rnd-20060310-1-src
[rocksndiamonds.git] / src / game.c
index 79ba0e8a3585454a5c04252db2a66b6ccedbd66d..2f9779534c884ba3d7a5aa77a2cdf7b4688f3f62 100644 (file)
@@ -40,6 +40,7 @@
 #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)
 
 #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
@@ -832,6 +838,9 @@ 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;
@@ -927,41 +936,45 @@ 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;
 
@@ -987,6 +1000,10 @@ 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;
@@ -1821,6 +1838,7 @@ 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;
@@ -1869,6 +1887,7 @@ 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;
@@ -1929,6 +1948,8 @@ void InitGame()
 
   game.envelope_active = FALSE;
 
+  game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */
+
   for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NONE;
@@ -2093,7 +2114,7 @@ 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++)
     {
@@ -2425,6 +2446,14 @@ 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;
@@ -2657,6 +2686,13 @@ 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;
 
@@ -3084,7 +3120,7 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
-void DrawRelocatePlayer(struct PlayerInfo *player)
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
 {
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
@@ -3093,19 +3129,19 @@ 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
     {
@@ -3130,23 +3166,21 @@ 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);
 
@@ -3253,8 +3287,14 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     InitField(jx, jy, FALSE);
   }
 
+#if 1
+  /* only visually relocate centered player */
+  if (player->index_nr == game.centered_player_nr)
+    DrawRelocatePlayer(player, level.instant_relocation);
+#else
   if (player == local_player)  /* only visually relocate local player */
-    DrawRelocatePlayer(player);
+    DrawRelocatePlayer(player, level.instant_relocation);
+#endif
 
   TestIfPlayerTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
@@ -3511,6 +3551,11 @@ 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;
 
@@ -3545,6 +3590,11 @@ 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");
@@ -3554,6 +3604,8 @@ void Explode(int ex, int ey, int phase, int mode)
 
     GfxElement[x][y] = EL_EMPTY;
   }
+#endif
+
 #endif
 
   border_element = Store2[x][y];
@@ -6452,13 +6504,13 @@ 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 */
@@ -8672,8 +8724,8 @@ 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;
@@ -8718,6 +8770,8 @@ 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;
   }
@@ -8768,6 +8822,9 @@ 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++;
   }
 }
 
@@ -8796,6 +8853,27 @@ void GameActions()
 
   InitPlayfieldScanModeVars();
 
+  if (ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    struct PlayerInfo *player;
+    int player_nr = game.centered_player_nr_next;
+
+    if (game.centered_player_nr_next == -1)
+      player_nr = local_player->index_nr;
+
+    player = &stored_player[player_nr];
+
+    if (!player->active)
+      game.centered_player_nr_next = game.centered_player_nr;
+
+    if (game.centered_player_nr != game.centered_player_nr_next)
+    {
+      DrawRelocatePlayer(player, setup.quick_switch);
+
+      game.centered_player_nr = game.centered_player_nr_next;
+    }
+  }
+
 #if USE_ONE_MORE_CHANGE_PER_FRAME
   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
   {
@@ -9624,8 +9702,14 @@ 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);
@@ -9768,8 +9852,14 @@ 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);
@@ -9824,12 +9914,22 @@ 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);
@@ -9853,6 +9953,8 @@ 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
   {
@@ -11100,7 +11202,9 @@ 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;
@@ -11502,6 +11606,8 @@ 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;
@@ -11529,8 +11635,14 @@ 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;
 
@@ -11542,6 +11654,8 @@ 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;
@@ -11577,6 +11691,8 @@ 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
@@ -11604,6 +11720,10 @@ 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;
@@ -11629,6 +11749,8 @@ 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;
     }
@@ -11683,12 +11805,15 @@ 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;
 
@@ -11860,7 +11985,7 @@ 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:
@@ -12022,6 +12147,7 @@ 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: