rnd-20031109-2-src
[rocksndiamonds.git] / src / game.c
index 5301f167ef7d2f59d5cf7c431b715f0b3c7288fc..71013bf598ebd1a491c8cc3a52f2311f0db2fdbe 100644 (file)
@@ -3733,22 +3733,22 @@ static void TurnRound(int x, int y)
 {
   int direction = MovDir[x][y];
 
-#if 1
+#if 0
   GfxDir[x][y] = MovDir[x][y];
 #endif
 
   TurnRoundExt(x, y);
 
-#if 0
+#if 1
   GfxDir[x][y] = MovDir[x][y];
 #endif
 
   if (direction != MovDir[x][y])
     GfxFrame[x][y] = 0;
 
-#if 0
+#if 1
   if (MovDelay[x][y])
-    GfxAction[x][y] = ACTION_XXX_LEFT + MV_DIR_BIT(direction);
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
 #else
   if (MovDelay[x][y])
     GfxAction[x][y] = ACTION_WAITING;
@@ -3786,7 +3786,6 @@ void StartMoving(int x, int y)
     return;
 
 #if 1
-  /* !!! this should be handled more generic (not only for mole) !!! */
   if (MovDelay[x][y] == 0)
     GfxAction[x][y] = ACTION_DEFAULT;
 #else
@@ -4658,7 +4657,9 @@ void ContinueMoving(int x, int y)
   {
     TestIfBadThingTouchesHero(newx, newy);
     TestIfBadThingTouchesFriend(newx, newy);
-    TestIfBadThingTouchesOtherBadThing(newx, newy);
+
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
   }
   else if (element == EL_PENGUIN)
     TestIfFriendTouchesBadThing(newx, newy);
@@ -5905,6 +5906,100 @@ static boolean CheckElementChange(int x, int y, int element, int trigger_event)
   return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
 }
 
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+#endif
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1    : right ? 1     : 0);
+  int dy       = (up   ? -1    : down  ? 1     : 0);
+
+#if 0
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+#endif
+
+#if 0
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+  if (!player->active || tape.pausing)
+    return 0;
+
+  if (player_action)
+  {
+#if 0
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
+    }
+
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
+      }
+    }
+
+#if 1
+    return player_action;
+#else
+    stored_player_action[player->index_nr] = player_action;
+#endif
+  }
+  else
+  {
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovement(player);
+
+    if (player->MovPos == 0)
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+
+    return 0;
+  }
+
+#if 0
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
+#endif
+}
+
+#else
+
 static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
@@ -5922,11 +6017,15 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   stored_player_action[player->index_nr] = 0;
   num_stored_actions++;
 
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
   if (!player->active || tape.pausing)
     return;
 
   if (player_action)
   {
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -5950,6 +6049,8 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   }
   else
   {
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
     /* no actions for this player (no input at player's configured device) */
 
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
@@ -5965,10 +6066,13 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
 }
+#endif
 
 void GameActions()
 {
@@ -5978,6 +6082,9 @@ void GameActions()
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
+#if 1
+  byte tape_action[MAX_PLAYERS];
+#endif
 
   if (game_status != GAME_MODE_PLAYING)
     return;
@@ -6040,7 +6147,7 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i=0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
 
@@ -6050,10 +6157,16 @@ void GameActions()
     if (recorded_player_action)
       actual_player_action = recorded_player_action[i];
 
-    PlayerActions(&stored_player[i], actual_player_action);
+    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
+#if 1
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   network_player_action_received = FALSE;
 
   ScrollScreen(NULL, SCROLL_GO_ON);
@@ -6225,6 +6338,11 @@ void GameActions()
       {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
 #if 0
        if (element == EL_MOLE)
          printf("::: %d, %d\n", graphic, GfxFrame[x][y]);