rnd-20051223-1-src
[rocksndiamonds.git] / src / game.c
index 440016b024f5770cc63b49452494bc1408e1a881..346e1269ce6b77342083efe91436d2e4c4db659a 100644 (file)
@@ -33,6 +33,7 @@
 #define USE_NEW_ALL_SLIPPERY           (USE_NEW_STUFF          * 1)
 #define USE_NEW_PLAYER_SPEED           (USE_NEW_STUFF          * 1)
 #define USE_NEW_DELAYED_ACTION         (USE_NEW_STUFF          * 1)
+#define USE_NEW_SNAP_DELAY             (USE_NEW_STUFF          * 1)
 
 /* for DigField() */
 #define DF_NO_PUSH             0
        ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
         (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
 
-#define GET_VALID_PLAYER_ELEMENT(e)                                    \
-       ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
-
 #define CAN_GROW_INTO(e)                                               \
        ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
 
@@ -892,8 +890,21 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     default:
+#if 1
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
+
+#if USE_NEW_CUSTOM_VALUE
+       if (!element_info[element].use_last_ce_value)
+         CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+#endif
+      }
+#else
       if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
        InitMovDir(x, y);
+#endif
       else if (IS_GROUP_ELEMENT(element))
       {
        struct ElementGroupInfo *group = element_info[element].group;
@@ -919,6 +930,8 @@ static void InitField(int x, int y, boolean init_game)
       break;
   }
 
+#if 0
+
 #if USE_NEW_CUSTOM_VALUE
 
 #if 1
@@ -927,6 +940,8 @@ static void InitField(int x, int y, boolean init_game)
   CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
 #endif
 
+#endif
+
 #endif
 }
 
@@ -1542,6 +1557,8 @@ void InitGame()
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
 
+    player->cannot_move = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -1912,6 +1929,7 @@ void InitGame()
     int start_x = 0, start_y = 0;
     int found_rating = 0;
     int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
 
     for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
@@ -1920,6 +1938,17 @@ void InitGame()
       int xx, yy;
       boolean is_player;
 
+      if (level.use_start_element[player_nr] &&
+         level.start_element[player_nr] == element &&
+         found_rating < 4)
+      {
+       start_x = x;
+       start_y = y;
+
+       found_rating = 4;
+       found_element = element;
+      }
+
       if (!IS_CUSTOM_ELEMENT(element))
        continue;
 
@@ -1927,6 +1956,7 @@ void InitGame()
       {
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
+         /* check for player created from custom element as single target */
          content = element_info[element].change_page[i].target_element;
          is_player = ELEM_IS_PLAYER(content);
 
@@ -1943,6 +1973,7 @@ void InitGame()
 
       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
       {
+       /* check for player created from custom element as explosion content */
        content = element_info[element].content.e[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
 
@@ -1960,6 +1991,7 @@ void InitGame()
 
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
+         /* check for player created from custom element as extended target */
          content =
            element_info[element].change_page[i].target_content.e[xx][yy];
 
@@ -2842,8 +2874,9 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-  int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+  int player_nr = GET_PLAYER_NR(el_player);
+  struct PlayerInfo *player = &stored_player[player_nr];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
@@ -6564,6 +6597,15 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
      EL_EMPTY);
 
+  int action_arg_direction =
+    (action_arg >= CA_ARG_DIRECTION_LEFT &&
+     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+     action_arg == CA_ARG_DIRECTION_TRIGGER ?
+     change->actual_trigger_side :
+     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+     MV_DIR_OPPOSITE(change->actual_trigger_side) :
+     MV_NONE);
+
   int action_arg_number_min =
     (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
      CA_ARG_MIN);
@@ -6592,7 +6634,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
   int action_arg_number =
     (action_arg <= CA_ARG_MAX ? action_arg :
-     action_arg >= CA_ARG_SPEED_VERY_SLOW &&
+     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
@@ -6622,23 +6664,18 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                            action_mode, action_arg_number,
                            action_arg_number_min, action_arg_number_max);
 
-  int action_arg_player_bits =
-    (action_arg == CA_ARG_PLAYER_ANY ? PLAYER_BITS_ANY :
-     action_arg >= CA_ARG_PLAYER_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - CA_ARG_1)) :
-     action_arg_element >= EL_PLAYER_1 &&
-     action_arg_element <= EL_PLAYER_4 ?
-     (1 << (action_arg_element - EL_PLAYER_1)) :
-     PLAYER_BITS_ANY);
-
   int trigger_player_bits =
     (change->actual_trigger_player >= EL_PLAYER_1 &&
      change->actual_trigger_player <= EL_PLAYER_4 ?
      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
      PLAYER_BITS_ANY);
 
+  int action_arg_player_bits =
+    (action_arg >= CA_ARG_PLAYER_1 &&
+     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     PLAYER_BITS_ANY);
+
   /* ---------- execute action  ---------- */
 
   switch(action_type)
@@ -6666,6 +6703,16 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
+    case CA_MOVE_PLAYER:
+    {
+      /* automatically move to the next field in specified direction */
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (trigger_player_bits & (1 << i))
+         stored_player[i].programmed_action = action_arg_direction;
+
+      break;
+    }
+
     case CA_RESTART_LEVEL:
     {
       game.restart_level = TRUE;
@@ -6684,8 +6731,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_ADD_KEY:
+    case CA_SET_PLAYER_KEYS:
     {
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
       int element = getSpecialActionElement(action_arg_element,
                                            action_arg_number, EL_KEY_1);
 
@@ -6695,7 +6743,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
        {
          if (trigger_player_bits & (1 << i))
          {
-           stored_player[i].key[KEY_NR(element)] = TRUE;
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
            DrawGameValue_Keys(stored_player[i].key);
 
@@ -6707,30 +6755,6 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_REMOVE_KEY:
-    {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
-
-      if (IS_KEY(element))
-      {
-       for (i = 0; i < MAX_PLAYERS; i++)
-       {
-         if (trigger_player_bits & (1 << i))
-         {
-           stored_player[i].key[KEY_NR(element)] = FALSE;
-
-           DrawGameValue_Keys(stored_player[i].key);
-
-           redraw_mask |= REDRAW_DOOR_1;
-         }
-       }
-      }
-
-      break;
-    }
-
-#if 1
     case CA_SET_PLAYER_SPEED:
     {
       for (i = 0; i < MAX_PLAYERS; i++)
@@ -6760,57 +6784,51 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
          /* do no immediately change -- the player might just be moving */
          stored_player[i].move_delay_value_next = TILEX / move_stepsize;
 
-#if 0
-         printf("::: move_delay_value == %d [%d]\n",
-                stored_player[i].move_delay_value_next, action_arg_number);
-#endif
+         stored_player[i].cannot_move =
+           (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
        }
       }
 
       break;
     }
-#else
-    case CA_SET_PLAYER_SPEED:
+
+    case CA_SET_PLAYER_SHIELD:
     {
       for (i = 0; i < MAX_PLAYERS; i++)
       {
        if (trigger_player_bits & (1 << i))
        {
-         int move_stepsize = TILEX / stored_player[i].move_delay_value;
-
-         if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
+         if (action_arg == CA_ARG_SHIELD_OFF)
          {
-           /* translate "+" and "-" to "*" and "/" with powers of two */
-           action_arg_number = 1 << action_arg_number;
-           action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
-                          CA_MODE_DIVIDE);
+           stored_player[i].shield_normal_time_left = 0;
+           stored_player[i].shield_deadly_time_left = 0;
          }
+         else if (action_arg == CA_ARG_SHIELD_NORMAL)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+         }
+         else if (action_arg == CA_ARG_SHIELD_DEADLY)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+           stored_player[i].shield_deadly_time_left = 999999;
+         }
+       }
+      }
 
-         move_stepsize =
-           getModifiedActionNumber(move_stepsize,
-                                   action_mode,
-                                   action_arg_number,
-                                   action_arg_number_min,
-                                   action_arg_number_max);
-
-         /* make sure that value is power of 2 */
-         move_stepsize = (1 << log_2(move_stepsize));
-
-         /* do no immediately change -- the player might just be moving */
-         stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+      break;
+    }
 
-#if 0
-         printf("::: move_delay_value == %d [%d]\n",
-                stored_player[i].move_delay_value_next, action_arg_number);
-#endif
-       }
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       int element = action_arg_element;
       }
 
       break;
     }
-#endif
 
-    case CA_SET_PLAYER_GRAVITY:
+    case CA_SET_LEVEL_GRAVITY:
     {
       game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
                      action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
@@ -6819,14 +6837,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_SET_WIND_DIRECTION:
+    case CA_SET_LEVEL_WIND:
     {
-      game.wind_direction = (action_arg >= CA_ARG_DIRECTION_NONE &&
-                            action_arg <= CA_ARG_DIRECTION_DOWN ?
-                            action_arg - CA_ARG_DIRECTION :
-                            action_arg == CA_ARG_DIRECTION_TRIGGER ?
-                            MV_DIR_OPPOSITE(change->actual_trigger_side) :
-                            game.wind_direction);
+      game.wind_direction = action_arg_direction;
 
       break;
     }
@@ -6897,29 +6910,6 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-#if 0
-    case CA_SET_DYNABOMB_NUMBER:
-    {
-      printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_SIZE:
-    {
-      printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_POWER:
-    {
-      printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
-
-      break;
-    }
-#endif
-
     default:
       break;
   }
@@ -6929,6 +6919,9 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
                                int x, int y, int target_element)
 {
   int previous_move_direction = MovDir[x][y];
+#if USE_NEW_CUSTOM_VALUE
+  int last_ce_value = CustomValue[x][y];
+#endif
   boolean add_player = (ELEM_IS_PLAYER(target_element) &&
                        IS_WALKABLE(Feld[x][y]));
 
@@ -6956,6 +6949,11 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
       MovDir[x][y] = previous_move_direction;
 
+#if USE_NEW_CUSTOM_VALUE
+    if (element_info[Feld[x][y]].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
+#endif
+
     InitField_WithBug1(x, y, FALSE);
 
     DrawLevelField(x, y);
@@ -7905,6 +7903,18 @@ void GameActions()
        RemoveField(x, y);
     }
 
+#if USE_NEW_SNAP_DELAY
+    if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+      {
+       RemoveField(x, y);
+       DrawLevelField(x, y);
+      }
+    }
+#endif
+
 #if DEBUG
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
     {
@@ -8059,6 +8069,14 @@ void GameActions()
       CheckForDragon(x, y);
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
+    else if (element == EL_ELEMENT_SNAPPING)
+    {
+#if 1
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif
+    }
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
@@ -8462,6 +8480,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   if (!IN_LEV_FIELD(new_jx, new_jy))
     return MF_NO_ACTION;
 
+  if (player->cannot_move)
+  {
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+
+    return MF_NO_ACTION;
+  }
+
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
     return MF_NO_ACTION;
 
@@ -9458,6 +9484,27 @@ void RemovePlayer(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+#if USE_NEW_SNAP_DELAY
+static void setFieldForSnapping(int x, int y, int element, int direction)
+{
+  struct ElementInfo *ei = &element_info[element];
+  int direction_bit = MV_DIR_BIT(direction);
+  int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+  int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+               IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
+
+  Feld[x][y] = EL_ELEMENT_SNAPPING;
+  MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+
+  ResetGfxAnimation(x, y);
+
+  GfxElement[x][y] = element;
+  GfxAction[x][y] = action;
+  GfxDir[x][y] = direction;
+  GfxFrame[x][y] = -1;
+}
+#endif
+
 /*
   =============================================================================
   checkDiagonalPushing()
@@ -9682,7 +9729,14 @@ int DigField(struct PlayerInfo *player,
                                        player->index_bit, dig_side);
 
     if (mode == DF_SNAP)
+    {
       TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
+#if USE_NEW_SNAP_DELAY
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+#endif
+    }
   }
   else if (IS_COLLECTIBLE(element))
   {
@@ -9772,7 +9826,14 @@ int DigField(struct PlayerInfo *player,
                                          player->index_bit, dig_side);
 
     if (mode == DF_SNAP)
+    {
       TestIfElementTouchesCustomElement(x, y); /* for empty space */
+
+#if USE_NEW_SNAP_DELAY
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+#endif
+    }
   }
   else if (IS_PUSHABLE(element))
   {
@@ -9984,8 +10045,12 @@ int DigField(struct PlayerInfo *player,
     else if (element == EL_TIME_ORB_FULL)
     {
       Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += level.time_orb_time;
-      DrawGameValue_Time(TimeLeft);
+
+      if (level.time > 0 || level.use_time_orb_bug)
+      {
+       TimeLeft += level.time_orb_time;
+       DrawGameValue_Time(TimeLeft);
+      }
 
       ResetGfxAnimation(x, y);
       DrawLevelField(x, y);