X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a9c903cceb5bab85072c08f8cb43cf9fcb632eea;hb=2fe139696892ee39f804b5c7315b8f0977ab01ec;hp=dea71db296ea50209c8f30b2677c22cfe28cd62c;hpb=d2569aa3db9021edea83086dc34ece98cfc92493;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index dea71db2..a9c903cc 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,9 @@ #include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -144,7 +147,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * StorePlayer[x][y]; checksum += mult++ * Frame[x][y]; checksum += mult++ * AmoebaNr[x][y]; - checksum += mult++ * JustHit[x][y]; + checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; */ } @@ -176,6 +179,50 @@ void GetPlayerConfig() InitJoysticks(); } +static int getBeltNrFromElement(int element) +{ + return (element < EL_BELT2_LEFT ? 0 : + element < EL_BELT3_LEFT ? 1 : + element < EL_BELT4_LEFT ? 2 : 3); +} + +static int getBeltNrFromSwitchElement(int element) +{ + return (element < EL_BELT2_SWITCH_L ? 0 : + element < EL_BELT3_SWITCH_L ? 1 : + element < EL_BELT4_SWITCH_L ? 2 : 3); +} + +static int getBeltDirNrFromSwitchElement(int element) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_L, + EL_BELT2_SWITCH_L, + EL_BELT3_SWITCH_L, + EL_BELT4_SWITCH_L + }; + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; + + return (belt_dir_nr % 3); +} + +static int getBeltDirFromSwitchElement(int element) +{ + static int belt_move_dir[3] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT + }; + + int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + + return belt_move_dir[belt_dir_nr]; +} + static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) @@ -280,7 +327,7 @@ static void InitField(int x, int y, boolean init_game) } break; - case EL_DYNAMIT: + case EL_DYNAMITE_ACTIVE: MovDelay[x][y] = 96; break; @@ -319,6 +366,46 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EM_KEY_4; break; + case EL_BELT1_SWITCH_L: + case EL_BELT1_SWITCH_M: + case EL_BELT1_SWITCH_R: + case EL_BELT2_SWITCH_L: + case EL_BELT2_SWITCH_M: + case EL_BELT2_SWITCH_R: + case EL_BELT3_SWITCH_L: + case EL_BELT3_SWITCH_M: + case EL_BELT3_SWITCH_R: + case EL_BELT4_SWITCH_L: + case EL_BELT4_SWITCH_M: + case EL_BELT4_SWITCH_R: + if (init_game) + { + int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = 10 * FRAMES_PER_SECOND; + break; + default: break; } @@ -359,13 +446,14 @@ void InitGame() player->dynamite = 0; player->dynabomb_count = 0; - player->dynabomb_size = 0; + player->dynabomb_size = 1; player->dynabombs_left = 0; player->dynabomb_xl = FALSE; player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -419,6 +507,13 @@ void InitGame() AllPlayersGone = FALSE; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; + game.switchgate_pos = 0; + game.light_time_left = 0; + for (i=0; i<4; i++) + { + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } for (i=0; igems_still_needed,3), FS_SMALL, FC_YELLOW); + int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); DrawText(DX + XX_SCORE, DY + YY_SCORE, @@ -895,15 +997,16 @@ int NewHiScore() #ifdef ONE_PER_NAME put_into_list: #endif - strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1); - highscore[k].Name[MAX_NAMELEN - 1] = '\0'; + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); + highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -1052,7 +1155,7 @@ void DrawDynamite(int x, int y) if (Store[x][y]) DrawGraphic(sx, sy, el2gfx(Store[x][y])); - if (Feld[x][y] == EL_DYNAMIT) + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) { if ((phase = (96 - MovDelay[x][y]) / 12) > 6) phase = 6; @@ -1081,10 +1184,13 @@ void CheckDynamite(int x, int y) if (!(MovDelay[x][y] % 12)) PlaySoundLevel(x, y, SND_ZISCH); - if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12)) - DrawDynamite(x, y); - else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6)) - DrawDynamite(x, y); + if (IS_ACTIVE_BOMB(Feld[x][y])) + { + int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6); + + if (!(MovDelay[x][y] % delay)) + DrawDynamite(x, y); + } return; } @@ -1108,13 +1214,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; ydynabomb_size; + dynabomb_xl = player->dynabomb_xl; + player->dynabombs_left++; + } Explode(ex, ey, EX_PHASE_START, EX_CENTER); for (i=0; i<4; i++) { - for (j=1; j<=player->dynabomb_size; j++) + for (j=1; j<=dynabomb_size; j++) { - int x = ex+j*xy[i%4][0]; - int y = ey+j*xy[i%4][1]; + int x = ex + j * xy[i % 4][0]; + int y = ey + j * xy[i % 4][1]; int element; if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y])) break; element = Feld[x][y]; + + /* do not restart explosions of fields with active bombs */ + if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y])) + continue; + Explode(x, y, EX_PHASE_START, EX_BORDER); if (element != EL_LEERRAUM && element != EL_ERDREICH && element != EL_EXPLODING && - !player->dynabomb_xl) + !dynabomb_xl) break; } } - - player->dynabombs_left++; } void Bang(int x, int y) @@ -1338,7 +1460,10 @@ void Bang(int x, int y) RaiseScoreElement(element); Explode(x, y, EX_PHASE_START, EX_NORMAL); break; - case EL_DYNABOMB: + case EL_DYNABOMB_ACTIVE_1: + case EL_DYNABOMB_ACTIVE_2: + case EL_DYNABOMB_ACTIVE_3: + case EL_DYNABOMB_ACTIVE_4: case EL_DYNABOMB_NR: case EL_DYNABOMB_SZ: case EL_DYNABOMB_XL: @@ -2080,7 +2205,8 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_SALZSAEURE; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && + JustStopped[x][y]) { Impact(x, y); } @@ -2093,7 +2219,12 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } +#if OLD_GAME_BEHAVIOUR else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) +#else + else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1]) +#endif { boolean left = (x>0 && IS_FREE(x-1, y) && (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); @@ -2108,6 +2239,17 @@ void StartMoving(int x, int y) InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); } } + else if (IS_BELT(Feld[x][y+1])) + { + boolean left_is_free = (x>0 && IS_FREE(x-1, y)); + boolean right_is_free = (x0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; #if DEBUG if (IS_BLOCKED(x, y)) @@ -3577,7 +3788,7 @@ void GameActions() } else if (IS_MOVING(x, y)) ContinueMoving(x, y); - else if (element == EL_DYNAMIT || element == EL_DYNABOMB) + else if (IS_ACTIVE_BOMB(element)) CheckDynamite(x, y); else if (element == EL_EXPLODING) Explode(x, y, Frame[x][y], EX_NORMAL); @@ -3616,6 +3827,12 @@ void GameActions() DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); + else if (IS_BELT(element)) + DrawBeltAnimation(x, y, element); + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); if (game.magic_wall_active) { @@ -3657,6 +3874,7 @@ void GameActions() for (y=0; y 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y= (1000 / GameFrameDelay) && !tape.pausing) { TimeFrames = 0; @@ -4330,6 +4571,7 @@ int DigField(struct PlayerInfo *player, if (mode == DF_NO_PUSH) { + player->Switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; } @@ -4339,13 +4581,14 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: PlaySoundLevel(x, y, SND_EMPTY); break; case EL_ERDREICH: + case EL_SAND_INVISIBLE: Feld[x][y] = EL_LEERRAUM; PlaySoundLevel(x, y, SND_SCHLURF); break; @@ -4383,11 +4626,16 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; - case EL_DYNAMIT_AUS: + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); player->dynamite++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); @@ -4401,21 +4649,21 @@ int DigField(struct PlayerInfo *player, RemoveField(x, y); player->dynabomb_count++; player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMIT); + RaiseScoreElement(EL_DYNAMITE_INACTIVE); PlaySoundLevel(x, y, SND_PONG); break; @@ -4486,6 +4734,166 @@ int DigField(struct PlayerInfo *player, } break; + case EL_BELT1_SWITCH_L: + case EL_BELT1_SWITCH_M: + case EL_BELT1_SWITCH_R: + case EL_BELT2_SWITCH_L: + case EL_BELT2_SWITCH_M: + case EL_BELT2_SWITCH_R: + case EL_BELT3_SWITCH_L: + case EL_BELT3_SWITCH_M: + case EL_BELT3_SWITCH_R: + case EL_BELT4_SWITCH_L: + case EL_BELT4_SWITCH_M: + case EL_BELT4_SWITCH_R: + { + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_L, + EL_BELT2_SWITCH_L, + EL_BELT3_SWITCH_L, + EL_BELT4_SWITCH_L + }; + static int belt_move_dir[4] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT, + MV_NO_MOVING, + }; + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4; + int belt_dir = belt_move_dir[belt_dir_nr]; + int xx, yy; + + if (player->Switching) + return MF_ACTION; + + player->Switching = TRUE; + + game.belt_dir_nr[belt_nr] = belt_dir_nr; + game.belt_dir[belt_nr] = belt_dir; + + if (belt_dir_nr == 3) + belt_dir_nr = 1; + + for (yy=0; yySwitching) + return MF_ACTION; + + player->Switching = TRUE; + + game.switchgate_pos = !game.switchgate_pos; + + for (yy=0; yySwitching) + return MF_ACTION; + + player->Switching = TRUE; + + game.light_time_left = + (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0); + + for (yy=0; yy 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_ON; + DrawLevelField(xx, yy); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(xx, yy); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(xx, yy); + } + } + + return MF_ACTION; + } + break; + case EL_SP_EXIT: if (local_player->gems_still_needed > 0) return MF_NO_ACTION; @@ -4565,6 +4973,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_EM_GATE_1X: @@ -4580,6 +4990,20 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + + break; + + case EL_SWITCHGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE); + break; case EL_SP_PORT1_LEFT: @@ -4621,6 +5045,8 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); + PlaySoundLevel(x, y, SND_GATE); + break; case EL_AUSGANG_ZU: @@ -4792,8 +5218,7 @@ boolean PlaceBomb(struct PlayerInfo *player) element = Feld[jx][jy]; if ((player->dynamite == 0 && player->dynabombs_left == 0) || - element == EL_DYNAMIT || element == EL_DYNABOMB || - element == EL_EXPLODING) + IS_ACTIVE_BOMB(element) || element == EL_EXPLODING) return FALSE; if (element != EL_LEERRAUM) @@ -4801,7 +5226,7 @@ boolean PlaceBomb(struct PlayerInfo *player) if (player->dynamite) { - Feld[jx][jy] = EL_DYNAMIT; + Feld[jx][jy] = EL_DYNAMITE_ACTIVE; MovDelay[jx][jy] = 96; player->dynamite--; DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), @@ -4816,8 +5241,7 @@ boolean PlaceBomb(struct PlayerInfo *player) } else { - Feld[jx][jy] = EL_DYNABOMB; - Store2[jx][jy] = player->element_nr; /* for DynaExplode() */ + Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1); MovDelay[jx][jy] = 96; player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) @@ -4907,7 +5331,7 @@ void RaiseScoreElement(int element) case EL_KOKOSNUSS: RaiseScore(level.score[SC_KOKOSNUSS]); break; - case EL_DYNAMIT: + case EL_DYNAMITE_INACTIVE: RaiseScore(level.score[SC_DYNAMIT]); break; case EL_SCHLUESSEL: