X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=5b22dcbd4f7d511af5972303033fe20a6f5bae44;hb=268045d6b06349f1cf10d5cc6f9516b5caa20dea;hp=2a63d3cea336b8d82d9a92d23525ad97cf5055a1;hpb=62ce600f34661138022d2ab3e67b254d43b5228e;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2a63d3ce..5b22dcbd 100644 --- a/src/game.c +++ b/src/game.c @@ -1906,6 +1906,8 @@ void Explode(int ex, int ey, int phase, int mode) for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; int element; if (!IN_LEV_FIELD(x, y) || @@ -1923,9 +1925,18 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } +#if 1 + #if 1 if (IS_EXPLOSION_PROOF(element)) continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + #else if ((IS_INDESTRUCTIBLE(element) && (game.engine_version < VERSION_IDENT(2,2,0) || @@ -1947,8 +1958,13 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ +#if 1 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else + if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element)) + Back[x][y] = element; +#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) @@ -2002,11 +2018,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = - level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1]; - else if (IS_CUSTOM_ELEMENT(center_element)) - Store[x][y] = - element_info[center_element].content[x - ex + 1][y - ey + 1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -2023,6 +2038,8 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element)) + Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -3426,7 +3443,9 @@ void StartMoving(int x, int y) if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -4005,6 +4024,11 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -5203,7 +5227,7 @@ static void ChangeElementNow(int x, int y, int element) if (!change->only_complete || complete_change) { if (change->only_complete && change->use_random_change && - RND(change->random) != 0) + RND(100) < change->random) return; for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) @@ -5212,7 +5236,7 @@ static void ChangeElementNow(int x, int y, int element) int ey = y + yy - 1; if (can_change[xx][yy] && (!change->use_random_change || - RND(change->random) == 0)) + RND(100) < change->random)) { if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); @@ -5562,6 +5586,16 @@ void GameActions() GfxFrame[x][y]++; +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements without push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -5635,9 +5669,10 @@ void GameActions() #if 1 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); #if 0 - if (element == EL_PACMAN) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); + if (element == EL_MOLE) + printf("::: %d, %d, %d [%d]\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], + GfxAction[x][y]); #endif #if 0 if (element == EL_YAMYAM) @@ -5653,7 +5688,7 @@ void GameActions() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #if 0 - if (element == EL_YAMYAM) + if (element == EL_MOLE) printf("::: %d, %d\n", graphic, GfxFrame[x][y]); #endif } @@ -6317,7 +6352,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -6333,7 +6370,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif if (player->MovPos == 0) { @@ -6395,6 +6434,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) void TestIfPlayerTouchesCustomElement(int x, int y) { + static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6405,6 +6445,12 @@ void TestIfPlayerTouchesCustomElement(int x, int y) boolean center_is_player = (IS_PLAYER(x, y)); int i; + /* prevent TestIfPlayerTouchesCustomElement() from looping */ + if (check_changing) + return; + + check_changing = TRUE; + for (i=0; i<4; i++) { int xx = x + xy[i][0]; @@ -6426,10 +6472,13 @@ void TestIfPlayerTouchesCustomElement(int x, int y) break; } } + + check_changing = FALSE; } void TestIfElementTouchesCustomElement(int x, int y) { + static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6440,6 +6489,12 @@ void TestIfElementTouchesCustomElement(int x, int y) boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y])); int i; + /* prevent TestIfElementTouchesCustomElement() from looping */ + if (check_changing) + return; + + check_changing = TRUE; + for (i=0; i<4; i++) { int xx = x + xy[i][0]; @@ -6460,6 +6515,8 @@ void TestIfElementTouchesCustomElement(int x, int y) CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING); } } + + check_changing = FALSE; } void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) @@ -7287,6 +7344,7 @@ int DigField(struct PlayerInfo *player, PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; if (mode == DF_SNAP) ContinueMoving(x, y); @@ -7845,6 +7903,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -7853,14 +7913,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: