X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=9e0327a491eac158a6907012e052b900287183eb;hb=1a22e8bdd70708d1ee0bb3f21a456eca4e3de50a;hp=fd1bdc53d936c6a821c8639b66a331d09ccd6750;hpb=90cd4dc88df3f891ecaa0ee9b9010fe432154503;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index fd1bdc53..9e0327a4 100644 --- a/src/game.c +++ b/src/game.c @@ -2840,10 +2840,84 @@ static void InitGameEngine(void) game.team_mode = (num_players > 1); } +#if 0 + printf("level %d: level.game_version == %06d\n", level_nr, + level.game_version); + printf(" tape.file_version == %06d\n", + tape.file_version); + printf(" tape.game_version == %06d\n", + tape.game_version); + printf(" tape.engine_version == %06d\n", + tape.engine_version); + printf(" => game.engine_version == %06d [tape mode: %s]\n", + game.engine_version, (tape.playing ? "PLAYING" : "RECORDING")); +#endif + // -------------------------------------------------------------------------- // set flags for bugs and changes according to active game engine version // -------------------------------------------------------------------------- + /* + Summary of bugfix: + Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING" + + Bug was introduced in version: + 2.0.1 + + Bug was fixed in version: + 4.1.4.2 + + Description: + In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added, + but the property "can fall" was missing, which caused some levels to be + unsolvable. This was fixed in version 4.1.4.2. + + Affected levels/tapes: + An example for a tape that was fixed by this bugfix is tape 029 from the + level set "rnd_sam_bateman". + The wrong behaviour will still be used for all levels or tapes that were + created/recorded with it. An example for this is tape 023 from the level + set "rnd_gerhard_haeusler", which was recorded with a buggy game engine. + */ + + boolean use_amoeba_dropping_cannot_fall_bug = + ((game.engine_version >= VERSION_IDENT(2,0,1,0) && + game.engine_version <= VERSION_IDENT(4,1,4,1)) || + (tape.playing && + tape.game_version >= VERSION_IDENT(2,0,1,0) && + tape.game_version <= VERSION_IDENT(4,1,4,1))); + + /* + 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. @@ -2928,13 +3002,11 @@ static void InitGameEngine(void) // dynamically adjust element properties according to game engine version InitElementPropertiesEngine(game.engine_version); -#if 0 - printf("level %d: level version == %06d\n", level_nr, level.game_version); - printf(" tape version == %06d [%s] [file: %06d]\n", - tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"), - tape.file_version); - printf(" => game.engine_version == %06d\n", game.engine_version); -#endif + // ---------- initialize special element properties ------------------------- + + // "EL_AMOEBA_DROPPING" missed property "can fall" between 2.0.1 and 4.1.4.1 + if (use_amoeba_dropping_cannot_fall_bug) + SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE); // ---------- initialize player's initial move delay ------------------------ @@ -3181,6 +3253,16 @@ 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 +3361,34 @@ 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 +3501,13 @@ 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); @@ -4277,12 +4394,6 @@ void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, { // this is used for non-R'n'D game engines to update certain engine values - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - { - actual_player_x = correctLevelPosX_EM(actual_player_x); - actual_player_y = correctLevelPosY_EM(actual_player_y); - } - // needed to determine if sounds are played within the visible screen area scroll_x = actual_scroll_x; scroll_y = actual_scroll_y; @@ -9880,11 +9991,14 @@ 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 +11259,7 @@ 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 +11270,7 @@ 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 +11468,7 @@ 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 @@ -11879,8 +11993,8 @@ void GameActions_RND(void) { int new_button = (mouse_action.button && mouse_action_last.button == 0); - x = local_player->mouse_action.lx; - y = local_player->mouse_action.ly; + x = mouse_action.lx; + y = mouse_action.ly; element = Feld[x][y]; if (new_button) @@ -14738,9 +14852,9 @@ static void PlayLevelMusic(void) void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) { int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0); - int offset = (BorderElement == EL_STEELWALL ? 1 : 0); - int x = xx - 1 - offset; - int y = yy - 1 - offset; + int offset = 0; + int x = xx - offset; + int y = yy - offset; switch (sample) {