X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=30af0fcbbd7a50affb604b234f7da58d87e9e1bd;hb=842f9050c68d9c9f0741e444a052e00cf81ee90b;hp=4318a1aea73572056c8dee289725c6879ddad6d7;hpb=bd96106ab19bfebe3aab6d14ca91c47551ed3c22;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 4318a1ae..30af0fcb 100644 --- a/src/game.c +++ b/src/game.c @@ -107,7 +107,7 @@ (condition))) #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ - ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1) + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) @@ -135,7 +135,7 @@ #define PENGUIN_CAN_ENTER_FIELD(x, y) \ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ - IS_FOOD_PIG(Feld[x][y]) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ Feld[x][y] == EL_EXIT_OPEN || \ Feld[x][y] == EL_ACID)) @@ -750,6 +750,33 @@ static void InitGameEngine() if (HAS_CHANGE_EVENT(i, CE_BY_OTHER)) trigger_events[element_info[i].change.trigger] |= element_info[i].change.events; + + /* set push delay value for all non-custom elements */ + for (i=0; iactual_frame_counter = 0; player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; player->is_moving = FALSE; player->is_waiting = FALSE; @@ -908,6 +934,7 @@ void InitGame() AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; Stop[x][y] = FALSE; + Pushed[x][y] = FALSE; ExplodePhase[x][y] = 0; ExplodeField[x][y] = EX_NO_EXPLOSION; @@ -1212,7 +1239,9 @@ void InitMovDir(int x, int y) { if (element_info[element].move_direction_initial != MV_NO_MOVING) MovDir[x][y] = element_info[element].move_direction_initial; - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) MovDir[x][y] = 1 << RND(4); else if (element_info[element].move_pattern == MV_HORIZONTAL) MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); @@ -1505,8 +1534,10 @@ static void ResetGfxAnimation(int x, int y) void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; if (!JustStopped[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); @@ -1600,6 +1631,7 @@ static void RemoveField(int x, int y) MovDir[x][y] = 0; MovDelay[x][y] = 0; ChangeDelay[x][y] = 0; + Pushed[x][y] = FALSE; } void RemoveMovingField(int x, int y) @@ -3015,12 +3047,18 @@ void TurnRound(int x, int y) } } } - else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) { boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); - if (can_turn_left && can_turn_right) + if (element_info[element].move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); else if (can_turn_left) MovDir[x][y] = (RND(2) ? left_dir : back_dir); @@ -3313,11 +3351,26 @@ void StartMoving(int x, int y) GfxAction[x][y + 1] = ACTION_ACTIVE; #endif } +#if 1 +#if 1 + else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + JustStopped[x][y] && !Pushed[x][y + 1]) +#else else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && JustStopped[x][y]) +#endif { + /* calling "Impact()" here is not only completely unneccessary + (because it already gets called from "ContinueMoving()" in + all relevant situations), but also completely bullshit, because + "JustStopped" also indicates a finished *horizontal* movement; + we must keep this trash for backwards compatibility with older + tapes */ + Impact(x, y); } +#endif else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) @@ -3351,7 +3404,7 @@ void StartMoving(int x, int y) element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y + 1]) || + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) @@ -3371,6 +3424,11 @@ void StartMoving(int x, int y) InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; + +#if 0 + if (element == EL_BOMB) + printf("::: SLIP DOWN [%d]\n", FrameCounter); +#endif } } else if (IS_BELT_ACTIVE(Feld[x][y + 1])) @@ -3391,7 +3449,7 @@ void StartMoving(int x, int y) } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ if (CAN_MOVE(element) && !started_moving) { int newx, newy; @@ -3424,7 +3482,9 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && element != EL_PACMAN && - !(element_info[element].move_pattern & MV_ANY_DIRECTION)) + !(element_info[element].move_pattern & MV_ANY_DIRECTION) && + element_info[element].move_pattern != MV_TURNING_LEFT && + element_info[element].move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); @@ -3778,6 +3838,17 @@ void ContinueMoving(int x, int y) int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED; + struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL); +#if 0 + boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0); +#else + boolean pushing = (player != NULL && player->Pushing && player->is_moving); +#endif + +#if 0 + if (player && player->is_moving && player->MovPos == 0) + printf("::: !!!\n"); +#endif if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) step /= 2; @@ -3804,6 +3875,30 @@ void ContinueMoving(int x, int y) MovPos[x][y] += step; +#if 1 +#if 1 + if (Pushed[x][y]) /* special case: moving object pushed by player */ +#else + if (pushing) /* special case: moving object pushed by player */ +#endif +#if 1 + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); +#else + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos)); +#endif +#endif + +#if 0 + if (element == EL_SPRING) + printf("::: spring moves %d [%d: %d, %d, %d/%d]\n", + MovPos[x][y], + pushing, + (player?player->Pushing:-42), + (player?player->is_moving:-42), + (player?player->MovPos:-42), + (player?player->GfxPos:-42)); +#endif + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { Feld[x][y] = EL_EMPTY; @@ -3879,6 +3974,16 @@ void ContinueMoving(int x, int y) Feld[x][y] = get_next_element(element); element = Feld[newx][newy] = Store[x][y]; } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; @@ -3896,29 +4001,47 @@ void ContinueMoving(int x, int y) GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + Pushed[x][y] = Pushed[newx][newy] = FALSE; + ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 #if 0 + /* 2.1.1 (does not work correctly for spring) */ if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; #else - /* + +#if 0 + /* (does not work for falling objects that slide horizontally) */ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; */ if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) MovDir[newx][newy] = 0; #endif + +#endif #endif DrawLevelField(x, y); DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; +#if 0 + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing) +#endif + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ +#if 1 + if (!pushing) +#endif + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { @@ -4961,16 +5084,12 @@ static void CheckPlayerElementChange(int x, int y, int element, if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event)) return; - if (trigger_event == CE_PUSHED_BY_PLAYER) - { -#if 0 - /* !!! does not work -- debug !!! */ - ChangeDelay[x][y] = 2; /* give one frame (+1) to start pushing */ - ChangeElement(x, y); +#if 1 + ChangeDelay[x][y] = 1; + ChangeElement(x, y); +#else + ChangeElementDoIt(x, y, element_info[element].change.successor); #endif - } - else - ChangeElementDoIt(x, y, element_info[element].change.successor); } static void PlayerActions(struct PlayerInfo *player, byte player_action) @@ -5139,6 +5258,30 @@ void GameActions() stored_player[i].Frame++; #endif +#if 1 + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + { + for (i=0; ijx; + int y = player->jy; + + if (player->active && player->Pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif + for (y=0; yjx, jy = player->jy; int dx = x - jx, dy = y - jy; int move_direction = (dx == -1 ? MV_LEFT : @@ -6328,7 +6472,14 @@ int DigField(struct PlayerInfo *player, } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) + { +#if 0 + if (FrameCounter == 437) + printf("::: ---> IS_MOVING %d\n", MovDir[x][y]); +#endif + return MF_NO_ACTION; + } #if 0 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) @@ -6689,6 +6840,8 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; +#if 0 + /* the following elements cannot be pushed by "snapping" */ case EL_ROCK: case EL_BOMB: @@ -6708,6 +6861,10 @@ int DigField(struct PlayerInfo *player, if (dy) return MF_NO_ACTION; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; + player->Pushing = TRUE; #if 0 @@ -6722,8 +6879,14 @@ int DigField(struct PlayerInfo *player, if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) return MF_NO_ACTION; + if (player->push_delay == 0) player->push_delay = FrameCounter; + +#if 0 + printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value); +#endif + #if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && !tape.playing && @@ -6743,15 +6906,29 @@ int DigField(struct PlayerInfo *player, } else { +#if 1 + InitMovingField(x, y, (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : MV_DOWN)); + MovPos[x][y] = (dx != 0 ? dx : dy); +#else RemoveField(x, y); Feld[x + dx][y + dy] = element; +#endif } +#if 0 + printf("pushing %d/%d ... %d [%d]\n", dx, dy, + FrameCounter, player->push_delay_value); +#endif + +#if 0 if (element == EL_SPRING) { Feld[x + dx][y + dy] = EL_SPRING; MovDir[x + dx][y + dy] = move_direction; } +#endif player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); @@ -6762,6 +6939,8 @@ int DigField(struct PlayerInfo *player, break; +#endif + case EL_GATE_1: case EL_GATE_2: case EL_GATE_3: @@ -6946,6 +7125,8 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; +#if 0 + #if 0 case EL_SOKOBAN_FIELD_EMPTY: break; @@ -6985,6 +7166,44 @@ int DigField(struct PlayerInfo *player, if (IS_SB_ELEMENT(element)) { +#if 1 + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[x + dx][y + dy]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + InitMovingField(x, y, (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : MV_DOWN)); + MovPos[x][y] = (dx != 0 ? dx : dy); + +#if 0 + printf("::: %s -> %s [%s -> %s]\n", + element_info[Feld[x][y]].token_name, + element_info[Feld[x + dx][y + dy]].token_name, + element_info[Back[x][y]].token_name, + element_info[Back[x + dx][y + dy]].token_name); +#endif + +#else if (element == EL_SOKOBAN_FIELD_FULL) { Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; @@ -7026,11 +7245,19 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); #endif } +#endif } else { +#if 1 + InitMovingField(x, y, (dx < 0 ? MV_LEFT : + dx > 0 ? MV_RIGHT : + dy < 0 ? MV_UP : MV_DOWN)); + MovPos[x][y] = (dx != 0 ? dx : dy); +#else RemoveField(x, y); - Feld[x+dx][y+dy] = element; + Feld[x + dx][y + dy] = element; +#endif PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); } @@ -7051,6 +7278,8 @@ int DigField(struct PlayerInfo *player, break; +#endif + case EL_PENGUIN: case EL_PIG: case EL_DRAGON: @@ -7098,19 +7327,29 @@ int DigField(struct PlayerInfo *player, } else if (IS_PUSHABLE(element)) { - if (mode == DF_SNAP) + if (mode == DF_SNAP && element != EL_BD_ROCK) return MF_NO_ACTION; if (CAN_FALL(element) && dy) return MF_NO_ACTION; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; + + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; + if (!player->Pushing && game.engine_version >= RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); player->Pushing = TRUE; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + if (!(IN_LEV_FIELD(x + dx, y + dy) && + (IS_FREE(x + dx, y + dy) || + (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) return MF_NO_ACTION; if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) @@ -7120,21 +7359,57 @@ int DigField(struct PlayerInfo *player, player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) return MF_NO_ACTION; - RemoveField(x, y); - Feld[x + dx][y + dy] = element; + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } + + if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[x + dx][y + dy]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); + + Pushed[x][y] = TRUE; + Pushed[x + dx][y + dy] = TRUE; -#if 1 if (game.engine_version < RELEASE_IDENT(2,2,0,7)) player->push_delay_value = GET_NEW_PUSH_DELAY(element); -#else - player->push_delay_value = 2 + RND(8); -#endif - - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); CheckTriggeredElementChange(element, CE_OTHER_PUSHING); CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);