X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d0ffb3d24e0508366d23eff83488a606c6ab2f2f;hb=1903a68d7b7917ed45655391ecf5aaf995124eff;hp=c4764283bb635d6a25c086410d69e80695cd4c53;hpb=85279bc51ad11bce89beae5b0e02f1faec520afa;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index c4764283..d0ffb3d2 100644 --- a/src/game.c +++ b/src/game.c @@ -835,6 +835,7 @@ void InitGame() { Feld[x][y] = Ur[x][y]; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0; AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; @@ -1530,6 +1531,7 @@ static void RemoveField(int x, int y) MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + ChangeDelay[x][y] = 0; } void RemoveMovingField(int x, int y) @@ -1566,6 +1568,7 @@ void RemoveMovingField(int x, int y) Feld[newx][newy] = EL_EMPTY; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; + ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0; GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; DrawLevelField(oldx, oldy); @@ -1846,7 +1849,7 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Back[x][y]; Back[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; InitField(x, y, FALSE); if (CAN_MOVE(element)) InitMovDir(x, y); @@ -2326,10 +2329,12 @@ void Impact(int x, int y) return; object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) || - MovDir[x][y+1] != MV_DOWN || - MovPos[x][y+1] <= TILEY / 2)); + MovDir[x][y+1] != MV_DOWN || + MovPos[x][y+1] <= TILEY / 2)); if (object_hit) smashed = MovingOrBlocked2Element(x, y+1); + + impact = (lastline || object_hit); } if (!lastline && smashed == EL_ACID) /* element falls into acid */ @@ -2356,7 +2361,7 @@ void Impact(int x, int y) Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; PlaySoundLevel(x, y, SND_PEARL_BREAKING); @@ -2379,7 +2384,11 @@ void Impact(int x, int y) return; } +#if 1 + if (object_hit) /* check which object was hit */ +#else if (!lastline && object_hit) /* check which object was hit */ +#endif { if (CAN_PASS_MAGIC_WALL(element) && (smashed == EL_MAGIC_WALL || @@ -2406,13 +2415,19 @@ void Impact(int x, int y) if (IS_PLAYER(x, y + 1)) { - KillHeroUnlessProtected(x, y+1); - return; + if (CAN_SMASH_PLAYER(element)) + { + KillHeroUnlessProtected(x, y+1); + return; + } } else if (smashed == EL_PENGUIN) { - Bang(x, y + 1); - return; + if (CAN_SMASH_PLAYER(element)) + { + Bang(x, y + 1); + return; + } } else if (element == EL_BD_DIAMOND) { @@ -2431,11 +2446,18 @@ void Impact(int x, int y) Bang(x, y + 1); return; } +#if 1 + else if (CAN_SMASH_EVERYTHING(element)) +#else else if (element == EL_ROCK || element == EL_SP_ZONK || element == EL_BD_ROCK) +#endif { if (IS_CLASSIC_ENEMY(smashed) || +#if 1 + CAN_EXPLODE_SMASHED(smashed)) +#else smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE || smashed == EL_DX_SUPABOMB || @@ -2443,11 +2465,16 @@ void Impact(int x, int y) smashed == EL_PIG || smashed == EL_DRAGON || smashed == EL_MOLE) +#endif { Bang(x, y + 1); return; } +#if 1 + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) +#else else if (!IS_MOVING(x, y + 1)) +#endif { if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE) @@ -2470,7 +2497,11 @@ void Impact(int x, int y) } else if (smashed == EL_DIAMOND) { +#if 1 + Feld[x][y+1] = EL_DIAMOND_BREAKING; +#else Feld[x][y+1] = EL_EMPTY; +#endif PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); return; } @@ -3262,7 +3293,7 @@ void StartMoving(int x, int y) started_moving = TRUE; } } - else if (IS_FREE(x, y+1)) + else if (IS_FREE(x, y+1) || Feld[x][y+1] == EL_DIAMOND_BREAKING) { if (JustStopped[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; @@ -3744,6 +3775,7 @@ void ContinueMoving(int x, int y) { Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ if (element == EL_MOLE) { @@ -3823,6 +3855,9 @@ void ContinueMoving(int x, int y) MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + /* copy animation control values to new field */ GfxFrame[newx][newy] = GfxFrame[x][y]; GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ @@ -4361,7 +4396,7 @@ void Life(int ax, int ay) static void InitRobotWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunRobotWheel(int x, int y) @@ -4377,7 +4412,7 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunTimegateWheel(int x, int y) @@ -4703,7 +4738,7 @@ static void InitBuggyBase(int x, int y) int element = Feld[x][y]; int activating_delay = FRAMES_PER_SECOND / 4; - MovDelay[x][y] = + ChangeDelay[x][y] = (element == EL_SP_BUGGY_BASE ? 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : element == EL_SP_BUGGY_BASE_ACTIVATING ? @@ -4738,7 +4773,7 @@ static void WarnBuggyBase(int x, int y) static void InitTrap(int x, int y) { - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } static void ActivateTrap(int x, int y) @@ -4759,19 +4794,16 @@ static void ChangeElement(int x, int y) { int element = Feld[x][y]; - if (IS_MOVING(x, y)) /* never change a running system :-) */ - return; - - if (MovDelay[x][y] == 0) /* initialize element change */ + if (ChangeDelay[x][y] == 0) /* initialize element change */ { - MovDelay[x][y] = changing_element[element].change_delay + 1; + ChangeDelay[x][y] = changing_element[element].change_delay + 1; if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) { int max_random_delay = element_info[element].change.delay_random; int delay_frames = element_info[element].change.delay_frames; - MovDelay[x][y] += RND(max_random_delay * delay_frames); + ChangeDelay[x][y] += RND(max_random_delay * delay_frames); } ResetGfxAnimation(x, y); @@ -4781,30 +4813,68 @@ static void ChangeElement(int x, int y) changing_element[element].pre_change_function(x, y); } - MovDelay[x][y]--; + ChangeDelay[x][y]--; - if (MovDelay[x][y] != 0) /* continue element change */ + if (ChangeDelay[x][y] != 0) /* continue element change */ { - if (IS_ANIMATED(el2img(element))) - DrawLevelElementAnimationIfNeeded(x, y, element); + int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); if (changing_element[element].change_function) changing_element[element].change_function(x, y); } else /* finish element change */ { + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + + return; + } + + RemoveField(x, y); Feld[x][y] = changing_element[element].next_element; ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); -#if 1 InitField(x, y, FALSE); - if (CAN_MOVE(element)) + if (CAN_MOVE(Feld[x][y])) InitMovDir(x, y); -#endif + DrawLevelField(x, y); + if (CAN_BE_CRUMBLED(Feld[x][y])) + { + int sx = SCREENX(x), sy = SCREENY(y); + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + int i; + + for(i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int sxx = sx + xy[i][0]; + int syy = sy + xy[i][1]; + + if (!IN_LEV_FIELD(xx, yy) || + !IN_SCR_FIELD(sxx, syy) || + !CAN_BE_CRUMBLED(Feld[xx][yy]) || + IS_MOVING(xx, yy)) + continue; + + DrawLevelField(xx, yy); + } + } + if (changing_element[element].post_change_function) changing_element[element].post_change_function(x, y); } @@ -5040,6 +5110,16 @@ void GameActions() continue; } +#if 1 + /* this may take place after moving, so 'element' may have changed */ + if (IS_AUTO_CHANGING(element)) + { + ChangeElement(x, y); + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + } +#endif + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); @@ -5125,8 +5205,8 @@ void GameActions() else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); -#if 1 - /* this may take place after moving, therefore element may have changed */ +#if 0 + /* this may take place after moving, so 'element' may have changed */ if (IS_AUTO_CHANGING(Feld[x][y])) ChangeElement(x, y); #endif