rnd-20040422-1-src
[rocksndiamonds.git] / src / game.c
index 971392310efdb466f512b7611fd3b53471c99cbb..0077517dc4f10e01beaa9114fe298556cba1e65f 100644 (file)
@@ -770,6 +770,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     }
 
     Feld[x][y] = EL_EMPTY;
+
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
@@ -2651,57 +2652,19 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
-void RelocatePlayer(int x, int y, int element_raw)
+void DrawRelocatePlayer(struct PlayerInfo *player)
 {
-  int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
-  struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
   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);
-  int old_jx, old_jy;
-
-  if (player->GameOver)                /* do not reanimate dead player */
-    return;
-
-  RemoveField(x, y);           /* temporarily remove newly placed player */
-  DrawLevelField(x, y);
-
-  if (player->present)
-  {
-    while (player->MovPos)
-    {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
-
-      DrawPlayer(player);
-
-      BackToFront();
-      Delay(wait_delay_value);
-    }
-
-    DrawPlayer(player);                /* needed here only to cleanup last field */
-    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
-
-    player->is_moving = FALSE;
-  }
-
-  old_jx = player->jx;
-  old_jy = player->jy;
-
-  Feld[x][y] = element;
-  InitPlayerField(x, y, element, TRUE);
-
-  if (player != local_player)  /* do not visually relocate other players */
-    return;
+  int jx = player->jx;
+  int jy = player->jy;
 
   if (level.instant_relocation)
   {
 #if 1
     int offset = (setup.scroll_delay ? 3 : 0);
-    int jx = local_player->jx;
-    int jy = local_player->jy;
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
@@ -2751,8 +2714,6 @@ void RelocatePlayer(int x, int y, int element_raw)
 #if 1
 #if 0
     int offset = (setup.scroll_delay ? 3 : 0);
-    int jx = local_player->jx;
-    int jy = local_player->jy;
 #endif
     int scroll_xx = -999, scroll_yy = -999;
 
@@ -2848,9 +2809,122 @@ void RelocatePlayer(int x, int y, int element_raw)
       Delay(wait_delay_value);
     }
 #endif
+
+    DrawPlayer(player);
+    BackToFront();
+    Delay(wait_delay_value);
   }
 }
 
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
+  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  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);
+  int old_jx = player->jx;
+  int old_jy = player->jy;
+  int old_element = Feld[old_jx][old_jy];
+  int element = Feld[jx][jy];
+  boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+  static int trigger_sides[4][2] =
+  {
+    /* enter side               leave side */
+    { CH_SIDE_RIGHT,           CH_SIDE_LEFT    },      /* moving left  */
+    { CH_SIDE_LEFT,            CH_SIDE_RIGHT   },      /* moving right */
+    { CH_SIDE_BOTTOM,          CH_SIDE_TOP     },      /* moving up    */
+    { CH_SIDE_TOP,             CH_SIDE_BOTTOM  }       /* moving down  */
+  };
+  int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+  int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
+  int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
+  int enter_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
+  int enter_side = enter_side_horiz | enter_side_vert;
+  int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
+  int leave_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
+  int leave_side = leave_side_horiz | leave_side_vert;
+
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
+
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
+
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
+  {
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
+  }
+
+  if (player->present)
+  {
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+      FrameCounter++;
+
+      DrawPlayer(player);
+
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
+  }
+
+#if 1
+  if (IS_CUSTOM_ELEMENT(old_element))
+    CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                              CE_LEFT_BY_PLAYER,
+                              player->index_bit, leave_side);
+
+  CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                     CE_OTHER_GETS_LEFT,
+                                     player->index_bit, leave_side);
+#endif
+
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
+
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;
+    InitField(jx, jy, FALSE);
+  }
+
+#if 1
+  if (player == local_player)  /* only visually relocate local player */
+    DrawRelocatePlayer(player);
+#endif
+
+#if 1
+  TestIfHeroTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesCustomElement(jx, jy);
+#endif
+
+#if 1
+  /* needed to allow change of walkable custom element by entering player */
+  Changed[jx][jy] = 0;         /* allow another change */
+#endif
+
+#if 1
+  if (IS_CUSTOM_ELEMENT(element))
+    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+                              player->index_bit, enter_side);
+
+  CheckTriggeredElementChangeByPlayer(jx, jy, element,
+                                     CE_OTHER_GETS_ENTERED,
+                                     player->index_bit, enter_side);
+#endif
+}
+
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
@@ -5931,7 +6005,13 @@ void ContinueMoving(int x, int y)
   Feld[newx][newy] = element;
   MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-  if (element == EL_MOLE)
+#if 1
+  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+#endif
+  else if (element == EL_MOLE)
   {
     Feld[x][y] = EL_SAND;
 
@@ -5990,10 +6070,12 @@ void ContinueMoving(int x, int y)
 
     Back[x][y] = Back[newx][newy] = 0;
   }
+#if 0
   else if (Store[x][y] == EL_ACID)
   {
     element = Feld[newx][newy] = EL_ACID;
   }
+#endif
 #if 0
   else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
           ei->move_leave_element != EL_EMPTY &&
@@ -6039,18 +6121,27 @@ void ContinueMoving(int x, int y)
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
 #if 1
-  if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
-      ei->move_leave_element != EL_EMPTY &&
-      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
-       stored != EL_EMPTY))
+  /* some elements can leave other elements behind after moving */
+#if 1
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      !IS_PLAYER(x, y))
+#endif
   {
-    /* some elements can leave other elements behind after moving */
+    int move_leave_element = ei->move_leave_element;
 
-    Feld[x][y] = ei->move_leave_element;
+    Feld[x][y] = move_leave_element;
     InitField(x, y, FALSE);
 
     if (GFX_CRUMBLED(Feld[x][y]))
       DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (ELEM_IS_PLAYER(move_leave_element))
+      RelocatePlayer(x, y, move_leave_element);
   }
 #endif
 
@@ -7212,6 +7303,14 @@ static void ChangeActiveTrap(int x, int y)
 static void ChangeElementNowExt(int x, int y, int target_element)
 {
   int previous_move_direction = MovDir[x][y];
+#if 1
+  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+                       IS_WALKABLE(Feld[x][y]));
+#else
+  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+                       IS_WALKABLE(Feld[x][y]) &&
+                       !IS_MOVING(x, y));
+#endif
 
   /* check if element under player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
@@ -7222,42 +7321,65 @@ static void ChangeElementNowExt(int x, int y, int target_element)
     return;
   }
 
-  RemoveField(x, y);
-  Feld[x][y] = target_element;
+#if 1
+  if (!add_player)
+#endif
+  {
+#if 1
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+    Feld[x][y] = target_element;
+#else
+    RemoveField(x, y);
+    Feld[x][y] = target_element;
+#endif
 
-  ResetGfxAnimation(x, y);
-  ResetRandomAnimationValue(x, y);
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-  if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-    MovDir[x][y] = previous_move_direction;
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
 #if 1
-  InitField_WithBug1(x, y, FALSE);
+    InitField_WithBug1(x, y, FALSE);
 #else
-  InitField(x, y, FALSE);
-  if (CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+    InitField(x, y, FALSE);
+    if (CAN_MOVE(Feld[x][y]))
+      InitMovDir(x, y);
 #endif
 
-  DrawLevelField(x, y);
+    DrawLevelField(x, y);
 
-  if (GFX_CRUMBLED(Feld[x][y]))
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+
+#if 0
   TestIfBadThingTouchesHero(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
+#endif
 
   if (ELEM_IS_PLAYER(target_element))
     RelocatePlayer(x, y, target_element);
+
+#if 1
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+#endif
 }
 
 static boolean ChangeElementNow(int x, int y, int element, int page)
 {
   struct ElementChangeInfo *change = &element_info[element].change_page[page];
   int target_element;
+  int old_element = Feld[x][y];
 
   /* always use default change event to prevent running into a loop */
   if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
@@ -7281,7 +7403,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 
+#if 0
+  /* !!! indirect change before direct change !!! */
   CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
+#endif
 
   if (change->explode)
   {
@@ -7299,6 +7424,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
       boolean is_empty;
+      boolean is_walkable;
       boolean is_diggable;
       boolean is_collectible;
       boolean is_removable;
@@ -7335,20 +7461,24 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
 #if 1
 
-#if 1
-      is_empty = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
-                                     IS_WALKABLE(content_element)));
+#if 0
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
+                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
+                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
 #else
-      is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
-                                     IS_WALKABLE(content_element)));
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
 #endif
-      is_diggable = (is_empty || IS_DIGGABLE(e));
-      is_collectible = (is_empty || IS_COLLECTIBLE(e));
-      is_removable = (is_diggable || is_collectible);
+      is_walkable     = (is_empty || IS_WALKABLE(e));
+      is_diggable     = (is_empty || IS_DIGGABLE(e));
+      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+      is_removable    = (is_diggable || is_collectible);
 
       can_replace[xx][yy] =
        ((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
+        (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
@@ -7423,6 +7553,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
 
+#if 1
+  /* !!! indirect change before direct change !!! */
+  CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
+#endif
+
   return TRUE;
 }
 
@@ -9352,23 +9487,25 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       int move_direction = player->MovDir;
       int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
       int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
 
 #if 1
       /* !!! TEST ONLY !!! */
-      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-       CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                                   CE_LEFT_BY_PLAYER,
                                   player->index_bit, leave_side);
 
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
                                          CE_OTHER_GETS_LEFT,
                                          player->index_bit, leave_side);
 
-      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-       CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
                                   player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy],
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_OTHER_GETS_ENTERED,
                                          player->index_bit, enter_side);
 #endif
@@ -9507,23 +9644,25 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
       int old_jx = last_jx;
       int old_jy = last_jy;
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
 
 #if 1
       /* !!! TEST ONLY !!! */
-      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-       CheckElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                                   CE_LEFT_BY_PLAYER,
                                   player->index_bit, leave_side);
 
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
                                          CE_OTHER_GETS_LEFT,
                                          player->index_bit, leave_side);
 
-      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-       CheckElementChangeByPlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
                                   player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, Feld[jx][jy],
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_OTHER_GETS_ENTERED,
                                          player->index_bit, enter_side);
 #endif
@@ -10494,6 +10633,20 @@ int DigField(struct PlayerInfo *player,
       game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
+#if 1
+  if (game.gravity && !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 */
+#endif
+
+#if 0
+  if (element == EL_EMPTY_SPACE &&
+      game.gravity && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN)
+    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
+
   switch (element)
   {
 #if 0
@@ -10626,7 +10779,7 @@ int DigField(struct PlayerInfo *player,
          return MF_NO_ACTION;  /* field not accessible from this direction */
 #endif
 
-#if 1
+#if 0
        if (element == EL_EMPTY_SPACE &&
            game.gravity && !player->is_auto_moving &&
            canFallDown(player) && move_direction != MV_DOWN)
@@ -11185,10 +11338,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
 #if 0
-  if (player->MovPos)
+  if (player->MovPos != 0)
     return FALSE;
 #else
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
 #endif
 
@@ -11245,8 +11398,16 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     player->is_collecting = FALSE;
   }
 
+#if 1
+  if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
+    DrawLevelField(player->last_jx, player->last_jy);
+#endif
+
   DrawLevelField(x, y);
+
+#if 0
   BackToFront();
+#endif
 
   return TRUE;
 }