}
};
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
+
+struct
+{
+ int element;
+ int gem_count;
+}
+gem_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+
static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
static unsigned long trigger_events[MAX_NUM_ELEMENTS];
+static int gem_count[MAX_NUM_ELEMENTS];
#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
printf(" => game.engine_version == %06d\n", game.engine_version);
#endif
+ /* ---------- initialize player's initial move delay --------------------- */
+
/* dynamically adjust player properties according to game engine version */
game.initial_move_delay =
(game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
game.initial_move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ /* ---------- initialize changing elements ------------------------------- */
+
/* initialize changing elements information */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
}
/* add changing elements from pre-defined list */
- i = 0;
- while (changing_element_list[i].base_element != EL_UNDEFINED)
+ for (i=0; changing_element_list[i].base_element != EL_UNDEFINED; i++)
{
struct ChangingElementInfo *ce = &changing_element_list[i];
int element = ce->base_element;
changing_element[element].pre_change_function = ce->pre_change_function;
changing_element[element].change_function = ce->change_function;
changing_element[element].post_change_function = ce->post_change_function;
-
- i++;
}
/* add changing elements from custom element configuration */
change->delay_frames);
}
+ /* ---------- initialize trigger events ---------------------------------- */
+
/* initialize trigger events information */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
trigger_events[i] = EP_BITMASK_DEFAULT;
trigger_events[element_info[i].change.trigger] |=
element_info[i].change.events;
- /* set push delay value for all non-custom elements */
+ /* ---------- initialize push delay -------------------------------------- */
+
+ /* initialize push delay values to default */
for (i=0; i<MAX_NUM_ELEMENTS; i++)
{
if (!IS_CUSTOM_ELEMENT(i))
{
- if (i == EL_SPRING ||
- i == EL_BALLOON)
- {
- element_info[i].push_delay_fixed = 0;
- element_info[i].push_delay_random = 0;
- }
- else if (i == EL_SOKOBAN_OBJECT ||
- i == EL_SOKOBAN_FIELD_FULL ||
- i == EL_SATELLITE ||
- i == EL_SP_DISK_YELLOW)
- {
- element_info[i].push_delay_fixed = 2;
- element_info[i].push_delay_random = 0;
- }
- else
- {
- element_info[i].push_delay_fixed = 2;
- element_info[i].push_delay_random = 8;
- }
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
}
}
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ gem_count[i] = 0;
+
+ /* add gem count values for all elements from pre-defined list */
+ for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
+ gem_count[gem_count_list[i].element] = gem_count_list[i].gem_count;
}
int horiz_move = (dx != 0);
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
+#if 1
+ boolean pushed = Pushed[x][y];
+#else
struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
#if 0
boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
#else
boolean pushing = (player != NULL && player->Pushing && player->is_moving);
#endif
+#endif
#if 0
if (player && player->is_moving && player->MovPos == 0)
#if 1
#if 1
- if (Pushed[x][y]) /* special case: moving object pushed by player */
+ if (pushed) /* special case: moving object pushed by player */
#else
if (pushing) /* special case: moving object pushed by player */
#endif
#endif
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
#if 1
- if (!pushing)
+ if (!pushed) /* special case: moving object pushed by player */
#endif
JustStopped[newx][newy] = 3;
break;
#endif
+#if 0
+
case EL_EMERALD:
case EL_BD_DIAMOND:
case EL_EMERALD_YELLOW:
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+
+#if 0
+
case EL_SPEED_PILL:
RemoveField(x, y);
player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+
+
#if 0
case EL_ENVELOPE:
Feld[x][y] = EL_EMPTY;
break;
#endif
+#if 0
+
case EL_EXTRA_TIME:
RemoveField(x, y);
if (level.time > 0)
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+
+#if 0
case EL_SHIELD_NORMAL:
RemoveField(x, y);
player->shield_normal_time_left += 10;
#endif
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+#if 0
case EL_DYNAMITE:
case EL_SP_DISK_RED:
RemoveField(x, y);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+#if 0
case EL_DYNABOMB_INCREASE_NUMBER:
RemoveField(x, y);
player->dynabomb_count++;
#endif
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
+#endif
+#if 0
case EL_KEY_1:
case EL_KEY_2:
case EL_KEY_3:
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
break;
}
+#endif
case EL_ROBOT_WHEEL:
Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
#endif
+#if 0
case EL_GATE_1:
case EL_GATE_2:
case EL_GATE_3:
PlaySoundLevel(x, y, SND_GATE_PASSING);
#endif
break;
+#endif
+#if 0
case EL_SWITCHGATE_OPEN:
case EL_TIMEGATE_OPEN:
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
break;
+#endif
case EL_SP_PORT_LEFT:
case EL_SP_PORT_RIGHT:
if (!(tube_enter_directions[i][1] & move_direction))
return MF_NO_ACTION; /* tube has no opening in this direction */
- PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
+ PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
}
break;
+#if 0
case EL_EXIT_CLOSED:
case EL_SP_EXIT_CLOSED:
case EL_EXIT_OPENING:
return MF_NO_ACTION;
break;
+#endif
+#if 0
case EL_EXIT_OPEN:
case EL_SP_EXIT_OPEN:
if (mode == DF_SNAP)
PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
break;
+#endif
case EL_LAMP:
Feld[x][y] = EL_LAMP_ACTIVE;
#endif
+#if 0
case EL_PENGUIN:
case EL_PIG:
case EL_DRAGON:
break;
+#endif
default:
if (IS_WALKABLE(element))
{
- PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
+ int sound_action = ACTION_WALKING;
+
+ if (element >= EL_GATE_1 && element <= EL_GATE_4)
+ {
+ if (!player->key[element - EL_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+ else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+ {
+ 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[element].sound[sound_action] != SND_UNDEFINED)
+ PlaySoundLevelElementAction(x, y, element, sound_action);
+ else
+ PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
+
+ break;
+ }
+ else if (IS_PASSABLE(element))
+ {
+ if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+ return MF_NO_ACTION;
+
+ if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+ {
+ if (!player->key[element - EL_EM_GATE_1])
+ return MF_NO_ACTION;
+ }
+ else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+ {
+ if (!player->key[element - EL_EM_GATE_1_GRAY])
+ return MF_NO_ACTION;
+ }
+
+ /* automatically move to the next field with double speed */
+ player->programmed_action = move_direction;
+ DOUBLE_PLAYER_SPEED(player);
+
+ PlaySoundLevelAction(x, y, ACTION_PASSING);
+
break;
}
else if (IS_DIGGABLE(element))
player->is_collecting = TRUE;
}
- RaiseScoreElement(element);
+ if (element == EL_SPEED_PILL)
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+ else if (element == EL_EXTRA_TIME && level.time > 0)
+ {
+ TimeLeft += 10;
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+ }
+ 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)
+ {
+ player->dynamite++;
+ player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
+
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ }
+ 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 ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+ (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+ {
+ int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+ element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+ player->key[key_nr] = TRUE;
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + key_nr));
+ redraw_mask |= REDRAW_DOOR_1;
+ }
+ else if (gem_count[element] > 0)
+ {
+ local_player->gems_still_needed -= gem_count[element];
+ if (local_player->gems_still_needed < 0)
+ local_player->gems_still_needed = 0;
+
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ }
+
+ RaiseScoreElement(element);
PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
RaiseScore(level.score[SC_NUT]);
break;
case EL_DYNAMITE:
+ case EL_SP_DISK_RED:
case EL_DYNABOMB_INCREASE_NUMBER:
case EL_DYNABOMB_INCREASE_SIZE:
case EL_DYNABOMB_INCREASE_POWER: