X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=f5b3ab7b883d783c088bd11a20379611c4fc3a75;hb=ddaae9de458b7f07b05461101655a1da4c63b380;hp=2a63d3cea336b8d82d9a92d23525ad97cf5055a1;hpb=62ce600f34661138022d2ab3e67b254d43b5228e;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2a63d3ce..f5b3ab7b 100644 --- a/src/game.c +++ b/src/game.c @@ -1032,6 +1032,7 @@ void InitGame() game.switchgate_pos = 0; game.balloon_dir = MV_NO_MOVING; game.explosions_delayed = TRUE; + game.current_gravity = level.initial_gravity; for (i=0; i<4; i++) { @@ -1893,7 +1894,7 @@ void Explode(int ex, int ey, int phase, int mode) PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ - if (!IS_INDESTRUCTIBLE(Back[ex][ey])) + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) Back[ex][ey] = 0; if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) @@ -1906,6 +1907,8 @@ void Explode(int ex, int ey, int phase, int mode) for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; int element; if (!IN_LEV_FIELD(x, y) || @@ -1924,8 +1927,17 @@ void Explode(int ex, int ey, int phase, int mode) } #if 1 + +#if 0 if (IS_EXPLOSION_PROOF(element)) continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + #else if ((IS_INDESTRUCTIBLE(element) && (game.engine_version < VERSION_IDENT(2,2,0) || @@ -1947,8 +1959,13 @@ void Explode(int ex, int ey, int phase, int mode) } /* save walkable background elements while explosion on same tile */ +#if 0 if (IS_INDESTRUCTIBLE(element)) Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) @@ -2002,11 +2019,10 @@ void Explode(int ex, int ey, int phase, int mode) else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; else if (center_element == EL_YAMYAM) - Store[x][y] = - level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1]; - else if (IS_CUSTOM_ELEMENT(center_element)) - Store[x][y] = - element_info[center_element].content[x - ex + 1][y - ey + 1]; + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -2023,6 +2039,8 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; + else if (IS_CUSTOM_ELEMENT(element)) + Store[x][y] = element_info[element].content[1][1]; else Store[x][y] = EL_EMPTY; @@ -2119,6 +2137,9 @@ void Explode(int ex, int ey, int phase, int mode) InitMovDir(x, y); DrawLevelField(x, y); + if (CAN_BE_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; } @@ -2195,6 +2216,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -2505,14 +2527,16 @@ static int getInvisibleActiveFromInvisibleElement(int element) { return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : - EL_INVISIBLE_SAND_ACTIVE); + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); } static int getInvisibleFromInvisibleActiveElement(int element) { return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : - EL_INVISIBLE_SAND); + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); } static void RedrawAllLightSwitchesAndInvisibleElements() @@ -2678,7 +2702,7 @@ void Impact(int x, int y) return; } #if 1 - else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT)) + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) { PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); @@ -3426,7 +3450,9 @@ void StartMoving(int x, int y) if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { @@ -3821,7 +3847,10 @@ void StartMoving(int x, int y) return; } - GfxAction[x][y] = ACTION_MOVING; + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; } /* now make next step */ @@ -4005,6 +4034,11 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -4029,7 +4063,8 @@ void StartMoving(int x, int y) TurnRound(x, y); #if 1 - DrawLevelElementAnimation(x, y, element); + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); #else if (element == EL_BUG || element == EL_SPACESHIP || @@ -4523,6 +4558,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -4547,6 +4583,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -4691,6 +4728,7 @@ void Life(int ax, int ay) changed = TRUE; } } + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) @@ -5202,8 +5240,10 @@ static void ChangeElementNow(int x, int y, int element) if (!change->only_complete || complete_change) { + boolean something_has_changed = FALSE; + if (change->only_complete && change->use_random_change && - RND(change->random) != 0) + RND(100) < change->random) return; for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) @@ -5212,24 +5252,31 @@ static void ChangeElementNow(int x, int y, int element) int ey = y + yy - 1; if (can_change[xx][yy] && (!change->use_random_change || - RND(change->random) == 0)) + RND(100) < change->random)) { if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) RemoveMovingField(ex, ey); ChangeElementNowExt(ex, ey, change->content[xx][yy]); + something_has_changed = TRUE; + /* for symmetry reasons, stop newly created border elements */ if (ex != x || ey != y) Stop[ex][ey] = TRUE; } } - return; + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); } } + else + { + ChangeElementNowExt(x, y, change->target_element); - ChangeElementNowExt(x, y, change->target_element); + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } } static void ChangeElement(int x, int y) @@ -5562,6 +5609,16 @@ void GameActions() GfxFrame[x][y]++; +#if 1 + /* reset finished pushing action (not done in ContinueMoving() to allow + continous pushing animation for elements without push delay) */ + if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y)) + { + ResetGfxAnimation(x, y); + DrawLevelField(x, y); + } +#endif + #if DEBUG if (IS_BLOCKED(x, y)) { @@ -5635,9 +5692,10 @@ void GameActions() #if 1 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); #if 0 - if (element == EL_PACMAN) - printf("::: %d, %d, %d\n", - IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]); + if (element == EL_MOLE) + printf("::: %d, %d, %d [%d]\n", + IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y], + GfxAction[x][y]); #endif #if 0 if (element == EL_YAMYAM) @@ -5653,7 +5711,7 @@ void GameActions() DrawLevelGraphicAnimationIfNeeded(x, y, graphic); #if 0 - if (element == EL_YAMYAM) + if (element == EL_MOLE) printf("::: %d, %d\n", graphic, GfxFrame[x][y]); #endif } @@ -5760,6 +5818,7 @@ void GameActions() #endif element = Feld[x][y]; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (!IS_PLAYER(x,y) && (element == EL_EMPTY || element == EL_SAND || @@ -6029,7 +6088,7 @@ void ScrollLevel(int dx, int dy) static void CheckGravityMovement(struct PlayerInfo *player) { - if (level.gravity && !player->programmed_action) + if (game.current_gravity && !player->programmed_action) { int move_dir_vertical = player->action & (MV_UP | MV_DOWN); int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); @@ -6047,6 +6106,7 @@ static void CheckGravityMovement(struct PlayerInfo *player) (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_SAND)); + /* !!! extend EL_SAND to anything diggable !!! */ if (field_under_player_is_free && !player_is_moving_to_valid_field && @@ -6317,7 +6377,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -6333,7 +6395,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif if (player->MovPos == 0) { @@ -6395,6 +6459,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) void TestIfPlayerTouchesCustomElement(int x, int y) { + static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6405,6 +6470,12 @@ void TestIfPlayerTouchesCustomElement(int x, int y) boolean center_is_player = (IS_PLAYER(x, y)); int i; + /* prevent TestIfPlayerTouchesCustomElement() from looping */ + if (check_changing) + return; + + check_changing = TRUE; + for (i=0; i<4; i++) { int xx = x + xy[i][0]; @@ -6426,10 +6497,13 @@ void TestIfPlayerTouchesCustomElement(int x, int y) break; } } + + check_changing = FALSE; } void TestIfElementTouchesCustomElement(int x, int y) { + static boolean check_changing = FALSE; static int xy[4][2] = { { 0, -1 }, @@ -6440,6 +6514,12 @@ void TestIfElementTouchesCustomElement(int x, int y) boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y])); int i; + /* prevent TestIfElementTouchesCustomElement() from looping */ + if (check_changing) + return; + + check_changing = TRUE; + for (i=0; i<4; i++) { int xx = x + xy[i][0]; @@ -6460,6 +6540,8 @@ void TestIfElementTouchesCustomElement(int x, int y) CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING); } } + + check_changing = FALSE; } void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) @@ -7000,6 +7082,12 @@ int DigField(struct PlayerInfo *player, !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + game.current_gravity = !game.current_gravity; + /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); @@ -7130,8 +7218,12 @@ int DigField(struct PlayerInfo *player, if (mode != DF_SNAP) { +#if 1 + GfxElement[x][y] = GFX_ELEMENT(element); +#else GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); +#endif player->is_digging = TRUE; } @@ -7287,6 +7379,7 @@ int DigField(struct PlayerInfo *player, PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; if (mode == DF_SNAP) ContinueMoving(x, y); @@ -7845,6 +7938,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -7853,14 +7948,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: