X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=3f3e6317d9629e25c395e863fc4ea8babdfe51bd;hb=0c64a3cf001f3ef5ecdb80462ae1891d582379ee;hp=7eb62bb5e561e858081b24affaa96ea72dec3edc;hpb=b0a3b9168089fad528ed1b838f8b2435af2ee46b;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 7eb62bb5..3f3e6317 100644 --- a/src/game.c +++ b/src/game.c @@ -53,6 +53,12 @@ #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1) + +#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1) +#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1) + /* for DigField() */ #define DF_NO_PUSH 0 @@ -115,8 +121,9 @@ /* values for delayed check of falling and moving elements and for collision */ #define CHECK_DELAY_MOVING 3 -#define CHECK_DELAY_FALLING 3 +#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING #define CHECK_DELAY_COLLISION 2 +#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION /* values for initial player move delay (initial delay counter value) */ #define INITIAL_MOVE_DELAY_OFF -1 @@ -176,7 +183,7 @@ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \ (e) == EL_CURRENT_CE_VALUE ? (cv) : \ (e) == EL_CURRENT_CE_SCORE ? (cs) : \ - (e) >= EL_LAST_CE_8 && (e) <= EL_NEXT_CE_8 ? \ + (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \ RESOLVED_REFERENCE_ELEMENT(be, e) : \ (e)) @@ -1838,6 +1845,7 @@ void InitGame() player->present = FALSE; player->active = FALSE; + player->killed = FALSE; player->action = 0; player->effective_action = 0; @@ -1929,8 +1937,10 @@ void InitGame() player->drop_delay = 0; player->drop_pressed_delay = 0; - player->last_jx = player->last_jy = 0; - player->jx = player->jy = 0; + player->last_jx = -1; + player->last_jy = -1; + player->jx = -1; + player->jy = -1; player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; @@ -2030,6 +2040,7 @@ void InitGame() WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -2445,6 +2456,13 @@ void InitGame() } } +#if 1 + UnmapAllGadgets(); + + MapGameButtons(); + MapTapeButtons(); +#endif + game.restart_level = FALSE; } @@ -2474,7 +2492,7 @@ void InitMovDir(int x, int y) { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN } }; - switch(element) + switch (element) { case EL_BUG_RIGHT: case EL_BUG_UP: @@ -2717,35 +2735,38 @@ void GameWon() DrawGameValue_Score(score); } - if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */ + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) { - /* close exit door after last player */ - if (AllPlayersGone && - (Feld[ExitX][ExitY] == EL_EXIT_OPEN || - Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) + if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */ { - int element = Feld[ExitX][ExitY]; - - Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : - EL_SP_EXIT_CLOSING); + /* close exit door after last player */ + if (AllPlayersGone && + (Feld[ExitX][ExitY] == EL_EXIT_OPEN || + Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN)) + { + int element = Feld[ExitX][ExitY]; - PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); - } + Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING : + EL_SP_EXIT_CLOSING); - /* player disappears */ - DrawLevelField(ExitX, ExitY); - } + PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING); + } - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; + /* player disappears */ + DrawLevelField(ExitX, ExitY); + } - if (player->present) + for (i = 0; i < MAX_PLAYERS; i++) { - RemovePlayer(player); + struct PlayerInfo *player = &stored_player[i]; - /* player disappears */ - DrawLevelField(player->jx, player->jy); + if (player->present) + { + RemovePlayer(player); + + /* player disappears */ + DrawLevelField(player->jx, player->jy); + } } } @@ -2793,7 +2814,11 @@ void GameEnd() TapeStop(); #endif +#if 1 + SaveTapeChecked(tape.level_nr); /* ask to save tape */ +#else SaveTape(tape.level_nr); /* ask to save tape */ +#endif } if (level_editor_test_game) @@ -2913,10 +2938,9 @@ int NewHiScore() return position; } -inline static int getElementMoveStepsize(int x, int y) +inline static int getElementMoveStepsizeExt(int x, int y, int direction) { 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); @@ -2936,6 +2960,11 @@ inline static int getElementMoveStepsize(int x, int y) return step; } +inline static int getElementMoveStepsize(int x, int y) +{ + return getElementMoveStepsizeExt(x, y, MovDir[x][y]); +} + void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) { if (player->GfxAction != action || player->GfxDir != dir) @@ -2996,18 +3025,51 @@ void InitMovingField(int x, int y, int direction) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx; int newy = y + dy; + boolean is_moving_before, is_moving_after; +#if 0 + boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]); +#endif + + /* check if element was/is moving or being moved before/after mode change */ +#if 1 + is_moving_before = WasJustMoving[x][y]; +#else + is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0); +#endif + is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0); - if (!WasJustMoving[x][y] || direction != MovDir[x][y]) + /* reset animation only for moving elements which change direction of moving + or which just started or stopped moving + (else CEs with property "can move" / "not moving" are reset each frame) */ +#if USE_GFX_RESET_ONLY_WHEN_MOVING +#if 1 + if (is_moving_before != is_moving_after || + direction != MovDir[x][y]) + ResetGfxAnimation(x, y); +#else + if ((is_moving_before || is_moving_after) && !continues_moving) + ResetGfxAnimation(x, y); +#endif +#else + if (!continues_moving) ResetGfxAnimation(x, y); +#endif MovDir[x][y] = direction; GfxDir[x][y] = direction; + +#if USE_GFX_RESET_ONLY_WHEN_MOVING + GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING : + direction == MV_DOWN && CAN_FALL(element) ? + ACTION_FALLING : ACTION_MOVING); +#else GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ? ACTION_FALLING : ACTION_MOVING); +#endif /* this is needed for CEs with property "can move" / "not moving" */ - if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */ + if (is_moving_after) { if (Feld[newx][newy] == EL_EMPTY) Feld[newx][newy] = EL_BLOCKED; @@ -3266,8 +3328,8 @@ static void setScreenCenteredToAllPlayers(int *sx, int *sy) *sy = (sy1 + sy2) / 2; } -void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen, - boolean quick_relocation) +void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, + boolean center_screen, boolean quick_relocation) { boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); @@ -3280,13 +3342,39 @@ void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen, if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { - scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); + if (center_screen) + { + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* quick relocation (without scrolling), but do not center screen */ - scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : - y > SBY_Lower + MIDPOSY ? SBY_Lower : - y - MIDPOSY); + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } } else { @@ -3433,8 +3521,8 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) } /* only visually relocate centered player */ - DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE, - level.instant_relocation); + DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir, + FALSE, level.instant_relocation); TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); @@ -3867,7 +3955,7 @@ void Bang(int x, int y) } } - switch(element) + switch (element) { case EL_BUG: case EL_SPACESHIP: @@ -5579,9 +5667,14 @@ void StartMoving(int x, int y) Store[x][y] = EL_ACID; } - else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + else if ( +#if USE_FIX_IMPACT_COLLISION + (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckImpact[x][y] && !IS_FREE(x, y + 1)) || +#else + (game.engine_version >= VERSION_IDENT(3,1,0,0) && CheckCollision[x][y] && !IS_FREE(x, y + 1)) || - +#endif (game.engine_version >= VERSION_IDENT(3,0,7,0) && CAN_FALL(element) && WasJustFalling[x][y] && (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || @@ -5601,6 +5694,7 @@ void StartMoving(int x, int y) simply not covered here... :-/ ) */ CheckCollision[x][y] = 0; + CheckImpact[x][y] = 0; Impact(x, y); } @@ -6545,6 +6639,11 @@ void ContinueMoving(int x, int y) if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; + +#if USE_FIX_IMPACT_COLLISION + if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again) + CheckImpact[newx][newy] = CHECK_DELAY_IMPACT; +#endif } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -6612,7 +6711,7 @@ void ContinueMoving(int x, int y) if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY && IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element)) CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X, - MV_DIR_OPPOSITE(direction)); + MV_DIR_OPPOSITE(direction)); } int AmoebeNachbarNr(int ax, int ay) @@ -7219,7 +7318,7 @@ static void CloseAllOpenTimegates() } } -void EdelsteinFunkeln(int x, int y) +void DrawTwinkleOnField(int x, int y) { if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y)) return; @@ -7662,7 +7761,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) /* ---------- execute action -------------------------------------------- */ - switch(action_type) + switch (action_type) { case CA_NO_ACTION: { @@ -7890,6 +7989,11 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) (level.use_artwork_element[i] ? level.artwork_element[i] : stored_player[i].element_nr); +#if USE_GFX_RESET_PLAYER_ARTWORK + if (stored_player[i].artwork_element != artwork_element) + stored_player[i].Frame = 0; +#endif + stored_player[i].artwork_element = artwork_element; SetPlayerWaiting(&stored_player[i], FALSE); @@ -7997,6 +8101,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) #if USE_NEW_CUSTOM_VALUE int last_ce_value = CustomValue[x][y]; #endif + boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y); boolean new_element_is_player = ELEM_IS_PLAYER(new_element); boolean add_player_onto_element = (new_element_is_player && #if USE_CODE_THAT_BREAKS_SNAKE_BITE @@ -8060,6 +8165,15 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) /* check if element under the player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ /* (must be checked after creating new element for walkable group elements) */ +#if USE_FIX_KILLED_BY_NON_WALKABLE + if (IS_PLAYER(x, y) && !player_explosion_protected && + IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) + { + Bang(x, y); + + return; + } +#else if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { @@ -8067,6 +8181,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) return; } +#endif #endif /* "ChangeCount" not set yet to allow "entered by player" change one time */ @@ -8573,10 +8688,18 @@ static boolean CheckElementChangeExt(int x, int y, { struct ElementChangeInfo *change = &element_info[element].change_page[p]; + /* check trigger element for all events where the element that is checked + for changing interacts with a directly adjacent element -- this is + different to element changes that affect other elements to change on the + whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */ boolean check_trigger_element = (trigger_event == CE_TOUCHING_X || trigger_event == CE_HITTING_X || - trigger_event == CE_HIT_BY_X); + trigger_event == CE_HIT_BY_X || +#if 1 + /* this one was forgotten until 3.2.3 */ + trigger_event == CE_DIGGING_X); +#endif if (change->can_change_or_has_action && change->has_event[trigger_event] && @@ -9244,7 +9367,7 @@ void GameActions_RND() game.centered_player_nr = game.centered_player_nr_next; game.set_centered_player = FALSE; - DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch); + DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch); DrawGameDoorValues(); } @@ -9350,6 +9473,8 @@ void GameActions_RND() WasJustFalling[x][y]--; if (CheckCollision[x][y] > 0) CheckCollision[x][y]--; + if (CheckImpact[x][y] > 0) + CheckImpact[x][y]--; GfxFrame[x][y]++; @@ -9434,7 +9559,7 @@ void GameActions_RND() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); if (IS_GEM(element) || element == EL_SP_INFOTRON) - EdelsteinFunkeln(x, y); + DrawTwinkleOnField(x, y); } else if ((element == EL_ACID || element == EL_EXIT_OPEN || @@ -10961,6 +11086,21 @@ void KillPlayer(struct PlayerInfo *player) if (!player->active) return; + /* the following code was introduced to prevent an infinite loop when calling + -> Bang() + -> CheckTriggeredElementChangeExt() + -> ExecuteCustomElementAction() + -> KillPlayer() + -> (infinitely repeating the above sequence of function calls) + which occurs when killing the player while having a CE with the setting + "kill player X when explosion of "; the solution using a new + field "player->killed" was chosen for backwards compatibility, although + clever use of the fields "player->active" etc. would probably also work */ + if (player->killed) + return; + + player->killed = TRUE; + /* remove accessible field at the player's position */ Feld[jx][jy] = EL_EMPTY; @@ -11986,7 +12126,13 @@ boolean DropElement(struct PlayerInfo *player) nexty = dropy + GET_DY_FROM_DIR(move_direction); ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ + +#if USE_FIX_IMPACT_COLLISION + /* do not cause impact style collision by dropping elements that can fall */ CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; +#else + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; +#endif } player->drop_delay = GET_NEW_DROP_DELAY(drop_element); @@ -12313,7 +12459,7 @@ void RaiseScore(int value) void RaiseScoreElement(int element) { - switch(element) + switch (element) { case EL_EMERALD: case EL_BD_DIAMOND: @@ -12546,10 +12692,6 @@ static void SaveEngineSnapshotValues_RND() engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode; } } - -#if 0 - printf("::: SAVE: %d RNDs\n", game.num_random_calls); -#endif } static void LoadEngineSnapshotValues_RND() @@ -12582,10 +12724,6 @@ static void LoadEngineSnapshotValues_RND() } } -#if 0 - printf("::: LOADING ... : %d RNDs\n", num_random_calls); -#endif - if (level.game_engine_type == GAME_ENGINE_TYPE_RND) { InitRND(tape.random_seed); @@ -12600,10 +12738,6 @@ static void LoadEngineSnapshotValues_RND() Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls); Error(ERR_EXIT, "this should not happen -- please debug"); } - -#if 0 - printf("::: LOADED: %d RNDs\n", num_random_calls); -#endif } static void SaveEngineSnapshotBuffer(void *buffer, int size) @@ -12624,6 +12758,9 @@ void SaveEngineSnapshot() { FreeEngineSnapshot(); /* free previous snapshot, if needed */ + if (level_editor_test_game) /* do not save snapshots from editor */ + return; + /* copy some special values to a structure better suited for the snapshot */ SaveEngineSnapshotValues_RND(); @@ -12677,6 +12814,7 @@ void SaveEngineSnapshot() SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));