X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=2a63d3cea336b8d82d9a92d23525ad97cf5055a1;hb=62ce600f34661138022d2ab3e67b254d43b5228e;hp=c52d16250d7ce2e7f3b412dd44e500cf0c94a3cf;hpb=f2e11ad5ab49e5d051e3d3f054330b802905e4bb;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index c52d1625..2a63d3ce 100644 --- a/src/game.c +++ b/src/game.c @@ -1054,6 +1054,7 @@ void InitGame() JustStopped[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; + Changing[x][y] = FALSE; ExplodePhase[x][y] = 0; ExplodeField[x][y] = EX_NO_EXPLOSION; @@ -1880,6 +1881,17 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + /* remove things displayed in background while burning dynamite */ if (!IS_INDESTRUCTIBLE(Back[ex][ey])) Back[ex][ey] = 0; @@ -1906,7 +1918,9 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } #if 1 @@ -2206,6 +2220,7 @@ void Bang(int x, int y) player->element_nr); } +#if 0 #if 1 PlaySoundLevelAction(x, y, ACTION_EXPLODING); #else @@ -2214,6 +2229,7 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); #endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -2587,6 +2603,29 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -2603,6 +2642,12 @@ void Impact(int x, int y) object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); @@ -2725,6 +2770,13 @@ void Impact(int x, int y) Bang(x, y + 1); return; } +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + { + Bang(x, y + 1); + return; + } +#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -4021,22 +4073,9 @@ void ContinueMoving(int x, int y) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx, newy = y + dy; int nextx = newx + dx, nexty = newy + dy; - int horiz_move = (dx != 0); - int sign = (horiz_move ? dx : dy); - int step = sign * element_info[element].move_stepsize; boolean pushed = Pushed[x][y]; - /* special values for move stepsize for spring and things on conveyor belt */ - if (horiz_move) - { - if (CAN_FALL(element) && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; - else if (element == EL_SPRING) - step = sign * MOVE_STEPSIZE_NORMAL * 2; - } - - MovPos[x][y] += step; + MovPos[x][y] += getElementMoveStepsize(x, y); if (pushed) /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); @@ -5089,14 +5128,23 @@ static void ChangeElementNowExt(int x, int y, int target_element) if (CAN_BE_CRUMBLED(Feld[x][y])) DrawLevelFieldCrumbledSandNeighbours(x, y); + + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); } static void ChangeElementNow(int x, int y, int element) { struct ElementChangeInfo *change = &element_info[element].change; + /* prevent CheckTriggeredElementChange() from looping */ + Changing[x][y] = TRUE; + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + Changing[x][y] = FALSE; + if (change->explode) { Bang(x, y); @@ -5138,6 +5186,9 @@ static void ChangeElementNow(int x, int y, int element) e = Feld[ex][ey]; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || @@ -5163,6 +5214,9 @@ static void ChangeElementNow(int x, int y, int element) if (can_change[xx][yy] && (!change->use_random_change || RND(change->random) == 0)) { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + ChangeElementNowExt(ex, ey, change->content[xx][yy]); /* for symmetry reasons, stop newly created border elements */ @@ -5282,6 +5336,9 @@ static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, if (x == lx && y == ly) /* do not change trigger element itself */ continue; + if (Changing[x][y]) /* do not change just changing elements */ + continue; + if (Feld[x][y] == i) { ChangeDelay[x][y] = 1;