X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=ef2fa469b19eefff66f64d85bb2b3a48ca13d678;hb=b4972331ee89ad1a930c3e78ea26562720f64805;hp=2a17a15f648d92cb31acaf01aef253a267d439c2;hpb=e40c7f18cc72945f56b8cfcf99f11f5e0986d056;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2a17a15f..ef2fa469 100644 --- a/src/game.c +++ b/src/game.c @@ -485,6 +485,7 @@ void InitGame() player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; player->move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); @@ -2067,7 +2068,7 @@ void TurnRound(int x, int y) if (element == EL_KAEFER || element == EL_BUTTERFLY) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) @@ -2084,7 +2085,7 @@ void TurnRound(int x, int y) else if (element == EL_FLIEGER || element == EL_FIREFLY || element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) { - TestIfBadThingHitsOtherBadThing(x, y); + TestIfBadThingTouchesOtherBadThing(x, y); if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) @@ -2748,7 +2749,7 @@ void StartMoving(int x, int y) { #if 1 - TestIfBadThingHitsHero(x, y); + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else /* enemy got the player */ @@ -2938,7 +2939,7 @@ void StartMoving(int x, int y) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); if (DONT_TOUCH(element)) - TestIfBadThingHitsHero(x, y); + TestIfBadThingTouchesHero(x, y); return; } @@ -3080,12 +3081,12 @@ void ContinueMoving(int x, int y) if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { - TestIfBadThingHitsHero(newx, newy); - TestIfBadThingHitsFriend(newx, newy); - TestIfBadThingHitsOtherBadThing(newx, newy); + TestIfBadThingTouchesHero(newx, newy); + TestIfBadThingTouchesFriend(newx, newy); + TestIfBadThingTouchesOtherBadThing(newx, newy); } else if (element == EL_PINGUIN) - TestIfFriendHitsBadThing(newx, newy); + TestIfFriendTouchesBadThing(newx, newy); if (CAN_SMASH(element) && direction == MV_DOWN && (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) @@ -4250,6 +4251,25 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 + if (player->MovPos == 0) /* needed for tape.playing */ + player->last_move_dir = MV_NO_MOVING; + + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -4856,7 +4876,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, BuryHero(player); } else - TestIfBadThingHitsHero(new_jx, new_jy); + TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir); return MF_MOVING; } @@ -5020,15 +5040,19 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else { CheckGravityMovement(player); + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } - TestIfHeroHitsBadThing(jx, jy); + TestIfHeroTouchesBadThing(jx, jy); if (!player->active) RemoveHero(player); @@ -5123,17 +5147,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5143,57 +5167,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + #if 0 - element = Feld[x][y]; + test_element = Feld[test_x][test_y]; #else - element = MovingOrBlocked2ElementIfNotLeaving(x, y); + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif - if (DONT_TOUCH(element)) + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i]) - continue; - - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) + if (IS_PLAYER(good_x, good_y)) { - struct PlayerInfo *player = PLAYERINFO(goodx, goody); + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); if (player->shield_active_time_left > 0) - Bang(killx, killy); - else if (!PLAYER_PROTECTED(goodx, goody)) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) KillHero(player); } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int harmless[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5201,76 +5230,117 @@ void TestIfBadThingHitsGoodThing(int badx, int bady) MV_DOWN }; - if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */ + if (bad_element == EL_EXPLODING) /* skip just exploding bad things */ return; for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - if (IS_PLAYER(x, y)) - { - killx = x; - killy = y; - break; - } - else if (element == EL_PINGUIN) + test_element = Feld[test_x][test_y]; + + /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { - if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y)) - continue; + /* good thing is player or penguin that does not move away */ + if (IS_PLAYER(test_x, test_y)) + { + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - killx = x; - killy = y; - break; + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ + + kill_x = test_x; + kill_y = test_y; + break; + } + else if (test_element == EL_PINGUIN) + { + kill_x = test_x; + kill_y = test_y; + break; + } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) + if (IS_PLAYER(kill_x, kill_y)) { - struct PlayerInfo *player = PLAYERINFO(killx, killy); + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); + +#if 0 + int dir = player->MovDir; + int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); + int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + printf("-> %d\n", player->MovDir); + + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ + else + ; +#endif if (player->shield_active_time_left > 0) - Bang(badx, bady); - else if (!PLAYER_PROTECTED(killx, killy)) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) KillHero(player); } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } -void TestIfHeroHitsBadThing(int x, int y) +void TestIfHeroTouchesBadThing(int x, int y) +{ + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) +{ + TestIfGoodThingHitsBadThing(x, y, move_dir); +} + +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfFriendTouchesBadThing(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingTouchesFriend(int x, int y) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -5283,8 +5353,8 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; @@ -5292,14 +5362,14 @@ void TestIfBadThingHitsOtherBadThing(int badx, int bady) if (IS_AMOEBOID(element) || element == EL_LIFE || element == EL_AMOEBING || element == EL_TROPFEN) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player)