X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=101855843b7c0f39165d2ace5b430bbddb7e395b;hb=ec2269c79c8535f2124dd8b0f0780e25d679be2b;hp=77427f9a6a6a444c924df0071849bf36918d5f95;hpb=b900296c1735b30781495289c551e407ecb188d3;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 77427f9a..10185584 100644 --- a/src/game.c +++ b/src/game.c @@ -58,10 +58,13 @@ #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1) #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1) +#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1) + +#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1) #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1) -#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 1) +#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0) #if USE_DELAYED_GFX_REDRAW #define TEST_DrawLevelField(x, y) \ @@ -1125,6 +1128,7 @@ void TestIfBadThingRunsIntoPlayer(int, int, int); void TestIfFriendTouchesBadThing(int, int); void TestIfBadThingTouchesFriend(int, int); void TestIfBadThingTouchesOtherBadThing(int, int); +void TestIfGoodThingGetsHitByBadThing(int, int, int); void KillPlayer(struct PlayerInfo *); void BuryPlayer(struct PlayerInfo *); @@ -1720,6 +1724,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } else { + stored_player[0].initial_element = element; stored_player[0].use_murphy = TRUE; if (!level.use_artwork_element[0]) @@ -1778,6 +1783,17 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) player->jx = player->last_jx = x; player->jy = player->last_jy = y; } + +#if USE_PLAYER_REANIMATION + if (!init_game) + { + int player_nr = GET_PLAYER_NR(element); + struct PlayerInfo *player = &stored_player[player_nr]; + + if (player->active) + player->killed = FALSE; /* if player was just killed, reanimate him */ + } +#endif } static void InitField(int x, int y, boolean init_game) @@ -2433,35 +2449,38 @@ void UpdateGameControlValues() if (gpc->type == TYPE_ELEMENT) { - int last_anim_random_frame = gfx.anim_random_frame; - int element = gpc->value; - int graphic = el2panelimg(element); - - if (gpc->value != gpc->last_value) - { - gpc->gfx_frame = 0; - gpc->gfx_random = INIT_GFX_RANDOM(); - } - else + if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY) { - gpc->gfx_frame++; + int last_anim_random_frame = gfx.anim_random_frame; + int element = gpc->value; + int graphic = el2panelimg(element); - if (ANIM_MODE(graphic) == ANIM_RANDOM && - IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; gpc->gfx_random = INIT_GFX_RANDOM(); - } + } + else + { + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } - if (ANIM_MODE(graphic) == ANIM_RANDOM) - gfx.anim_random_frame = gpc->gfx_random; + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; - if (ANIM_MODE(graphic) == ANIM_CE_SCORE) - gpc->gfx_frame = element_info[element].collect_score; + if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + gpc->gfx_frame = element_info[element].collect_score; - gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), - gpc->gfx_frame); + gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), + gpc->gfx_frame); - if (ANIM_MODE(graphic) == ANIM_RANDOM) - gfx.anim_random_frame = last_anim_random_frame; + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } } } } @@ -3713,10 +3732,11 @@ void InitGame() player->Frame = 0; player->StepFrame = 0; - player->use_murphy = FALSE; + player->initial_element = player->element_nr; player->artwork_element = (level.use_artwork_element[i] ? level.artwork_element[i] : player->element_nr); + player->use_murphy = FALSE; player->block_last_field = FALSE; /* initialized in InitPlayerField() */ player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ @@ -4012,6 +4032,7 @@ void InitGame() some_player->present = FALSE; some_player->active = FALSE; + player->initial_element = some_player->initial_element; player->artwork_element = some_player->artwork_element; player->block_last_field = some_player->block_last_field; @@ -5133,7 +5154,10 @@ static void RemoveField(int x, int y) GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NONE; +#if 0 + /* !!! this would prevent the removed tile from being redrawn !!! */ GfxRedraw[x][y] = GFX_REDRAW_NONE; +#endif } void RemoveMovingField(int x, int y) @@ -5948,8 +5972,12 @@ void Bang(int x, int y) { struct PlayerInfo *player = PLAYERINFO(x, y); +#if USE_FIX_CE_ACTION_WITH_PLAYER + element = Feld[x][y] = player->initial_element; +#else element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY : player->element_nr); +#endif if (level.use_explosion_element[player->index_nr]) { @@ -6421,6 +6449,8 @@ static void RedrawAllInvisibleElementsForMagnifier() element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE : IS_EMC_GATE_GRAY(element) ? element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE : + IS_DC_GATE_GRAY(element) ? + EL_DC_GATE_WHITE_GRAY_ACTIVE : element); TEST_DrawLevelField(x, y); } @@ -6433,6 +6463,8 @@ static void RedrawAllInvisibleElementsForMagnifier() element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY : IS_EMC_GATE_GRAY_ACTIVE(element) ? element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY : + IS_DC_GATE_GRAY_ACTIVE(element) ? + EL_DC_GATE_WHITE_GRAY : element); TEST_DrawLevelField(x, y); } @@ -8932,6 +8964,11 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); + if (DONT_GET_HIT_BY(element)) + { + TestIfGoodThingGetsHitByBadThing(newx, newy, direction); + } + /* give the player one last chance (one more frame) to move away */ if (CAN_FALL(element) && direction == MV_DOWN && (last_line || (!IS_FREE(x, newy + 1) && @@ -12550,6 +12587,9 @@ void GameActions_RND() GfxRedraw[x][y] != GFX_REDRAW_NONE) #endif { + /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES + !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */ + if (GfxRedraw[x][y] & GFX_REDRAW_TILE) DrawLevelField(x, y); @@ -12651,12 +12691,13 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { -#if 1 +#if 0 + /* (directly solved in BlitBitmap() now) */ static Bitmap *bitmap_db_field2 = NULL; int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; #else - int i, x, y; + int x, y; #endif #if 0 @@ -12666,7 +12707,8 @@ void ScrollLevel(int dx, int dy) return; #endif -#if 1 +#if 0 + /* (directly solved in BlitBitmap() now) */ if (bitmap_db_field2 == NULL) bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH); @@ -13309,8 +13351,13 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) CE_PLAYER_ENTERS_X, player->index_bit, enter_side); +#if USE_FIX_CE_ACTION_WITH_PLAYER + CheckTriggeredElementChangeBySide(jx, jy, player->initial_element, + CE_MOVE_OF_X, move_direction); +#else CheckTriggeredElementChangeBySide(jx, jy, player->element_nr, CE_MOVE_OF_X, move_direction); +#endif } if (game.engine_version >= VERSION_IDENT(3,0,7,0)) @@ -13437,7 +13484,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) if (!IN_LEV_FIELD(xx, yy)) continue; - if (IS_PLAYER(x, y)) + if (IS_PLAYER(x, y)) /* player found at center element */ { struct PlayerInfo *player = PLAYERINFO(x, y); @@ -13455,8 +13502,21 @@ void TestIfPlayerTouchesCustomElement(int x, int y) CheckTriggeredElementChangeByPlayer(xx, yy, border_element, CE_PLAYER_TOUCHES_X, player->index_bit, border_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(x, y)->initial_element; + + CheckElementChangeBySide(xx, yy, border_element, player_element, + CE_TOUCHING_X, border_side); + } +#endif } - else if (IS_PLAYER(xx, yy)) + else if (IS_PLAYER(xx, yy)) /* player found at border element */ { struct PlayerInfo *player = PLAYERINFO(xx, yy); @@ -13471,6 +13531,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y) CheckTriggeredElementChangeByPlayer(x, y, center_element, CE_PLAYER_TOUCHES_X, player->index_bit, center_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, center_side); + } +#endif + break; } } @@ -13543,10 +13617,14 @@ void TestIfElementTouchesCustomElement(int x, int y) /* check for change of border element */ CheckElementChangeBySide(xx, yy, border_element, center_element, CE_TOUCHING_X, center_side); + + /* (center element cannot be player, so we dont have to check this here) */ } for (i = 0; i < NUM_DIRECTIONS; i++) { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; int border_side = trigger_sides[i][1]; int border_element = border_element_old[i]; @@ -13558,6 +13636,20 @@ void TestIfElementTouchesCustomElement(int x, int y) change_center_element = CheckElementChangeBySide(x, y, center_element, border_element, CE_TOUCHING_X, border_side); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + if (IS_PLAYER(xx, yy)) + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(xx, yy)->initial_element; + + CheckElementChangeBySide(x, y, center_element, player_element, + CE_TOUCHING_X, border_side); + } +#endif } } @@ -13655,11 +13747,25 @@ void TestIfElementHitsCustomElement(int x, int y, int direction) CheckElementChangeBySide(x, y, hitting_element, touched_element, CE_HITTING_X, touched_side); - CheckElementChangeBySide(hitx, hity, touched_element, - hitting_element, CE_HIT_BY_X, hitting_side); + CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, + CE_HIT_BY_X, hitting_side); CheckElementChangeBySide(hitx, hity, touched_element, hitting_element, CE_HIT_BY_SOMETHING, opposite_direction); + +#if USE_FIX_CE_ACTION_WITH_PLAYER + if (IS_PLAYER(hitx, hity)) + { + /* use player element that is initially defined in the level playfield, + not the player element that corresponds to the runtime player number + (example: a level that contains EL_PLAYER_3 as the only player would + incorrectly give EL_PLAYER_1 for "player->element_nr") */ + int player_element = PLAYERINFO(hitx, hity)->initial_element; + + CheckElementChangeBySide(x, y, hitting_element, player_element, + CE_HITTING_X, touched_side); + } +#endif } } @@ -13832,6 +13938,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) 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; @@ -13862,12 +13969,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) kill_x = test_x; kill_y = test_y; + break; } else if (test_element == EL_PENGUIN) { kill_x = test_x; kill_y = test_y; + break; } } @@ -13890,6 +13999,63 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) } } +void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir) +{ + int bad_element = Feld[bad_x][bad_y]; + int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0); + int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0); + int test_x = bad_x + dx, test_y = bad_y + dy; + int test_move_dir, test_element; + int kill_x = -1, kill_y = -1; + + if (!IN_LEV_FIELD(test_x, test_y)) + return; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE); + + test_element = Feld[test_x][test_y]; + + if (test_move_dir != bad_move_dir) + { + /* good thing can be player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); + + /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the + player as being hit when he is moving towards the bad thing, because + the "get hit by" condition would be lost after the player stops) */ + if (player->MovPos != 0 && player->MovDir == bad_move_dir) + return; /* player moves away from bad thing */ + + kill_x = test_x; + kill_y = test_y; + } + else if (test_element == EL_PENGUIN) + { + kill_x = test_x; + kill_y = test_y; + } + } + + if (kill_x != -1 || kill_y != -1) + { + if (IS_PLAYER(kill_x, kill_y)) + { + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + + if (player->shield_deadly_time_left > 0 && + !IS_INDESTRUCTIBLE(bad_element)) + Bang(bad_x, bad_y); + else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y)) + KillPlayer(player); + } + else + Bang(kill_x, kill_y); + } +} + void TestIfPlayerTouchesBadThing(int x, int y) { TestIfGoodThingHitsBadThing(x, y, MV_NONE); @@ -13986,7 +14152,13 @@ void KillPlayer(struct PlayerInfo *player) player->shield_deadly_time_left = 0; Bang(jx, jy); + +#if USE_PLAYER_REANIMATION + if (player->killed) /* player may have been reanimated */ + BuryPlayer(player); +#else BuryPlayer(player); +#endif } static void KillPlayerUnlessEnemyProtected(int x, int y)