fixed problems with current level set node being a tree node copy
[rocksndiamonds.git] / src / game.c
index f6b479efdfb6c152ac472695606977746681872e..07df1fe52a4f6676eb3713d170144b032a45a448 100644 (file)
@@ -879,6 +879,10 @@ static struct GamePanelControlInfo game_panel_controls[] =
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                   (element_info[e].step_delay_random))
 #define GET_NEW_CE_VALUE(e)    (   (element_info[e].ce_value_fixed_initial) +\
                                 RND(element_info[e].ce_value_random_initial))
 #define GET_CE_SCORE(e)                (   (element_info[e].collect_score))
@@ -1071,6 +1075,8 @@ static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
        CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
        CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s)             \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 
 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
 #define CheckElementChange(x, y, e, te, ev)                            \
@@ -1079,6 +1085,8 @@ static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
        CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
 #define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
        CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s)                      \
+       CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -5349,13 +5357,15 @@ void DrawDynamite(int x, int y)
     return;
 
   if (Back[x][y])
-    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+    DrawLevelElement(x, y, Back[x][y]);
   else if (Store[x][y])
-    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+    DrawLevelElement(x, y, Store[x][y]);
+  else if (game.use_masked_elements)
+    DrawLevelElement(x, y, EL_EMPTY);
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-  if (Back[x][y] || Store[x][y])
+  if (Back[x][y] || Store[x][y] || game.use_masked_elements)
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
@@ -5928,7 +5938,7 @@ static void Explode(int ex, int ey, int phase, int mode)
       DrawLevelElementThruMask(x, y, Back[x][y]);
     }
     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
@@ -8503,11 +8513,33 @@ void ContinueMoving(int x, int y)
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
   boolean last_line = (newy == lev_fieldy - 1);
+  boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
 
-  MovPos[x][y] += getElementMoveStepsize(x, y);
-
-  if (pushed_by_player)        // special case: moving object pushed by player
+  if (pushed_by_player)                // special case: moving object pushed by player
+  {
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+  else if (use_step_delay)     // special case: moving object has step delay
+  {
+    if (!MovDelay[x][y])
+      MovPos[x][y] += getElementMoveStepsize(x, y);
+
+    if (MovDelay[x][y])
+      MovDelay[x][y]--;
+    else
+      MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+    if (MovDelay[x][y])
+    {
+      TEST_DrawLevelField(x, y);
+
+      return;  // element is still waiting
+    }
+  }
+  else                         // normal case: generically moving object
+  {
+    MovPos[x][y] += getElementMoveStepsize(x, y);
+  }
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
@@ -12113,6 +12145,7 @@ void GameActions_RND(void)
   if (mouse_action.button)
   {
     int new_button = (mouse_action.button && mouse_action_last.button == 0);
+    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
 
     x = mouse_action.lx;
     y = mouse_action.ly;
@@ -12120,12 +12153,14 @@ void GameActions_RND(void)
 
     if (new_button)
     {
-      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
-      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+                                        ch_button);
     }
 
-    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
-    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+                                      ch_button);
   }
 
   SCAN_PLAYFIELD(x, y)
@@ -15338,12 +15373,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
-    // closing door required in case of envelope style request dialogs
-    if (!skip_request)
+    if (!quick_quit)
     {
       // prevent short reactivation of overlay buttons while closing door
       SetOverlayActive(FALSE);
 
+      // door may still be open due to skipped or envelope style request
       CloseDoor(DOOR_CLOSE_1);
     }
 
@@ -15371,10 +15406,13 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGame(boolean escape_key_pressed)
 {
-  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
-  boolean skip_request = game.all_players_gone || quick_quit;
+  boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+  boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
+                       level_editor_test_game);
+  boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+                         quick_quit);
 
   RequestQuitGameExt(skip_request, quick_quit,
                     "Do you really want to quit the game?");
@@ -16236,7 +16274,7 @@ static void HandleGameButtonsExt(int id, int button)
       if (tape.playing)
        TapeStop();
       else
-       RequestQuitGame(TRUE);
+       RequestQuitGame(FALSE);
 
       break;