X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=d43970cad7e203ffbb0f57dc74e884168fbf8c27;hb=216566521353a144d859e1d93d326934996d85a0;hp=762035dc5656bc5479fc3158d263620b0675cb1c;hpb=201eaae5ae325e0c99e43ab240163a99dc5c0db9;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 762035dc..d43970ca 100644 --- a/src/game.c +++ b/src/game.c @@ -27,6 +27,11 @@ /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_MOVEMENT FALSE +#define USE_NEW_MOVE_DELAY TRUE *1 +#define USE_NEW_PUSH_DELAY TRUE *1 + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -292,6 +297,8 @@ /* forward declaration for internal use */ +static void AdvanceFrameAndPlayerCounters(int); + static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int); static boolean MovePlayer(struct PlayerInfo *, int, int); static void ScrollPlayer(struct PlayerInfo *, int); @@ -1150,7 +1157,7 @@ static void resolve_group_element(int group_element, int recursion_depth) /* ============================================================================= - InitGameEngine() + InitGameEngine() ----------------------------------------------------------------------------- initialize game engine due to level / tape version number ============================================================================= @@ -1186,6 +1193,15 @@ static void InitGameEngine() /* ---------- initialize player's initial move delay --------------------- */ +#if USE_NEW_MOVE_DELAY + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? + game.initial_move_delay_value : 0); +#else /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON : @@ -1194,6 +1210,7 @@ static void InitGameEngine() /* dynamically adjust player properties according to level information */ game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); +#endif /* ---------- initialize player's initial push delay --------------------- */ @@ -1570,8 +1587,13 @@ void InitGame() player->move_delay_reset_counter = 0; - player->push_delay = 0; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; /* initialized when pushing starts */ + player->push_delay_value = game.initial_push_delay_value; +#else + player->push_delay = 0; player->push_delay_value = game.initial_push_delay_value; +#endif player->drop_delay = 0; @@ -2887,7 +2909,12 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) { ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else FrameCounter++; +#endif DrawPlayer(player); @@ -5293,6 +5320,11 @@ void StartMoving(int x, int y) CheckCollision[x][y] = 0; +#if 0 + if (IS_PLAYER(x, y + 1)) + printf("::: we ARE now killing the player [%d]\n", FrameCounter); +#endif + Impact(x, y); } else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug) @@ -6368,9 +6400,24 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); +#if USE_NEW_MOVEMENT +#if 0 + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + IS_PLAYER(x, newy + 1)) + printf("::: we would now kill the player [%d]\n", FrameCounter); +#endif + + /* give the player one last chance (one more frame) to move away */ + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) && + !IS_PLAYER(x, newy + 1)) + Impact(x, newy); +#else if (CAN_FALL(element) && direction == MV_DOWN && (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); +#endif #if 1 if (pushed_by_player) @@ -8300,6 +8347,45 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } #endif +void AdvanceFrameAndPlayerCounters(int player_nr) +{ + int i; + + /* advance frame counters (global frame counter and time frame counter) */ + FrameCounter++; + TimeFrames++; + + /* advance player counters (counters for move delay, move animation etc.) */ + for (i = 0; i < MAX_PLAYERS; i++) + { + boolean advance_player_counters = (player_nr == -1 || player_nr == i); + int move_frames = + MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value; + + if (!advance_player_counters) /* not all players may be affected */ + continue; + + stored_player[i].Frame += move_frames; + + if (stored_player[i].MovPos != 0) + stored_player[i].StepFrame += move_frames; + +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + +#if USE_NEW_PUSH_DELAY + /* due to bugs in previous versions, counter must count up, not down */ + if (stored_player[i].push_delay != -1) + stored_player[i].push_delay++; +#endif + + if (stored_player[i].drop_delay > 0) + stored_player[i].drop_delay--; + } +} + void GameActions() { static unsigned long action_delay = 0; @@ -8991,7 +9077,9 @@ void GameActions() stored_player[0].StepFrame); #endif -#if 1 +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +#else FrameCounter++; TimeFrames++; @@ -9005,6 +9093,11 @@ void GameActions() if (stored_player[i].MovPos != 0) stored_player[i].StepFrame += move_frames; +#if USE_NEW_MOVE_DELAY + if (stored_player[i].move_delay > 0) + stored_player[i].move_delay--; +#endif + if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; } @@ -9484,14 +9577,38 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #else #if 1 + +#if 0 + printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter, + player->move_delay + player->move_delay_value); +#endif + +#if USE_NEW_MOVE_DELAY + if (player->move_delay > 0) +#else if (!FrameReached(&player->move_delay, player->move_delay_value)) +#endif + { +#if 0 + printf("::: can NOT move\n"); +#endif + return FALSE; + } #else if (!FrameReached(&player->move_delay, player->move_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif +#endif + +#if 0 + printf("::: COULD move now\n"); +#endif + +#if USE_NEW_MOVE_DELAY + player->move_delay = -1; /* set to "uninitialized" value */ #endif /* store if player is automatically moved to next field */ @@ -9519,7 +9636,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) { ScrollPlayer(player, SCROLL_GO_ON); ScrollScreen(NULL, SCROLL_GO_ON); + +#if USE_NEW_MOVE_DELAY + AdvanceFrameAndPlayerCounters(player->index_nr); +#else FrameCounter++; +#endif + DrawAllPlayers(); BackToFront(); } @@ -9623,6 +9746,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (moved & MF_MOVING) { +#if 0 + printf("::: REALLY moves now\n"); +#endif + if (old_jx != jx && old_jy == jy) player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT); else if (old_jx == jx && old_jy != jy) @@ -9702,8 +9829,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = MV_NO_MOVING; */ player->is_moving = FALSE; + +#if USE_NEW_MOVEMENT + /* player is ALLOWED to move, but CANNOT move (something blocks his way) */ + /* ensure that the player is also allowed to move in the next frame */ + /* (currently, the player is forced to wait eight frames before he can try + again!!!) */ + + player->move_delay = -1; /* allow direct movement in the next frame */ +#endif } +#if USE_NEW_MOVE_DELAY + if (player->move_delay == -1) /* not yet initialized by DigField() */ + player->move_delay = player->move_delay_value; +#endif + if (game.engine_version < VERSION_IDENT(3,0,7,0)) { TestIfHeroTouchesBadThing(jx, jy); @@ -9730,8 +9871,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->actual_frame_counter = FrameCounter; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); +#if USE_NEW_MOVEMENT + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_EMPTY) + Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#else if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#endif #if 0 DrawPlayer(player); @@ -10752,7 +10899,11 @@ int DigField(struct PlayerInfo *player, if (mode == DF_NO_PUSH) /* player just stopped pushing */ { player->is_switching = FALSE; +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else player->push_delay = 0; +#endif return MF_NO_ACTION; } @@ -11315,16 +11466,56 @@ int DigField(struct PlayerInfo *player, if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) return MF_NO_ACTION; +#if USE_NEW_PUSH_DELAY + +#if 0 + if ( (player->push_delay == -1) != (player->push_delay2 == 0) ) + printf("::: ALERT: %d, %d [%d / %d]\n", + player->push_delay, player->push_delay2, + FrameCounter, FrameCounter / 50); +#endif + + if (player->push_delay == -1) /* new pushing; restart delay */ + player->push_delay = 0; +#else if (player->push_delay == 0) /* new pushing; restart delay */ player->push_delay = FrameCounter; +#endif +#if USE_NEW_PUSH_DELAY +#if 0 + if ( (player->push_delay > 0) != (!xxx_fr) ) + printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n", + player->push_delay, + xxx_pdv2, player->push_delay2, player->push_delay_value, + FrameCounter, FrameCounter / 50); +#endif + +#if 0 + if (player->push_delay > 0 && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#else + /* !!! */ + if (player->push_delay < player->push_delay_value && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) +#endif + +#else if (!FrameReached(&player->push_delay, player->push_delay_value) && !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_SPRING && element != EL_BALLOON) +#endif { /* make sure that there is no move delay before next try to push */ +#if USE_NEW_MOVE_DELAY + if (game.engine_version >= VERSION_IDENT(3,0,7,1)) + player->move_delay = 0; +#else if (game.engine_version >= VERSION_IDENT(3,0,7,1)) player->move_delay = INITIAL_MOVE_DELAY_OFF; +#endif return MF_NO_ACTION; } @@ -11550,7 +11741,11 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; } +#if USE_NEW_PUSH_DELAY + player->push_delay = -1; +#else player->push_delay = 0; +#endif if (Feld[x][y] != element) /* really digged/collected something */ player->is_collecting = !player->is_digging;