rnd-20040129-2-src
[rocksndiamonds.git] / src / game.c
index 1e059f86912af4a5005697db90861defad8b83bd..7b225c5eac9621eb61e6ee2dc195b16d6a4b4c76 100644 (file)
@@ -810,9 +810,22 @@ static void InitField(int x, int y, boolean init_game)
       else if (IS_GROUP_ELEMENT(element))
       {
        struct ElementGroupInfo *group = element_info[element].group;
-       int random_pos = RND(group->num_elements_resolved);
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element_pos;
 
-       Feld[x][y] = group->element_resolved[random_pos];
+       if (group->choice_mode == ANIM_RANDOM)
+         gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                       group->choice_mode, 0,
+                                       group->choice_pos);
+
+       if (group->choice_mode == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+
+       group->choice_pos++;
+
+       Feld[x][y] = group->element_resolved[element_pos];
 
        InitField(x, y, init_game);
       }
@@ -861,8 +874,10 @@ static void resolve_group_element(int group_element, int recursion_depth)
   if (recursion_depth == 0)                    /* initialization */
   {
     group = element_info[group_element].group;
-    group->num_elements_resolved = 0;
     group_nr = group_element - EL_GROUP_START;
+
+    group->num_elements_resolved = 0;
+    group->choice_pos = 0;
   }
 
   for (i = 0; i < actual_group->num_elements; i++)
@@ -1406,7 +1421,9 @@ void InitGame()
        {
          player->present = TRUE;
          player->active = TRUE;
+
          some_player->present = FALSE;
+         some_player->active = FALSE;
 
          StorePlayer[jx][jy] = player->element_nr;
          player->jx = player->last_jx = jx;
@@ -1420,7 +1437,7 @@ void InitGame()
 
   if (tape.playing)
   {
-    /* when playing a tape, eliminate all players who do not participate */
+    /* when playing a tape, eliminate all players which do not participate */
 
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -1451,6 +1468,8 @@ void InitGame()
            int jx = player->jx, jy = player->jy;
 
            player->active = FALSE;
+           player->present = FALSE;
+
            StorePlayer[jx][jy] = 0;
            Feld[jx][jy] = EL_EMPTY;
          }
@@ -2499,17 +2518,17 @@ void Explode(int ex, int ey, int phase, int mode)
        switch(StorePlayer[ex][ey])
        {
          case EL_PLAYER_2:
-           Store[x][y] = EL_EMERALD_RED;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
            break;
          case EL_PLAYER_3:
-           Store[x][y] = EL_EMERALD;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
            break;
          case EL_PLAYER_4:
-           Store[x][y] = EL_EMERALD_PURPLE;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
            break;
          case EL_PLAYER_1:
          default:
-           Store[x][y] = EL_EMERALD_YELLOW;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
            break;
        }
 
@@ -2656,6 +2675,17 @@ void Explode(int ex, int ey, int phase, int mode)
     Store[x][y] = Store2[x][y] = 0;
     GfxElement[x][y] = EL_UNDEFINED;
 
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
+      Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+                   EL_EMPTY :
+                   element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+                   element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+                   element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+                   EL_EMERALD_PURPLE);
+
+    /* restore probably existing indestructible background element */
     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
       element = Feld[x][y] = Back[x][y];
     Back[x][y] = 0;
@@ -2666,8 +2696,11 @@ void Explode(int ex, int ey, int phase, int mode)
     ChangePage[x][y] = -1;
 
     InitField(x, y, FALSE);
+#if 1
+    /* !!! not needed !!! */
     if (CAN_MOVE(element))
       InitMovDir(x, y);
+#endif
     DrawLevelField(x, y);
 
     TestIfElementTouchesCustomElement(x, y);
@@ -3333,11 +3366,13 @@ void Impact(int x, int y)
        return;
       }
     }
-    else if ((element == EL_SP_INFOTRON ||
-             element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK ||
-             smashed == EL_SP_ELECTRON ||
-             smashed == EL_SP_DISK_ORANGE))
+    else if (((element == EL_SP_INFOTRON ||
+              element == EL_SP_ZONK) &&
+             (smashed == EL_SP_SNIKSNAK ||
+              smashed == EL_SP_ELECTRON ||
+              smashed == EL_SP_DISK_ORANGE)) ||
+            (element == EL_SP_INFOTRON &&
+             smashed == EL_SP_DISK_YELLOW))
     {
       Bang(x, y + 1);
       return;
@@ -5102,6 +5137,7 @@ void ContinueMoving(int x, int y)
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
 #if 1
+  /* some elements can leave other elements behind after moving */
   if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
       ei->move_leave_element != EL_EMPTY &&
       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
@@ -7514,6 +7550,38 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+{
+  int nextx = x + dx, nexty = y + dy;
+  int element = Feld[x][y];
+
+  if ((dx == -1 &&
+       element != EL_SP_PORT_LEFT &&
+       element != EL_SP_GRAVITY_PORT_LEFT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dx == +1 &&
+       element != EL_SP_PORT_RIGHT &&
+       element != EL_SP_GRAVITY_PORT_RIGHT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == -1 &&
+       element != EL_SP_PORT_UP &&
+       element != EL_SP_GRAVITY_PORT_UP &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == +1 &&
+       element != EL_SP_PORT_DOWN &&
+       element != EL_SP_GRAVITY_PORT_DOWN &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      !IN_LEV_FIELD(nextx, nexty) ||
+      !IS_FREE(nextx, nexty))
+    return FALSE;
+
+  return TRUE;
+}
+
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
   if (game.gravity && !player->programmed_action)
@@ -7533,7 +7601,9 @@ static void CheckGravityMovement(struct PlayerInfo *player)
     boolean player_is_moving_to_valid_field =
       (IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_SAND));
+       Feld[new_jx][new_jy] == EL_SAND ||
+       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+        canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
     /* !!! extend EL_SAND to anything diggable !!! */
 
     if (field_under_player_is_free &&
@@ -8736,6 +8806,10 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_GRAVITY_PORT_RIGHT:
     case EL_SP_GRAVITY_PORT_UP:
     case EL_SP_GRAVITY_PORT_DOWN:
+#if 1
+      if (!canEnterSupaplexPort(x, y, dx, dy))
+       return MF_NO_ACTION;
+#else
       if ((dx == -1 &&
           element != EL_SP_PORT_LEFT &&
           element != EL_SP_GRAVITY_PORT_LEFT &&
@@ -8759,6 +8833,7 @@ int DigField(struct PlayerInfo *player,
          !IN_LEV_FIELD(nextx, nexty) ||
          !IS_FREE(nextx, nexty))
        return MF_NO_ACTION;
+#endif
 
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          element == EL_SP_GRAVITY_PORT_RIGHT ||