rnd-20030828-2-src
[rocksndiamonds.git] / src / game.c
index 74c934d291b4284f04e963b5b53d3f911edb69a8..fa9d44a4ccb41e92bd5960810aa1771548d3600a 100644 (file)
@@ -773,30 +773,20 @@ static void InitGameEngine()
   /* ---------- initialize changing elements ------------------------------- */
 
   /* initialize changing elements information */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i=0; i < MAX_NUM_ELEMENTS; i++)
   {
-#if 1
-    element_info[i].change.pre_change_function = NULL;
-    element_info[i].change.change_function = NULL;
-    element_info[i].change.post_change_function = NULL;
+    /* this pointer might have been changed in the level editor */
+    element_info[i].change = &element_info[i].change_page[0];
 
     if (!IS_CUSTOM_ELEMENT(i))
     {
-      element_info[i].change.target_element = EL_EMPTY_SPACE;
-      element_info[i].change.delay_fixed = 0;
-      element_info[i].change.delay_random = 0;
-      element_info[i].change.delay_frames = 1;
+      element_info[i].change->target_element = EL_EMPTY_SPACE;
+      element_info[i].change->delay_fixed = 0;
+      element_info[i].change->delay_random = 0;
+      element_info[i].change->delay_frames = 1;
     }
 
     changing_element[i] = FALSE;
-#else
-    changing_element[i].base_element = EL_UNDEFINED;
-    changing_element[i].next_element = EL_UNDEFINED;
-    changing_element[i].change_delay = -1;
-    changing_element[i].pre_change_function = NULL;
-    changing_element[i].change_function = NULL;
-    changing_element[i].post_change_function = NULL;
-#endif
   }
 
   /* add changing elements from pre-defined list */
@@ -804,46 +794,28 @@ static void InitGameEngine()
   {
     int element = changing_element_list[i].element;
     struct ChangingElementInfo *ce = &changing_element_list[i];
-    struct ElementChangeInfo *change = &element_info[element].change;
+    struct ElementChangeInfo *change = element_info[element].change;
 
-#if 1
     change->target_element       = ce->target_element;
     change->delay_fixed          = ce->change_delay;
+
     change->pre_change_function  = ce->pre_change_function;
     change->change_function      = ce->change_function;
     change->post_change_function = ce->post_change_function;
 
     changing_element[element] = TRUE;
-#else
-    changing_element[element].base_element         = ce->base_element;
-    changing_element[element].next_element         = ce->next_element;
-    changing_element[element].change_delay         = ce->change_delay;
-    changing_element[element].pre_change_function  = ce->pre_change_function;
-    changing_element[element].change_function      = ce->change_function;
-    changing_element[element].post_change_function = ce->post_change_function;
-#endif
   }
 
   /* add changing elements from custom element configuration */
   for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
-#if 0
-    struct ElementChangeInfo *change = &element_info[element].change;
-#endif
 
     /* only add custom elements that change after fixed/random frame delay */
     if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
       continue;
 
-#if 1
     changing_element[element] = TRUE;
-#else
-    changing_element[element].base_element = element;
-    changing_element[element].next_element = change->target_element;
-    changing_element[element].change_delay = (change->delay_fixed *
-                                             change->delay_frames);
-#endif
   }
 
   /* ---------- initialize trigger events ---------------------------------- */
@@ -855,8 +827,8 @@ static void InitGameEngine()
   /* add trigger events from element change event properties */
   for (i=0; i<MAX_NUM_ELEMENTS; i++)
     if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
-      trigger_events[element_info[i].change.trigger_element] |=
-       element_info[i].change.events;
+      trigger_events[element_info[i].change->trigger_element] |=
+       element_info[i].change->events;
 
   /* ---------- initialize push delay -------------------------------------- */
 
@@ -1236,7 +1208,7 @@ void InitGame()
 
       if (CAN_CHANGE(element))
       {
-       content = element_info[element].change.target_element;
+       content = element_info[element].change->target_element;
        is_player = ELEM_IS_PLAYER(content);
 
        if (is_player && (found_rating < 3 || element < found_element))
@@ -1266,7 +1238,7 @@ void InitGame()
        if (!CAN_CHANGE(element))
          continue;
 
-       content = element_info[element].change.content[xx][yy];
+       content = element_info[element].change->content[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
 
        if (is_player && (found_rating < 1 || element < found_element))
@@ -3620,7 +3592,8 @@ void StartMoving(int x, int y)
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
-    if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+    if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
       if (JustBeingPushed(x, y))
        return;
 
@@ -4021,7 +3994,8 @@ void StartMoving(int x, int y)
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_PROTECTED(newx, newy))
     {
 #if 1
@@ -5344,14 +5318,23 @@ static void ChangeElementNowExt(int x, int y, int target_element)
 
 static void ChangeElementNow(int x, int y, int element)
 {
-  struct ElementChangeInfo *change = &element_info[element].change;
+  struct ElementChangeInfo *change = element_info[element].change;
+
+#if 0
+  if (element >= EL_CUSTOM_START + 17 && element <= EL_CUSTOM_START + 39)
+    printf("::: changing... [%d]\n", FrameCounter);
+#endif
 
+#if 0
   /* prevent CheckTriggeredElementChange() from looping */
   Changing[x][y] = TRUE;
+#endif
 
   CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
 
+#if 0
   Changing[x][y] = FALSE;
+#endif
 
   if (change->explode)
   {
@@ -5456,7 +5439,7 @@ static void ChangeElement(int x, int y)
 #else
   int element = Feld[x][y];
 #endif
-  struct ElementChangeInfo *change = &element_info[element].change;
+  struct ElementChangeInfo *change = element_info[element].change;
 
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
@@ -5468,8 +5451,8 @@ static void ChangeElement(int x, int y)
 
     if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
     {
-      int max_random_delay = element_info[element].change.delay_random;
-      int delay_frames = element_info[element].change.delay_frames;
+      int max_random_delay = element_info[element].change->delay_random;
+      int delay_frames = element_info[element].change->delay_frames;
 
       ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
     }
@@ -5526,7 +5509,7 @@ static void ChangeElement(int x, int y)
     if (next_element != EL_UNDEFINED)
       ChangeElementNow(x, y, next_element);
     else
-      ChangeElementNow(x, y, element_info[element].change.target_element);
+      ChangeElementNow(x, y, element_info[element].change->target_element);
 
     if (changing_element[element].post_change_function)
       changing_element[element].post_change_function(x, y);
@@ -5542,10 +5525,14 @@ static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
   if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
     return FALSE;
 
+  /* prevent this function from running into a loop */
+  if (trigger_event == CE_OTHER_IS_CHANGING)
+    Changing[lx][ly] = TRUE;
+
   for (i=0; i<MAX_NUM_ELEMENTS; i++)
   {
     if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
-       element_info[i].change.trigger_element != trigger_element)
+       element_info[i].change->trigger_element != trigger_element)
       continue;
 
     for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
@@ -5560,10 +5547,16 @@ static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
       {
        ChangeDelay[x][y] = 1;
        ChangeElement(x, y);
+
+       Changing[x][y] = TRUE;  /* do not change just changed elements */
       }
     }
   }
 
+  /* reset change prevention array */
+  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    Changing[x][y] = FALSE;
+
   return TRUE;
 }
 
@@ -6515,6 +6508,9 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
+#if 1
+    player->snapped = FALSE;
+#endif
   }
   else
   {
@@ -6707,12 +6703,12 @@ void TestIfElementTouchesCustomElement(int x, int y)
 
     /* check for change of center element (but change it only once) */
     if (IS_CUSTOM_ELEMENT(center_element) &&
-       border_element == element_info[center_element].change.trigger_element)
+       border_element == element_info[center_element].change->trigger_element)
       change_center_element = TRUE;
 
     /* check for change of border element */
     if (IS_CUSTOM_ELEMENT(border_element) &&
-       center_element == element_info[border_element].change.trigger_element)
+       center_element == element_info[border_element].change->trigger_element)
       CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
   }
 
@@ -7634,8 +7630,15 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     {
       player->is_digging = FALSE;
       player->is_collecting = FALSE;
+#if 1
+      player->is_moving = FALSE;
+#endif
     }
 
+#if 0
+    printf("::: trying to snap...\n");
+#endif
+
     return FALSE;
   }
 
@@ -7644,12 +7647,25 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->MovDir = snap_direction;
 
+#if 1
+  player->is_digging = FALSE;
+  player->is_collecting = FALSE;
+#if 1
+  player->is_moving = FALSE;
+#endif
+#endif
+
   if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
   player->snapped = TRUE;
+#if 1
   player->is_digging = FALSE;
   player->is_collecting = FALSE;
+#if 1
+  player->is_moving = FALSE;
+#endif
+#endif
 
   DrawLevelField(x, y);
   BackToFront();