X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=f5dc4186379d4a9063acd9b4441139d286ba1797;hb=9afd3ebaca7211c2c7e10926ddaaf422c73486dc;hp=bab2a31211f966ac2cfa56d2328e64da733fd4f6;hpb=49600fe866a0590700a684593913fc5674332201;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index bab2a312..f5dc4186 100644 --- a/src/game.c +++ b/src/game.c @@ -606,6 +606,10 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) player->present = TRUE; + player->block_last_field = (element == EL_SP_MURPHY ? + level.sp_block_last_field : + level.block_last_field); + if (!options.network || player->connected) { player->active = TRUE; @@ -810,9 +814,22 @@ static void InitField(int x, int y, boolean init_game) else if (IS_GROUP_ELEMENT(element)) { struct ElementGroupInfo *group = element_info[element].group; - int random_pos = RND(group->num_elements_resolved); + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = RND(group->num_elements_resolved); + + element_pos = getAnimationFrame(group->num_elements_resolved, 1, + group->choice_mode, 0, + group->choice_pos); + + if (group->choice_mode == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + + group->choice_pos++; - Feld[x][y] = group->element_resolved[random_pos]; + Feld[x][y] = group->element_resolved[element_pos]; InitField(x, y, init_game); } @@ -853,7 +870,7 @@ static void resolve_group_element(int group_element, int recursion_depth) group_element - EL_GROUP_START + 1); /* replace element which caused too deep recursion by question mark */ - group->element_resolved[group->num_elements_resolved++] = EL_CHAR_QUESTION; + group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN; return; } @@ -861,8 +878,10 @@ static void resolve_group_element(int group_element, int recursion_depth) if (recursion_depth == 0) /* initialization */ { group = element_info[group_element].group; - group->num_elements_resolved = 0; group_nr = group_element - EL_GROUP_START; + + group->num_elements_resolved = 0; + group->choice_pos = 0; } for (i = 0; i < actual_group->num_elements; i++) @@ -1090,6 +1109,19 @@ static void InitGameEngine() element_info[e].push_delay_random = push_delay_list[i].push_delay_random; } + /* set push delay value for Supaplex elements for newer engine versions */ + if (game.engine_version >= VERSION_IDENT(3,0,9,0)) + { + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (IS_SP_ELEMENT(i)) + { + element_info[i].push_delay_fixed = 6; + element_info[i].push_delay_random = 0; + } + } + } + /* ---------- initialize move stepsize ----------------------------------- */ /* initialize move stepsize values to default */ @@ -1195,6 +1227,8 @@ void InitGame() player->use_murphy_graphic = FALSE; + player->block_last_field = FALSE; + player->actual_frame_counter = 0; player->step_counter = 0; @@ -1406,7 +1440,9 @@ void InitGame() { player->present = TRUE; player->active = TRUE; + some_player->present = FALSE; + some_player->active = FALSE; StorePlayer[jx][jy] = player->element_nr; player->jx = player->last_jx = jx; @@ -1420,7 +1456,7 @@ void InitGame() if (tape.playing) { - /* when playing a tape, eliminate all players who do not participate */ + /* when playing a tape, eliminate all players which do not participate */ for (i = 0; i < MAX_PLAYERS; i++) { @@ -1451,6 +1487,8 @@ void InitGame() int jx = player->jx, jy = player->jy; player->active = FALSE; + player->present = FALSE; + StorePlayer[jx][jy] = 0; Feld[jx][jy] = EL_EMPTY; } @@ -1755,15 +1793,15 @@ void InitMovDir(int x, int y) int move_direction_initial = ei->move_direction_initial; int move_pattern = ei->move_pattern; - if (move_direction_initial == MV_PREVIOUS) + if (move_direction_initial == MV_START_PREVIOUS) { if (MovDir[x][y] != MV_NO_MOVING) return; - move_direction_initial = MV_AUTOMATIC; + move_direction_initial = MV_START_AUTOMATIC; } - if (move_direction_initial == MV_RANDOM) + if (move_direction_initial == MV_START_RANDOM) MovDir[x][y] = 1 << RND(4); else if (move_direction_initial & MV_ANY_DIRECTION) MovDir[x][y] = move_direction_initial; @@ -2300,6 +2338,10 @@ void CheckDynamite(int x, int y) void RelocatePlayer(int x, int y, int element) { struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.index_search); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); if (player->GameOver) /* do not reanimate dead player */ return; @@ -2320,7 +2362,7 @@ void RelocatePlayer(int x, int y, int element) DrawPlayer(player); BackToFront(); - Delay(GAME_FRAME_DELAY); + Delay(wait_delay_value); } DrawPlayer(player); /* needed here only to cleanup last field */ @@ -2364,11 +2406,11 @@ void RelocatePlayer(int x, int y, int element) /* scroll in two steps of half tile size to make things smoother */ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); FlushDisplay(); - Delay(GAME_FRAME_DELAY); + Delay(wait_delay_value); /* scroll second step to align at full tile size */ BackToFront(); - Delay(GAME_FRAME_DELAY); + Delay(wait_delay_value); } } } @@ -3347,11 +3389,13 @@ 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)) + else if (((element == EL_SP_INFOTRON || + element == EL_SP_ZONK) && + (smashed == EL_SP_SNIKSNAK || + smashed == EL_SP_ELECTRON || + smashed == EL_SP_DISK_ORANGE)) || + (element == EL_SP_INFOTRON && + smashed == EL_SP_DISK_YELLOW)) { Bang(x, y + 1); return; @@ -5116,6 +5160,7 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ #if 1 + /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || @@ -6202,7 +6247,7 @@ static void ChangeElementNowExt(int x, int y, int target_element) ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); - if (element_info[Feld[x][y]].move_direction_initial == MV_PREVIOUS) + if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS) MovDir[x][y] = previous_move_direction; InitField(x, y, FALSE); @@ -7528,6 +7573,38 @@ void ScrollLevel(int dx, int dy) redraw_mask |= REDRAW_FIELD; } +static boolean canEnterSupaplexPort(int x, int y, int dx, int dy) +{ + int nextx = x + dx, nexty = y + dy; + int element = Feld[x][y]; + + if ((dx == -1 && + element != EL_SP_PORT_LEFT && + element != EL_SP_GRAVITY_PORT_LEFT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dx == +1 && + element != EL_SP_PORT_RIGHT && + element != EL_SP_GRAVITY_PORT_RIGHT && + element != EL_SP_PORT_HORIZONTAL && + element != EL_SP_PORT_ANY) || + (dy == -1 && + element != EL_SP_PORT_UP && + element != EL_SP_GRAVITY_PORT_UP && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + (dy == +1 && + element != EL_SP_PORT_DOWN && + element != EL_SP_GRAVITY_PORT_DOWN && + element != EL_SP_PORT_VERTICAL && + element != EL_SP_PORT_ANY) || + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) + return FALSE; + + return TRUE; +} + static void CheckGravityMovement(struct PlayerInfo *player) { if (game.gravity && !player->programmed_action) @@ -7547,7 +7624,9 @@ static void CheckGravityMovement(struct PlayerInfo *player) boolean player_is_moving_to_valid_field = (IN_LEV_FIELD(new_jx, new_jy) && (Feld[new_jx][new_jy] == EL_SP_BASE || - Feld[new_jx][new_jy] == EL_SAND)); + Feld[new_jx][new_jy] == EL_SAND || + (IS_SP_PORT(Feld[new_jx][new_jy]) && + canEnterSupaplexPort(new_jx, new_jy, dx, dy)))); /* !!! extend EL_SAND to anything diggable !!! */ if (field_under_player_is_free && @@ -7935,6 +8014,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) #if 0 DrawPlayer(player); #endif + return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -7943,7 +8023,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); - if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + if (!player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) Feld[last_jx][last_jy] = EL_EMPTY; /* before DrawPlayer() to draw correct player graphic for this case */ @@ -7981,6 +8062,10 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) } #endif + if (player->block_last_field && + Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) + Feld[last_jx][last_jy] = EL_EMPTY; + player->last_jx = jx; player->last_jy = jy; @@ -8750,6 +8835,10 @@ int DigField(struct PlayerInfo *player, case EL_SP_GRAVITY_PORT_RIGHT: case EL_SP_GRAVITY_PORT_UP: case EL_SP_GRAVITY_PORT_DOWN: +#if 1 + if (!canEnterSupaplexPort(x, y, dx, dy)) + return MF_NO_ACTION; +#else if ((dx == -1 && element != EL_SP_PORT_LEFT && element != EL_SP_GRAVITY_PORT_LEFT && @@ -8773,6 +8862,7 @@ int DigField(struct PlayerInfo *player, !IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; +#endif if (element == EL_SP_GRAVITY_PORT_LEFT || element == EL_SP_GRAVITY_PORT_RIGHT || @@ -9437,6 +9527,11 @@ boolean DropElement(struct PlayerInfo *player) PlayLevelSoundAction(jx, jy, ACTION_DROPPING); +#if 1 + /* needed if previous element just changed to "empty" in the last frame */ + Changed[jx][jy] = 0; /* allow another change */ +#endif + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); @@ -9474,7 +9569,7 @@ boolean DropElement(struct PlayerInfo *player) int move_stepsize = element_info[new_element].move_stepsize; int direction, dx, dy, nextx, nexty; - if (element_info[new_element].move_direction_initial == MV_AUTOMATIC) + if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) MovDir[jx][jy] = player->MovDir; direction = MovDir[jx][jy]; @@ -9494,7 +9589,7 @@ boolean DropElement(struct PlayerInfo *player) } else { - Changed[jx][jy] = 0; /* allow another change */ + Changed[jx][jy] = 0; /* allow another change */ #if 1 TestIfElementHitsCustomElement(jx, jy, direction);