Commit Graph

29 Commits

Author SHA1 Message Date
Eevee (Evelyn Woods)
257e9db64b Preserve the CCL auto-fixes for Lynx and MS modes 2021-05-11 17:39:07 -06:00
Eevee (Evelyn Woods)
c9a2897bc2 Consolidate Lynx-style player death with CC2 2021-05-11 16:40:00 -06:00
Eevee (Evelyn Woods)
fc1f85dac9 Fix Lynx force floor compat switch; ensure monsters can't turn in traps 2021-05-11 16:31:28 -06:00
Eevee (Evelyn Woods)
9369b2b167 Partially restore Lynx force floor behavior 2021-05-10 20:46:19 -06:00
Eevee (Evelyn Woods)
08c86c6129 Refactor sliding handling
Eliminates a number of annoying little hacks by getting rid of
`slide_mode` and instead trusting the terrain, live, like CC2 seems to
do (and Lynx definitely does).
2021-05-10 20:23:02 -06:00
Eevee (Evelyn Woods)
172a8e8a6b Stick the buggy CC2 green teleport behavior behind a compat flag 2021-05-08 17:31:47 -06:00
Eevee (Evelyn Woods)
9883dcf4ef Bring death and spring mining more into line with CC2
- Players and monsters do, in fact, block each other.  The helmet only
  prevents death.

- Death happens during collision check, which is the entire reason items
  don't save you: you're collided with first!  This allows removing
  several special cases.

- Spring mining is prevented almost incidentally, by virtue of collision
  being checked both at decision time and movement time.  It /can/
  happen to actors other than the player, but seemingly not blocks.

- Some monsters, whose movement is essentially forced anyway, skip the
  decision time collision check.  This includes doppelgangers, which is
  why they always spring mine.
2021-05-07 17:51:11 -06:00
Eevee (Evelyn Woods)
49b691adde Allow yellow tanks into fire and rovers into more tiles 2021-05-03 21:38:42 -06:00
Eevee (Evelyn Woods)
63609ba77e Fix a few more Lynx compat issues 2021-03-08 23:53:52 -07:00
Eevee (Evelyn Woods)
e8f82d885f Add a compat flag for the cloned bowling ball change 2021-03-08 20:06:02 -07:00
Eevee (Evelyn Woods)
1f2a58d21c Add support for headless bulk testing 2021-03-06 12:39:16 -07:00
Eevee (Evelyn Woods)
3359c21387 Consolidate some repeated tile properties 2021-03-01 14:28:56 -07:00
Eevee (Evelyn Woods)
a294338080 Implement some more properties of lit dynamite 2021-03-01 14:06:21 -07:00
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