X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=98751de41aaeca52086e4695ff2c67da64730a98;hb=c74a890afba46c41f6ba6ef691bc89da0dd0135c;hp=9c0dcf992585522a1a3ea9a5597aa1f1d98d0788;hpb=24134e1e4ef7e3d582ac4827eb8740261bf5d1b6;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 9c0dcf99..98751de4 100644 --- a/src/game.c +++ b/src/game.c @@ -39,6 +39,8 @@ #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1) #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1) #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1) +#define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1) +#define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1) #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0) @@ -97,6 +99,11 @@ #define DX_TIME2 (DX + XX_TIME2) #define DY_TIME (DY + YY_TIME) +/* values for delayed check of falling and moving elements and for collision */ +#define CHECK_DELAY_MOVING 3 +#define CHECK_DELAY_FALLING 3 +#define CHECK_DELAY_COLLISION 2 + /* values for initial player move delay (initial delay counter value) */ #define INITIAL_MOVE_DELAY_OFF -1 #define INITIAL_MOVE_DELAY_ON 0 @@ -326,6 +333,32 @@ static void PlayLevelMusic(); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); +int AmoebeNachbarNr(int, int); +void AmoebeUmwandeln(int, int); +void ContinueMoving(int, int); +void Bang(int, int); +void InitMovDir(int, int); +void InitAmoebaNr(int, int); +int NewHiScore(void); + +void TestIfGoodThingHitsBadThing(int, int, int); +void TestIfBadThingHitsGoodThing(int, int, int); +void TestIfPlayerTouchesBadThing(int, int); +void TestIfPlayerRunsIntoBadThing(int, int, int); +void TestIfBadThingTouchesPlayer(int, int); +void TestIfBadThingRunsIntoPlayer(int, int, int); +void TestIfFriendTouchesBadThing(int, int); +void TestIfBadThingTouchesFriend(int, int); +void TestIfBadThingTouchesOtherBadThing(int, int); + +void KillPlayer(struct PlayerInfo *); +void BuryPlayer(struct PlayerInfo *); +void RemovePlayer(struct PlayerInfo *); + +boolean SnapField(struct PlayerInfo *, int, int); +boolean DropElement(struct PlayerInfo *); + + static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; @@ -683,6 +716,18 @@ static int playfield_scan_delta_y = 1; (x) >= 0 && (x) <= lev_fieldx - 1; \ (x) += playfield_scan_delta_x) \ +#ifdef DEBUG +void DEBUG_SetMaximumDynamite() +{ + int i; + + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; +} +#endif + static void InitPlayfieldScanModeVars() { if (game.use_reverse_scan_direction) @@ -831,6 +876,9 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) else { stored_player[0].use_murphy = TRUE; + + if (!level.use_artwork_element[0]) + stored_player[0].artwork_element = EL_SP_MURPHY; } Feld[x][y] = EL_PLAYER_1; @@ -926,41 +974,45 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT; break; + case EL_BUG: case EL_BUG_RIGHT: case EL_BUG_UP: case EL_BUG_LEFT: case EL_BUG_DOWN: - case EL_BUG: + case EL_SPACESHIP: case EL_SPACESHIP_RIGHT: case EL_SPACESHIP_UP: case EL_SPACESHIP_LEFT: case EL_SPACESHIP_DOWN: - case EL_SPACESHIP: + case EL_BD_BUTTERFLY: case EL_BD_BUTTERFLY_RIGHT: case EL_BD_BUTTERFLY_UP: case EL_BD_BUTTERFLY_LEFT: case EL_BD_BUTTERFLY_DOWN: - case EL_BD_BUTTERFLY: + case EL_BD_FIREFLY: case EL_BD_FIREFLY_RIGHT: case EL_BD_FIREFLY_UP: case EL_BD_FIREFLY_LEFT: case EL_BD_FIREFLY_DOWN: - case EL_BD_FIREFLY: case EL_PACMAN_RIGHT: case EL_PACMAN_UP: case EL_PACMAN_LEFT: case EL_PACMAN_DOWN: case EL_YAMYAM: + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: case EL_DARK_YAMYAM: case EL_ROBOT: case EL_PACMAN: case EL_SP_SNIKSNAK: case EL_SP_ELECTRON: + case EL_MOLE: case EL_MOLE_LEFT: case EL_MOLE_RIGHT: case EL_MOLE_UP: case EL_MOLE_DOWN: - case EL_MOLE: InitMovDir(x, y); break; @@ -986,6 +1038,10 @@ static void InitField(int x, int y, boolean init_game) MovDelay[x][y] = 96; break; + case EL_EM_DYNAMITE_ACTIVE: + MovDelay[x][y] = 32; + break; + case EL_LAMP: local_player->lights_still_needed++; break; @@ -1735,6 +1791,10 @@ int get_num_special_action(int element, int action_first, int action_last) break; } +#if 0 + printf("::: %d->%d: %d\n", action_first, action_last, num_special_action); +#endif + return num_special_action; } @@ -1820,6 +1880,7 @@ void InitGame() player->is_pushing = FALSE; player->is_switching = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; player->is_bored = FALSE; player->is_sleeping = FALSE; @@ -1830,11 +1891,15 @@ void InitGame() player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = MV_NONE; player->action_waiting = ACTION_DEFAULT; player->last_action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; player->special_action_sleeping = ACTION_DEFAULT; +#if 1 + /* cannot be set here -- could be modified in Init[Player]Field() below */ +#else /* set number of special actions for bored and sleeping animation */ player->num_special_action_bored = get_num_special_action(player->artwork_element, @@ -1842,6 +1907,7 @@ void InitGame() player->num_special_action_sleeping = get_num_special_action(player->artwork_element, ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); +#endif player->switch_x = -1; player->switch_y = -1; @@ -1868,6 +1934,7 @@ void InitGame() player->push_delay_value = game.initial_push_delay_value; player->drop_delay = 0; + player->drop_pressed_delay = 0; player->last_jx = player->last_jy = 0; player->jx = player->jy = 0; @@ -1928,6 +1995,9 @@ void InitGame() game.envelope_active = FALSE; + game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */ + game.set_centered_player = FALSE; + for (i = 0; i < NUM_BELTS; i++) { game.belt_dir[i] = MV_NONE; @@ -1993,6 +2063,22 @@ void InitGame() InitBeltMovement(); + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + +#if 1 + /* set number of special actions for bored and sleeping animation */ + player->num_special_action_bored = + get_num_special_action(player->artwork_element, + ACTION_BORING_1, ACTION_BORING_LAST); + player->num_special_action_sleeping = + get_num_special_action(player->artwork_element, + ACTION_SLEEPING_1, ACTION_SLEEPING_LAST); +#endif + + } + game.emulation = (emulate_bd ? EMU_BOULDERDASH : emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); @@ -2092,7 +2178,7 @@ void InitGame() if (tape.playing) { - /* when playing a tape, eliminate all players which do not participate */ + /* when playing a tape, eliminate all players who do not participate */ for (i = 0; i < MAX_PLAYERS; i++) { @@ -2424,6 +2510,14 @@ void InitMovDir(int x, int y) MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT]; break; + case EL_YAMYAM_LEFT: + case EL_YAMYAM_RIGHT: + case EL_YAMYAM_UP: + case EL_YAMYAM_DOWN: + Feld[x][y] = EL_YAMYAM; + MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT]; + break; + case EL_SP_SNIKSNAK: MovDir[x][y] = MV_UP; break; @@ -2656,6 +2750,13 @@ void GameWon() BackToFront(); +#if 0 + if (tape.playing) + printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n"); + else + printf("::: NO TAPE PLAYING -> SAVING SCORE\n"); +#endif + if (tape.playing) return; @@ -3083,7 +3184,184 @@ void CheckDynamite(int x, int y) Bang(x, y); } -void DrawRelocatePlayer(struct PlayerInfo *player) +#if 1 + +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active) + { + int sx = stored_player[i].jx; + int sy = stored_player[i].jy; + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } + + num_checked_players++; + } + } +} + +static boolean checkIfAllPlayersFitToScreen_RND() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 < SCR_FIELDX && + sy2 - sy1 < SCR_FIELDY); +} + +static void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +#if 0 +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) +{ + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); +} + +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); + + return (max_dx <= SCR_FIELDX / 2 && + max_dy <= SCR_FIELDY / 2); +} +#endif + +#endif + +#if 1 + +void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen, + boolean quick_relocation) +{ + boolean ffwd_delay = (tape.playing && tape.fast_forward); + boolean no_delay = (tape.warp_forward); + int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); + int wait_delay_value = (no_delay ? 0 : frame_delay_value); + + if (quick_relocation) + { + int offset = (setup.scroll_delay ? 3 : 0); + +#if 0 + if (center_screen) + offset = 0; +#endif + + if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) + { + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || + (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) + scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); + + if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) || + (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset)) + scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset); + + /* don't scroll over playfield boundaries */ + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); + + /* don't scroll over playfield boundaries */ + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); + } + + RedrawPlayfield(TRUE, 0,0,0,0); + } + else + { + int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + + while (scroll_x != scroll_xx || scroll_y != scroll_yy) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(wait_delay_value); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(wait_delay_value); + } + + DrawAllPlayers(); + BackToFront(); + Delay(wait_delay_value); + } +} + +#else + +void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) { boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); @@ -3092,19 +3370,19 @@ void DrawRelocatePlayer(struct PlayerInfo *player) int jx = player->jx; int jy = player->jy; - if (level.instant_relocation) + if (quick_relocation) { int offset = (setup.scroll_delay ? 3 : 0); if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); + scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); } else { @@ -3129,23 +3407,21 @@ void DrawRelocatePlayer(struct PlayerInfo *player) } else { - int scroll_xx = -999, scroll_yy = -999; + int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left : + player->jx > SBX_Right + MIDPOSX ? SBX_Right : + player->jx - MIDPOSX); + + int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + player->jy - MIDPOSY); ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ - while (scroll_xx != scroll_x || scroll_yy != scroll_y) + while (scroll_x != scroll_xx || scroll_y != scroll_yy) { int dx = 0, dy = 0; int fx = FX, fy = FY; - scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); - - scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); @@ -3177,6 +3453,8 @@ void DrawRelocatePlayer(struct PlayerInfo *player) } } +#endif + void RelocatePlayer(int jx, int jy, int el_player_raw) { int el_player = GET_PLAYER_ELEMENT(el_player_raw); @@ -3252,8 +3530,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) InitField(jx, jy, FALSE); } +#if 1 + /* only visually relocate centered player */ +#if 1 + DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE, + level.instant_relocation); +#else + if (player->index_nr == game.centered_player_nr) + DrawRelocatePlayer(player, level.instant_relocation); +#endif +#else if (player == local_player) /* only visually relocate local player */ - DrawRelocatePlayer(player); + DrawRelocatePlayer(player, level.instant_relocation); +#endif TestIfPlayerTouchesBadThing(jx, jy); TestIfPlayerTouchesCustomElement(jx, jy); @@ -3510,6 +3799,11 @@ void Explode(int ex, int ey, int phase, int mode) Feld[x][y] = EL_EXPLOSION; GfxElement[x][y] = artwork_element; +#if 0 + printf(":: setting gfx(%d,%d) to %d ['%s']\n", + x, y, artwork_element, EL_NAME(artwork_element)); +#endif + ExplodePhase[x][y] = 1; ExplodeDelay[x][y] = last_phase; @@ -3544,6 +3838,11 @@ void Explode(int ex, int ey, int phase, int mode) #endif #if 1 +#if 1 + /* this can happen if the player leaves an explosion just in time */ + if (GfxElement[x][y] == EL_UNDEFINED) + GfxElement[x][y] = EL_EMPTY; +#else if (GfxElement[x][y] == EL_UNDEFINED) { printf("\n\n"); @@ -3553,6 +3852,8 @@ void Explode(int ex, int ey, int phase, int mode) GfxElement[x][y] = EL_EMPTY; } +#endif + #endif border_element = Store2[x][y]; @@ -6451,13 +6752,13 @@ void ContinueMoving(int x, int y) int nextx = newx + dx, nexty = newy + dy; boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty); - WasJustMoving[newx][newy] = 3; + WasJustMoving[newx][newy] = CHECK_DELAY_MOVING; if (CAN_FALL(element) && direction == MV_DOWN) - WasJustFalling[newx][newy] = 3; + WasJustFalling[newx][newy] = CHECK_DELAY_FALLING; if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again) - CheckCollision[newx][newy] = 2; + CheckCollision[newx][newy] = CHECK_DELAY_COLLISION; } if (DONT_TOUCH(element)) /* object may be nasty to player or others */ @@ -7435,9 +7736,10 @@ static void WarnBuggyBase(int x, int y) for (i = 0; i < NUM_DIRECTIONS; i++) { - int xx = x + xy[i][0], yy = y + xy[i][1]; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; - if (IS_PLAYER(xx, yy)) + if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy)) { PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE); @@ -8537,6 +8839,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) boolean last_waiting = player->is_waiting; int move_dir = player->MovDir; + player->dir_waiting = move_dir; player->last_action_waiting = player->action_waiting; if (is_waiting) @@ -8554,7 +8857,11 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) game.player_sleeping_delay_fixed + SimpleRND(game.player_sleeping_delay_random); +#if 1 + InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir); +#else InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir); +#endif } if (game.player_sleeping_delay_fixed + @@ -8572,6 +8879,26 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->is_bored ? ACTION_BORING : ACTION_WAITING); +#if 1 + if (player->is_sleeping && player->use_murphy) + { + /* special case for sleeping Murphy when leaning against non-free tile */ + + if (!IN_LEV_FIELD(player->jx - 1, player->jy) || + (Feld[player->jx - 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx - 1, player->jy))) + move_dir = MV_LEFT; + else if (!IN_LEV_FIELD(player->jx + 1, player->jy) || + (Feld[player->jx + 1][player->jy] != EL_EMPTY && + !IS_MOVING(player->jx + 1, player->jy))) + move_dir = MV_RIGHT; + else + player->is_sleeping = FALSE; + + player->dir_waiting = move_dir; + } +#endif + if (player->is_sleeping) { if (player->num_special_action_sleeping > 0) @@ -8654,6 +8981,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) player->anim_delay_counter = 0; player->post_delay_counter = 0; + player->dir_waiting = player->MovDir; player->action_waiting = ACTION_DEFAULT; player->special_action_bored = ACTION_DEFAULT; @@ -8670,8 +8998,8 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) 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); + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); if (!player->active || tape.pausing) return 0; @@ -8716,11 +9044,86 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) player->is_moving = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; return 0; } } +static void CheckLevelTime() +{ + int i; + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } + + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + + if (TimeFrames >= FRAMES_PER_SECOND) + { + TimeFrames = 0; + TapeTime++; + + 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 (!level.use_step_counter) + { + TimePlayed++; + + if (TimeLeft > 0) + { + TimeLeft--; + + if (TimeLeft <= 10 && setup.time_limit) + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + + DrawGameValue_Time(TimeLeft); + + if (!TimeLeft && setup.time_limit) + { + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + level.native_em_level->lev->killed_out_of_time = TRUE; + else + for (i = 0; i < MAX_PLAYERS; i++) + KillPlayer(&stored_player[i]); + } + } + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + DrawGameValue_Time(TimePlayed); + + level.native_em_level->lev->time = + (level.time == 0 ? TimePlayed : TimeLeft); + } + + if (tape.recording || tape.playing) + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); + } +} + void AdvanceFrameAndPlayerCounters(int player_nr) { int i; @@ -8766,20 +9169,81 @@ void AdvanceFrameAndPlayerCounters(int player_nr) if (stored_player[i].drop_delay > 0) stored_player[i].drop_delay--; + + if (stored_player[i].is_dropping_pressed) + stored_player[i].drop_pressed_delay++; } } +void StartGameActions(boolean init_network_game, boolean record_tape, + long random_seed) +{ +#if 1 + unsigned long new_random_seed = InitRND(random_seed); + + if (record_tape) + TapeStartRecording(new_random_seed); +#else + if (record_tape) + TapeStartRecording(random_seed); +#endif + +#if defined(NETWORK_AVALIABLE) + if (init_network_game) + { + SendToServer_StartPlaying(); + + return; + } +#endif + + StopAnimation(); + + game_status = GAME_MODE_PLAYING; + +#if 0 + InitRND(random_seed); +#endif + + InitGame(); +} + void GameActions() { static unsigned long game_frame_delay = 0; unsigned long game_frame_delay_value; - int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; byte *recorded_player_action; byte summarized_player_action = 0; byte tape_action[MAX_PLAYERS]; + int i; - if (game_status != GAME_MODE_PLAYING) + if (game.restart_level) + StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); + + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + if (level.native_em_level->lev->home == 0) /* all players at home */ + { + local_player->LevelSolved = TRUE; + AllPlayersGone = TRUE; + + level.native_em_level->lev->home = -1; + } + + if (level.native_em_level->ply[0]->alive == 0 && + level.native_em_level->ply[1]->alive == 0 && + level.native_em_level->ply[2]->alive == 0 && + level.native_em_level->ply[3]->alive == 0) /* all dead */ + AllPlayersGone = TRUE; + } + + if (local_player->LevelSolved) + GameWon(); + + if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) + TapeStop(); + + if (game_status != GAME_MODE_PLAYING) /* status might have changed */ return; game_frame_delay_value = @@ -8792,19 +9256,6 @@ void GameActions() WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); - InitPlayfieldScanModeVars(); - -#if USE_ONE_MORE_CHANGE_PER_FRAME - if (game.engine_version >= VERSION_IDENT(3,2,0,7)) - { - SCAN_PLAYFIELD(x, y) - { - ChangeCount[x][y] = 0; - ChangeEvent[x][y] = -1; - } - } -#endif - if (network_playing && !network_player_action_received) { /* try to get network player actions in time */ @@ -8827,11 +9278,11 @@ void GameActions() recorded_player_action = (tape.playing ? TapePlayAction() : NULL); -#if 1 - /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ - if (recorded_player_action == NULL && tape.pausing) - return; -#endif + if (tape.set_centered_player) + { + game.centered_player_nr_next = tape.centered_player_nr_next; + game.set_centered_player = TRUE; + } for (i = 0; i < MAX_PLAYERS; i++) { @@ -8849,6 +9300,13 @@ void GameActions() if (!options.network && !setup.team_mode) local_player->effective_action = summarized_player_action; + if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = + (i == game.centered_player_nr ? summarized_player_action : 0); + } + if (recorded_player_action != NULL) for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].effective_action = recorded_player_action[i]; @@ -8857,14 +9315,102 @@ void GameActions() { tape_action[i] = stored_player[i].effective_action; + /* (this can only happen in the R'n'D game engine) */ if (tape.recording && tape_action[i] && !tape.player_participates[i]) tape.player_participates[i] = TRUE; /* player just appeared from CE */ } - /* only save actions from input devices, but not programmed actions */ + /* only record actions from input devices, but not programmed actions */ if (tape.recording) TapeRecordAction(tape_action); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + GameActions_EM_Main(); + } + else + { + GameActions_RND(); + } +} + +void GameActions_EM_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_EM(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + +void GameActions_RND() +{ + int magic_wall_x = 0, magic_wall_y = 0; + int i, x, y, element, graphic; + + InitPlayfieldScanModeVars(); + +#if USE_ONE_MORE_CHANGE_PER_FRAME + if (game.engine_version >= VERSION_IDENT(3,2,0,7)) + { + SCAN_PLAYFIELD(x, y) + { + ChangeCount[x][y] = 0; + ChangeEvent[x][y] = -1; + } + } +#endif + +#if 1 + if (game.set_centered_player) + { + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !stored_player[game.centered_player_nr_next].active) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } + } + + if (game.set_centered_player && + ScreenMovPos == 0) /* screen currently aligned at tile position */ + { + int sx, sy; + + if (game.centered_player_nr_next == -1) + { + setScreenCenteredToAllPlayers(&sx, &sy); + } + else + { + sx = stored_player[game.centered_player_nr_next].jx; + sy = stored_player[game.centered_player_nr_next].jy; + } + + DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch); + + game.centered_player_nr = game.centered_player_nr_next; + game.set_centered_player = FALSE; + } +#endif + for (i = 0; i < MAX_PLAYERS; i++) { int actual_player_action = stored_player[i].effective_action; @@ -9343,48 +9889,7 @@ void GameActions() } } - if (TimeFrames >= FRAMES_PER_SECOND) - { - TimeFrames = 0; - TapeTime++; - - 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 (!level.use_step_counter) - { - TimePlayed++; - - if (TimeLeft > 0) - { - TimeLeft--; - - if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); - - DrawGameValue_Time(TimeLeft); - - if (!TimeLeft && setup.time_limit) - for (i = 0; i < MAX_PLAYERS; i++) - KillPlayer(&stored_player[i]); - } - else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ - DrawGameValue_Time(TimePlayed); - } - - if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); - } + CheckLevelTime(); DrawAllPlayers(); PlayAllPlayersSound(); @@ -9622,8 +10127,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, #endif } +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInSight(player, new_jx, new_jy)) + return MP_NO_ACTION; +#else if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) return MP_NO_ACTION; +#endif #if !USE_FIXED_DONT_RUN_INTO element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); @@ -9766,8 +10277,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) jx = player->jx; jy = player->jy; +#if 1 + if (moved & MP_MOVING && !ScreenMovPos && + (player->index_nr == game.centered_player_nr || + game.centered_player_nr == -1)) +#else if (moved & MP_MOVING && !ScreenMovPos && (player == local_player || !options.network)) +#endif { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; int offset = (setup.scroll_delay ? 3 : 0); @@ -9822,12 +10339,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { +#if 1 + if (!options.network && game.centered_player_nr == -1 && + !AllPlayersInVisibleScreen()) + { + scroll_x = old_scroll_x; + scroll_y = old_scroll_y; + } + else +#else if (!options.network && !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; scroll_y = old_scroll_y; } else +#endif { ScrollScreen(player, SCROLL_INIT); ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y); @@ -9851,6 +10378,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) player->is_snapping = FALSE; player->is_switching = FALSE; player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; } else { @@ -10176,7 +10705,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y) } } -#if 1 +#if USE_ELEMENT_TOUCHING_BUGFIX void TestIfElementTouchesCustomElement(int x, int y) { @@ -11098,7 +11627,9 @@ int DigField(struct PlayerInfo *player, if (element == EL_SHIELD_DEADLY) player->shield_deadly_time_left += level.shield_deadly_time; } - else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + else if (element == EL_DYNAMITE || + element == EL_EM_DYNAMITE || + element == EL_SP_DISK_RED) { if (player->inventory_size < MAX_INVENTORY_SIZE) player->inventory_element[player->inventory_size++] = element; @@ -11500,6 +12031,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : dy == +1 ? MV_DOWN : MV_NONE); + boolean can_continue_snapping = (level.continuous_snapping && + WasJustFalling[x][y] < CHECK_DELAY_FALLING); if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0)) return FALSE; @@ -11527,8 +12060,14 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return FALSE; } +#if USE_NEW_CONTINUOUS_SNAPPING + /* prevent snapping with already pressed snap key when not allowed */ + if (player->is_snapping && !can_continue_snapping) + return FALSE; +#else if (player->is_snapping) return FALSE; +#endif player->MovDir = snap_direction; @@ -11540,6 +12079,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) } player->is_dropping = FALSE; + player->is_dropping_pressed = FALSE; + player->drop_pressed_delay = 0; if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION) return FALSE; @@ -11575,6 +12116,8 @@ boolean DropElement(struct PlayerInfo *player) EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : EL_UNDEFINED); + player->is_dropping_pressed = TRUE; + /* do not drop an element on top of another element; when holding drop key pressed without moving, dropped element must move away before the next element can be dropped (this is especially important if the next element @@ -11602,6 +12145,10 @@ boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* check if drop key was pressed long enough for EM style dynamite */ + if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) + return FALSE; + /* check if anything can be dropped at the current position */ if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) return FALSE; @@ -11627,6 +12174,8 @@ boolean DropElement(struct PlayerInfo *player) if (new_element == EL_DYNAMITE) new_element = EL_DYNAMITE_ACTIVE; + else if (new_element == EL_EM_DYNAMITE) + new_element = EL_EM_DYNAMITE_ACTIVE; else if (new_element == EL_SP_DISK_RED) new_element = EL_SP_DISK_RED_ACTIVE; } @@ -11681,12 +12230,15 @@ boolean DropElement(struct PlayerInfo *player) nexty = dropy + GET_DY_FROM_DIR(move_direction); ChangeCount[dropx][dropy] = 0; /* allow at least one more change */ - CheckCollision[dropx][dropy] = 2; + CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION; } player->drop_delay = GET_NEW_DROP_DELAY(drop_element); player->is_dropping = TRUE; + player->drop_pressed_delay = 0; + player->is_dropping_pressed = FALSE; + player->drop_x = dropx; player->drop_y = dropy; @@ -11858,7 +12410,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample) break; case SAMPLE_slurp: - PlayLevelSoundElementAction(x, y, element, ACTION_SLURPING); + PlayLevelSoundElementAction(x, y, element, ACTION_EATING); break; case SAMPLE_eater: @@ -12020,6 +12572,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_EM_DYNAMITE: case EL_SP_DISK_RED: case EL_DYNABOMB_INCREASE_NUMBER: case EL_DYNABOMB_INCREASE_SIZE: