X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=f0bf7dd9600b8bef766243fad5256c9fdd382372;hb=066b410c0573fe64a1783116daf9d64883e9f03e;hp=07c8a77cdc7ffb5be97956f4e964f497b4a694d1;hpb=27205a1ec1f3a21ed1b9693ec3fd8a55442b79db;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 07c8a77c..f0bf7dd9 100644 --- a/src/game.c +++ b/src/game.c @@ -19,12 +19,14 @@ #include "init.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" /* this switch controls how rocks move horizontally */ #define OLD_GAME_BEHAVIOUR FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -41,9 +43,10 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#define EX_NO_EXPLOSION 0 +#define EX_NORMAL 1 +#define EX_CENTER 2 +#define EX_BORDER 3 /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -170,10 +173,10 @@ void GetPlayerConfig() setup.sound = FALSE; if (!audio.loops_available) - { setup.sound_loops = FALSE; + + if (!audio.music_available) setup.sound_music = FALSE; - } if (!video.fullscreen_available) setup.fullscreen = FALSE; @@ -267,7 +270,7 @@ static void InitField(int x, int y, boolean init_game) StorePlayer[x][y] = Feld[x][y]; - if (options.verbose) + if (options.debug) { printf("Player %d activated.\n", player->element_nr); printf("[Local player is %d and currently %s.]\n", @@ -436,6 +439,14 @@ void InitGame() boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ +#if DEBUG +#if USE_NEW_AMOEBA_CODE + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif + /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -484,6 +495,7 @@ 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); @@ -533,6 +545,7 @@ void InitGame() game.timegate_time_left = 0; game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; + game.explosions_delayed = TRUE; for (i=0; i<4; i++) { @@ -554,6 +567,7 @@ void InitGame() AmoebaNr[x][y] = 0; JustStopped[x][y] = 0; Stop[x][y] = FALSE; + ExplodeField[x][y] = EX_NO_EXPLOSION; } } @@ -655,7 +669,7 @@ void InitGame() tape.player_participates[i] = TRUE; } - if (options.verbose) + if (options.debug) { for (i=0; i= GAME_VERSION_2_0) - Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY; +#endif + Elementeigenschaften2[ep_em_slippery_wall[i]] |= + EP_BIT_EM_SLIPPERY_WALL; else - Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY; + Elementeigenschaften2[ep_em_slippery_wall[i]] &= + ~EP_BIT_EM_SLIPPERY_WALL; } } @@ -772,6 +802,7 @@ void InitGame() int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); UnmapGameButtons(); + UnmapTapeButtons(); game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; @@ -789,7 +820,7 @@ void InitGame() KeyboardAutoRepeatOff(); - if (options.verbose) + if (options.debug) { for (i=0; i<4; i++) printf("Player %d %sactive.\n", @@ -938,12 +969,12 @@ void GameWon() if (TimeLeft) { - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); while(TimeLeft > 0) { - if (!setup.sound_loops) + if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); @@ -953,20 +984,22 @@ void GameWon() TimeLeft--; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) StopSound(SND_SIRR); } else if (level.time == 0) /* level without time limit */ { - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); while(TimePlayed < 999) { - if (!setup.sound_loops) + if (!tape.playing && !setup.sound_loops) PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); if (TimePlayed < 999 && !(TimePlayed % 10)) RaiseScore(level.score[SC_ZEITBONUS]); @@ -976,10 +1009,12 @@ void GameWon() TimePlayed++; DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) + if (!tape.playing && setup.sound_loops) StopSound(SND_SIRR); } @@ -1018,13 +1053,19 @@ void GameWon() game_status = HALLOFFAME; DrawHallOfFame(hi_pos); if (raise_level) + { level_nr++; + TapeErase(); + } } else { game_status = MAINMENU; if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } @@ -1197,17 +1238,16 @@ void RemoveMovingField(int x, int y) } if (Feld[x][y] == EL_BLOCKED && - (Store[oldx][oldy] == EL_MORAST_LEER || - Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY || - Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY || - Store[oldx][oldy] == EL_AMOEBE_NASS)) - { - Feld[oldx][oldy] = Store[oldx][oldy]; - Store[oldx][oldy] = Store2[oldx][oldy] = 0; - } + (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING || + Feld[oldx][oldy] == EL_AMOEBA_DRIPPING)) + Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); else Feld[oldx][oldy] = EL_LEERRAUM; + Store[oldx][oldy] = Store2[oldx][oldy] = 0; + Feld[newx][newy] = EL_LEERRAUM; MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; @@ -1276,11 +1316,17 @@ void CheckDynamite(int x, int y) void Explode(int ex, int ey, int phase, int mode) { int x, y; - int num_phase = 9, delay = 2; + int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; int first_phase_after_start = EX_PHASE_START + 1; + if (game.explosions_delayed) + { + ExplodeField[ex][ey] = mode; + return; + } + if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { int center_element = Feld[ex][ey]; @@ -1455,6 +1501,9 @@ void Explode(int ex, int ey, int phase, int mode) if (CAN_MOVE(element) || COULD_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) + StorePlayer[x][y] = 0; } else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { @@ -1468,7 +1517,15 @@ void Explode(int ex, int ey, int phase, int mode) if (phase == delay) ErdreichAnbroeckeln(SCREENX(x), SCREENY(y)); - DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1)); + graphic += (phase / delay - 1); + + if (IS_PFORTE(Store[x][y])) + { + DrawLevelElement(x, y, Store[x][y]); + DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic); + } + else + DrawGraphic(SCREENX(x), SCREENY(y), graphic); } } @@ -1878,6 +1935,13 @@ void Impact(int x, int y) return; } } + else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) + { + Bang(x, y+1); + return; + } else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK || element == EL_BD_ROCK) @@ -2041,7 +2105,7 @@ 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)) @@ -2058,7 +2122,7 @@ 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)) @@ -2455,8 +2519,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_FELSBROCKEN; - Store[x][y] = EL_MORAST_LEER; + Feld[x][y] = EL_QUICKSAND_EMPTYING; + Store[x][y] = EL_FELSBROCKEN; } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -2472,21 +2536,24 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MORAST_LEER; Feld[x][y+1] = EL_MORAST_VOLL; + Store[x][y+1] = Store[x][y]; + Store[x][y] = 0; } } else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && Feld[x][y+1] == EL_MORAST_LEER) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = EL_MORAST_VOLL; + Feld[x][y] = EL_QUICKSAND_FILLING; + Store[x][y] = element; } else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED(Store2[x][y]); - Store[x][y] = EL_MAGIC_WALL_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY) { @@ -2502,8 +2569,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store2[x][y+1] = EL_CHANGED(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED(Store[x][y]); + Store[x][y] = 0; } } else if (element == EL_MAGIC_WALL_BD_FULL) @@ -2511,8 +2578,8 @@ void StartMoving(int x, int y) if (IS_FREE(x, y+1)) { InitMovingField(x, y, MV_DOWN); - Feld[x][y] = EL_CHANGED2(Store2[x][y]); - Store[x][y] = EL_MAGIC_WALL_BD_EMPTY; + Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING; + Store[x][y] = EL_CHANGED2(Store[x][y]); } else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY) { @@ -2528,8 +2595,8 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY; Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL; - Store2[x][y+1] = EL_CHANGED2(Store2[x][y]); - Store2[x][y] = 0; + Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Store[x][y] = 0; } } else if (CAN_CHANGE(element) && @@ -2537,10 +2604,10 @@ void StartMoving(int x, int y) Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)) { InitMovingField(x, y, MV_DOWN); - Store[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL : - EL_MAGIC_WALL_BD_FULL); - Store2[x][y+1] = element; + Feld[x][y] = + (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING : + EL_MAGIC_WALL_BD_FILLING); + Store[x][y] = element; } else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE) { @@ -2565,12 +2632,19 @@ void StartMoving(int x, int y) /* Store[x][y+1] must be zero, because: (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER */ +#if 0 #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] && element != EL_DX_SUPABOMB) +#endif +#else + else if ((IS_SLIPPERY(Feld[x][y+1]) || + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && + !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { boolean left = (x>0 && IS_FREE(x-1, y) && @@ -2712,7 +2786,7 @@ void StartMoving(int x, int y) { #if 1 - TestIfBadThingHitsHero(x, y); + TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else /* enemy got the player */ @@ -2902,7 +2976,7 @@ 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; } @@ -2927,10 +3001,16 @@ void ContinueMoving(int x, int y) int newx = x + dx, newy = y + dy; int step = (horiz_move ? dx : dy) * TILEX / 8; - if (element == EL_TROPFEN) + if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING) step /= 2; - else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_FILLING || + element == EL_QUICKSAND_EMPTYING) step /= 4; + else if (element == EL_MAGIC_WALL_FILLING || + element == EL_MAGIC_WALL_BD_FILLING || + element == EL_MAGIC_WALL_EMPTYING || + element == EL_MAGIC_WALL_BD_EMPTYING) + step /= 2; else if (CAN_FALL(element) && horiz_move && y < lev_fieldy-1 && IS_BELT(Feld[x][y+1])) step /= 2; @@ -2975,54 +3055,55 @@ void ContinueMoving(int x, int y) } } - if (Store[x][y] == EL_MORAST_VOLL) + if (element == EL_QUICKSAND_FILLING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_MORAST_VOLL; - element = EL_MORAST_VOLL; + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MORAST_LEER) + else if (element == EL_QUICKSAND_EMPTYING) { - Store[x][y] = 0; - Feld[x][y] = EL_MORAST_LEER; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_FULL) + else if (element == EL_MAGIC_WALL_FILLING) { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_EMPTY) + else if (element == EL_MAGIC_WALL_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY : - EL_MAGIC_WALL_DEAD); + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL) + else if (element == EL_MAGIC_WALL_BD_FILLING) { - Store[x][y] = 0; - element = Feld[newx][newy] = - (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL : - EL_MAGIC_WALL_BD_DEAD); + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD; + Store[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + else if (element == EL_MAGIC_WALL_BD_EMPTYING) { - Store[x][y] = Store2[x][y] = 0; - Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY : - EL_MAGIC_WALL_BD_DEAD); + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_MAGIC_WALL_BD_DEAD; + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_SALZSAEURE) + else if (element == EL_AMOEBA_DRIPPING) { - Store[x][y] = 0; - Feld[newx][newy] = EL_SALZSAEURE; - element = EL_SALZSAEURE; + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; } - else if (Store[x][y] == EL_AMOEBE_NASS) + else if (Store[x][y] == EL_SALZSAEURE) { - Store[x][y] = 0; - Feld[x][y] = EL_AMOEBE_NASS; + element = Feld[newx][newy] = EL_SALZSAEURE; } + Store[x][y] = 0; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; @@ -3037,12 +3118,12 @@ 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))) @@ -3412,16 +3493,16 @@ void AmoebeAbleger(int ax, int ay) if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) || (neway == lev_fieldy - 1 && newax != ax)) { - Feld[newax][neway] = EL_AMOEBING; + Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */ Store[newax][neway] = element; } else if (neway == ay) - Feld[newax][neway] = EL_TROPFEN; + Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ else { - InitMovingField(ax, ay, MV_DOWN); - Feld[ax][ay] = EL_TROPFEN; - Store[ax][ay] = EL_AMOEBE_NASS; + InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ + Feld[ax][ay] = EL_AMOEBA_DRIPPING; + Store[ax][ay] = EL_TROPFEN; ContinueMoving(ax, ay); return; } @@ -4157,9 +4238,10 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; +#if 0 static boolean save_tape_entry = FALSE; +#endif boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int jx = player->jx, jy = player->jy; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -4177,7 +4259,9 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (player_action) { +#if 0 save_tape_entry = TRUE; +#endif player->frame_reset_delay = 0; if (button1) @@ -4189,15 +4273,20 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) moved = MoveFigure(player, dx, dy); } +#if 0 if (tape.recording && (moved || snapped || bombed)) { if (bombed && !moved) player_action &= JOY_BUTTON; stored_player_action[player->index_nr] = player_action; + save_tape_entry = TRUE; } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } else { @@ -4207,20 +4296,49 @@ 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; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) { TapeRecordAction(stored_player_action); num_stored_actions = 0; save_tape_entry = FALSE; } +#else + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif +#if 0 if (tape.playing && !tape.pausing && !player_action && tape.counter < tape.length) { + int jx = player->jx, jy = player->jy; int next_joy = tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); @@ -4244,6 +4362,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } } +#endif } void GameActions() @@ -4261,6 +4380,9 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); + if (tape.playing && tape.index_search) + action_delay_value = 0; + /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&action_delay, action_delay_value); @@ -4295,11 +4417,6 @@ void GameActions() if (tape.pausing) return; - if (tape.playing) - TapePlayDelay(); - else if (tape.recording) - TapeRecordDelay(); - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; ijx, jy = local_player->jy; - if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL || - Store[x][y] == EL_MAGIC_WALL_EMPTY) + if (element == EL_MAGIC_WALL_FULL || + element == EL_MAGIC_WALL_EMPTY || + element == EL_MAGIC_WALL_EMPTYING) { SiebAktivieren(x, y, 1); sieb = TRUE; } - else if (element == EL_MAGIC_WALL_BD_EMPTY || - element == EL_MAGIC_WALL_BD_FULL || - Store[x][y] == EL_MAGIC_WALL_BD_EMPTY) + else if (element == EL_MAGIC_WALL_BD_FULL || + element == EL_MAGIC_WALL_BD_EMPTY || + element == EL_MAGIC_WALL_BD_EMPTYING) { SiebAktivieren(x, y, 2); sieb = TRUE; @@ -4493,6 +4617,65 @@ void GameActions() } } +#if USE_NEW_AMOEBA_CODE + /* new experimental amoeba growth stuff */ +#if 1 + if (!(FrameCounter % 8)) +#endif + { + static unsigned long random = 1684108901; + + for (i = 0; i < level.amoeba_speed * 28 / 8; i++) + { +#if 0 + x = (random >> 10) % lev_fieldx; + y = (random >> 20) % lev_fieldy; +#else + x = RND(lev_fieldx); + y = RND(lev_fieldy); +#endif + element = Feld[x][y]; + + if (!IS_PLAYER(x,y) && + (element == EL_LEERRAUM || + element == EL_ERDREICH || + element == EL_MORAST_LEER || + element == EL_BLURB_LEFT || + element == EL_BLURB_RIGHT)) + { + if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) || + (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS)) + Feld[x][y] = EL_TROPFEN; + } + + random = random * 129 + 1; + } + } +#endif + +#if 0 + if (game.explosions_delayed) +#endif + { + game.explosions_delayed = FALSE; + + for (y=0; yMovDir); return MF_MOVING; } @@ -4781,9 +4965,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (!player->active || (!dx && !dy)) return FALSE; +#if 0 if (!FrameReached(&player->move_delay, player->move_delay_value) && !tape.playing) return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + return FALSE; +#endif /* remove the last programmed player action */ player->programmed_action = 0; @@ -4912,15 +5102,19 @@ 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); @@ -5015,17 +5209,17 @@ 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, @@ -5035,57 +5229,62 @@ 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, @@ -5093,76 +5292,117 @@ 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); + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsHero(int x, int y) +void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfGoodThingHitsBadThing(x, y, move_dir); } -void TestIfFriendHitsBadThing(int x, int y) +void TestIfBadThingTouchesHero(int x, int y) { - TestIfGoodThingHitsBadThing(x, y); + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingHitsFriend(int x, int y) +void TestIfBadThingRunsIntoHero(int x, int y, int move_dir) { - TestIfBadThingHitsGoodThing(x, y); + TestIfBadThingHitsGoodThing(x, y, move_dir); } -void TestIfBadThingHitsOtherBadThing(int badx, int bady) +void TestIfFriendTouchesBadThing(int x, int y) { - int i, killx = badx, killy = bady; + TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesFriend(int x, int y) +{ + TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); +} + +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) +{ + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -5175,8 +5415,8 @@ 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; @@ -5184,14 +5424,14 @@ 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) @@ -5240,7 +5480,8 @@ void RemoveHero(struct PlayerInfo *player) player->present = FALSE; player->active = FALSE; - StorePlayer[jx][jy] = 0; + if (!ExplodeField[jx][jy]) + StorePlayer[jx][jy] = 0; for (i=0; ipush_delay == 0) player->push_delay = FrameCounter; +#if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && !tape.playing && element != EL_SPRING) return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_SPRING) + return MF_NO_ACTION; +#endif RemoveField(x, y); Feld[x+dx][y+dy] = element; @@ -5817,9 +6065,16 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && !tape.playing && element != EL_BALLOON) return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + element != EL_BALLOON) + return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { @@ -6050,6 +6305,31 @@ void RaiseScoreElement(int element) } } +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + /* ---------- new game button stuff ---------------------------------------- */ /* graphic position values for game buttons */ @@ -6198,30 +6478,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) switch (id) { case GAME_CTRL_ID_STOP: - if (AllPlayersGone) - { - CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; - DrawMainMenu(); - break; - } - - if (level_editor_test_game || - Request("Do you really want to quit the game ?", - REQ_ASK | REQ_STAY_CLOSED)) - { -#if defined(PLATFORM_UNIX) - if (options.network) - SendToServer_StopPlaying(); - else -#endif - { - game_status = MAINMENU; - DrawMainMenu(); - } - } - else - OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + RequestQuitGame(TRUE); break; case GAME_CTRL_ID_PAUSE: @@ -6259,7 +6516,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) setup.sound_music = FALSE; FadeMusic(); } - else if (audio.loops_available) + else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; if (num_bg_loops)