added random push delay for rocks, nuts and bombs to EM game engine
[rocksndiamonds.git] / src / game.c
index 338355393f4e08063bc4de7ab28fe820fde403f8..dc1e2442737dd525a7ab93e52a29617d35163fa5 100644 (file)
@@ -3095,6 +3095,9 @@ static void InitGameEngine(void)
   game_em.use_single_button =
     (game.engine_version > VERSION_IDENT(4,0,0,2));
 
+  game_em.use_push_delay =
+    (game.engine_version > VERSION_IDENT(4,3,7,1));
+
   game_em.use_snap_key_bug =
     (game.engine_version < VERSION_IDENT(4,0,1,0));
 
@@ -3279,6 +3282,8 @@ static void InitGameEngine(void)
       change->actual_trigger_side = CH_SIDE_NONE;
       change->actual_trigger_ce_value = 0;
       change->actual_trigger_ce_score = 0;
+      change->actual_trigger_x = -1;
+      change->actual_trigger_y = -1;
     }
   }
 
@@ -3474,8 +3479,9 @@ static void InitGameEngine(void)
      level.game_engine_type == GAME_ENGINE_TYPE_EM &&
      !setup.forced_scroll_delay           ? 0 :
      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
-  game.scroll_delay_value =
-    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+  if (game.forced_scroll_delay_value == -1)
+    game.scroll_delay_value =
+      MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
 
   // ---------- initialize game engine snapshots ------------------------------
   for (i = 0; i < MAX_PLAYERS; i++)
@@ -3970,6 +3976,10 @@ void InitGame(void)
 
   InitBeltMovement();
 
+  // required if level does not contain any "empty space" element
+  if (element_info[EL_EMPTY].use_gfx_element)
+    game.use_masked_elements = TRUE;
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
@@ -4444,6 +4454,11 @@ void InitGame(void)
     scroll_y = SCROLL_POSITION_Y(local_player->jy);
   }
 
+  if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
+    scroll_x = game.forced_scroll_x;
+  if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
+    scroll_y = game.forced_scroll_y;
+
   // !!! FIX THIS (START) !!!
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
@@ -5674,14 +5689,47 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
   {
     // relocation _without_ centering of screen
 
-    int center_scroll_x = SCROLL_POSITION_X(old_x);
-    int center_scroll_y = SCROLL_POSITION_Y(old_y);
-    int offset_x = x + (scroll_x - center_scroll_x);
-    int offset_y = y + (scroll_y - center_scroll_y);
+    // apply distance between old and new player position to scroll position
+    int shifted_scroll_x = scroll_x + (x - old_x);
+    int shifted_scroll_y = scroll_y + (y - old_y);
+
+    // make sure that shifted scroll position does not scroll beyond screen
+    new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
+    new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
+
+    // special case for teleporting from one end of the playfield to the other
+    // (this kludge prevents the destination area to be shifted by half a tile
+    // against the source destination for even screen width or screen height;
+    // probably most useful when used with high "game.forced_scroll_delay_value"
+    // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
+    if (quick_relocation)
+    {
+      if (EVEN(SCR_FIELDX))
+      {
+       // relocate (teleport) between left and right border (half or full)
+       if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
+         new_scroll_x = SBX_Right;
+       else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
+         new_scroll_x = SBX_Right - 1;
+       else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
+         new_scroll_x = SBX_Left;
+       else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
+         new_scroll_x = SBX_Left + 1;
+      }
 
-    // for new screen position, apply previous offset to center position
-    new_scroll_x = SCROLL_POSITION_X(offset_x);
-    new_scroll_y = SCROLL_POSITION_Y(offset_y);
+      if (EVEN(SCR_FIELDY))
+      {
+       // relocate (teleport) between top and bottom border (half or full)
+       if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
+         new_scroll_y = SBY_Lower;
+       else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
+         new_scroll_y = SBY_Lower - 1;
+       else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
+         new_scroll_y = SBY_Upper;
+       else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
+         new_scroll_y = SBY_Upper + 1;
+      }
+    }
   }
 
   if (quick_relocation)
@@ -10720,6 +10768,8 @@ static boolean ChangeElement(int x, int y, int element, int page)
     change->actual_trigger_side = CH_SIDE_NONE;
     change->actual_trigger_ce_value = 0;
     change->actual_trigger_ce_score = 0;
+    change->actual_trigger_x = -1;
+    change->actual_trigger_y = -1;
   }
 
   // do not change elements more than a specified maximum number of changes
@@ -10729,7 +10779,9 @@ static boolean ChangeElement(int x, int y, int element, int page)
   ChangeCount[x][y]++;         // count number of changes in the same frame
 
   if (ei->has_anim_event)
-    HandleGlobalAnimEventByElementChange(element, page, x, y);
+    HandleGlobalAnimEventByElementChange(element, page, x, y,
+                                        change->actual_trigger_x,
+                                        change->actual_trigger_y);
 
   if (change->explode)
   {
@@ -11059,6 +11111,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
        change->actual_trigger_side = trigger_side;
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+       change->actual_trigger_x = trigger_x;
+       change->actual_trigger_y = trigger_y;
 
        if ((change->can_change && !change_done) || change->has_action)
        {
@@ -11173,6 +11227,8 @@ static boolean CheckElementChangeExt(int x, int y,
       change->actual_trigger_side = trigger_side;
       change->actual_trigger_ce_value = CustomValue[x][y];
       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      change->actual_trigger_x = x;
+      change->actual_trigger_y = y;
 
       // special case: trigger element not at (x,y) position for some events
       if (check_trigger_element)
@@ -11196,6 +11252,8 @@ static boolean CheckElementChangeExt(int x, int y,
 
        change->actual_trigger_ce_value = CustomValue[xx][yy];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+       change->actual_trigger_x = xx;
+       change->actual_trigger_y = yy;
       }
 
       if (change->can_change && !change_done)