X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=837d41036992abab6a31ddacf701f4de7c409f49;hb=f2d0f3fed679ea3573f51aa298adce2d9a78d8be;hp=e3d3fb1936ba1a93257bd68df031853c40f50047;hpb=1eaef21381c172fe2af338d2b8bef4ca84438a4f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e3d3fb19..837d4103 100644 --- a/src/game.c +++ b/src/game.c @@ -43,6 +43,7 @@ #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_PLAYER_GRAVITY (USE_NEW_STUFF * 1) #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) @@ -779,6 +780,7 @@ static int get_move_delay_from_stepsize(int move_stepsize) static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, boolean init_game) { + int player_nr = player->index_nr; int move_delay = get_move_delay_from_stepsize(move_stepsize); boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE); @@ -790,8 +792,8 @@ static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, if (init_game) { - player->move_delay = game.initial_move_delay; - player->move_delay_value = game.initial_move_delay_value; + player->move_delay = game.initial_move_delay[player_nr]; + player->move_delay_value = game.initial_move_delay_value[player_nr]; player->move_delay_value_next = -1; @@ -1593,8 +1595,9 @@ static void InitGameEngine() #if 1 /* dynamically adjust player properties according to level information */ - game.initial_move_delay_value = - get_move_delay_from_stepsize(level.initial_player_stepsize); + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay_value[i] = + get_move_delay_from_stepsize(level.initial_player_stepsize[i]); #else /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = @@ -1602,8 +1605,10 @@ static void InitGameEngine() #endif /* dynamically adjust player properties according to game engine version */ - game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? - game.initial_move_delay_value : 0); + for (i = 0; i < MAX_PLAYERS; i++) + game.initial_move_delay[i] = + (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value[i] : 0); /* ---------- initialize player's initial push delay --------------------- */ @@ -1964,6 +1969,8 @@ void InitGame() player->block_last_field = FALSE; /* initialized in InitPlayerField() */ player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */ + player->gravity = level.initial_player_gravity[i]; + player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr); player->actual_frame_counter = 0; @@ -2019,7 +2026,7 @@ void InitGame() player->show_envelope = 0; #if 1 - SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE); + SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE); #else player->move_delay = game.initial_move_delay; player->move_delay_value = game.initial_move_delay_value; @@ -2085,8 +2092,15 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.wind_direction = level.wind_direction_initial; + +#if !USE_PLAYER_GRAVITY +#if 1 + game.gravity = FALSE; +#else game.gravity = level.initial_gravity; +#endif game.explosions_delayed = TRUE; +#endif game.lenses_time_left = 0; game.magnify_time_left = 0; @@ -3038,6 +3052,8 @@ static void ResetGfxFrame(int x, int y, boolean redraw) GfxFrame[x][y] = CustomValue[x][y]; else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; if (redraw && GfxFrame[x][y] != last_gfx_frame) DrawLevelGraphicAnimation(x, y, graphic); @@ -3064,6 +3080,8 @@ static void ResetGfxAnimation(int x, int y) GfxFrame[x][y] = CustomValue[x][y]; else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; #endif #if USE_GFX_RESET_GFX_ANIMATION @@ -3104,6 +3122,8 @@ void InitMovingField(int x, int y, int direction) GfxFrame[x][y] = CustomValue[x][y]; else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; #endif /* this is needed for CEs with property "can move" / "not moving" */ @@ -5772,6 +5792,8 @@ static void TurnRound(int x, int y) GfxFrame[x][y] = CustomValue[x][y]; else if (ANIM_MODE(graphic) == ANIM_CE_SCORE) GfxFrame[x][y] = element_info[element].collect_score; + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; #endif } @@ -7991,7 +8013,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) CA_ARG_MAX); int action_arg_number_reset = - (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize : + (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] : action_type == CA_SET_LEVEL_GEMS ? level.gems_needed : action_type == CA_SET_LEVEL_TIME ? level.time : action_type == CA_SET_LEVEL_SCORE ? 0 : @@ -8117,6 +8139,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } +#if !USE_PLAYER_GRAVITY case CA_SET_LEVEL_GRAVITY: { game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : @@ -8125,6 +8148,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) game.gravity); break; } +#endif case CA_SET_LEVEL_WIND: { @@ -8211,6 +8235,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE : CA_MODE_MULTIPLY); } + else if (action_arg == CA_ARG_NUMBER_RESET) + { + action_arg_number = level.initial_player_stepsize[i]; + } move_stepsize = getModifiedActionNumber(move_stepsize, @@ -8263,6 +8291,25 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } +#if USE_PLAYER_GRAVITY + case CA_SET_PLAYER_GRAVITY: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + if (trigger_player_bits & (1 << i)) + { + stored_player[i].gravity = + (action_arg == CA_ARG_GRAVITY_OFF ? FALSE : + action_arg == CA_ARG_GRAVITY_ON ? TRUE : + action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity : + stored_player[i].gravity); + } + } + + break; + } +#endif + case CA_SET_PLAYER_ARTWORK: { for (i = 0; i < MAX_PLAYERS; i++) @@ -8306,19 +8353,26 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) printf("::: CE value == %d\n", CustomValue[x][y]); #endif - if (CustomValue[x][y] == 0 && last_ce_value > 0) + if (CustomValue[x][y] != last_ce_value) { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X); + + if (CustomValue[x][y] == 0) + { #if 0 - printf("::: CE_VALUE_GETS_ZERO\n"); + printf("::: CE_VALUE_GETS_ZERO\n"); #endif - CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); - CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); + CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); #if 0 - printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); #endif + } } + #endif break; @@ -8335,19 +8389,26 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) printf("::: CE score == %d\n", ei->collect_score); #endif - if (ei->collect_score == 0 && last_ce_score > 0) + if (ei->collect_score != last_ce_score) { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES); + CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X); + + if (ei->collect_score == 0) + { #if 0 - printf("::: CE_SCORE_GETS_ZERO\n"); + 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); + 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]); + printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]); #endif + } } + #endif break; @@ -8379,7 +8440,7 @@ 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)) @@ -8428,8 +8489,9 @@ 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)) { @@ -9815,6 +9877,17 @@ void GameActions_RND() GfxFrame[x][y] = element_info[element].collect_score; +#if 1 + if (GfxFrame[x][y] != old_gfx_frame) +#endif + DrawLevelGraphicAnimation(x, y, graphic); + } + else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) + { + int old_gfx_frame = GfxFrame[x][y]; + + GfxFrame[x][y] = ChangeDelay[x][y]; + #if 1 if (GfxFrame[x][y] != old_gfx_frame) #endif @@ -10267,7 +10340,11 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir) static void CheckGravityMovement(struct PlayerInfo *player) { +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else if (game.gravity && !player->programmed_action) +#endif { int move_dir_horizontal = player->effective_action & MV_HORIZONTAL; int move_dir_vertical = player->effective_action & MV_VERTICAL; @@ -10289,7 +10366,11 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player) { return CheckGravityMovement(player); +#if USE_PLAYER_GRAVITY + if (player->gravity && !player->programmed_action) +#else if (game.gravity && !player->programmed_action) +#endif { int jx = player->jx, jy = player->jy; boolean field_under_player_is_free = @@ -10672,8 +10753,13 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) last_field_block_delay += player->move_delay_value; /* when blocking enabled, prevent moving up despite gravity */ +#if USE_PLAYER_GRAVITY + if (player->gravity && player->MovDir == MV_UP) + block_delay_adjustment = -1; +#else if (game.gravity && player->MovDir == MV_UP) block_delay_adjustment = -1; +#endif } /* add block delay adjustment (also possible when not blocking) */ @@ -11701,10 +11787,17 @@ int DigField(struct PlayerInfo *player, return MP_NO_ACTION; } +#if USE_PLAYER_GRAVITY + if (player->gravity && is_player && !player->is_auto_moving && + canFallDown(player) && move_direction != MV_DOWN && + !canMoveToValidFieldWithGravity(jx, jy, move_direction)) + return MP_NO_ACTION; /* player cannot walk here due to gravity */ +#else if (game.gravity && is_player && !player->is_auto_moving && canFallDown(player) && move_direction != MV_DOWN && !canMoveToValidFieldWithGravity(jx, jy, move_direction)) return MP_NO_ACTION; /* player cannot walk here due to gravity */ +#endif if (player_can_move && IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction)) @@ -11774,17 +11867,29 @@ int DigField(struct PlayerInfo *player, element == EL_SP_GRAVITY_PORT_RIGHT || element == EL_SP_GRAVITY_PORT_UP || element == EL_SP_GRAVITY_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = !player->gravity; +#else game.gravity = !game.gravity; +#endif else if (element == EL_SP_GRAVITY_ON_PORT_LEFT || element == EL_SP_GRAVITY_ON_PORT_RIGHT || element == EL_SP_GRAVITY_ON_PORT_UP || element == EL_SP_GRAVITY_ON_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = TRUE; +#else game.gravity = TRUE; +#endif else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT || element == EL_SP_GRAVITY_OFF_PORT_RIGHT || element == EL_SP_GRAVITY_OFF_PORT_UP || element == EL_SP_GRAVITY_OFF_PORT_DOWN) +#if USE_PLAYER_GRAVITY + player->gravity = FALSE; +#else game.gravity = FALSE; +#endif } /* automatically move to the next field with double speed */