rnd-20060308-1-src
authorHolger Schemel <info@artsoft.org>
Wed, 8 Mar 2006 00:52:40 +0000 (01:52 +0100)
committerHolger Schemel <info@artsoft.org>
Sat, 30 Aug 2014 08:51:04 +0000 (10:51 +0200)
* added delayed ignition of EM style dynamite when used in R'n'D engine
* added limited movement range to EMC engine when focus on all players

ChangeLog
src/conftime.h
src/game.c
src/game_em/graphics.c
src/game_em/synchro_1.c
src/main.h

index b9b13f226113c978550e5b6593a5b83041c75958..04ad518667faec1bc8b72b349b02c32abda468aa 100644 (file)
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,7 @@
+2006-03-08
+       * added delayed ignition of EM style dynamite when used in R'n'D engine
+       * added limited movement range to EMC engine when focus on all players
+
 2006-03-06
        * fixed bug with missing (zero) score values for native Supaplex levels
 
index 828034f91f92520020a5dbc8f1baf7dae432b991..b9e8b44ba9b7a8c011448b8acbd008a3b6dd4ba9 100644 (file)
@@ -1 +1 @@
-#define COMPILE_DATE_STRING "[2006-03-06 13:34]"
+#define COMPILE_DATE_STRING "[2006-03-08 01:50]"
index ce69ee18966ad28678f9d3787be59a43c3e25154..8d919bc8fb7a44aaa2c712a9d21f79e2a1459f09 100644 (file)
@@ -1834,6 +1834,7 @@ 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;
@@ -1882,6 +1883,7 @@ 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;
@@ -8710,8 +8712,8 @@ 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;
@@ -8756,6 +8758,8 @@ 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;
   }
@@ -8806,6 +8810,9 @@ 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++;
   }
 }
 
@@ -9934,6 +9941,8 @@ 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
   {
@@ -11633,6 +11642,8 @@ 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;
@@ -11668,6 +11679,8 @@ 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
@@ -11695,6 +11708,10 @@ 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;
@@ -11782,6 +11799,9 @@ boolean DropElement(struct PlayerInfo *player)
   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;
 
index b6cad3c56f4aff9f810a4fdc364da64f6582ee18..f623ac7a8c9ce148d9a0b5fea58dee75984916eb 100644 (file)
@@ -40,7 +40,11 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
 
 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
 
+#if 1
+int centered_player_nr;
+#else
 static int centered_player_nr;
+#endif
 
 /* copy the entire screen to the window at the scroll position */
 
@@ -620,21 +624,22 @@ void setScreenCenteredToAllPlayers(int *sx, int *sy)
   *sy = (sy1 + sy2) / 2;
 }
 
-void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy)
+void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+                                      int center_x, int center_y)
 {
-  int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
+  int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
 
   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-  *max_dx = MAX(ABS(sx1 - screen_x), ABS(sx2 - screen_x));
-  *max_dy = MAX(ABS(sy1 - screen_y), ABS(sy2 - screen_y));
+  *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+  *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
 }
 
-boolean checkIfAllPlayersAreVisible()
+boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
 {
   int max_dx, max_dy;
 
-  setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy);
+  setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
 
   return (max_dx <= SCR_FIELDX * TILEX / 2 &&
          max_dy <= SCR_FIELDY * TILEY / 2);
@@ -642,11 +647,15 @@ boolean checkIfAllPlayersAreVisible()
 
 void RedrawPlayfield_EM(boolean force_redraw)
 {
+#if 0
   boolean all_players_visible = checkIfAllPlayersAreVisible();
+#endif
   boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
   boolean draw_new_player_location = FALSE;
   boolean quick_relocation = setup.quick_switch;
+#if 0
   boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
+#endif
   int centered_player_nr_next = getCenteredPlayerNr_EM();
   int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
   int offset_x = offset;
@@ -664,7 +673,9 @@ void RedrawPlayfield_EM(boolean force_redraw)
     centered_player_nr_next = centered_player_nr;
   }
 
-#if 0
+#if 1
+  /* also allow focus switching when screen is scrolled to half tile */
+#else
   if (!scrolling)      /* screen currently aligned at tile position */
 #endif
   {
@@ -715,6 +726,32 @@ void RedrawPlayfield_EM(boolean force_redraw)
       if (dx == 0 && dy == 0)          /* no scrolling needed at all */
        break;
 
+#if 1
+
+      if (ABS(screen_xx - screen_x) >= TILEX)
+      {
+       screen_x -= dx * TILEX;
+       dxx = dx * TILEX / 2;
+      }
+      else
+      {
+       screen_x = screen_xx;
+       dxx = 0;
+      }
+
+      if (ABS(screen_yy - screen_y) >= TILEY)
+      {
+       screen_y -= dy * TILEY;
+       dyy = dy * TILEY / 2;
+      }
+      else
+      {
+       screen_y = screen_yy;
+       dyy = 0;
+      }
+
+#else
+
 #if 1
       if (ABS(screen_xx - screen_x) >= TILEX ||
          ABS(screen_yy - screen_y) >= TILEY)
@@ -739,6 +776,8 @@ void RedrawPlayfield_EM(boolean force_redraw)
 
       dxx += dx * TILEX / 2;
       dyy += dy * TILEY / 2;
+#endif
+
 #endif
 
       /* scroll in two steps of half tile size to make things smoother */
@@ -808,13 +847,29 @@ void RedrawPlayfield_EM(boolean force_redraw)
   /* prevent scrolling away from the other players when focus on all players */
   if (centered_player_nr == -1)
   {
-    all_players_visible = checkIfAllPlayersAreVisible();
+#if 1
+    /* check if all players are still visible with new scrolling position */
+    if (!checkIfAllPlayersAreVisible(screen_x, screen_y))
+    {
+      /* reset horizontal scroll position to last value, if needed */
+      if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
+       screen_x = screen_x_old;
+
+      /* reset vertical scroll position to last value, if needed */
+      if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
+       screen_y = screen_y_old;
+    }
+#else
+    boolean all_players_visible = checkIfAllPlayersAreVisible();
 
     if (!all_players_visible)
     {
+      printf("::: not all players visible\n");
+
       screen_x = screen_x_old;
       screen_y = screen_y_old;
     }
+#endif
   }
 
   /* prevent scrolling (for screen correcting) if no player is moving */
@@ -831,12 +886,12 @@ void RedrawPlayfield_EM(boolean force_redraw)
     int dx = SIGN(screen_x - screen_x_old);
     int dy = SIGN(screen_y - screen_y_old);
 
-    if ((dx < 0 && player_move_dir == MV_RIGHT) ||
-       (dx > 0 && player_move_dir == MV_LEFT))
+    if ((dx < 0 && player_move_dir != MV_LEFT) ||
+       (dx > 0 && player_move_dir != MV_RIGHT))
       screen_x = screen_x_old;
 
-    if ((dy < 0 && player_move_dir == MV_DOWN) ||
-       (dy > 0 && player_move_dir == MV_UP))
+    if ((dy < 0 && player_move_dir != MV_UP) ||
+       (dy > 0 && player_move_dir != MV_DOWN))
       screen_y = screen_y_old;
   }
 
index 147da4aff72b564899e3155701d3ce52b8e03e7a..1fe8faf0a99382bd7180381da190f358ffe2025f 100644 (file)
@@ -11,6 +11,9 @@
 #include "display.h"
 
 
+extern int centered_player_nr;
+extern boolean checkIfAllPlayersFitToScreen();
+
 static void check_player(struct PLAYER *);
 static void kill_player(struct PLAYER *);
 static boolean player_digfield(struct PLAYER *, int, int);
@@ -537,6 +540,30 @@ static void check_player(struct PLAYER *ply)
   }
 #endif
 
+  if (dx || dy)
+  {
+    int oldx = ply->x;
+    int oldy = ply->y;
+    int x = oldx + dx;
+    int y = oldy + dy;
+    boolean can_move = TRUE;
+
+    ply->x = x;
+    ply->y = y;
+
+    can_move = (centered_player_nr != -1 || checkIfAllPlayersFitToScreen());
+
+    ply->x = oldx;
+    ply->y = oldy;
+
+    if (!can_move)
+    {
+      ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+
+      return;
+    }
+  }
+
   if (dx == 0 && dy == 0)
   {
     ply->joy_stick = 0;
@@ -562,7 +589,7 @@ static void check_player(struct PLAYER *ply)
 
   ply->joy_stick = 1;
   ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
-  ply->dynamite_cnt = 0; /* reset dynamite timer if we move */
+  ply->dynamite_cnt = 0;       /* reset dynamite timer if we move */
   ply->joy_spin = !ply->joy_spin;
 
   if (ply->joy_snap == 0)              /* player wants to move */
index ef613199f6a8e70e6bb7066191eeafb950c5e167..031727bcbaa3da31f1c845cdcbbb3e831aafe1eb 100644 (file)
@@ -1825,6 +1825,7 @@ struct PlayerInfo
   boolean is_pushing;
   boolean is_switching;
   boolean is_dropping;
+  boolean is_dropping_pressed;
 
   boolean is_bored;
   boolean is_sleeping;
@@ -1860,6 +1861,7 @@ struct PlayerInfo
   unsigned long actual_frame_counter;
 
   int drop_delay;
+  int drop_pressed_delay;
 
   int step_counter;