From ca2d65072bf921ae4341eaa86ff7f674f3e3ba91 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Mon, 4 Jan 2021 12:21:36 +0100 Subject: [PATCH] changed triggering CE actions by digging or collecting Before this change, when CEs are triggered by the player digging or collecting some tile or element, the trigger action was executed immediately when the player started digging or collecting. While this generally works fine, it looks (and behaves) strange when the related CE action causes the player to relocate to a different position in the playfield (CEs that are "teleporting" the player). In such cases, the player's dig or collect action is usually executed at both the old and the new player position, which is not how it really should work. This change fixes this behaviour by delaying the CE trigger action until the dig or collect action is finished, so that only the tile at the old player position gets digged or collected, but not the tile at the new player position (if the triggered CE causes the player to relocate). This commit improves the workaround in commit fd0ec980. --- src/editor.c | 10 ++++++ src/files.c | 9 ++++++ src/game.c | 89 ++++++++++++++++++++++++++++++++++++++++++---------- src/game.h | 2 ++ src/main.h | 1 + 5 files changed, 94 insertions(+), 17 deletions(-) diff --git a/src/editor.c b/src/editor.c index 2e5f0c81..b6736132 100644 --- a/src/editor.c +++ b/src/editor.c @@ -648,6 +648,7 @@ enum GADGET_ID_SB_OBJECTS_NEEDED, GADGET_ID_AUTO_EXIT_SOKOBAN, GADGET_ID_SOLVED_BY_ONE_PLAYER, + GADGET_ID_FINISH_DIG_COLLECT, GADGET_ID_CONTINUOUS_SNAPPING, GADGET_ID_BLOCK_SNAP_FIELD, GADGET_ID_BLOCK_LAST_FIELD, @@ -953,6 +954,7 @@ enum ED_CHECKBUTTON_ID_SB_OBJECTS_NEEDED, ED_CHECKBUTTON_ID_AUTO_EXIT_SOKOBAN, ED_CHECKBUTTON_ID_SOLVED_BY_ONE_PLAYER, + ED_CHECKBUTTON_ID_FINISH_DIG_COLLECT, ED_CHECKBUTTON_ID_CONTINUOUS_SNAPPING, ED_CHECKBUTTON_ID_BLOCK_SNAP_FIELD, ED_CHECKBUTTON_ID_BLOCK_LAST_FIELD, @@ -3110,6 +3112,13 @@ static struct NULL, NULL, "only one player must enter exit", "level solved by first player in exit" }, + { + ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(3), + GADGET_ID_FINISH_DIG_COLLECT, GADGET_ID_NONE, + &level.finish_dig_collect, + NULL, NULL, + "CE action on finished dig/collect", "only finished dig/collect triggers CE" + }, { ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(9), GADGET_ID_CONTINUOUS_SNAPPING, GADGET_ID_NONE, @@ -9983,6 +9992,7 @@ static void DrawPropertiesConfig(void) // draw checkbutton gadgets MapCheckbuttonGadget(ED_CHECKBUTTON_ID_USE_INITIAL_INVENTORY); + MapCheckbuttonGadget(ED_CHECKBUTTON_ID_FINISH_DIG_COLLECT); // draw counter gadgets MapCounterButtons(ED_COUNTER_ID_INVENTORY_SIZE); diff --git a/src/files.c b/src/files.c index 28ae73a2..65fb1bdc 100644 --- a/src/files.c +++ b/src/files.c @@ -308,6 +308,11 @@ static struct LevelFileConfigInfo chunk_config_ELEM[] = TYPE_BOOLEAN, CONF_VALUE_8_BIT(15), &li.lazy_relocation, FALSE }, + { + EL_PLAYER_1, -1, + TYPE_BOOLEAN, CONF_VALUE_8_BIT(16), + &li.finish_dig_collect, TRUE + }, // (these values are different for each player) { @@ -6423,6 +6428,10 @@ static void LoadLevel_InitVersion(struct LevelInfo *level) // only Sokoban fields (but not objects) had to be solved before 4.1.1.1 if (level->game_version < VERSION_IDENT(4,1,1,1)) level->sb_objects_needed = FALSE; + + // CE actions were triggered by unfinished digging/collecting up to 4.2.2.0 + if (level->game_version <= VERSION_IDENT(4,2,2,0)) + level->finish_dig_collect = FALSE; } static void LoadLevel_InitStandardElements(struct LevelInfo *level) diff --git a/src/game.c b/src/game.c index 5968b1de..9c65b1d2 100644 --- a/src/game.c +++ b/src/game.c @@ -1119,6 +1119,8 @@ void ExitPlayer(struct PlayerInfo *); static int getInvisibleActiveFromInvisibleElement(int); static int getInvisibleFromInvisibleActiveElement(int); +static void TestFieldAfterSnapping(int, int, int, int, int); + static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; // for detection of endless loops, caused by custom element programming @@ -3717,6 +3719,8 @@ void InitGame(void) player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->last_removed_element = EL_UNDEFINED; + player->inventory_infinite_element = EL_UNDEFINED; player->inventory_size = 0; @@ -12040,10 +12044,17 @@ void GameActions_RND(void) MovDelay[x][y]--; if (MovDelay[x][y] <= 0) { + int element = Store[x][y]; + int move_direction = MovDir[x][y]; + int player_index_bit = Store2[x][y]; + + Store[x][y] = 0; + Store2[x][y] = 0; + RemoveField(x, y); TEST_DrawLevelField(x, y); - TestIfElementTouchesCustomElement(x, y); // for empty space + TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit); } } @@ -13044,6 +13055,21 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (!player->is_pushing) TestIfElementTouchesCustomElement(jx, jy); // for empty space + if (level.finish_dig_collect && + (player->is_digging || player->is_collecting)) + { + int last_element = player->last_removed_element; + int move_direction = player->MovDir; + int enter_side = MV_DIR_OPPOSITE(move_direction); + int change_event = (player->is_digging ? CE_PLAYER_DIGS_X : + CE_PLAYER_COLLECTS_X); + + CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event, + player->index_bit, enter_side); + + player->last_removed_element = EL_UNDEFINED; + } + if (!player->active) RemovePlayer(player); } @@ -13778,7 +13804,8 @@ void ExitPlayer(struct PlayerInfo *player) game.players_still_needed--; } -static void setFieldForSnapping(int x, int y, int element, int direction) +static void SetFieldForSnapping(int x, int y, int element, int direction, + int player_index_bit) { struct ElementInfo *ei = &element_info[element]; int direction_bit = MV_DIR_TO_BIT(direction); @@ -13788,6 +13815,9 @@ static void setFieldForSnapping(int x, int y, int element, int direction) Tile[x][y] = EL_ELEMENT_SNAPPING; MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1; + MovDir[x][y] = direction; + Store[x][y] = element; + Store2[x][y] = player_index_bit; ResetGfxAnimation(x, y); @@ -13797,6 +13827,20 @@ static void setFieldForSnapping(int x, int y, int element, int direction) GfxFrame[x][y] = -1; } +static void TestFieldAfterSnapping(int x, int y, int element, int direction, + int player_index_bit) +{ + TestIfElementTouchesCustomElement(x, y); // for empty space + + if (level.finish_dig_collect) + { + int dig_side = MV_DIR_OPPOSITE(direction); + + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player_index_bit, dig_side); + } +} + /* ============================================================================= checkDiagonalPushing() @@ -14076,22 +14120,28 @@ static int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, - player->index_bit, dig_side); + // use old behaviour for old levels (digging) + if (!level.finish_dig_collect) + { + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X, + player->index_bit, dig_side); - // if digging triggered player relocation, finish digging tile - if (mode == DF_DIG && (player->jx != jx || player->jy != jy)) - setFieldForSnapping(x, y, element, move_direction); + // if digging triggered player relocation, finish digging tile + if (mode == DF_DIG && (player->jx != jx || player->jy != jy)) + SetFieldForSnapping(x, y, element, move_direction, player->index_bit); + } if (mode == DF_SNAP) { if (level.block_snap_field) - setFieldForSnapping(x, y, element, move_direction); + SetFieldForSnapping(x, y, element, move_direction, player->index_bit); else - TestIfElementTouchesCustomElement(x, y); // for empty space + TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit); - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, - player->index_bit, dig_side); + // use old behaviour for old levels (snapping) + if (!level.finish_dig_collect) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); } } else if (player_can_move_or_snap && IS_COLLECTIBLE(element)) @@ -14203,25 +14253,28 @@ static int DigField(struct PlayerInfo *player, RaiseScoreElement(element); PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); - if (is_player) + // use old behaviour for old levels (collecting) + if (!level.finish_dig_collect && is_player) { CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X, player->index_bit, dig_side); // if collecting triggered player relocation, finish collecting tile if (mode == DF_DIG && (player->jx != jx || player->jy != jy)) - setFieldForSnapping(x, y, element, move_direction); + SetFieldForSnapping(x, y, element, move_direction, player->index_bit); } if (mode == DF_SNAP) { if (level.block_snap_field) - setFieldForSnapping(x, y, element, move_direction); + SetFieldForSnapping(x, y, element, move_direction, player->index_bit); else - TestIfElementTouchesCustomElement(x, y); // for empty space + TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit); - CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, - player->index_bit, dig_side); + // use old behaviour for old levels (snapping) + if (!level.finish_dig_collect) + CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X, + player->index_bit, dig_side); } } else if (player_can_move_or_snap && IS_PUSHABLE(element)) @@ -14559,6 +14612,8 @@ static int DigField(struct PlayerInfo *player, { player->is_collecting = !player->is_digging; player->is_active = TRUE; + + player->last_removed_element = element; } } diff --git a/src/game.h b/src/game.h index d1323f0e..0ad03704 100644 --- a/src/game.h +++ b/src/game.h @@ -381,6 +381,8 @@ struct PlayerInfo int shield_normal_time_left; int shield_deadly_time_left; + int last_removed_element; + int inventory_element[MAX_INVENTORY_SIZE]; int inventory_infinite_element; int inventory_size; diff --git a/src/main.h b/src/main.h index f34956eb..6fac6774 100644 --- a/src/main.h +++ b/src/main.h @@ -3186,6 +3186,7 @@ struct LevelInfo boolean sb_objects_needed; // all Sokoban objects must be solved boolean auto_exit_sokoban; // automatically finish solved Sokoban levels boolean solved_by_one_player; // level is solved if one player enters exit + boolean finish_dig_collect; // only finished dig/collect triggers ce action boolean continuous_snapping; // repeated snapping without releasing key boolean block_snap_field; // snapping blocks field to show animation -- 2.34.1