X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=25e138060311fa14b1ebca089bd154b2c7dc68db;hb=fbe0eaa3234fb6a69a65136f764922e24943501d;hp=b6a7697e002a489f2044e0974fc2db401ddf02d6;hpb=41680565bf2af491be63ee8440788c4ff8b616db;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b6a7697e..25e13806 100644 --- a/src/game.c +++ b/src/game.c @@ -14,9 +14,9 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" @@ -500,9 +500,13 @@ static void InitGameEngine() { int i; + /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + #if 0 printf("level %d: level version == %06d\n", level_nr, level.game_version); printf(" tape version == %06d [%s] [file: %06d]\n", @@ -520,6 +524,7 @@ static void InitGameEngine() game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#if 0 /* dynamically adjust element properties according to game engine version */ { static int ep_em_slippery_wall[] = @@ -533,22 +538,17 @@ static void InitGameEngine() }; static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + /* special EM style gems behaviour */ for (i=0; i VERSION_IDENT(2,0,1)) - Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL; - else - Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL; + SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL, + (level.em_slippery_gems && + game.engine_version > VERSION_IDENT(2,0,1))); } +#endif /* initialize changing elements information */ for (i=0; i 0 && !(TimeLeft % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; else @@ -1138,7 +1139,7 @@ void GameWon() if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE); if (TimePlayed < 999 && !(TimePlayed % 10)) - RaiseScore(level.score[SC_ZEITBONUS]); + RaiseScore(level.score[SC_TIME_BONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) TimePlayed += 10; else @@ -1384,7 +1385,7 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; - GfxElement[x][y] = EL_EMPTY; + GfxElement[x][y] = EL_UNDEFINED; MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; @@ -1439,13 +1440,18 @@ void DrawDynamite(int x, int y) if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; - if (Store[x][y]) + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) DrawGraphic(sx, sy, el2img(Store[x][y]), 0); frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); #if 1 - if (Store[x][y]) + if (Back[x][y] || Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); @@ -1506,6 +1512,10 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; + /* remove things displayed in background while burning dynamite */ + if (!IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { /* put moving element to center field (and let it explode there) */ @@ -1531,8 +1541,16 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } - if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES) +#if 1 + if (IS_EXPLOSION_PROOF(element)) + continue; +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) continue; +#endif if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) { @@ -1546,6 +1564,11 @@ void Explode(int ex, int ey, int phase, int mode) continue; } + /* save walkable background elements while explosion on same tile */ + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; + + /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; @@ -1601,7 +1624,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; - else if (!IS_PFORTE(Store[x][y])) + else Store[x][y] = EL_EMPTY; if (x != ex || y != ey || @@ -1618,7 +1641,7 @@ void Explode(int ex, int ey, int phase, int mode) } Feld[x][y] = EL_EXPLOSION; - GfxElement[x][y] = EL_EMPTY; + GfxElement[x][y] = EL_UNDEFINED; MovDir[x][y] = MovPos[x][y] = 0; AmoebaNr[x][y] = 0; ExplodePhase[x][y] = 1; @@ -1672,6 +1695,11 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; + + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; InitField(x, y, FALSE); if (CAN_MOVE(element) || COULD_MOVE(element)) @@ -1692,12 +1720,17 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == delay) DrawLevelFieldCrumbledSand(x, y); - if (IS_PFORTE(Store[x][y])) + if (IS_WALKABLE_OVER(Back[x][y])) { - DrawLevelElement(x, y, Store[x][y]); + DrawLevelElement(x, y, Back[x][y]); DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } @@ -2435,11 +2468,11 @@ void TurnRound(int x, int y) if (IN_LEV_FIELD(left_x, left_y) && (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_MAMPF2(Feld[left_x][left_y]))) + IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y]))) can_turn_left = TRUE; if (IN_LEV_FIELD(right_x, right_y) && (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_MAMPF2(Feld[right_x][right_y]))) + IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y]))) can_turn_right = TRUE; if (can_turn_left && can_turn_right) @@ -2726,7 +2759,7 @@ void TurnRound(int x, int y) Feld[newx][newy] == EL_ACID || (element == EL_PENGUIN && (Feld[newx][newy] == EL_EXIT_OPEN || - IS_MAMPF3(Feld[newx][newy]))))) + IS_FOOD_PENGUIN(Feld[newx][newy]))))) return; MovDir[x][y] = @@ -2738,7 +2771,7 @@ void TurnRound(int x, int y) Feld[newx][newy] == EL_ACID || (element == EL_PENGUIN && (Feld[newx][newy] == EL_EXIT_OPEN || - IS_MAMPF3(Feld[newx][newy]))))) + IS_FOOD_PENGUIN(Feld[newx][newy]))))) return; MovDir[x][y] = old_move_dir; @@ -3028,8 +3061,8 @@ void StartMoving(int x, int y) if (!MovDelay[x][y]) /* start new movement phase */ { - /* all objects that can change their move direction after each step */ - /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */ + /* all objects that can change their move direction after each step + (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */ if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && @@ -3077,9 +3110,14 @@ void StartMoving(int x, int y) int sx = SCREENX(xx), sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); +#if 1 + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) + break; +#else if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) + IS_HISTORIC_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) break; +#endif if (MovDelay[x][y]) { @@ -3156,7 +3194,7 @@ void StartMoving(int x, int y) return; } - else if (IS_MAMPF3(Feld[newx][newy])) + else if (IS_FOOD_PENGUIN(Feld[newx][newy])) { if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING) DrawLevelField(newx, newy); @@ -3251,7 +3289,7 @@ void StartMoving(int x, int y) PlaySoundLevel(x, y, SND_YAMYAM_DIGGING); } else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) && - IS_MAMPF2(Feld[newx][newy])) + IS_FOOD_DARK_YAMYAM(Feld[newx][newy])) { if (AmoebaNr[newx][newy]) { @@ -4143,22 +4181,22 @@ void MauerWaechst(int x, int y) { if (MovDir[x][y] == MV_LEFT) { - if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y])) + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) DrawLevelField(x - 1, y); } else if (MovDir[x][y] == MV_RIGHT) { - if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y])) + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) DrawLevelField(x + 1, y); } else if (MovDir[x][y] == MV_UP) { - if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) DrawLevelField(x, y - 1); } else { - if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) DrawLevelField(x, y + 1); } @@ -4257,13 +4295,13 @@ void MauerAbleger(int ax, int ay) if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) DrawLevelField(ax, ay); - if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) rechts_massiv = TRUE; if (((oben_massiv && unten_massiv) || @@ -5036,11 +5074,18 @@ static void CheckGravityMovement(struct PlayerInfo *player) if (field_under_player_is_free && !player_is_moving_to_valid_field && - !IS_TUBE(Feld[jx][jy])) + !IS_WALKABLE_INSIDE(Feld[jx][jy])) player->programmed_action = MV_DOWN; } } +/* + MoveFigureOneStep() + ----------------------------------------------------------------------------- + dx, dy: direction (non-diagonal) to try to move the player to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + boolean MoveFigureOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { @@ -5315,7 +5360,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) { - if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + if (IS_PASSABLE(Feld[last_jx][last_jy])) { /* continue with normal speed after quickly moving through gate */ HALVE_PLAYER_SPEED(player); @@ -5603,8 +5648,8 @@ void KillHero(struct PlayerInfo *player) if (!player->active) return; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_EMPTY; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ player->shield_normal_time_left = 0; @@ -5656,6 +5701,65 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } +/* + checkDiagonalPushing() + ----------------------------------------------------------------------------- + check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) +*/ + +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) +{ +#if 1 + int jx, jy, dx, dy, xx, yy; + + if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID(Feld[xx][yy])); +#else + + if (real_dx && real_dy) /* diagonal direction input => do check */ + { + /* diagonal direction: check alternative direction */ + int jx = player->jx, jy = player->jy; + int dx = x - jx, dy = y - jy; + int xx = jx + (dx == 0 ? real_dx : 0); + int yy = jy + (dy == 0 ? real_dy : 0); + + if (IN_LEV_FIELD(xx, yy)) + { + int element = Feld[xx][yy]; + + if (game.engine_version < VERSION_IDENT(2,2,0)) + return IS_HISTORIC_SOLID(element); + else + return !(IS_WALKABLE(element) || + IS_DIGGABLE(element) || + IS_COLLECTIBLE(element)); + } + } + + return TRUE; /* no diagonal direction input => push object */ +#endif +} + +/* + DigField() + ----------------------------------------------------------------------------- + x, y: field next to player (non-diagonal) to try to dig to + real_dx, real_dy: direction as read from input device (can be diagonal) +*/ + int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { @@ -5686,9 +5790,15 @@ int DigField(struct PlayerInfo *player, if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; - if (IS_TUBE(Feld[jx][jy])) +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) +#endif { int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); int tube_leave_directions[][2] = { { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, @@ -5705,7 +5815,7 @@ int DigField(struct PlayerInfo *player, { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } }; - while (tube_leave_directions[i][0] != Feld[jx][jy]) + while (tube_leave_directions[i][0] != tube_element) { i++; if (tube_leave_directions[i][0] == -1) /* should not happen */ @@ -5996,11 +6106,17 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) return MF_NO_ACTION; +#if 1 + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; +#else if (real_dy) { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + if (IN_LEV_FIELD(jx, jy+real_dy) && + !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy])) return MF_NO_ACTION; } +#endif if (player->push_delay == 0) player->push_delay = FrameCounter; @@ -6104,16 +6220,16 @@ int DigField(struct PlayerInfo *player, break; case EL_SP_PORT_LEFT: - case EL_SP_GRAVITY_PORT_LEFT: case EL_SP_PORT_RIGHT: - case EL_SP_GRAVITY_PORT_RIGHT: case EL_SP_PORT_UP: - case EL_SP_GRAVITY_PORT_UP: case EL_SP_PORT_DOWN: - case EL_SP_GRAVITY_PORT_DOWN: case EL_SP_PORT_HORIZONTAL: case EL_SP_PORT_VERTICAL: case EL_SP_PORT_ANY: + case EL_SP_GRAVITY_PORT_LEFT: + case EL_SP_GRAVITY_PORT_RIGHT: + case EL_SP_GRAVITY_PORT_UP: + case EL_SP_GRAVITY_PORT_DOWN: if ((dx == -1 && element != EL_SP_PORT_LEFT && element != EL_SP_GRAVITY_PORT_LEFT && @@ -6242,16 +6358,23 @@ int DigField(struct PlayerInfo *player, || !IS_SB_ELEMENT(element)))) return MF_NO_ACTION; +#if 1 + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; +#else if (dx && real_dy) { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + if (IN_LEV_FIELD(jx, jy+real_dy) && + !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy])) return MF_NO_ACTION; } else if (dy && real_dx) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + if (IN_LEV_FIELD(jx+real_dx, jy) && + !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy])) return MF_NO_ACTION; } +#endif if (player->push_delay == 0) player->push_delay = FrameCounter; @@ -6351,16 +6474,23 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) return MF_NO_ACTION; +#if 1 + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; +#else if (dx && real_dy) { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) + if (IN_LEV_FIELD(jx, jy+real_dy) && + !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy])) return MF_NO_ACTION; } else if (dy && real_dx) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + if (IN_LEV_FIELD(jx+real_dx, jy) && + !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy])) return MF_NO_ACTION; } +#endif if (player->push_delay == 0) player->push_delay = FrameCounter; @@ -6453,8 +6583,19 @@ boolean PlaceBomb(struct PlayerInfo *player) IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) return FALSE; +#if 0 + if (element != EL_EMPTY) + return FALSE; +#endif + if (element != EL_EMPTY) + { +#if 0 Store[jx][jy] = element; +#else + Back[jx][jy] = element; +#endif + } MovDelay[jx][jy] = 96; @@ -6617,22 +6758,22 @@ void RaiseScoreElement(int element) case EL_EMERALD_YELLOW: case EL_EMERALD_RED: case EL_EMERALD_PURPLE: - RaiseScore(level.score[SC_EDELSTEIN]); + RaiseScore(level.score[SC_EMERALD]); break; case EL_DIAMOND: - RaiseScore(level.score[SC_DIAMANT]); + RaiseScore(level.score[SC_DIAMOND]); break; case EL_BUG: case EL_BD_BUTTERFLY: - RaiseScore(level.score[SC_KAEFER]); + RaiseScore(level.score[SC_BUG]); break; case EL_SPACESHIP: case EL_BD_FIREFLY: - RaiseScore(level.score[SC_FLIEGER]); + RaiseScore(level.score[SC_SPACESHIP]); break; case EL_YAMYAM: case EL_DARK_YAMYAM: - RaiseScore(level.score[SC_MAMPFER]); + RaiseScore(level.score[SC_YAMYAM]); break; case EL_ROBOT: RaiseScore(level.score[SC_ROBOT]); @@ -6641,16 +6782,16 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_PACMAN]); break; case EL_NUT: - RaiseScore(level.score[SC_KOKOSNUSS]); + RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: - RaiseScore(level.score[SC_DYNAMIT]); + RaiseScore(level.score[SC_DYNAMITE]); break; case EL_KEY_1: case EL_KEY_2: case EL_KEY_3: case EL_KEY_4: - RaiseScore(level.score[SC_SCHLUESSEL]); + RaiseScore(level.score[SC_KEY]); break; default: break;