X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=8629abd6dc8f1108060cf26b6b5e851398f426f5;hb=9c285b0e8e4d81c5559815c5f7142685ce865206;hp=af65d866d449ce9a7b4537fd7efe451832546e1f;hpb=bf1e4db1ffa9a313b8d1b68e55633ace682fef96;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index af65d866..8629abd6 100644 --- a/src/game.c +++ b/src/game.c @@ -184,6 +184,7 @@ static void KillHeroUnlessProtected(int, int); static void TestIfPlayerTouchesCustomElement(int, int); static void TestIfElementTouchesCustomElement(int, int); +static void TestIfElementHitsCustomElement(int, int, int); static void ChangeElement(int, int, int); static boolean CheckTriggeredElementSideChange(int, int, int, int, int); @@ -673,6 +674,11 @@ static void InitField(int x, int y, boolean init_game) break; case EL_DYNAMITE_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: MovDelay[x][y] = 96; break; @@ -1070,6 +1076,7 @@ void InitGame() player->is_collecting = FALSE; player->is_pushing = FALSE; player->is_switching = FALSE; + player->is_dropping = FALSE; player->is_bored = FALSE; player->is_sleeping = FALSE; @@ -2565,6 +2572,7 @@ void Explode(int ex, int ey, int phase, int mode) void DynaExplode(int ex, int ey) { int i, j; + int dynabomb_element = Feld[ex][ey]; int dynabomb_size = 1; boolean dynabomb_xl = FALSE; struct PlayerInfo *player; @@ -2576,9 +2584,9 @@ void DynaExplode(int ex, int ey) { 0, +1 } }; - if (IS_ACTIVE_BOMB(Feld[ex][ey])) + if (IS_ACTIVE_BOMB(dynabomb_element)) { - player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE]; + player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE]; dynabomb_size = player->dynabomb_size; dynabomb_xl = player->dynabomb_xl; player->dynabombs_left++; @@ -2683,7 +2691,9 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - if (CAN_EXPLODE_1X1(element)) + if (CAN_EXPLODE_DYNA(element)) + DynaExplode(x, y); + else if (CAN_EXPLODE_1X1(element)) Explode(x, y, EX_PHASE_START, EX_CENTER); else Explode(x, y, EX_PHASE_START, EX_NORMAL); @@ -3063,6 +3073,10 @@ void Impact(int x, int y) MovDir[x][y + 1] != MV_DOWN || MovPos[x][y + 1] <= TILEY / 2)); +#if 0 + object_hit = !IS_FREE(x, y + 1); +#endif + /* do not smash moving elements that left the smashed field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) @@ -3836,7 +3850,8 @@ inline static void TurnRoundExt(int x, int y) MovDir[x][y] = old_move_dir; } } - else if (move_pattern == MV_WHEN_PUSHED) + else if (move_pattern == MV_WHEN_PUSHED || + move_pattern == MV_WHEN_DROPPED) { if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y)) MovDir[x][y] = MV_NO_MOVING; @@ -4155,6 +4170,11 @@ void StartMoving(int x, int y) element; also, the case of the player being the element to smash was simply not covered here... :-/ ) */ +#if 0 + WasJustMoving[x][y] = 0; + WasJustFalling[x][y] = 0; +#endif + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) @@ -4257,6 +4277,8 @@ void StartMoving(int x, int y) int move_pattern = element_info[element].move_pattern; int newx, newy; + Moving2Blocked(x, y, &newx, &newy); + #if 1 if (IS_PUSHABLE(element) && JustBeingPushed(x, y)) return; @@ -4268,6 +4290,43 @@ void StartMoving(int x, int y) return; #endif +#if 1 + if (game.engine_version >= VERSION_IDENT(3,0,9,0) && + WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) && + (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy))) + { +#if 0 + printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n", + element, element_info[element].token_name, + WasJustMoving[x][y], + HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING), + HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING), + HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING), + HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT)); +#endif + +#if 1 + WasJustMoving[x][y] = 0; +#endif + + TestIfElementHitsCustomElement(x, y, MovDir[x][y]); + +#if 0 + if (Feld[x][y] != element) /* element has changed */ + { + element = Feld[x][y]; + move_pattern = element_info[element].move_pattern; + + if (!CAN_MOVE(element)) + return; + } +#else + if (Feld[x][y] != element) /* element has changed */ + return; +#endif + } +#endif + #if 0 #if 0 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN) @@ -4739,7 +4798,9 @@ void ContinueMoving(int x, int y) int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int newx = x + dx, newy = y + dy; +#if 0 int nextx = newx + dx, nexty = newy + dy; +#endif boolean pushed = Pushed[x][y]; MovPos[x][y] += getElementMoveStepsize(x, y); @@ -4916,13 +4977,19 @@ void ContinueMoving(int x, int y) ChangeElement(newx, newy, ChangePage[newx][newy]); #endif +#if 1 + + TestIfElementHitsCustomElement(newx, newy, direction); + +#else + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) { int hitting_element = Feld[newx][newy]; /* !!! fix side (direction) orientation here and elsewhere !!! */ CheckElementSideChange(newx, newy, hitting_element, - direction, CE_COLLISION_ACTIVE, -1); + direction, CE_HITTING_SOMETHING, -1); #if 0 if (IN_LEV_FIELD(nextx, nexty)) @@ -4948,10 +5015,10 @@ void ContinueMoving(int x, int y) int i; CheckElementSideChange(nextx, nexty, touched_element, - opposite_direction, CE_COLLISION_PASSIVE, -1); + opposite_direction, CE_HIT_BY_SOMETHING, -1); if (IS_CUSTOM_ELEMENT(hitting_element) && - HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE)) + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) { for (i = 0; i < element_info[hitting_element].num_change_pages; i++) { @@ -4959,19 +5026,19 @@ void ContinueMoving(int x, int y) &element_info[hitting_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) && + change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && change->sides & touched_side && change->trigger_element == touched_element) { CheckElementSideChange(newx, newy, hitting_element, - CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i); + CH_SIDE_ANY, CE_OTHER_IS_HITTING, i); break; } } } if (IS_CUSTOM_ELEMENT(touched_element) && - HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE)) + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) { for (i = 0; i < element_info[touched_element].num_change_pages; i++) { @@ -4979,12 +5046,12 @@ void ContinueMoving(int x, int y) &element_info[touched_element].change_page[i]; if (change->can_change && - change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) && + change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && change->sides & hitting_side && change->trigger_element == hitting_element) { CheckElementSideChange(nextx, nexty, touched_element, - CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i); + CH_SIDE_ANY, CE_OTHER_GETS_HIT, i); break; } } @@ -4993,6 +5060,7 @@ void ContinueMoving(int x, int y) } #endif } +#endif TestIfPlayerTouchesCustomElement(newx, newy); TestIfElementTouchesCustomElement(newx, newy); @@ -6100,7 +6168,11 @@ static void ChangeElement(int x, int y, int page) ChangePage[x][y] = -1; } +#if 0 + if (IS_MOVING(x, y) && !change->explode) +#else if (IS_MOVING(x, y)) /* never change a running system ;-) */ +#endif { ChangeDelay[x][y] = 1; /* try change after next move step */ ChangePage[x][y] = page; /* remember page to use for change */ @@ -6461,6 +6533,8 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; + player->is_dropping = FALSE; + return 0; } @@ -7367,8 +7441,27 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int old_jx = jx, old_jy = jy; int moved = MF_NO_ACTION; +#if 1 + if (!player->active) + return FALSE; + + if (!dx && !dy) + { + if (player->MovPos == 0) + { + player->is_moving = FALSE; + player->is_digging = FALSE; + player->is_collecting = FALSE; + player->is_snapping = FALSE; + player->is_pushing = FALSE; + } + + return FALSE; + } +#else if (!player->active || (!dx && !dy)) return FALSE; +#endif #if 0 if (!FrameReached(&player->move_delay, player->move_delay_value) && @@ -7523,6 +7616,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->is_switching = FALSE; #endif + player->is_dropping = FALSE; + #if 1 { @@ -7867,6 +7962,103 @@ void TestIfElementTouchesCustomElement(int x, int y) CE_OTHER_IS_TOUCHING, center_element_change_page); } +void TestIfElementHitsCustomElement(int x, int y, int direction) +{ + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int hitx = x + dx, hity = y + dy; + int hitting_element = Feld[x][y]; +#if 0 + boolean object_hit = (IN_LEV_FIELD(hitx, hity) && + !IS_FREE(hitx, hity) && + (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2)); +#endif + + if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity)) + return; + +#if 0 + if (IN_LEV_FIELD(hitx, hity) && !object_hit) + return; +#endif + + CheckElementSideChange(x, y, hitting_element, + direction, CE_HITTING_SOMETHING, -1); + + if (IN_LEV_FIELD(hitx, hity)) + { + static int opposite_directions[] = + { + MV_RIGHT, + MV_LEFT, + MV_DOWN, + MV_UP + }; + int move_dir_bit = MV_DIR_BIT(direction); + int opposite_direction = opposite_directions[move_dir_bit]; + int hitting_side = direction; + int touched_side = opposite_direction; + int touched_element = MovingOrBlocked2Element(hitx, hity); +#if 1 + boolean object_hit = (!IS_MOVING(hitx, hity) || + MovDir[hitx][hity] != direction || + ABS(MovPos[hitx][hity]) <= TILEY / 2); + + object_hit = TRUE; +#endif + + if (object_hit) + { + int i; + + CheckElementSideChange(hitx, hity, touched_element, + opposite_direction, CE_HIT_BY_SOMETHING, -1); + + if (IS_CUSTOM_ELEMENT(hitting_element) && + HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING)) + { + for (i = 0; i < element_info[hitting_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[hitting_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) && + change->sides & touched_side && + change->trigger_element == touched_element) + { + CheckElementSideChange(x, y, hitting_element, + CH_SIDE_ANY, CE_OTHER_IS_HITTING, i); + break; + } + } + } + + if (IS_CUSTOM_ELEMENT(touched_element) && + HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT)) + { + for (i = 0; i < element_info[touched_element].num_change_pages; i++) + { + struct ElementChangeInfo *change = + &element_info[touched_element].change_page[i]; + + if (change->can_change && + change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) && + change->sides & hitting_side && + change->trigger_element == hitting_element) + { + CheckElementSideChange(hitx, hity, touched_element, + CH_SIDE_ANY, CE_OTHER_GETS_HIT, i); + break; + } + } + } + } + } +} + void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { int i, kill_x = -1, kill_y = -1; @@ -8872,6 +9064,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) player->is_digging = FALSE; player->is_collecting = FALSE; + player->is_dropping = FALSE; + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; @@ -8890,14 +9084,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int old_element; + int old_element = Feld[jx][jy]; int new_element; + /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) return FALSE; - old_element = Feld[jx][jy]; - /* check if player has anything that can be dropped */ if (player->inventory_size == 0 && player->dynabombs_left == 0) return FALSE; @@ -8915,28 +9108,20 @@ boolean DropElement(struct PlayerInfo *player) if (old_element != EL_EMPTY) Back[jx][jy] = old_element; /* store old element on this field */ - - - /* !!! CHANGE !!! CHANGE !!! */ - -#if 0 - MovDelay[jx][jy] = 96; -#endif - - /* !!! CHANGE !!! CHANGE !!! */ - - - ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); if (player->inventory_size > 0) { - new_element = player->inventory_element[--player->inventory_size]; + player->inventory_size--; + new_element = player->inventory_element[player->inventory_size]; - Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : - new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : - new_element); + if (new_element == EL_DYNAMITE) + new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_SP_DISK_RED) + new_element = EL_SP_DISK_RED_ACTIVE; + + Feld[jx][jy] = new_element; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->inventory_size, 3), FONT_TEXT_2); @@ -8954,30 +9139,33 @@ boolean DropElement(struct PlayerInfo *player) else /* player is dropping a dyna bomb */ { player->dynabombs_left--; + new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr; - Feld[jx][jy] = - EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); + Feld[jx][jy] = new_element; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); PlayLevelSoundAction(jx, jy, ACTION_DROPPING); - - MovDelay[jx][jy] = 96; } #if 1 - InitField(jx, jy, FALSE); - if (CAN_MOVE(Feld[jx][jy])) - InitMovDir(jx, jy); + + if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */ + { + InitField(jx, jy, FALSE); + if (CAN_MOVE(Feld[jx][jy])) + InitMovDir(jx, jy); + } new_element = Feld[jx][jy]; if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && - element_info[new_element].move_pattern == MV_PROJECTILE) + element_info[new_element].move_pattern == MV_WHEN_DROPPED) { + int move_stepsize = element_info[new_element].move_stepsize; int direction, dx, dy, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_NO_MOVING) @@ -8991,21 +9179,35 @@ boolean DropElement(struct PlayerInfo *player) if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty)) { - InitMovingField(jx, jy, MovDir[jx][jy]); +#if 0 + WasJustMoving[jx][jy] = 3; +#else + InitMovingField(jx, jy, direction); ContinueMoving(jx, jy); +#endif } else { Changed[jx][jy] = 0; /* allow another change */ + +#if 1 + TestIfElementHitsCustomElement(jx, jy, direction); +#else CheckElementSideChange(jx, jy, new_element, - direction, CE_COLLISION_ACTIVE, -1); + direction, CE_HITTING_SOMETHING, -1); +#endif } + + player->drop_delay = 2 * TILEX / move_stepsize + 1; } +#if 0 + player->drop_delay = 8 + 8 + 8; #endif - player->drop_delay = 8 + 8 + 8; +#endif + player->is_dropping = TRUE; return TRUE;