X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=c4764283bb635d6a25c086410d69e80695cd4c53;hb=85279bc51ad11bce89beae5b0e02f1faec520afa;hp=b034735bd66b4cf6e5f65aae793a42c118c3e91e;hpb=2c2b1d42b803d35d9f55ce68bf1339dcde6f158a;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b034735b..c4764283 100644 --- a/src/game.c +++ b/src/game.c @@ -674,7 +674,7 @@ static void InitGameEngine() struct ElementChangeInfo *change = &element_info[element].change; /* only add custom elements that change after fixed/random frame delay */ - if (!IS_CHANGEABLE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) + if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY)) continue; changing_element[element].base_element = element; @@ -1141,7 +1141,9 @@ void InitMovDir(int x, int y) default: if (IS_CUSTOM_ELEMENT(element)) { - if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) + if (element_info[element].move_direction_initial != MV_NO_MOVING) + MovDir[x][y] = element_info[element].move_direction_initial; + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS) MovDir[x][y] = 1 << RND(4); else if (element_info[element].move_pattern == MV_HORIZONTAL) MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); @@ -1823,7 +1825,7 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y)) KillHeroUnlessProtected(x, y); - else if (CAN_EXPLODE(element)) + else if (CAN_EXPLODE_BY_FIRE(element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; @@ -2314,8 +2316,9 @@ void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); boolean object_hit = FALSE; + boolean impact = (lastline || object_hit); int element = Feld[x][y]; - int smashed = 0; + int smashed = EL_UNDEFINED; if (!lastline) /* check if element below was hit */ { @@ -2335,16 +2338,20 @@ void Impact(int x, int y) return; } - if (lastline || object_hit) + if (impact) { ResetGfxAnimation(x, y); DrawLevelField(x, y); } +#if 1 + if (impact && CAN_EXPLODE_IMPACT(element)) +#else if ((element == EL_BOMB || element == EL_SP_DISK_ORANGE || element == EL_DX_SUPABOMB) && (lastline || object_hit)) /* element is bomb */ +#endif { Bang(x, y); return; @@ -2356,12 +2363,12 @@ void Impact(int x, int y) return; } - if (element == EL_AMOEBA_DROP && (lastline || object_hit)) + if (impact && element == EL_AMOEBA_DROP) { if (object_hit && IS_PLAYER(x, y+1)) KillHeroUnlessProtected(x, y+1); else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y+1); + Bang(x, y + 1); else { Feld[x][y] = EL_AMOEBA_GROWING; @@ -2409,7 +2416,7 @@ void Impact(int x, int y) } else if (element == EL_BD_DIAMOND) { - if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) { Bang(x, y + 1); return; @@ -2428,7 +2435,7 @@ void Impact(int x, int y) element == EL_SP_ZONK || element == EL_BD_ROCK) { - if (IS_ENEMY(smashed) || + if (IS_CLASSIC_ENEMY(smashed) || smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE || smashed == EL_DX_SUPABOMB || @@ -2510,26 +2517,26 @@ void TurnRound(int x, int y) int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { int left, right, back; } turn[] = { - { 0, 0, 0 }, + { 0, 0, 0 }, { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Feld[x][y]; @@ -2927,9 +2934,13 @@ void TurnRound(int x, int y) { boolean can_turn_left = FALSE, can_turn_right = FALSE; - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y)))) can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y)))) can_turn_right = TRUE; if (can_turn_left && can_turn_right) @@ -2946,7 +2957,13 @@ void TurnRound(int x, int y) else if (element_info[element].move_pattern == MV_HORIZONTAL || element_info[element].move_pattern == MV_VERTICAL) { - MovDir[x][y] = back_dir; + if (element_info[element].move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } else if (element_info[element].move_pattern & MV_ANY_DIRECTION) @@ -2956,21 +2973,31 @@ void TurnRound(int x, int y) } else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) { - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) + if (IN_LEV_FIELD(left_x, left_y) && + (IS_FREE(left_x, left_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y)))) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + (!IS_FREE(move_x, move_y) && + (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y)))) MovDir[x][y] = right_dir; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) { - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) + if (IN_LEV_FIELD(right_x, right_y) && + (IS_FREE(right_x, right_y) || + (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y)))) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y)) + else if (!IN_LEV_FIELD(move_x, move_y) || + (!IS_FREE(move_x, move_y) && + (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y)))) MovDir[x][y] = left_dir; - MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); } else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) @@ -3027,6 +3054,8 @@ void TurnRound(int x, int y) Moving2Blocked(x, y, &newx, &newy); if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || + (DONT_COLLIDE_WITH(element) && + IS_FREE_OR_PLAYER(newx, newy)) || Feld[newx][newy] == EL_ACID)) return; @@ -3035,6 +3064,8 @@ void TurnRound(int x, int y) Moving2Blocked(x, y, &newx, &newy); if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) || + (DONT_COLLIDE_WITH(element) && + IS_FREE_OR_PLAYER(newx, newy)) || Feld[newx][newy] == EL_ACID)) return; @@ -3346,11 +3377,36 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; +#if 0 + if (element == EL_YAMYAM) + { + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif + + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif + GfxAction[x][y] = ACTION_WAITING; + } + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif element == EL_YAMYAM || element == EL_DARK_YAMYAM) { +#if 0 + DrawLevelElementAnimation(x, y, element); +#else DrawLevelElementAnimationIfNeeded(x, y, element); +#endif PlaySoundLevelAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) @@ -3380,7 +3436,7 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed)) + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); @@ -3404,29 +3460,33 @@ void StartMoving(int x, int y) return; } + + GfxAction[x][y] = ACTION_MOVING; } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { - #if 1 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else - /* enemy got the player */ + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; #endif } - else if ((element == EL_PENGUIN || element == EL_ROBOT || - element == EL_SATELLITE || element == EL_BALLOON) && + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { @@ -3460,6 +3520,8 @@ void StartMoving(int x, int y) } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -3511,7 +3573,9 @@ void StartMoving(int x, int y) int element2 = (IN_LEV_FIELD(newx2, newy2) ? MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { @@ -3604,23 +3668,30 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_BUG || element == EL_SPACESHIP || +#if 1 + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || element == EL_SP_SNIKSNAK) DrawLevelField(x, y); - else if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_MOLE) + else if (element == EL_MOLE) DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SATELLITE) DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); +#endif if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); +#if 0 PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif return; } @@ -3642,7 +3713,7 @@ void ContinueMoving(int x, int y) int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; + int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED; if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) step /= 2; @@ -3659,6 +3730,8 @@ void ContinueMoving(int x, int y) step /= 2; else if (element == EL_SPRING && horiz_move) step *= 2; + else if (IS_CUSTOM_ELEMENT(element)) + step = SIGN(step) * element_info[element].move_stepsize; #if OLD_GAME_BEHAVIOUR else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) @@ -3789,7 +3862,7 @@ void ContinueMoving(int x, int y) TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); } else /* still moving on */ @@ -4931,7 +5004,11 @@ void GameActions() for (y=0; y