X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=5c1a641a68ce71aaa924e19d6ee0d82e6e57be59;hb=579c618038a8491b40bb739f43478b79a9d8c9c9;hp=a82ca0798b9e1dacd6c368dd896d86220d182413;hpb=93238afc02a67c4f96642ba56ae57a270bec7037;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index a82ca079..5c1a641a 100644 --- a/src/game.c +++ b/src/game.c @@ -2844,6 +2844,37 @@ static void InitGameEngine(void) // set flags for bugs and changes according to active game engine version // -------------------------------------------------------------------------- + /* + Summary of bugfix/change: + Fixed move speed of elements entering or leaving magic wall. + + Fixed/changed in version: + 2.0.1 + + Description: + Before 2.0.1, move speed of elements entering or leaving magic wall was + twice as fast as it is now. + Since 2.0.1, this is set to a lower value by using move_stepsize_list[]. + + Affected levels/tapes: + The first condition is generally needed for all levels/tapes before version + 2.0.1, which might use the old behaviour before it was changed; known tapes + that are affected: Tape 014 from the level set "rnd_conor_mancone". + The second condition is an exception from the above case and is needed for + the special case of tapes recorded with game (not engine!) version 2.0.1 or + above, but before it was known that this change would break tapes like the + above and was fixed in 4.1.4.2, so that the changed behaviour was active + although the engine version while recording maybe was before 2.0.1. There + are a lot of tapes that are affected by this exception, like tape 006 from + the level set "rnd_conor_mancone". + */ + + boolean use_old_move_stepsize_for_magic_wall = + (game.engine_version < VERSION_IDENT(2,0,1,0) && + !(tape.playing && + tape.game_version >= VERSION_IDENT(2,0,1,0) && + tape.game_version < VERSION_IDENT(4,1,4,2))); + /* Summary of bugfix/change: Fixed handling for custom elements that change when pushed by the player. @@ -3181,6 +3212,16 @@ static void InitGameEngine(void) int e = move_stepsize_list[i].element; element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; + + // set move stepsize value for certain elements for older engine versions + if (use_old_move_stepsize_for_magic_wall) + { + if (e == EL_MAGIC_WALL_FILLING || + e == EL_MAGIC_WALL_EMPTYING || + e == EL_BD_MAGIC_WALL_FILLING || + e == EL_BD_MAGIC_WALL_EMPTYING) + element_info[e].move_stepsize *= 2; + } } // ---------- initialize collect score -------------------------------------- @@ -3279,6 +3320,34 @@ static void InitGameEngine(void) // Supaplex levels with time limit currently unsupported -- should be added if (level.game_engine_type == GAME_ENGINE_TYPE_SP) level.time = 0; + + // ---------- initialize flags for handling game actions -------------------- + + // set flags for game actions to default values + game.use_key_actions = TRUE; + game.use_mouse_actions = FALSE; + + // when using Mirror Magic game engine, handle mouse events only + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + game.use_key_actions = FALSE; + game.use_mouse_actions = TRUE; + } + + // check for custom elements with mouse click events + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + { + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || + HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) || + HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) || + HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X)) + game.use_mouse_actions = TRUE; + } + } } static int get_num_special_action(int element, int action_first, @@ -3391,6 +3460,13 @@ void InitGame(void) InitGameEngine(); InitGameControlValues(); + // initialize tape actions from game when recording tape + if (tape.recording) + { + tape.use_key_actions = game.use_key_actions; + tape.use_mouse_actions = game.use_mouse_actions; + } + // don't play tapes over network network_playing = (network.enabled && !tape.playing); @@ -9880,11 +9956,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) // ---------- player actions --------------------------------------------- case CA_MOVE_PLAYER: + case CA_MOVE_PLAYER_NEW: { // automatically move to the next field in specified direction for (i = 0; i < MAX_PLAYERS; i++) if (trigger_player_bits & (1 << i)) - stored_player[i].programmed_action = action_arg_direction; + if (action_type == CA_MOVE_PLAYER || + stored_player[i].MovPos == 0) + stored_player[i].programmed_action = action_arg_direction; break; } @@ -11145,7 +11224,7 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, byte *tape_action) { - if (!tape.use_mouse) + if (!tape.use_mouse_actions) return; mouse_action->lx = tape_action[TAPE_ACTION_LX]; @@ -11156,7 +11235,7 @@ static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, static void SetTapeActionFromMouseAction(byte *tape_action, struct MouseActionInfo *mouse_action) { - if (!tape.use_mouse) + if (!tape.use_mouse_actions) return; tape_action[TAPE_ACTION_LX] = mouse_action->lx; @@ -11354,7 +11433,7 @@ static void GameActionsExt(void) unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; - byte tape_action[MAX_PLAYERS]; + byte tape_action[MAX_TAPE_ACTIONS] = { 0 }; int i; // detect endless loops, caused by custom element programming @@ -11687,6 +11766,8 @@ void GameActions_RND_Main(void) void GameActions_RND(void) { + static struct MouseActionInfo mouse_action_last = { 0 }; + struct MouseActionInfo mouse_action = local_player->effective_mouse_action; int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic, last_gfx_frame; @@ -11873,6 +11954,24 @@ void GameActions_RND(void) #endif } + if (mouse_action.button) + { + int new_button = (mouse_action.button && mouse_action_last.button == 0); + + x = mouse_action.lx; + y = mouse_action.ly; + element = Feld[x][y]; + + if (new_button) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE); + CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X); + } + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE); + CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X); + } + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -12214,6 +12313,8 @@ void GameActions_RND(void) // use random number generator in every frame to make it less predictable if (game.engine_version >= VERSION_IDENT(3,1,1,0)) RND(1); + + mouse_action_last = mouse_action; } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)