X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame.c;h=a78e341f983a3e429518c8e8bff1647f0a96983b;hb=05be30e0b291803b5d1947ad04ff4c3be546ed4a;hp=239a6a7008911d93ad1e48920c546da37a8fd315;hpb=67df7f8e7d36881be28794e9744dab2136679cc1;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 239a6a70..a78e341f 100644 --- a/src/game.c +++ b/src/game.c @@ -25,10 +25,13 @@ #define USE_NEW_AMOEBA_CODE FALSE /* EXPERIMENTAL STUFF */ -#define USE_NEW_STUFF (TRUE * 1) +#define USE_NEW_STUFF ( * 1) -#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1) -#define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1) /* for DigField() */ @@ -89,11 +92,18 @@ #define INITIAL_MOVE_DELAY_ON 0 /* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_MIN_SPEED 32 #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 +#define MOVE_DELAY_MAX_SPEED 1 +#if 0 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#else +#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x)) +#endif #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) @@ -1701,6 +1711,26 @@ void InitGame() emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); +#if USE_NEW_ALL_SLIPPERY + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; + + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } +#endif + /* initialize explosion and ignition delay */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { @@ -4759,11 +4789,26 @@ void StartMoving(int x, int y) Feld[x + 1][y + 1] == EL_ACID)); boolean can_fall_any = (can_fall_left || can_fall_right); boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { if (slippery_type == SLIPPERY_ONLY_LEFT) can_fall_right = FALSE; else if (slippery_type == SLIPPERY_ONLY_RIGHT) @@ -4776,7 +4821,10 @@ void StartMoving(int x, int y) can_fall_any = (can_fall_left || can_fall_right); can_fall_both = (can_fall_left && can_fall_right); } +#endif +#if USE_NEW_ALL_SLIPPERY +#else #if USE_NEW_SP_SLIPPERY /* !!! better use the same properties as for custom elements here !!! */ else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && @@ -4786,7 +4834,19 @@ void StartMoving(int x, int y) can_fall_both = FALSE; } #endif +#endif +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) + { + if (element == EL_BD_ROCK || element == EL_BD_DIAMOND) + can_fall_right = FALSE; /* slip down on left side */ + else + can_fall_left = !(can_fall_right = RND(2)); + + can_fall_both = FALSE; + } +#else if (can_fall_both) { if (game.emulation == EMU_BOULDERDASH || @@ -4797,6 +4857,7 @@ void StartMoving(int x, int y) can_fall_both = FALSE; } +#endif if (can_fall_any) { @@ -5314,11 +5375,6 @@ void StartMoving(int x, int y) ContinueMoving(x, y); } -/* (emacs is confused here for some reason; this makes it happy again ;-) ) */ -void dummy() -{ -} - void ContinueMoving(int x, int y) { int element = Feld[x][y]; @@ -6650,6 +6706,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { int move_stepsize = TILEX / stored_player[i].move_delay_value; + if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT) + { + /* translate "+" and "-" to "*" and "/" with powers of two */ + action_arg_number = 1 << action_arg_number; + action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY : + CA_MODE_DIVIDE); + } + move_stepsize = getModifiedActionNumber(move_stepsize, action_mode, @@ -6663,8 +6727,8 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) stored_player[i].move_delay_value = TILEX / move_stepsize; #if 0 - printf("::: move_delay_value == %d\n", - stored_player[i].move_delay_value); + printf("::: move_delay_value == %d [%d]\n", + stored_player[i].move_delay_value, action_arg_number); #endif } } @@ -7439,12 +7503,25 @@ void AdvanceFrameAndPlayerCounters(int player_nr) for (i = 0; i < MAX_PLAYERS; i++) { boolean advance_player_counters = (player_nr == -1 || player_nr == i); - int move_frames = - MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + int move_delay_value = stored_player[i].move_delay_value; + int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value; if (!advance_player_counters) /* not all players may be affected */ continue; +#if USE_NEW_PLAYER_ANIM + if (move_frames == 0) /* less than one move per game frame */ + { + int stepsize = TILEX / move_delay_value; + int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED; + int count = (stored_player[i].is_moving ? + ABS(stored_player[i].MovPos) / stepsize : FrameCounter); + + if (count % delay == 0) + move_frames = 1; + } +#endif + stored_player[i].Frame += move_frames; if (stored_player[i].MovPos != 0) @@ -7698,11 +7775,20 @@ void GameActions() if (IS_CHANGING(x, y) && (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y])) { + int page = element_info[element].event_page_nr[CE_DELAY]; #if 0 - ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : - element_info[element].event_page_nr[CE_DELAY]); + ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page); #else - ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]); + +#if 0 + printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]); +#endif + + if (CAN_CHANGE(element)) + ChangeElement(x, y, page); + + if (HAS_ACTION(element) && ChangeDelay[x][y] == 0) + ExecuteCustomElementAction(x, y, element, page); #endif element = Feld[x][y]; @@ -8416,8 +8502,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) + return; + + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ return; +#else + if (!player->active || player->MovPos == 0) + return; +#endif if (mode == SCROLL_INIT) { @@ -8447,20 +8541,47 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) MovDelay[last_jx][last_jy] = last_field_block_delay + 1; } +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) CheckGravityMovement(player); +#endif if (player->MovPos == 0) /* player reached destination field */ { +#if 0 + printf("::: player reached destination field\n"); +#endif + if (player->move_delay_reset_counter > 0) { player->move_delay_reset_counter--;