ dy == +1 ? MV_DOWN : MV_NONE);
if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
return FALSE;