Commit Graph

16 Commits

Author SHA1 Message Date
Eevee (Evelyn Woods)
0d59ffef85 Implement item priority (fixes #37 #50 #51)
Also expand the blue key MS compat flag to make keys never block
monsters; allow rovers to pass through score flags; and allow
doppelgängers to pause the clock.
2021-03-01 13:13:01 -07:00
Eevee (Evelyn Woods)
323ed3ee18 Refactor to using cells with fixed slots
This better matches CC2 behavior and also makes some very common
operations, like grabbing a cell's actor or terrain, way faster.

It also allows me to efficiently implement CC2's layer order when
checking for collisions; thin walls are checked before terrain, and
actors only afterwards.  The upshot is that bowling balls no longer
destroy stuff on the other side of a thin wall!

I also did some minor optimizing, mostly by turning loops over an entire
cell's contents into checks for a single layer; Chromium now performs a
bulk test about 30% faster.

Downsides of this change:
- All kinds of stuff may have broken!
- It'll be a little difficult to ever emulate MSCC's curious behavior
  when stacking terrain on top of items or other terrain.  But not
  impossible.
- It'll be far more difficult to emulate buggy Lynx (or maybe it's just
  Tile World?) behavior where some combination of cloners and teleports
  allow a ton of monsters to accumulate in a few cells.  I guess I
  wasn't planning on doing that anyway.
2021-01-03 17:19:27 -07:00
Eevee (Evelyn Woods)
69d62f8266 Fix collision masks for dynamite and bowling balls 2021-01-02 12:19:52 -07:00
Eevee (Evelyn Woods)
b9a311a18c Merge thin walls into a single tile; split "overlay" layer into correct CC2 parts 2020-12-29 19:29:22 -07:00
Eevee (Evelyn Woods)
be769b7dc8 Clean up doppelganger collision; monsters block doppelgangers, but players and dopps don't block each other 2020-12-29 11:34:51 -07:00
Eevee (Evelyn Woods)
78f59b38c1 Rewrite wiring code and fix basically all issues with it; faster, undoable, etc. 2020-12-18 19:58:12 -07:00
Eevee (Evelyn Woods)
f3f73a5e41 Move input handling into Level and clean it up a ton; add a bulk test gizmo 2020-12-14 17:02:14 -07:00
Eevee (Evelyn Woods)
1c9dee1213 Add support for recording replays, with a bunch of refactoring along the way 2020-12-13 20:36:12 -07:00
Eevee (Evelyn Woods)
35f040c8d7 Implement saving of logic gates and directional blocks 2020-12-07 21:15:18 -07:00
Eevee (Evelyn Woods)
f0680ce0c4 Cleaned up several tile properties; added railroad adjusting 2020-12-02 13:54:32 -07:00
Eevee (Evelyn Woods)
6c6ce8f344 Fix fireballs being blocked by fire 2020-11-24 23:13:25 -07:00
Eevee (Evelyn Woods)
5cb29c8f7d Overhaul collision
Collision now uses bits and masks.  The main upshot is that ghost and
ice/directional blocks collide much more correctly, now.  And turtles
block fireballs.

Also, monsters can now move over "no" signs, and can trample the player
if she's standing on top of an item.

While I was at it, I finished implementing the "bestowal bow", an item
mod (same layer as the "no" sign) that allows any actor to pick up the
item in that tile.
2020-11-23 23:41:32 -07:00
Eevee (Evelyn Woods)
dee2970ad3 whoops this is important too 2020-09-14 21:52:00 -06:00
Eevee (Evelyn Woods)
468a1d44ba Get wire rendering correctly, at least for floors 2020-09-14 19:34:48 -06:00
Eevee (Evelyn Woods)
13dc5f73b1 Start to split out the renderer and add support for smooth scrolling 2020-09-03 07:36:05 -06:00
Eevee (Evelyn Woods)
070d276e8a Implement green/blue buttons, tanks, monster death; stub out remaining CC1 objects; easy restart on death 2020-08-31 11:03:14 -06:00