X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=37608e5d5152f84946ad85f2d1c5e92a344d5606;hb=b40c5be44ed492da183f29d9f2f8184391c31cf0;hp=07c8a77cdc7ffb5be97956f4e964f497b4a694d1;hpb=27205a1ec1f3a21ed1b9693ec3fd8a55442b79db;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 07c8a77c..37608e5d 100644 --- a/src/game.c +++ b/src/game.c @@ -41,9 +41,10 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -533,6 +534,7 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; for (i=0; i<4; i++) { @@ -554,6 +556,7 @@ void InitGame() AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; Stop[x][y] = FALSE; + ExplodeField[x][y] = EX_NO_EXPLOSION; } } @@ -692,9 +695,9 @@ void InitGame() for (i=0; i= GAME_VERSION_2_0) - Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY; + Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS; else - Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY; + Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS; } } @@ -1197,17 +1200,16 @@ void RemoveMovingField(int x, int y) } if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY || - Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else Feld[oldx][oldy] = EL_LEERRAUM; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + Feld[newx][newy] = EL_LEERRAUM; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; @@ -1276,11 +1278,17 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = 2; + int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; int first_phase_after_start = EX_PHASE_START + 1; + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; @@ -1455,6 +1463,9 @@ void Explode(int ex, int ey, int phase, int mode) if (CAN_MOVE(element) || COULD_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + StorePlayer[x][y] = 0; } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -1468,7 +1479,15 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == delay) ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1)); + graphic += (phase / delay - 1); + + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic); } } @@ -1878,6 +1897,13 @@ void Impact(int x, int y) return; } } + else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) + { + Bang(x, y+1); + return; + } else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK || element == EL_BD_ROCK) @@ -2041,7 +2067,7 @@ void TurnRound(int x, int y) if (element == EL_KAEFER || element == EL_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) @@ -2058,7 +2084,7 @@ void TurnRound(int x, int y) else if (element == EL_FLIEGER || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) @@ -2455,8 +2481,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_FELSBROCKEN; - Store[x][y] = EL_MORAST_LEER; + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_FELSBROCKEN; } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -2472,21 +2498,24 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MORAST_LEER; Feld[x][y+1] = EL_MORAST_VOLL; + Store[x][y+1] = Store[x][y]; + Store[x][y] = 0; } } else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && Feld[x][y+1] == EL_MORAST_LEER) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; } else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { @@ -2502,8 +2531,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } else if (element == EL_MAGIC_WALL_BD_FULL) @@ -2511,8 +2540,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { @@ -2528,8 +2557,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; } } else if (CAN_CHANGE(element) && @@ -2537,10 +2566,10 @@ void StartMoving(int x, int y) Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL : - EL_MAGIC_WALL_BD_FULL); - Store2[x][y+1] = element; + Feld[x][y] = + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : + EL_MAGIC_WALL_BD_FILLING); + Store[x][y] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) { @@ -2565,12 +2594,19 @@ void StartMoving(int x, int y) /* Store[x][y+1] must be zero, because: (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER */ +#if 0 #if OLD_GAME_BEHAVIOUR else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) #else else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_SLIPPERY_GEMS(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) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && @@ -2712,7 +2748,7 @@ void StartMoving(int x, int y) { #if 1 - TestIfBadThingHitsHero(x, y); + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else /* enemy got the player */ @@ -2902,7 +2938,7 @@ void StartMoving(int x, int y) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); if (DONT_TOUCH(element)) - TestIfBadThingHitsHero(x, y); + TestIfBadThingTouchesHero(x, y); return; } @@ -2927,10 +2963,16 @@ void ContinueMoving(int x, int y) int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; - if (element == EL_TROPFEN) + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) step /= 2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_FILLING || + element == EL_QUICKSAND_EMPTYING) step /= 4; + else if (element == EL_MAGIC_WALL_FILLING || + element == EL_MAGIC_WALL_BD_FILLING || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_MAGIC_WALL_BD_EMPTYING) + step /= 2; else if (CAN_FALL(element) && horiz_move && y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) step /= 2; @@ -2975,54 +3017,55 @@ void ContinueMoving(int x, int y) } } - if (Store[x][y] == EL_MORAST_VOLL) + if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_FULL) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_EMPTY) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY : - EL_MAGIC_WALL_DEAD); + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL) + else if (element == EL_MAGIC_WALL_BD_FILLING) { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL : - EL_MAGIC_WALL_BD_DEAD); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + else if (element == EL_MAGIC_WALL_BD_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY : - EL_MAGIC_WALL_BD_DEAD); + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_AMOEBA_DRIPPING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (Store[x][y] == EL_SALZSAEURE) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + element = Feld[newx][newy] = EL_SALZSAEURE; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; @@ -3037,12 +3080,12 @@ void ContinueMoving(int x, int y) if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(newx, newy); - TestIfBadThingHitsFriend(newx, newy); - TestIfBadThingHitsOtherBadThing(newx, newy); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx, newy); + TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) @@ -3412,16 +3455,16 @@ void AmoebeAbleger(int ax, int ay) if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { - Feld[newax][neway] = EL_AMOEBING; + Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ Store[newax][neway] = element; } else if (neway == ay) - Feld[newax][neway] = EL_TROPFEN; + Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ else { - InitMovingField(ax, ay, MV_DOWN); - Feld[ax][ay] = EL_TROPFEN; - Store[ax][ay] = EL_AMOEBE_NASS; + InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; ContinueMoving(ax, ay); return; } @@ -4207,6 +4250,9 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); + if (player->MovPos == 0) /* needed for tape.playing */ + player->last_move_dir = MV_NO_MOVING; + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -4246,6 +4292,51 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } +static void sleep_milliseconds_x(unsigned long milliseconds_delay) +{ + boolean do_busy_waiting = (milliseconds_delay < 5 ? TRUE : FALSE); + +#if defined(PLATFORM_MSDOS) + /* don't use select() to perform waiting operations under DOS/Windows + environment; always use a busy loop for waiting instead */ + do_busy_waiting = TRUE; +#endif + + + + do_busy_waiting = TRUE; + + + + if (do_busy_waiting) + { + /* we want to wait only a few ms -- if we assume that we have a + kernel timer resolution of 10 ms, we would wait far to long; + therefore it's better to do a short interval of busy waiting + to get our sleeping time more accurate */ + + unsigned long base_counter = Counter(), actual_counter = Counter(); + + while (actual_counter < base_counter + milliseconds_delay && + actual_counter >= base_counter) + actual_counter = Counter(); + } + else + { +#if defined(TARGET_SDL) + SDL_Delay(milliseconds_delay); +#else + struct timeval delay; + + delay.tv_sec = milliseconds_delay / 1000; + delay.tv_usec = 1000 * (milliseconds_delay % 1000); + + if (select(0, NULL, NULL, NULL, &delay) != 0) + Error(ERR_WARN, "sleep_milliseconds(): select() failed"); +#endif + } +} + void GameActions() { static unsigned long action_delay = 0; @@ -4263,7 +4354,45 @@ void GameActions() /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + + +#if 1 + WaitUntilDelayReached(&action_delay, action_delay_value); +#else + { + unsigned long count1 = SDL_GetTicks(), count2, current_ms, test; + + /* + WaitUntilDelayReached(&action_delay, action_delay_value); + */ + + /* + SDL_Delay(20); + */ + + /* + sleep_milliseconds_x(20); + */ + + current_ms = SDL_GetTicks(); + test = -1; + while (current_ms < count1 + 20) + { + current_ms = SDL_GetTicks(); /* busy wait! */ + + if (test != current_ms) + { + Error(ERR_RETURN, "current_ms == %ld", current_ms); + test = current_ms; + } + } + + count2 = SDL_GetTicks(); + Error(ERR_RETURN, "delay == %ld", count2 - count1); + } +#endif + + if (network_playing && !network_player_action_received) { @@ -4396,21 +4525,25 @@ void GameActions() { StartMoving(x, y); - if (IS_GEM(element)) + if (IS_GEM(element) || element == EL_SP_INFOTRON) EdelsteinFunkeln(x, y); } else if (IS_MOVING(x, y)) ContinueMoving(x, y); else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); - else if (element == EL_EXPLODING) +#if 0 + else if (element == EL_EXPLODING && !game.explosions_delayed) Explode(x, y, Frame[x][y], EX_NORMAL); +#endif else if (element == EL_AMOEBING) AmoebeWaechst(x, y); else if (element == EL_DEAMOEBING) AmoebeSchrumpft(x, y); +#if 0 else if (IS_AMOEBALIVE(element)) AmoebeAbleger(x, y); +#endif else if (element == EL_LIFE || element == EL_LIFE_ASYNC) Life(x, y); else if (element == EL_ABLENK_EIN) @@ -4470,15 +4603,16 @@ void GameActions() boolean sieb = FALSE; int jx = local_player->jx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL || - Store[x][y] == EL_MAGIC_WALL_EMPTY) + if (element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_EMPTYING) { SiebAktivieren(x, y, 1); sieb = TRUE; } - else if (element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_FULL || - Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + else if (element == EL_MAGIC_WALL_BD_FULL || + element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_EMPTYING) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -4493,6 +4627,65 @@ void GameActions() } } +#if 1 + /* new experimental amoeba growth stuff*/ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + if (!IS_PLAYER(x,y) && + (element == EL_LEERRAUM || + element == EL_ERDREICH || + element == EL_MORAST_LEER || + element == EL_BLURB_LEFT || + element == EL_BLURB_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) + Feld[x][y] = EL_TROPFEN; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y=0; yMovDir); return MF_MOVING; } @@ -4920,7 +5114,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = MV_NO_MOVING; } - TestIfHeroHitsBadThing(jx, jy); + TestIfHeroTouchesBadThing(jx, jy); if (!player->active) RemoveHero(player); @@ -5015,7 +5209,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir) { int i, killx = goodx, killy = goody; static int xy[4][2] = @@ -5025,7 +5219,7 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int xy_dir[4] = { MV_UP, MV_LEFT, @@ -5048,11 +5242,12 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) element = MovingOrBlocked2ElementIfNotLeaving(x, y); #endif - if (DONT_TOUCH(element)) + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(element) && move_dir == xy_dir[i]) || + (DONT_TOUCH(element) && MovDir[x][y] != xy_dir[i])) { - if (MovDir[x][y] == harmless[i]) - continue; - killx = x; killy = y; break; @@ -5075,9 +5270,10 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir) { int i, killx = badx, killy = bady; + int bad_element = Feld[badx][bady]; static int xy[4][2] = { { 0, -1 }, @@ -5085,7 +5281,7 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int xy_dir[4] = { MV_UP, MV_LEFT, @@ -5093,7 +5289,7 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */ + if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ return; for (i=0; i<4; i++) @@ -5107,20 +5303,31 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) element = Feld[x][y]; - if (IS_PLAYER(x, y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(bad_element) && move_dir == xy_dir[i]) || + (DONT_TOUCH(bad_element) && MovDir[x][y] != xy_dir[i])) { - if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->last_move_dir) + continue; /* robot does not kill player if he moves */ + + killx = x; + killy = y; + break; + } + else if (element == EL_PINGUIN && + (MovDir[x][y] != xy_dir[i] || !IS_MOVING(x, y))) + { + killx = x; + killy = y; + break; + } } } @@ -5130,6 +5337,24 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) { struct PlayerInfo *player = PLAYERINFO(killx, killy); +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && + newx != badx && newy != bady) + ; /* robot does not kill player if he moves */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && + newx != badx && newy != bady) + ; /* robot does not kill player if he moves */ + else + ; +#endif + if (player->shield_active_time_left > 0) Bang(badx, bady); else if (!PLAYER_PROTECTED(killx, killy)) @@ -5140,27 +5365,37 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) { - TestIfGoodThingHitsBadThing(x, y); + TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfBadThingTouchesHero(int x, int y) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfBadThingHitsGoodThing(x, y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesOtherBadThing(int badx, int bady) { int i, killx = badx, killy = bady; static int xy[4][2] = @@ -5240,7 +5475,8 @@ void RemoveHero(struct PlayerInfo *player) player->present = FALSE; player->active = FALSE; - StorePlayer[jx][jy] = 0; + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; for (i=0; i