X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=inline;f=src%2Fgame.c;h=ef2fa469b19eefff66f64d85bb2b3a48ca13d678;hb=3efd2f9aa751bbadb75b584f64568115a6ede379;hp=37608e5d5152f84946ad85f2d1c5e92a344d5606;hpb=b40c5be44ed492da183f29d9f2f8184391c31cf0;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 37608e5d..ef2fa469 100644 --- a/src/game.c +++ b/src/game.c @@ -485,6 +485,7 @@ void InitGame() player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; player->move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); @@ -4250,9 +4251,25 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 if (player->MovPos == 0) /* needed for tape.playing */ player->last_move_dir = MV_NO_MOVING; + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -4292,51 +4309,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } -static void sleep_milliseconds_x(unsigned long milliseconds_delay) -{ - boolean do_busy_waiting = (milliseconds_delay < 5 ? TRUE : FALSE); - -#if defined(PLATFORM_MSDOS) - /* don't use select() to perform waiting operations under DOS/Windows - environment; always use a busy loop for waiting instead */ - do_busy_waiting = TRUE; -#endif - - - - do_busy_waiting = TRUE; - - - - if (do_busy_waiting) - { - /* we want to wait only a few ms -- if we assume that we have a - kernel timer resolution of 10 ms, we would wait far to long; - therefore it's better to do a short interval of busy waiting - to get our sleeping time more accurate */ - - unsigned long base_counter = Counter(), actual_counter = Counter(); - - while (actual_counter < base_counter + milliseconds_delay && - actual_counter >= base_counter) - actual_counter = Counter(); - } - else - { -#if defined(TARGET_SDL) - SDL_Delay(milliseconds_delay); -#else - struct timeval delay; - - delay.tv_sec = milliseconds_delay / 1000; - delay.tv_usec = 1000 * (milliseconds_delay % 1000); - - if (select(0, NULL, NULL, NULL, &delay) != 0) - Error(ERR_WARN, "sleep_milliseconds(): select() failed"); -#endif - } -} - void GameActions() { static unsigned long action_delay = 0; @@ -4354,45 +4326,7 @@ void GameActions() /* ---------- main game synchronization point ---------- */ - - -#if 1 - WaitUntilDelayReached(&action_delay, action_delay_value); -#else - { - unsigned long count1 = SDL_GetTicks(), count2, current_ms, test; - - /* - WaitUntilDelayReached(&action_delay, action_delay_value); - */ - - /* - SDL_Delay(20); - */ - - /* - sleep_milliseconds_x(20); - */ - - current_ms = SDL_GetTicks(); - test = -1; - while (current_ms < count1 + 20) - { - current_ms = SDL_GetTicks(); /* busy wait! */ - - if (test != current_ms) - { - Error(ERR_RETURN, "current_ms == %ld", current_ms); - test = current_ms; - } - } - - count2 = SDL_GetTicks(); - Error(ERR_RETURN, "delay == %ld", count2 - count1); - } -#endif - - + WaitUntilDelayReached(&action_delay, action_delay_value); if (network_playing && !network_player_action_received) { @@ -5106,12 +5040,16 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else { CheckGravityMovement(player); + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } TestIfHeroTouchesBadThing(jx, jy); @@ -5209,17 +5147,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int xy_dir[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5229,59 +5167,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + #if 0 - element = Feld[x][y]; + test_element = Feld[test_x][test_y]; #else - element = MovingOrBlocked2ElementIfNotLeaving(x, y); + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(element) && move_dir == xy_dir[i]) || - (DONT_TOUCH(element) && MovDir[x][y] != xy_dir[i])) + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) + if (IS_PLAYER(good_x, good_y)) { - struct PlayerInfo *player = PLAYERINFO(goodx, goody); + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); if (player->shield_active_time_left > 0) - Bang(killx, killy); - else if (!PLAYER_PROTECTED(goodx, goody)) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) KillHero(player); } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - int bad_element = Feld[badx][bady]; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int xy_dir[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5294,74 +5235,76 @@ void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + + test_element = Feld[test_x][test_y]; /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && move_dir == xy_dir[i]) || - (DONT_TOUCH(bad_element) && MovDir[x][y] != xy_dir[i])) + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ - if (IS_PLAYER(x, y)) + if (IS_PLAYER(test_x, test_y)) { - struct PlayerInfo *player = PLAYERINFO(x, y); + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - if (bad_element == EL_ROBOT && player->last_move_dir) - continue; /* robot does not kill player if he moves */ + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } - else if (element == EL_PINGUIN && - (MovDir[x][y] != xy_dir[i] || !IS_MOVING(x, y))) + else if (test_element == EL_PINGUIN) { - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) + if (IS_PLAYER(kill_x, kill_y)) { - struct PlayerInfo *player = PLAYERINFO(killx, killy); + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); #if 0 int dir = player->MovDir; int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && - newx != badx && newy != bady) - ; /* robot does not kill player if he moves */ + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ else printf("-> %d\n", player->MovDir); - if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && - newx != badx && newy != bady) - ; /* robot does not kill player if he moves */ + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ else ; #endif if (player->shield_active_time_left > 0) - Bang(badx, bady); - else if (!PLAYER_PROTECTED(killx, killy)) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) KillHero(player); } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } @@ -5395,9 +5338,9 @@ void TestIfBadThingTouchesFriend(int x, int y) TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingTouchesOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -5410,8 +5353,8 @@ void TestIfBadThingTouchesOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; @@ -5419,14 +5362,14 @@ void TestIfBadThingTouchesOtherBadThing(int badx, int bady) if (IS_AMOEBOID(element) || element == EL_LIFE || element == EL_AMOEBING || element == EL_TROPFEN) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player)