X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=4f06b38e67c4ded3e2563c1b9fa3155e76102d56;hb=2edf06a7d09c607a6dc3751368cca227ab67660d;hp=bf409f086759b55851e1b2906433ad2329a10a1c;hpb=44051f2e9b98cc3cf5e065616ef0c7569262dd06;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index bf409f08..4f06b38e 100644 --- a/src/game.c +++ b/src/game.c @@ -42,6 +42,7 @@ #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1) #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1) #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1) +#define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1) #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) @@ -364,6 +365,8 @@ void RemovePlayer(struct PlayerInfo *); boolean SnapField(struct PlayerInfo *, int, int); boolean DropElement(struct PlayerInfo *); +static int getInvisibleActiveFromInvisibleElement(int); +static int getInvisibleFromInvisibleActiveElement(int); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; @@ -1117,16 +1120,26 @@ static void InitField(int x, int y, boolean init_game) } break; +#if !USE_BOTH_SWITCHGATE_SWITCHES case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */ if (init_game) Feld[x][y] = EL_SWITCHGATE_SWITCH_UP; break; +#endif case EL_LIGHT_SWITCH_ACTIVE: if (init_game) game.light_time_left = level.time_light * FRAMES_PER_SECOND; break; + case EL_INVISIBLE_STEELWALL: + case EL_INVISIBLE_WALL: + case EL_INVISIBLE_SAND: + if (game.light_time_left > 0 || + game.lenses_time_left > 0) + Feld[x][y] = getInvisibleActiveFromInvisibleElement(element); + break; + case EL_EMC_MAGIC_BALL: if (game.ball_state) Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; @@ -3012,22 +3025,36 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) } } -static void ResetRandomAnimationValue(int x, int y) +#if USE_GFX_RESET_GFX_ANIMATION +static void ResetGfxFrame(int x, int y, boolean redraw) { - GfxRandom[x][y] = INIT_GFX_RANDOM(); + int element = Feld[x][y]; + int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + int last_gfx_frame = GfxFrame[x][y]; + + if (graphic_info[graphic].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element].collect_score; + + if (redraw && GfxFrame[x][y] != last_gfx_frame) + DrawLevelGraphicAnimation(x, y, graphic); } +#endif static void ResetGfxAnimation(int x, int y) { -#if USE_GFX_RESET_GFX_ANIMATION +#if 0 int element, graphic; #endif - GfxFrame[x][y] = 0; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MovDir[x][y]; + GfxFrame[x][y] = 0; -#if USE_GFX_RESET_GFX_ANIMATION +#if 0 element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); @@ -3038,6 +3065,15 @@ static void ResetGfxAnimation(int x, int y) else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) GfxFrame[x][y] = element_info[element].collect_score; #endif + +#if USE_GFX_RESET_GFX_ANIMATION + ResetGfxFrame(x, y, FALSE); +#endif +} + +static void ResetRandomAnimationValue(int x, int y) +{ + GfxRandom[x][y] = INIT_GFX_RANDOM(); } void InitMovingField(int x, int y, int direction) @@ -4386,12 +4422,25 @@ static void ToggleSwitchgateSwitch(int x, int y) { int element = Feld[xx][yy]; +#if !USE_BOTH_SWITCHGATE_SWITCHES if (element == EL_SWITCHGATE_SWITCH_UP || element == EL_SWITCHGATE_SWITCH_DOWN) { Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; DrawLevelField(xx, yy); } +#else + if (element == EL_SWITCHGATE_SWITCH_UP) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN; + DrawLevelField(xx, yy); + } + else if (element == EL_SWITCHGATE_SWITCH_DOWN) + { + Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP; + DrawLevelField(xx, yy); + } +#endif else if (element == EL_SWITCHGATE_OPEN || element == EL_SWITCHGATE_OPENING) { @@ -5697,7 +5746,7 @@ inline static void TurnRoundExt(int x, int y) static void TurnRound(int x, int y) { int direction = MovDir[x][y]; -#if 1 +#if 0 int element, graphic; #endif @@ -5712,6 +5761,8 @@ static void TurnRound(int x, int y) GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); #if 1 + ResetGfxFrame(x, y, FALSE); +#else element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); @@ -8247,15 +8298,15 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) case CA_SET_CE_VALUE: { #if USE_NEW_CUSTOM_VALUE - int last_custom_value = CustomValue[x][y]; + int last_ce_value = CustomValue[x][y]; CustomValue[x][y] = action_arg_number_new; #if 0 - printf("::: Count == %d\n", CustomValue[x][y]); + printf("::: CE value == %d\n", CustomValue[x][y]); #endif - if (CustomValue[x][y] == 0 && last_custom_value > 0) + if (CustomValue[x][y] == 0 && last_ce_value > 0) { #if 0 printf("::: CE_VALUE_GETS_ZERO\n"); @@ -8275,8 +8326,30 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) case CA_SET_CE_SCORE: { +#if USE_NEW_CUSTOM_VALUE + int last_ce_score = ei->collect_score; + ei->collect_score = action_arg_number_new; +#if 0 + printf("::: CE score == %d\n", ei->collect_score); +#endif + + if (ei->collect_score == 0 && last_ce_score > 0) + { +#if 0 + printf("::: CE_SCORE_GETS_ZERO\n"); +#endif + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); + +#if 0 + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); +#endif + } +#endif + break; } @@ -8306,7 +8379,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) IS_WALKABLE(old_element)); #if 0 - /* check if element under player changes from accessible to unaccessible + /* check if element under the player changes from accessible to unaccessible (needed for special case of dropping element which then changes) */ if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) @@ -8355,8 +8428,9 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) } #if 1 - /* check if element under player changes from accessible to unaccessible + /* 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 (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) && IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { @@ -9720,6 +9794,9 @@ void GameActions_RND() printf("::: Yo man! Rocks can fall!\n"); #endif +#if 1 + ResetGfxFrame(x, y, TRUE); +#else if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; else if (ANIM_MODE(graphic) == ANIM_CE_VALUE) @@ -9744,6 +9821,7 @@ void GameActions_RND() #endif DrawLevelGraphicAnimation(x, y, graphic); } +#endif if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic))