X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=59ced41619717c82f6fc88b6e1a34d074651ccb7;hb=af07d74262e7d5075feaea67fa16c04c6be0e3f6;hp=a19a1a86ca48b6b20856ea284592fd3b73361fcc;hpb=e43c85dada6a86e60171006a32fce32cd39e71c8;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index a19a1a86..59ced416 100644 --- a/src/game.c +++ b/src/game.c @@ -96,6 +96,9 @@ /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) +#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0) +#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ @@ -1633,6 +1636,7 @@ void InitGame() AmoebaNr[x][y] = 0; WasJustMoving[x][y] = 0; WasJustFalling[x][y] = 0; + CheckCollision[x][y] = 0; Stop[x][y] = FALSE; Pushed[x][y] = FALSE; @@ -2518,6 +2522,10 @@ static void RemoveField(int x, int y) ChangePage[x][y] = -1; Pushed[x][y] = FALSE; +#if 0 + ExplodeField[x][y] = EX_TYPE_NONE; +#endif + GfxElement[x][y] = EL_UNDEFINED; GfxAction[x][y] = ACTION_DEFAULT; GfxDir[x][y] = MV_NO_MOVING; @@ -3939,6 +3947,7 @@ void Impact(int x, int y) return; } + /* !!! not sufficient for all cases -- see EL_PEARL below !!! */ /* only reset graphic animation if graphic really changes after impact */ if (impact && el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) @@ -3954,6 +3963,8 @@ void Impact(int x, int y) } else if (impact && element == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -4073,6 +4084,8 @@ void Impact(int x, int y) } else if (smashed == EL_PEARL) { + ResetGfxAnimation(x, y); + Feld[x][y + 1] = EL_PEARL_BREAKING; PlayLevelSound(x, y, SND_PEARL_BREAKING); return; @@ -5046,12 +5059,16 @@ void StartMoving(int x, int y) #endif } #if 1 - else if ((game.engine_version < VERSION_IDENT(2,2,0,7) && - CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && - (Feld[x][y + 1] == EL_BLOCKED)) || + else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && !IS_FREE(x, y + 1)) || + (game.engine_version >= VERSION_IDENT(3,0,7,0) && CAN_SMASH(element) && WasJustFalling[x][y] && - (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1)))) + (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) || + + (game.engine_version < VERSION_IDENT(2,2,0,7) && + CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] && + (Feld[x][y + 1] == EL_BLOCKED))) #else #if 1 @@ -5213,9 +5230,15 @@ void StartMoving(int x, int y) #endif #if 1 + +#if 1 + if (game.engine_version >= VERSION_IDENT(3,1,0,0) && + CheckCollision[x][y] && IN_LEV_FIELD_AND_NOT_FREE(newx, newy)) +#else if (game.engine_version >= VERSION_IDENT(3,1,0,0) && WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) +#endif { #if 0 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", @@ -5603,6 +5626,9 @@ void StartMoving(int x, int y) DrawLevelField(newx, newy); } + /* if digged element was about to explode, prevent the explosion */ + ExplodeField[newx][newy] = EX_TYPE_NONE; + PlayLevelSoundAction(x, y, action); } @@ -6059,10 +6085,16 @@ void ContinueMoving(int x, int y) if (!pushed_by_player) { + int nextx = newx + dx, nexty = newy + dy; + boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); + WasJustMoving[newx][newy] = 3; if (CAN_FALL(element) && direction == MV_DOWN) WasJustFalling[newx][newy] = 3; + + if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) + CheckCollision[newx][newy] = 2; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -7219,6 +7251,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page) { boolean is_empty; boolean is_diggable; + boolean is_collectible; + boolean is_removable; boolean is_destructible; int ex = x + xx - 1; int ey = y + yy - 1; @@ -7260,11 +7294,15 @@ static boolean ChangeElementNow(int x, int y, int element, int page) IS_WALKABLE(content_element))); #endif is_diggable = (is_empty || IS_DIGGABLE(e)); + is_collectible = (is_empty || IS_COLLECTIBLE(e)); + is_removable = (is_diggable || is_collectible); is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e)); can_replace[xx][yy] = - ((change->replace_when == CP_WHEN_EMPTY && is_empty) || - (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + ((change->replace_when == CP_WHEN_EMPTY && is_empty) || + (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) || + (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) || + (change->replace_when == CP_WHEN_REMOVABLE && is_removable) || (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)); if (!can_replace[xx][yy]) @@ -8179,6 +8217,8 @@ void GameActions() WasJustMoving[x][y]--; if (WasJustFalling[x][y] > 0) WasJustFalling[x][y]--; + if (CheckCollision[x][y] > 0) + CheckCollision[x][y]--; GfxFrame[x][y]++; @@ -10524,12 +10564,18 @@ int DigField(struct PlayerInfo *player, default: +#if 1 + if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) +#else if (IS_WALKABLE(element)) +#endif { int sound_action = ACTION_WALKING; +#if 0 if (!ACCESS_FROM(element, opposite_direction)) return MF_NO_ACTION; /* field not accessible from this direction */ +#endif #if 1 if (element == EL_EMPTY_SPACE && @@ -10567,13 +10613,18 @@ int DigField(struct PlayerInfo *player, break; } +#if 1 + else if (IS_PASSABLE(element) && canPassField(x, y, move_direction)) +#else else if (IS_PASSABLE(element)) +#endif { -#if 1 +#if 0 if (!canPassField(x, y, move_direction)) return MF_NO_ACTION; #else +#if 0 #if 1 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) || !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) || @@ -10583,6 +10634,7 @@ int DigField(struct PlayerInfo *player, if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; #endif +#endif #if 1 if (!ACCESS_FROM(element, opposite_direction)) @@ -10728,7 +10780,8 @@ int DigField(struct PlayerInfo *player, ShowEnvelope(element - EL_ENVELOPE_1); #endif } - else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + else if (IS_DROPPABLE(element) || + IS_THROWABLE(element)) /* can be collected and dropped */ { int i; @@ -11158,10 +11211,10 @@ boolean DropElement(struct PlayerInfo *player) CH_SIDE_TOP, /* dropping up */ CH_SIDE_BOTTOM, /* dropping down */ }; - int jx = player->jx, jy = player->jy; + int old_element, new_element; + int dropx = player->jx, dropy = player->jy; int drop_direction = player->MovDir; int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; - int old_element = Feld[jx][jy]; int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -11169,7 +11222,18 @@ boolean DropElement(struct PlayerInfo *player) player->dynabombs_left > 0 ? EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : EL_UNDEFINED); - int new_element = drop_element; /* default: element does not change */ + + if (IS_THROWABLE(drop_element)) + { + dropx += GET_DX_FROM_DIR(drop_direction); + dropy += GET_DY_FROM_DIR(drop_direction); + + if (!IN_LEV_FIELD(dropx, dropy)) + return FALSE; + } + + old_element = Feld[dropx][dropy]; /* old element at dropping position */ + new_element = drop_element; /* default: no change when dropping */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -11202,10 +11266,10 @@ boolean DropElement(struct PlayerInfo *player) #endif if (old_element != EL_EMPTY) - Back[jx][jy] = old_element; /* store old element on this field */ + Back[dropx][dropy] = old_element; /* store old element on this field */ - ResetGfxAnimation(jx, jy); - ResetRandomAnimationValue(jx, jy); + ResetGfxAnimation(dropx, dropy); + ResetRandomAnimationValue(dropx, dropy); if (player->inventory_size > 0 || player->inventory_infinite_element != EL_UNDEFINED) @@ -11226,34 +11290,35 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_SP_DISK_RED_ACTIVE; } - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); #if 1 /* needed if previous element just changed to "empty" in the last frame */ - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #endif #if 1 /* !!! TEST ONLY !!! */ - CheckElementChangeByPlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, CE_OTHER_GETS_DROPPED, player->index_bit, drop_side); #else - CheckTriggeredElementChangeByPlayer(jx, jy, new_element, + CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element, CE_OTHER_GETS_DROPPED, player->index_bit, drop_side); - CheckElementChangeByPlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, + CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER, player->index_bit, drop_side); #endif - TestIfElementTouchesCustomElement(jx, jy); + TestIfElementTouchesCustomElement(dropx, dropy); } else /* player is dropping a dyna bomb */ { @@ -11263,30 +11328,31 @@ boolean DropElement(struct PlayerInfo *player) new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; #endif - Feld[jx][jy] = new_element; + Feld[dropx][dropy] = new_element; - if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); + if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy))) + DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy), + el2img(Feld[dropx][dropy]), 0); - PlayLevelSoundAction(jx, jy, ACTION_DROPPING); + PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING); } #if 1 - if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */ { #if 1 - InitField_WithBug1(jx, jy, FALSE); + InitField_WithBug1(dropx, dropy, FALSE); #else - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); + InitField(dropx, dropy, FALSE); + if (CAN_MOVE(Feld[dropx][dropy])) + InitMovDir(dropx, dropy); #endif } - new_element = Feld[jx][jy]; /* element might have changed */ + new_element = Feld[dropx][dropy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) @@ -11294,37 +11360,46 @@ boolean DropElement(struct PlayerInfo *player) #if 0 int move_stepsize = element_info[new_element].move_stepsize; #endif - int direction, dx, dy, nextx, nexty; + int move_direction, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) - MovDir[jx][jy] = player->MovDir; + MovDir[dropx][dropy] = drop_direction; + + move_direction = MovDir[dropx][dropy]; + nextx = dropx + GET_DX_FROM_DIR(move_direction); + nexty = dropy + GET_DY_FROM_DIR(move_direction); - direction = MovDir[jx][jy]; - dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - nextx = jx + dx; - nexty = jy + dy; +#if 1 + Changed[dropx][dropy] = 0; /* allow another change */ + CheckCollision[dropx][dropy] = 2; +#else if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) { #if 0 - WasJustMoving[jx][jy] = 3; + WasJustMoving[dropx][dropy] = 3; #else - InitMovingField(jx, jy, direction); - ContinueMoving(jx, jy); +#if 1 + InitMovingField(dropx, dropy, move_direction); + ContinueMoving(dropx, dropy); +#endif #endif } +#if 1 else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[dropx][dropy] = 0; /* allow another change */ #if 1 - TestIfElementHitsCustomElement(jx, jy, direction); + TestIfElementHitsCustomElement(dropx, dropy, move_direction); #else - CheckElementChangeBySide(jx, jy, new_element, touched_element, - CE_HITTING_SOMETHING, direction); + CheckElementChangeBySide(dropx, dropy, new_element, touched_element, + CE_HITTING_SOMETHING, move_direction); #endif } +#endif + +#endif #if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1;