rnd-20040430-2-src
[rocksndiamonds.git] / src / game.c
index 0077517dc4f10e01beaa9114fe298556cba1e65f..da79bbf947f91887c15d1e78191f20276ab6cc24 100644 (file)
@@ -1582,7 +1582,7 @@ void InitGame()
 
   network_player_action_received = FALSE;
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
     SendToServer_MovePlayer(MV_NO_MOVING);
@@ -3050,13 +3050,24 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
 #endif
 
+#if 1
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+          (x == ex && y == ey)))
+#else
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
       {
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
+#if 1
+         Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+         Back[x][y] = 0;
+#else
          Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
          Store[x][y] = 0;
+#endif
        }
 
        continue;
@@ -3066,9 +3077,15 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 0
       if (IS_INDESTRUCTIBLE(element))
        Back[x][y] = element;
+#else
+#if 1
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey))
+       Back[x][y] = element;
 #else
       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
        Back[x][y] = element;
+#endif
 #endif
 
       /* ignite explodable elements reached by other explosion */
@@ -3248,8 +3265,13 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 1
 
   border_element = Store2[x][y];
+#if 1
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
+#else
   if (IS_PLAYER(x, y))
     border_element = StorePlayer[x][y];
+#endif
 
 #if 0
   printf("::: phase == %d\n", phase);
@@ -3261,7 +3283,12 @@ void Explode(int ex, int ey, int phase, int mode)
     boolean border_explosion = FALSE;
 
 #if 1
+#if 1
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+       !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#endif
 #else
     if (IS_PLAYER(x, y))
 #endif
@@ -3503,9 +3530,15 @@ void DynaExplode(int ex, int ey)
       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
 #if 1
+#if 1
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !IS_DIGGABLE(element) && !dynabomb_xl)
+       break;
+#else
       if (element != EL_EMPTY && element != EL_EXPLOSION &&
          !CAN_GROW_INTO(element) && !dynabomb_xl)
        break;
+#endif
 #else
       /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (element != EL_EMPTY && element != EL_EXPLOSION &&
@@ -3587,13 +3620,21 @@ void Bang(int x, int y)
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
+#if 1
+      if (element_info[element].explosion_type == EXPLODES_CROSS)
+#else
       if (CAN_EXPLODE_CROSS(element))
+#endif
 #if 1
        Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
 #else
        DynaExplode(x, y);
 #endif
+#if 1
+      else if (element_info[element].explosion_type == EXPLODES_1X1)
+#else
       else if (CAN_EXPLODE_1X1(element))
+#endif
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       else
        Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
@@ -7554,7 +7595,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   }
 
 #if 1
-  /* !!! indirect change before direct change !!! */
+  /* this uses direct change before indirect change */
   CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
 #endif
 
@@ -8178,7 +8219,7 @@ void GameActions()
 #endif
     */
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
@@ -8229,7 +8270,7 @@ void GameActions()
       stored_player[i].effective_action = stored_player[i].action;
   }
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   if (network_playing)
     SendToServer_MovePlayer(summarized_player_action);
 #endif
@@ -8765,22 +8806,22 @@ void GameActions()
     TimeFrames = 0;
     TapeTime++;
 
-    if (!level.use_step_counter)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      TimePlayed++;
+      struct PlayerInfo *player = &stored_player[i];
 
-      for (i = 0; i < MAX_PLAYERS; i++)
+      if (SHIELD_ON(player))
       {
-       struct PlayerInfo *player = &stored_player[i];
+       player->shield_normal_time_left--;
 
-       if (SHIELD_ON(player))
-       {
-         player->shield_normal_time_left--;
-
-         if (player->shield_deadly_time_left > 0)
-           player->shield_deadly_time_left--;
-       }
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
       }
+    }
+
+    if (!level.use_step_counter)
+    {
+      TimePlayed++;
 
       if (TimeLeft > 0)
       {
@@ -9009,9 +9050,16 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
 
 #if 1
   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
          (IS_DIGGABLE(Feld[newx][newy]) ||
           IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
           canPassField(newx, newy, move_dir)));
+#else
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
 #else
   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
          (IS_DIGGABLE(Feld[newx][newy]) ||
@@ -9022,6 +9070,7 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
            IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
            (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
 #endif
+#endif
 }
 
 static void CheckGravityMovement(struct PlayerInfo *player)
@@ -9688,19 +9737,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 
       TimePlayed++;
 
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-
-       if (SHIELD_ON(player))
-       {
-         player->shield_normal_time_left--;
-
-         if (player->shield_deadly_time_left > 0)
-           player->shield_deadly_time_left--;
-       }
-      }
-
       if (TimeLeft > 0)
       {
        TimeLeft--;
@@ -10544,6 +10580,8 @@ int DigField(struct PlayerInfo *player,
 #if 0
   boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
 #endif
+  boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+  boolean player_was_pushing = player->is_pushing;
   int jx = oldx, jy = oldy;
   int dx = x - jx, dy = y - jy;
   int nextx = x + dx, nexty = y + dy;
@@ -10556,21 +10594,24 @@ int DigField(struct PlayerInfo *player,
   int old_element = Feld[jx][jy];
   int element;
 
-  if (player->MovPos == 0)
+  if (is_player)               /* function can also be called by EL_PENGUIN */
   {
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
 
-  if (player->MovPos == 0)     /* last pushing move finished */
-    player->is_pushing = FALSE;
+    if (player->MovPos == 0)   /* last pushing move finished */
+      player->is_pushing = FALSE;
 
-  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
-  {
-    player->is_switching = FALSE;
-    player->push_delay = 0;
+    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    {
+      player->is_switching = FALSE;
+      player->push_delay = 0;
 
-    return MF_NO_ACTION;
+      return MF_NO_ACTION;
+    }
   }
 
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
@@ -10629,12 +10670,15 @@ int DigField(struct PlayerInfo *player,
 
   element = Feld[x][y];
 
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MF_NO_ACTION;
+
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
       game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
 #if 1
-  if (game.gravity && !player->is_auto_moving &&
+  if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
     return MF_NO_ACTION;       /* player cannot walk here due to gravity */
@@ -10772,6 +10816,7 @@ int DigField(struct PlayerInfo *player,
       if (IS_WALKABLE(element))
 #endif
       {
+       int sound_element = SND_ELEMENT(element);
        int sound_action = ACTION_WALKING;
 
 #if 0
@@ -10808,8 +10853,8 @@ int DigField(struct PlayerInfo *player,
        }
 
        /* play sound from background or player, whatever is available */
-       if (element_info[element].sound[sound_action] != SND_UNDEFINED)
-         PlayLevelSoundElementAction(x, y, element, sound_action);
+       if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+         PlayLevelSoundElementAction(x, y, sound_element, sound_action);
        else
          PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
@@ -10923,7 +10968,7 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
 
-       if (mode != DF_SNAP)
+       if (is_player && mode != DF_SNAP)
        {
          GfxElement[x][y] = element;
          player->is_collecting = TRUE;
@@ -11009,9 +11054,10 @@ int DigField(struct PlayerInfo *player,
        RaiseScoreElement(element);
        PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-       CheckTriggeredElementChangeByPlayer(x, y, element,
-                                           CE_OTHER_GETS_COLLECTED,
-                                           player->index_bit, dig_side);
+       if (is_player)
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_GETS_COLLECTED,
+                                             player->index_bit, dig_side);
 
 #if 1
        if (mode == DF_SNAP)
@@ -11058,11 +11104,25 @@ int DigField(struct PlayerInfo *player,
 #endif
 
 #if 1
-       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+
+#if 1
+       if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
        {
          if (player->push_delay_value == -1)
            player->push_delay_value = GET_NEW_PUSH_DELAY(element);
        }
+#else
+       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+#endif
        else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
        {
          if (!player->is_pushing)
@@ -11082,9 +11142,12 @@ int DigField(struct PlayerInfo *player,
 #endif
 
 #if 0
-       printf("::: push delay: %ld [%d, %d] [%d]\n",
-              player->push_delay_value, FrameCounter, game.engine_version,
-              player->is_pushing);
+       printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
+              player->push_delay, player->push_delay_value,
+              FrameCounter, game.engine_version,
+              player_was_pushing, player->is_pushing,
+              element, element_info[element].token_name,
+              GET_NEW_PUSH_DELAY(element));
 #endif
 
        player->is_pushing = TRUE;
@@ -11711,7 +11774,7 @@ static void PlayLevelSoundAction(int x, int y, int action)
 
 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
     PlayLevelSound(x, y, sound_effect);
@@ -11720,7 +11783,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
                                              int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlayLevelSound(x, y, sound_effect);
@@ -11728,7 +11791,7 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
 
 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlayLevelSound(x, y, sound_effect);
@@ -11736,7 +11799,7 @@ static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 
 static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     StopSound(sound_effect);
@@ -11835,7 +11898,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
       Request("Do you really want to quit the game ?",
              REQ_ASK | REQ_STAY_CLOSED))
   {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     if (options.network)
       SendToServer_StopPlaying();
     else
@@ -12026,7 +12089,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PAUSE:
       if (options.network)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
@@ -12040,7 +12103,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PLAY:
       if (tape.pausing)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else