X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=fc0d64767d09631bef0d1fb55345d7ab2c7b26f2;hp=48482c90e6f63224a69ad8c888811f974a00aa82;hb=5d50a7e10873581345ee63a5afafd43dbd45809b;hpb=0c27626bae90cb1eeea4939de0130a49b9aac507 diff --git a/src/game.c b/src/game.c index 48482c90..fc0d6476 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,9 @@ #include "joystick.h" #include "network.h" +/* this switch controls how rocks move horizontally */ +#define OLD_GAME_BEHAVIOUR FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -144,7 +147,7 @@ static unsigned int getStateCheckSum(int counter) checksum += mult++ * StorePlayer[x][y]; checksum += mult++ * Frame[x][y]; checksum += mult++ * AmoebaNr[x][y]; - checksum += mult++ * JustHit[x][y]; + checksum += mult++ * JustStopped[x][y]; checksum += mult++ * Stop[x][y]; */ } @@ -176,6 +179,50 @@ void GetPlayerConfig() InitJoysticks(); } +static int getBeltNrFromElement(int element) +{ + return (element < EL_BELT2_LEFT ? 0 : + element < EL_BELT3_LEFT ? 1 : + element < EL_BELT4_LEFT ? 2 : 3); +} + +static int getBeltNrFromSwitchElement(int element) +{ + return (element < EL_BELT2_SWITCH_L ? 0 : + element < EL_BELT3_SWITCH_L ? 1 : + element < EL_BELT4_SWITCH_L ? 2 : 3); +} + +static int getBeltDirNrFromSwitchElement(int element) +{ + static int belt_base_element[4] = + { + EL_BELT1_SWITCH_L, + EL_BELT2_SWITCH_L, + EL_BELT3_SWITCH_L, + EL_BELT4_SWITCH_L + }; + + int belt_nr = getBeltNrFromSwitchElement(element); + int belt_dir_nr = element - belt_base_element[belt_nr]; + + return (belt_dir_nr % 3); +} + +static int getBeltDirFromSwitchElement(int element) +{ + static int belt_move_dir[3] = + { + MV_LEFT, + MV_NO_MOVING, + MV_RIGHT + }; + + int belt_dir_nr = getBeltDirNrFromSwitchElement(element); + + return belt_move_dir[belt_dir_nr]; +} + static void InitField(int x, int y, boolean init_game) { switch (Feld[x][y]) @@ -319,6 +366,46 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_EM_KEY_4; break; + case EL_BELT1_SWITCH_L: + case EL_BELT1_SWITCH_M: + case EL_BELT1_SWITCH_R: + case EL_BELT2_SWITCH_L: + case EL_BELT2_SWITCH_M: + case EL_BELT2_SWITCH_R: + case EL_BELT3_SWITCH_L: + case EL_BELT3_SWITCH_M: + case EL_BELT3_SWITCH_R: + case EL_BELT4_SWITCH_L: + case EL_BELT4_SWITCH_M: + case EL_BELT4_SWITCH_R: + if (init_game) + { + int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]); + int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]); + int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]); + + if (game.belt_dir_nr[belt_nr] == 3) /* initial value */ + { + game.belt_dir[belt_nr] = belt_dir; + game.belt_dir_nr[belt_nr] = belt_dir_nr; + } + else /* more than one switch -- set it like the first switch */ + { + Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr]; + } + } + break; + + case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */ + if (init_game) + Feld[x][y] = EL_SWITCHGATE_SWITCH_1; + break; + + case EL_LIGHT_SWITCH_ON: + if (init_game) + game.light_time_left = 10 * FRAMES_PER_SECOND; + break; + default: break; } @@ -366,6 +453,7 @@ void InitGame() player->MovDir = MV_NO_MOVING; player->MovPos = 0; player->Pushing = FALSE; + player->Switching = FALSE; player->GfxPos = 0; player->Frame = 0; @@ -419,6 +507,13 @@ void InitGame() AllPlayersGone = FALSE; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; + game.switchgate_pos = 0; + game.light_time_left = 0; + for (i=0; i<4; i++) + { + game.belt_dir[i] = MV_NO_MOVING; + game.belt_dir_nr[i] = 3; /* not moving, next moving left */ + } for (i=0; iscore; position = k; break; } #ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1)) + else if (!strncmp(setup.player_name, highscore[k].Name, + MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ #endif @@ -1113,13 +1214,22 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { + /* put moving element to center field (and let it explode there) */ center_element = MovingOrBlocked2Element(ex, ey); RemoveMovingField(ex, ey); + Feld[ex][ey] = center_element; } - for (y=ey-1; y 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_ON; + DrawLevelField(xx, yy); + } + else if (element == EL_LIGHT_SWITCH_ON && + game.light_time_left == 0) + { + Feld[xx][yy] = EL_LIGHT_SWITCH_OFF; + DrawLevelField(xx, yy); + } + + if (element == EL_INVISIBLE_STEEL || + element == EL_UNSICHTBAR || + element == EL_SAND_INVISIBLE) + DrawLevelField(xx, yy); + } + } +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); @@ -1530,6 +1764,20 @@ void Impact(int x, int y) PlaySoundLevel(x, y, SND_QUIRK); return; } + else if (IS_BELT_SWITCH(smashed)) + { + ToggleBeltSwitch(x, y+1); + } + else if (smashed == EL_SWITCHGATE_SWITCH_1 || + smashed == EL_SWITCHGATE_SWITCH_2) + { + ToggleSwitchgateSwitch(x, y+1); + } + else if (smashed == EL_LIGHT_SWITCH_OFF || + smashed == EL_LIGHT_SWITCH_ON) + { + ToggleLightSwitch(x, y+1); + } } } } @@ -1587,7 +1835,7 @@ void Impact(int x, int y) break; } - if (sound>=0) + if (sound >= 0) PlaySoundLevel(x, y, sound); } } @@ -2099,7 +2347,8 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Store[x][y] = EL_SALZSAEURE; } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y]) + else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && + JustStopped[x][y]) { Impact(x, y); } @@ -2112,7 +2361,12 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBING; Store[x][y] = EL_AMOEBE_NASS; } +#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]) +#endif { boolean left = (x>0 && IS_FREE(x-1, y) && (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE)); @@ -2127,6 +2381,17 @@ void StartMoving(int x, int y) InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); } } + else if (IS_BELT(Feld[x][y+1])) + { + boolean left_is_free = (x>0 && IS_FREE(x-1, y)); + boolean right_is_free = (x0) - JustHit[x][y]--; + if (JustStopped[x][y] > 0) + JustStopped[x][y]--; #if DEBUG if (IS_BLOCKED(x, y)) @@ -3635,6 +3969,16 @@ void GameActions() DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); + else if (IS_BELT(element)) + DrawBeltAnimation(x, y, element); + else if (element == EL_SWITCHGATE_OPENING) + OpenSwitchgate(x, y); + else if (element == EL_SWITCHGATE_CLOSING) + CloseSwitchgate(x, y); + else if (element == EL_EXTRA_TIME) + DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL); + else if (element == EL_FORCE_FIELD) + DrawGraphicAnimation(x, y, GFX_FORCE_FIELD, 6, 4, ANIM_NORMAL); if (game.magic_wall_active) { @@ -3676,6 +4020,7 @@ void GameActions() for (y=0; y 0) + { + game.light_time_left--; + + if (game.light_time_left == 0) + { + for (y=0; y= (1000 / GameFrameDelay) && !tape.pausing) { TimeFrames = 0; @@ -4349,6 +4717,7 @@ int DigField(struct PlayerInfo *player, if (mode == DF_NO_PUSH) { + player->Switching = FALSE; player->push_delay = 0; return MF_NO_ACTION; } @@ -4358,13 +4727,14 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; - switch(element) + switch (element) { case EL_LEERRAUM: PlaySoundLevel(x, y, SND_EMPTY); break; case EL_ERDREICH: + case EL_SAND_INVISIBLE: Feld[x][y] = EL_LEERRAUM; PlaySoundLevel(x, y, SND_SCHLURF); break; @@ -4402,6 +4772,26 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_PONG); break; + case EL_ENVELOPE: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_PONG); + break; + + case EL_EXTRA_TIME: + RemoveField(x, y); + if (level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + } + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + break; + + case EL_FORCE_FIELD: + RemoveField(x, y); + PlaySoundLevel(x, y, SND_PONG); + break; + case EL_DYNAMITE_INACTIVE: case EL_SP_DISK_RED: RemoveField(x, y); @@ -4505,6 +4895,46 @@ int DigField(struct PlayerInfo *player, } break; + case EL_BELT1_SWITCH_L: + case EL_BELT1_SWITCH_M: + case EL_BELT1_SWITCH_R: + case EL_BELT2_SWITCH_L: + case EL_BELT2_SWITCH_M: + case EL_BELT2_SWITCH_R: + case EL_BELT3_SWITCH_L: + case EL_BELT3_SWITCH_M: + case EL_BELT3_SWITCH_R: + case EL_BELT4_SWITCH_L: + case EL_BELT4_SWITCH_M: + case EL_BELT4_SWITCH_R: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleBeltSwitch(x, y); + } + return MF_ACTION; + break; + + case EL_SWITCHGATE_SWITCH_1: + case EL_SWITCHGATE_SWITCH_2: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleSwitchgateSwitch(x, y); + } + return MF_ACTION; + break; + + case EL_LIGHT_SWITCH_OFF: + case EL_LIGHT_SWITCH_ON: + if (!player->Switching) + { + player->Switching = TRUE; + ToggleLightSwitch(x, y); + } + return MF_ACTION; + break; + case EL_SP_EXIT: if (local_player->gems_still_needed > 0) return MF_NO_ACTION; @@ -4605,6 +5035,18 @@ int DigField(struct PlayerInfo *player, break; + case EL_SWITCHGATE_OPEN: + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevel(x, y, SND_GATE); + + break; + case EL_SP_PORT1_LEFT: case EL_SP_PORT2_LEFT: case EL_SP_PORT1_RIGHT: