From: Holger Schemel Date: Fri, 2 Dec 2005 19:01:14 +0000 (+0100) Subject: rnd-20051202-1-src X-Git-Tag: 3.1.2^2~41 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=e855da19ad53a6bd6b20e4871e293b7dc84ded9e;p=rocksndiamonds.git rnd-20051202-1-src --- diff --git a/src/conftime.h b/src/conftime.h index 49683cd4..4809d999 100644 --- a/src/conftime.h +++ b/src/conftime.h @@ -1 +1 @@ -#define COMPILE_DATE_STRING "[2005-12-01 02:15]" +#define COMPILE_DATE_STRING "[2005-12-02 19:50]" diff --git a/src/game.c b/src/game.c index 9bea6aae..1d2230b3 100644 --- a/src/game.c +++ b/src/game.c @@ -30,6 +30,8 @@ #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1) #define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1) #define USE_NEW_PLAYER_ANIM (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_ALL_SLIPPERY (TRUE * USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_SPEED (TRUE * USE_NEW_STUFF * 1) /* for DigField() */ @@ -1709,6 +1711,27 @@ void InitGame() emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); +#if USE_NEW_ALL_SLIPPERY + /* initialize type of slippery elements */ + for (i = 0; i < MAX_NUM_ELEMENTS; i++) + { + if (!IS_CUSTOM_ELEMENT(i)) + { + /* default: elements slip down either to the left or right randomly */ + element_info[i].slippery_type = SLIPPERY_ANY_RANDOM; + + /* SP style elements prefer to slip down on the left side */ + if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i)) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + + /* BD style elements prefer to slip down on the left side */ + if (i == EL_BD_ROCK || i == EL_BD_DIAMOND || + game.emulation == EMU_BOULDERDASH) + element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT; + } + } +#endif + /* initialize explosion and ignition delay */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) { @@ -4767,11 +4790,26 @@ void StartMoving(int x, int y) Feld[x + 1][y + 1] == EL_ACID)); boolean can_fall_any = (can_fall_left || can_fall_right); boolean can_fall_both = (can_fall_left && can_fall_right); + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; - if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) +#if USE_NEW_ALL_SLIPPERY + if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM) { - int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = FALSE; + } +#else + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) + { if (slippery_type == SLIPPERY_ONLY_LEFT) can_fall_right = FALSE; else if (slippery_type == SLIPPERY_ONLY_RIGHT) @@ -4784,7 +4822,10 @@ void StartMoving(int x, int y) can_fall_any = (can_fall_left || can_fall_right); can_fall_both = (can_fall_left && can_fall_right); } +#endif +#if USE_NEW_ALL_SLIPPERY +#else #if USE_NEW_SP_SLIPPERY /* !!! better use the same properties as for custom elements here !!! */ else if (game.engine_version >= VERSION_IDENT(3,1,1,0) && @@ -4794,7 +4835,15 @@ void StartMoving(int x, int y) can_fall_both = FALSE; } #endif +#endif +#if USE_NEW_ALL_SLIPPERY + if (can_fall_both) + { + can_fall_left = !(can_fall_right = RND(2)); + can_fall_both = FALSE; + } +#else if (can_fall_both) { if (game.emulation == EMU_BOULDERDASH || @@ -4805,6 +4854,7 @@ void StartMoving(int x, int y) can_fall_both = FALSE; } +#endif if (can_fall_any) { @@ -6653,6 +6703,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { int move_stepsize = TILEX / stored_player[i].move_delay_value; + if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT) + { + /* translate "+" and "-" to "*" and "/" with powers of two */ + action_arg_number = 1 << action_arg_number; + action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY : + CA_MODE_DIVIDE); + } + move_stepsize = getModifiedActionNumber(move_stepsize, action_mode, @@ -6666,8 +6724,8 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) stored_player[i].move_delay_value = TILEX / move_stepsize; #if 0 - printf("::: move_delay_value == %d\n", - stored_player[i].move_delay_value); + printf("::: move_delay_value == %d [%d]\n", + stored_player[i].move_delay_value, action_arg_number); #endif } } @@ -8441,9 +8499,17 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int last_jx = player->last_jx, last_jy = player->last_jy; int move_stepsize = TILEX / player->move_delay_value; - if (!player->active || !player->MovPos) +#if USE_NEW_PLAYER_SPEED + if (!player->active) return; + if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */ + return; +#else + if (!player->active || player->MovPos == 0) + return; +#endif + if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; @@ -8472,20 +8538,47 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) MovDelay[last_jx][last_jy] = last_field_block_delay + 1; } +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) /* player has not yet reached destination */ + return; +#else return; +#endif } else if (!FrameReached(&player->actual_frame_counter, 1)) return; +#if 0 + printf("::: player->MovPos: %d -> %d\n", + player->MovPos, + player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize); +#endif + +#if USE_NEW_PLAYER_SPEED + if (player->MovPos != 0) + { + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); + + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + } +#else player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); /* before DrawPlayer() to draw correct player graphic for this case */ if (player->MovPos == 0) CheckGravityMovement(player); +#endif if (player->MovPos == 0) /* player reached destination field */ { +#if 0 + printf("::: player reached destination field\n"); +#endif + if (player->move_delay_reset_counter > 0) { player->move_delay_reset_counter--;