X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a32fcfa7f5e4111302fe2a814b7363248861660a;hb=9991027ba0e61f105a15d517461614fce184ba48;hp=451c167fffe2cbd25c86fd8ad349912e123e7a47;hpb=7992b03de18aad8527835dfa03375f3a30a7e673;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 451c167f..a32fcfa7 100644 --- a/src/game.c +++ b/src/game.c @@ -65,6 +65,8 @@ #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1) + #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0) #if USE_DELAYED_GFX_REDRAW @@ -1791,8 +1793,8 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) int player_nr = GET_PLAYER_NR(element); struct PlayerInfo *player = &stored_player[player_nr]; - if (player->active) - player->killed = FALSE; /* if player was just killed, reanimate him */ + if (player->active && player->killed) + player->reanimated = TRUE; /* if player was just killed, reanimate him */ } #endif } @@ -3451,8 +3453,8 @@ static void InitGameEngine() for (j = 0; j < ei->num_change_pages; j++) { ei->change_page[j].actual_trigger_element = EL_EMPTY; - ei->change_page[j].actual_trigger_player = EL_PLAYER_1; - ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1; + ei->change_page[j].actual_trigger_player = EL_EMPTY; + ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE; ei->change_page[j].actual_trigger_side = CH_SIDE_NONE; ei->change_page[j].actual_trigger_ce_value = 0; ei->change_page[j].actual_trigger_ce_score = 0; @@ -3707,6 +3709,7 @@ void InitGame() player->present = FALSE; player->active = FALSE; player->killed = FALSE; + player->reanimated = FALSE; player->action = 0; player->effective_action = 0; @@ -4037,6 +4040,52 @@ void InitGame() if (game.belt_dir[i] == MV_NONE) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ +#if USE_NEW_PLAYER_ASSIGNMENTS + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (player->connected && !player->present) + { + for (j = 0; j < MAX_PLAYERS; j++) + { + struct PlayerInfo *some_player = &stored_player[j]; + int jx = some_player->jx, jy = some_player->jy; + + /* assign first free player found that is present in the playfield */ + if (some_player->present && !some_player->connected) + { + player->present = FALSE; + player->active = FALSE; + + some_player->present = TRUE; + some_player->active = TRUE; + + /* + player->initial_element = some_player->initial_element; + player->artwork_element = some_player->artwork_element; + + player->block_last_field = some_player->block_last_field; + player->block_delay_adjustment = some_player->block_delay_adjustment; + */ + + StorePlayer[jx][jy] = some_player->element_nr; + + some_player->jx = some_player->last_jx = jx; + some_player->jy = some_player->last_jy = jy; + + if (local_player == player) + local_player = some_player; + + break; + } + } + } + } + +#else + /* check if any connected player was not found in playfield */ for (i = 0; i < MAX_PLAYERS; i++) { @@ -4065,6 +4114,7 @@ void InitGame() player->block_delay_adjustment = some_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; player->jy = player->last_jy = jy; @@ -4073,6 +4123,7 @@ void InitGame() } } } +#endif if (tape.playing) { @@ -10168,12 +10219,21 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) (level.time > 0 ? TimeLeft : TimePlayed); - int action_arg_element = + int action_arg_element_raw = (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player : action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element : action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element : action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element : + action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element: + action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element : + action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element : EL_EMPTY); + int action_arg_element = GetElementFromGroupElement(action_arg_element_raw); + +#if 0 + if (action_arg_element_raw == EL_GROUP_START) + printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element)); +#endif int action_arg_direction = (action_arg >= CA_ARG_DIRECTION_LEFT && @@ -10253,7 +10313,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) action_arg_number_min, action_arg_number_max); #if 1 - int trigger_player_bits = change->actual_trigger_player_bits; + int trigger_player_bits = + (change->actual_trigger_player_bits != CH_PLAYER_NONE ? + change->actual_trigger_player_bits : change->trigger_player); #else int trigger_player_bits = (change->actual_trigger_player >= EL_PLAYER_1 && @@ -10368,6 +10430,33 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } + case CA_SET_LEVEL_RANDOM_SEED: + { +#if 1 + /* ensure that setting a new random seed while playing is predictable */ + InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1); +#else + InitRND(action_arg_number_new); +#endif + +#if 0 + printf("::: %d -> %d\n", action_arg_number_new, RND(10)); +#endif + +#if 0 + { + int i; + + printf("::: "); + for (i = 0; i < 9; i++) + printf("%d, ", RND(2)); + printf("\n"); + } +#endif + + break; + } + /* ---------- player actions ------------------------------------------ */ case CA_MOVE_PLAYER: @@ -10422,6 +10511,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) case CA_SET_PLAYER_SPEED: { +#if 0 + printf("::: trigger_player_bits == %d\n", trigger_player_bits); +#endif + for (i = 0; i < MAX_PLAYERS; i++) { if (trigger_player_bits & (1 << i)) @@ -10539,6 +10632,104 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } + case CA_SET_PLAYER_INVENTORY: + { + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + int j, k; + + if (trigger_player_bits & (1 << i)) + { + int inventory_element = action_arg_element; + + if (action_arg == CA_ARG_ELEMENT_TARGET || + action_arg == CA_ARG_ELEMENT_TRIGGER || + action_arg == CA_ARG_ELEMENT_ACTION) + { + int element = inventory_element; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + else if (action_arg == CA_ARG_INVENTORY_RM_TARGET || + action_arg == CA_ARG_INVENTORY_RM_TRIGGER || + action_arg == CA_ARG_INVENTORY_RM_ACTION) + { + if (player->inventory_infinite_element != EL_UNDEFINED && + IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element, + action_arg_element_raw)) + player->inventory_infinite_element = EL_UNDEFINED; + + for (k = 0, j = 0; j < player->inventory_size; j++) + { + if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j], + action_arg_element_raw)) + player->inventory_element[k++] = player->inventory_element[j]; + } + + player->inventory_size = k; + } + else if (action_arg == CA_ARG_INVENTORY_RM_FIRST) + { + if (player->inventory_size > 0) + { + for (j = 0; j < player->inventory_size - 1; j++) + player->inventory_element[j] = player->inventory_element[j + 1]; + + player->inventory_size--; + } + } + else if (action_arg == CA_ARG_INVENTORY_RM_LAST) + { + if (player->inventory_size > 0) + player->inventory_size--; + } + else if (action_arg == CA_ARG_INVENTORY_RM_ALL) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + } + else if (action_arg == CA_ARG_INVENTORY_RESET) + { + player->inventory_infinite_element = EL_UNDEFINED; + player->inventory_size = 0; + + if (level.use_initial_inventory[i]) + { + for (j = 0; j < level.initial_inventory_size[i]; j++) + { + int element = level.initial_inventory_content[i][j]; + int collect_count = element_info[element].collect_count_initial; + + if (!IS_CUSTOM_ELEMENT(element)) + collect_count = 1; + + if (collect_count == 0) + player->inventory_infinite_element = element; + else + for (k = 0; k < collect_count; k++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = + element; + } + } + } + } + } + + break; + } + /* ---------- CE actions ---------------------------------------------- */ case CA_SET_CE_VALUE: @@ -10607,6 +10798,38 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } + case CA_SET_CE_ARTWORK: + { + int artwork_element = action_arg_element; + boolean reset_frame = FALSE; + int xx, yy; + + if (action_arg == CA_ARG_ELEMENT_RESET) + artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial : + element); + + if (ei->gfx_element != artwork_element) + reset_frame = TRUE; + + ei->gfx_element = artwork_element; + + SCAN_PLAYFIELD(xx, yy) + { + if (Feld[xx][yy] == element) + { + if (reset_frame) + { + ResetGfxAnimation(xx, yy); + ResetRandomAnimationValue(xx, yy); + } + + TEST_DrawLevelField(xx, yy); + } + } + + break; + } + /* ---------- engine actions ------------------------------------------ */ case CA_SET_ENGINE_SCAN_MODE: @@ -10766,8 +10989,8 @@ static boolean ChangeElement(int x, int y, int element, int page) { /* reset actual trigger element, trigger player and action element */ change->actual_trigger_element = EL_EMPTY; - change->actual_trigger_player = EL_PLAYER_1; - change->actual_trigger_player_bits = CH_PLAYER_1; + change->actual_trigger_player = EL_EMPTY; + change->actual_trigger_player_bits = CH_PLAYER_NONE; change->actual_trigger_side = CH_SIDE_NONE; change->actual_trigger_ce_value = 0; change->actual_trigger_ce_score = 0; @@ -10927,6 +11150,7 @@ static void HandleElementChange(int x, int y, int page) int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; + boolean handle_action_before_change = FALSE; #ifdef DEBUG if (!CAN_CHANGE_OR_HAS_ACTION(element) && @@ -11009,6 +11233,15 @@ static void HandleElementChange(int x, int y, int page) return; } +#if 1 + /* special case: set new level random seed before changing element */ + if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED) + handle_action_before_change = TRUE; + + if (change->has_action && handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); +#endif + if (change->can_change) { if (ChangeElement(x, y, element, page)) @@ -11018,7 +11251,7 @@ static void HandleElementChange(int x, int y, int page) } } - if (change->has_action) + if (change->has_action && !handle_action_before_change) ExecuteCustomElementAction(x, y, element, page); } } @@ -11169,6 +11402,15 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, { if (change->can_change && !change_done) { +#if USE_FIX_NO_ACTION_AFTER_CHANGE + /* if element already changed in this frame, not only prevent + another element change (checked in ChangeElement()), but + also prevent additional element actions for this element */ + + if (ChangeCount[x][y] >= game.max_num_changes_per_frame && + !level.use_action_after_change_bug) + continue; +#endif #if 0 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n", @@ -11276,6 +11518,10 @@ static boolean CheckElementChangeExt(int x, int y, RECURSION_LOOP_DETECTION_START(trigger_element, FALSE); +#if 0 + printf("::: X: trigger_player_bits == %d\n", trigger_player); +#endif + for (p = 0; p < element_info[element].num_change_pages; p++) { struct ElementChangeInfo *change = &element_info[element].change_page[p]; @@ -11801,7 +12047,7 @@ void GameActions() } if (game.restart_level) - StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); + StartGameActions(options.network, setup.autorecord, level.random_seed); if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { @@ -14192,6 +14438,11 @@ void KillPlayer(struct PlayerInfo *player) if (!player->active) return; +#if 0 + printf("::: 0: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + /* the following code was introduced to prevent an infinite loop when calling -> Bang() -> CheckTriggeredElementChangeExt() @@ -14216,11 +14467,28 @@ void KillPlayer(struct PlayerInfo *player) player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; +#if 0 + printf("::: 1: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + Bang(jx, jy); +#if 0 + printf("::: 2: killed == %d, active == %d, reanimated == %d\n", + player->killed, player->active, player->reanimated); +#endif + #if USE_PLAYER_REANIMATION +#if 1 + if (player->reanimated) /* killed player may have been reanimated */ + player->killed = player->reanimated = FALSE; + else + BuryPlayer(player); +#else if (player->killed) /* player may have been reanimated */ BuryPlayer(player); +#endif #else BuryPlayer(player); #endif