X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0077517dc4f10e01beaa9114fe298556cba1e65f;hb=40acf0838d9d6994378d727d3ce66f84b82eb417;hp=971392310efdb466f512b7611fd3b53471c99cbb;hpb=43088f3908d6b92f5f26d93a1f9067effadbcc8c;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 97139231..0077517d 100644 --- a/src/game.c +++ b/src/game.c @@ -770,6 +770,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; player->jy = player->last_jy = y; } @@ -2651,57 +2652,19 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void RelocatePlayer(int x, int y, int element_raw) +void DrawRelocatePlayer(struct PlayerInfo *player) { - int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); - struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); - int old_jx, old_jy; - - if (player->GameOver) /* do not reanimate dead player */ - return; - - RemoveField(x, y); /* temporarily remove newly placed player */ - DrawLevelField(x, y); - - if (player->present) - { - while (player->MovPos) - { - ScrollPlayer(player, SCROLL_GO_ON); - ScrollScreen(NULL, SCROLL_GO_ON); - FrameCounter++; - - DrawPlayer(player); - - BackToFront(); - Delay(wait_delay_value); - } - - DrawPlayer(player); /* needed here only to cleanup last field */ - DrawLevelField(player->jx, player->jy); /* remove player graphic */ - - player->is_moving = FALSE; - } - - old_jx = player->jx; - old_jy = player->jy; - - Feld[x][y] = element; - InitPlayerField(x, y, element, TRUE); - - if (player != local_player) /* do not visually relocate other players */ - return; + int jx = player->jx; + int jy = player->jy; if (level.instant_relocation) { #if 1 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -2751,8 +2714,6 @@ void RelocatePlayer(int x, int y, int element_raw) #if 1 #if 0 int offset = (setup.scroll_delay ? 3 : 0); - int jx = local_player->jx; - int jy = local_player->jy; #endif int scroll_xx = -999, scroll_yy = -999; @@ -2848,9 +2809,122 @@ void RelocatePlayer(int x, int y, int element_raw) Delay(wait_delay_value); } #endif + + DrawPlayer(player); + BackToFront(); + Delay(wait_delay_value); } } +void RelocatePlayer(int jx, int jy, int el_player_raw) +{ + int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw); + struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int old_jx = player->jx; + int old_jy = player->jy; + int old_element = Feld[old_jx][old_jy]; + int element = Feld[jx][jy]; + boolean player_relocated = (old_jx != jx || old_jy != jy); + + static int trigger_sides[4][2] = + { + /* enter side leave side */ + { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */ + { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */ + { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */ + { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */ + }; + int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0); + int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0); + int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0]; + int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0]; + int enter_side = enter_side_horiz | enter_side_vert; + int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1]; + int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1]; + int leave_side = leave_side_horiz | leave_side_vert; + + if (player->GameOver) /* do not reanimate dead player */ + return; + + if (!player_relocated) /* no need to relocate the player */ + return; + + if (IS_PLAYER(jx, jy)) /* player already placed at new position */ + { + RemoveField(jx, jy); /* temporarily remove newly placed player */ + DrawLevelField(jx, jy); + } + + if (player->present) + { + while (player->MovPos) + { + ScrollPlayer(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + + DrawPlayer(player); + + BackToFront(); + Delay(wait_delay_value); + } + + DrawPlayer(player); /* needed here only to cleanup last field */ + DrawLevelField(player->jx, player->jy); /* remove player graphic */ + + player->is_moving = FALSE; + } + +#if 1 + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, + CE_LEFT_BY_PLAYER, + player->index_bit, leave_side); + + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); +#endif + + Feld[jx][jy] = el_player; + InitPlayerField(jx, jy, el_player, TRUE); + + if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ + { + Feld[jx][jy] = element; + InitField(jx, jy, FALSE); + } + +#if 1 + if (player == local_player) /* only visually relocate local player */ + DrawRelocatePlayer(player); +#endif + +#if 1 + TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); +#endif + +#if 1 + /* needed to allow change of walkable custom element by entering player */ + Changed[jx][jy] = 0; /* allow another change */ +#endif + +#if 1 + if (IS_CUSTOM_ELEMENT(element)) + CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER, + player->index_bit, enter_side); + + CheckTriggeredElementChangeByPlayer(jx, jy, element, + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); +#endif +} + void Explode(int ex, int ey, int phase, int mode) { int x, y; @@ -5931,7 +6005,13 @@ void ContinueMoving(int x, int y) Feld[newx][newy] = element; MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ - if (element == EL_MOLE) +#if 1 + if (Store[x][y] == EL_ACID) /* element is moving into acid pool */ + { + element = Feld[newx][newy] = EL_ACID; + } +#endif + else if (element == EL_MOLE) { Feld[x][y] = EL_SAND; @@ -5990,10 +6070,12 @@ void ContinueMoving(int x, int y) Back[x][y] = Back[newx][newy] = 0; } +#if 0 else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; } +#endif #if 0 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && @@ -6039,18 +6121,27 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 - if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && - ei->move_leave_element != EL_EMPTY && - (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || - stored != EL_EMPTY)) + /* some elements can leave other elements behind after moving */ +#if 1 + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element))) +#else + if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) && + !IS_PLAYER(x, y)) +#endif { - /* some elements can leave other elements behind after moving */ + int move_leave_element = ei->move_leave_element; - Feld[x][y] = ei->move_leave_element; + Feld[x][y] = move_leave_element; InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) DrawLevelFieldCrumbledSandNeighbours(x, y); + + if (ELEM_IS_PLAYER(move_leave_element)) + RelocatePlayer(x, y, move_leave_element); } #endif @@ -7212,6 +7303,14 @@ static void ChangeActiveTrap(int x, int y) static void ChangeElementNowExt(int x, int y, int target_element) { int previous_move_direction = MovDir[x][y]; +#if 1 + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y])); +#else + boolean add_player = (ELEM_IS_PLAYER(target_element) && + IS_WALKABLE(Feld[x][y]) && + !IS_MOVING(x, y)); +#endif /* check if element under player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ @@ -7222,42 +7321,65 @@ static void ChangeElementNowExt(int x, int y, int target_element) return; } - RemoveField(x, y); - Feld[x][y] = target_element; +#if 1 + if (!add_player) +#endif + { +#if 1 + if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) + RemoveMovingField(x, y); + else + RemoveField(x, y); - Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + Feld[x][y] = target_element; +#else + RemoveField(x, y); + Feld[x][y] = target_element; +#endif - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) - MovDir[x][y] = previous_move_direction; + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) + MovDir[x][y] = previous_move_direction; #if 1 - InitField_WithBug1(x, y, FALSE); + InitField_WithBug1(x, y, FALSE); #else - InitField(x, y, FALSE); - if (CAN_MOVE(Feld[x][y])) - InitMovDir(x, y); + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); #endif - DrawLevelField(x, y); + DrawLevelField(x, y); - if (GFX_CRUMBLED(Feld[x][y])) - DrawLevelFieldCrumbledSandNeighbours(x, y); + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } + Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ + +#if 0 TestIfBadThingTouchesHero(x, y); TestIfPlayerTouchesCustomElement(x, y); TestIfElementTouchesCustomElement(x, y); +#endif if (ELEM_IS_PLAYER(target_element)) RelocatePlayer(x, y, target_element); + +#if 1 + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); +#endif } static boolean ChangeElementNow(int x, int y, int element, int page) { struct ElementChangeInfo *change = &element_info[element].change_page[page]; int target_element; + int old_element = Feld[x][y]; /* always use default change event to prevent running into a loop */ if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT) @@ -7281,7 +7403,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page) Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */ +#if 0 + /* !!! indirect change before direct change !!! */ CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page); +#endif if (change->explode) { @@ -7299,6 +7424,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page) for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++) { boolean is_empty; + boolean is_walkable; boolean is_diggable; boolean is_collectible; boolean is_removable; @@ -7335,20 +7461,24 @@ static boolean ChangeElementNow(int x, int y, int element, int page) #if 1 -#if 1 - is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); +#if 0 + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) || + (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) && + !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey))); #else - is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) && - IS_WALKABLE(content_element))); + is_empty = (IS_FREE(ex, ey) || + (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element))); #endif - is_diggable = (is_empty || IS_DIGGABLE(e)); - is_collectible = (is_empty || IS_COLLECTIBLE(e)); - is_removable = (is_diggable || is_collectible); + is_walkable = (is_empty || IS_WALKABLE(e)); + is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); + is_removable = (is_diggable || is_collectible); can_replace[xx][yy] = ((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_WALKABLE && is_walkable) || (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || @@ -7423,6 +7553,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page) PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING); } +#if 1 + /* !!! indirect change before direct change !!! */ + CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page); +#endif + return TRUE; } @@ -9352,23 +9487,25 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int move_direction = player->MovDir; int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0]; int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; #if 1 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -9507,23 +9644,25 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; int old_jx = last_jx; int old_jy = last_jy; + int old_element = Feld[old_jx][old_jy]; + int new_element = Feld[jx][jy]; #if 1 /* !!! TEST ONLY !!! */ - if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + if (IS_CUSTOM_ELEMENT(old_element)) + CheckElementChangeByPlayer(old_jx, old_jy, old_element, CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element, CE_OTHER_GETS_LEFT, player->index_bit, leave_side); - if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, + if (IS_CUSTOM_ELEMENT(new_element)) + CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy], + CheckTriggeredElementChangeByPlayer(jx, jy, new_element, CE_OTHER_GETS_ENTERED, player->index_bit, enter_side); #endif @@ -10494,6 +10633,20 @@ int DigField(struct PlayerInfo *player, game.engine_version >= VERSION_IDENT(2,2,0,0)) return MF_NO_ACTION; +#if 1 + if (game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + +#if 0 + if (element == EL_EMPTY_SPACE && + game.gravity && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN) + return MF_NO_ACTION; /* player cannot walk here due to gravity */ +#endif + switch (element) { #if 0 @@ -10626,7 +10779,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; /* field not accessible from this direction */ #endif -#if 1 +#if 0 if (element == EL_EMPTY_SPACE && game.gravity && !player->is_auto_moving && canFallDown(player) && move_direction != MV_DOWN) @@ -11185,10 +11338,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dy == +1 ? MV_DOWN : MV_NO_MOVING); #if 0 - if (player->MovPos) + if (player->MovPos != 0) return FALSE; #else - if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0)) + if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; #endif @@ -11245,8 +11398,16 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_collecting = FALSE; } +#if 1 + if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */ + DrawLevelField(player->last_jx, player->last_jy); +#endif + DrawLevelField(x, y); + +#if 0 BackToFront(); +#endif return TRUE; }