X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=78aa51586a8ece24210c35b23ed0c1c3c3b512e1;hb=4bd981e9a75290ad6178c167ce8e02635ca7fa53;hp=1b6251b62491bf23a2f579e6764e536e0e7ec38e;hpb=720b0a62c8af0585e9517ed7a98ea336304c02e4;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 1b6251b6..78aa5158 100644 --- a/src/game.c +++ b/src/game.c @@ -169,7 +169,7 @@ static void KillHeroUnlessProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); -static boolean CheckTriggeredElementChange(int, int); +static boolean CheckTriggeredElementChange(int, int, int, int); static boolean CheckElementChange(int, int, int, int); static void ChangeElementNow(int, int, int); @@ -1046,7 +1046,7 @@ void InitGame() { for (y=0; y= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + /* remove things displayed in background while burning dynamite */ if (!IS_INDESTRUCTIBLE(Back[ex][ey])) Back[ex][ey] = 0; @@ -1906,12 +1918,23 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + 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) || @@ -1933,8 +1956,13 @@ 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) @@ -2206,6 +2234,7 @@ void Bang(int x, int y) player->element_nr); } +#if 0 #if 1 PlaySoundLevelAction(x, y, ACTION_EXPLODING); #else @@ -2214,6 +2243,7 @@ void Bang(int x, int y) else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); #endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -2256,7 +2286,7 @@ void Bang(int x, int y) break; } - CheckTriggeredElementChange(element, CE_OTHER_IS_EXPLODING); + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } void SplashAcid(int x, int y) @@ -2587,6 +2617,29 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } +inline static int getElementMoveStepsize(int x, int y) +{ + 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); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -2603,6 +2656,12 @@ void Impact(int x, int y) object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) smashed = MovingOrBlocked2Element(x, y + 1); @@ -2725,6 +2784,13 @@ void Impact(int x, int y) Bang(x, y + 1); return; } +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + { + Bang(x, y + 1); + return; + } +#endif else if (CAN_SMASH_EVERYTHING(element)) { if (IS_CLASSIC_ENEMY(smashed) || @@ -3374,7 +3440,9 @@ 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 more) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -3578,31 +3646,47 @@ void StartMoving(int x, int y) element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); + + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } - if (left || right) + if (can_fall_any) { - if (left && right && + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; - -#if 0 - if (element == EL_BOMB) - printf("::: SLIP DOWN [%d]\n", FrameCounter); -#endif } } else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; @@ -3937,6 +4021,11 @@ 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 */ } @@ -4003,49 +4092,11 @@ void ContinueMoving(int x, int 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); int newx = x + dx, newy = y + dy; int nextx = newx + dx, nexty = newy + dy; -#if 1 - int sign = (horiz_move ? dx : dy); - int step = sign * element_info[element].move_stepsize; -#else - int step = (horiz_move ? dx : dy) * MOVE_STEPSIZE_NORMAL; -#endif boolean pushed = Pushed[x][y]; -#if 1 - if (CAN_FALL(element) && horiz_move && - y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) - step = sign * MOVE_STEPSIZE_NORMAL / 2; - else if (element == EL_SPRING && horiz_move) - step = sign * MOVE_STEPSIZE_NORMAL * 2; -#else - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_BD_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_BD_MAGIC_WALL_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING && horiz_move) - step *= 2; - else if (IS_CUSTOM_ELEMENT(element)) - step = SIGN(step) * element_info[element].move_stepsize; - -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif -#endif - - MovPos[x][y] += step; + MovPos[x][y] += getElementMoveStepsize(x, y); if (pushed) /* special case: moving object pushed by player */ MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); @@ -4058,31 +4109,11 @@ void ContinueMoving(int x, int y) if (element == EL_MOLE) { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); - - for(i=0; i<4; i++) - { - int xx, yy; - - xx = x + xy[i][0]; - yy = y + xy[i][1]; - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } + DrawLevelFieldCrumbledSandNeighbours(x, y); } - - if (element == EL_QUICKSAND_FILLING) + else if (element == EL_QUICKSAND_FILLING) { element = Feld[newx][newy] = get_next_element(element); Store[newx][newy] = Store[x][y]; @@ -5117,40 +5148,23 @@ static void ChangeElementNowExt(int x, int y, int target_element) DrawLevelField(x, y); if (CAN_BE_CRUMBLED(Feld[x][y])) - { - int sx = SCREENX(x), sy = SCREENY(y); - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - int i; - - for(i=0; i<4; i++) - { - int xx = x + xy[i][0]; - int yy = y + xy[i][1]; - int sxx = sx + xy[i][0]; - int syy = sy + xy[i][1]; - - if (!IN_LEV_FIELD(xx, yy) || - !IN_SCR_FIELD(sxx, syy) || - !CAN_BE_CRUMBLED(Feld[xx][yy]) || - IS_MOVING(xx, yy)) - continue; + DrawLevelFieldCrumbledSandNeighbours(x, y); - DrawLevelField(xx, yy); - } - } + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); } static void ChangeElementNow(int x, int y, int element) { struct ElementChangeInfo *change = &element_info[element].change; - CheckTriggeredElementChange(Feld[x][y], CE_OTHER_IS_CHANGING); + /* prevent CheckTriggeredElementChange() from looping */ + Changing[x][y] = TRUE; + + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); + + Changing[x][y] = FALSE; if (change->explode) { @@ -5193,6 +5207,9 @@ static void ChangeElementNow(int x, int y, int element) e = Feld[ex][ey]; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || @@ -5218,6 +5235,9 @@ static void ChangeElementNow(int x, int y, int element) if (can_change[xx][yy] && (!change->use_random_change || RND(change->random) == 0)) { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + ChangeElementNowExt(ex, ey, change->content[xx][yy]); /* for symmetry reasons, stop newly created border elements */ @@ -5318,7 +5338,7 @@ static void ChangeElement(int x, int y) } } -static boolean CheckTriggeredElementChange(int trigger_element, +static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, int trigger_event) { int i, x, y; @@ -5334,6 +5354,12 @@ static boolean CheckTriggeredElementChange(int trigger_element, for (y=0; ypush_delay_value = GET_NEW_PUSH_DELAY(element); - CheckTriggeredElementChange(element, CE_OTHER_GETS_PUSHED); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); break; } else { - CheckTriggeredElementChange(element, CE_OTHER_GETS_PRESSED); + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); }