rnd-20080204-1-src
[rocksndiamonds.git] / src / game.c
index 71d83bbc815de1eea134facc57cec36018580851..451c167fffe2cbd25c86fd8ad349912e123e7a47 100644 (file)
 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF          * 1)
 #define USE_FIX_IMPACT_COLLISION       (USE_NEW_STUFF          * 1)
 #define USE_FIX_CE_ACTION_WITH_PLAYER  (USE_NEW_STUFF          * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF          * 1)
+
+#define USE_PLAYER_REANIMATION         (USE_NEW_STUFF          * 1)
 
 #define USE_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
 
-#define USE_DELAYED_GFX_REDRAW         (USE_NEW_STUFF          * 1)
+#define USE_DELAYED_GFX_REDRAW         (USE_NEW_STUFF          * 0)
 
 #if USE_DELAYED_GFX_REDRAW
 #define TEST_DrawLevelField(x, y)                              \
@@ -1126,6 +1129,7 @@ void TestIfBadThingRunsIntoPlayer(int, int, int);
 void TestIfFriendTouchesBadThing(int, int);
 void TestIfBadThingTouchesFriend(int, int);
 void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
 
 void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
@@ -1780,6 +1784,17 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
+
+#if USE_PLAYER_REANIMATION
+  if (!init_game)
+  {
+    int player_nr = GET_PLAYER_NR(element);
+    struct PlayerInfo *player = &stored_player[player_nr];
+
+    if (player->active)
+      player->killed = FALSE;  /* if player was just killed, reanimate him */
+  }
+#endif
 }
 
 static void InitField(int x, int y, boolean init_game)
@@ -3665,6 +3680,11 @@ void InitGame()
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
 #if 0
   boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+  int initial_move_dir = MV_DOWN;
+#else
+  int initial_move_dir = MV_NONE;
 #endif
   int i, j, x, y;
 
@@ -3710,10 +3730,10 @@ void InitGame()
     player->dynabombs_left = 0;
     player->dynabomb_xl = FALSE;
 
-    player->MovDir = MV_NONE;
+    player->MovDir = initial_move_dir;
     player->MovPos = 0;
     player->GfxPos = 0;
-    player->GfxDir = MV_NONE;
+    player->GfxDir = initial_move_dir;
     player->GfxAction = ACTION_DEFAULT;
     player->Frame = 0;
     player->StepFrame = 0;
@@ -3735,7 +3755,7 @@ void InitGame()
 
     player->step_counter = 0;
 
-    player->last_move_dir = MV_NONE;
+    player->last_move_dir = initial_move_dir;
 
     player->is_active = FALSE;
 
@@ -3759,7 +3779,7 @@ void InitGame()
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
-    player->dir_waiting = MV_NONE;
+    player->dir_waiting = initial_move_dir;
     player->action_waiting = ACTION_DEFAULT;
     player->last_action_waiting = ACTION_DEFAULT;
     player->special_action_bored = ACTION_DEFAULT;
@@ -3792,6 +3812,26 @@ void InitGame()
     player->inventory_infinite_element = EL_UNDEFINED;
     player->inventory_size = 0;
 
+    if (level.use_initial_inventory[i])
+    {
+      for (j = 0; j < level.initial_inventory_size[i]; j++)
+      {
+       int element = level.initial_inventory_content[i][j];
+       int collect_count = element_info[element].collect_count_initial;
+       int k;
+
+       if (!IS_CUSTOM_ELEMENT(element))
+         collect_count = 1;
+
+       if (collect_count == 0)
+         player->inventory_infinite_element = element;
+       else
+         for (k = 0; k < collect_count; k++)
+           if (player->inventory_size < MAX_INVENTORY_SIZE)
+             player->inventory_element[player->inventory_size++] = element;
+      }
+    }
+
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
@@ -5140,7 +5180,10 @@ static void RemoveField(int x, int y)
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
   GfxDir[x][y] = MV_NONE;
+#if 0
+  /* !!! this would prevent the removed tile from being redrawn !!! */
   GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
 }
 
 void RemoveMovingField(int x, int y)
@@ -6432,6 +6475,8 @@ static void RedrawAllInvisibleElementsForMagnifier()
                    element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
                    IS_EMC_GATE_GRAY(element) ?
                    element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+                   IS_DC_GATE_GRAY(element) ?
+                   EL_DC_GATE_WHITE_GRAY_ACTIVE :
                    element);
       TEST_DrawLevelField(x, y);
     }
@@ -6444,6 +6489,8 @@ static void RedrawAllInvisibleElementsForMagnifier()
                    element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
                    IS_EMC_GATE_GRAY_ACTIVE(element) ?
                    element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+                   IS_DC_GATE_GRAY_ACTIVE(element) ?
+                   EL_DC_GATE_WHITE_GRAY :
                    element);
       TEST_DrawLevelField(x, y);
     }
@@ -8943,6 +8990,11 @@ void ContinueMoving(int x, int y)
   else if (element == EL_PENGUIN)
     TestIfFriendTouchesBadThing(newx, newy);
 
+  if (DONT_GET_HIT_BY(element))
+  {
+    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+  }
+
   /* give the player one last chance (one more frame) to move away */
   if (CAN_FALL(element) && direction == MV_DOWN &&
       (last_line || (!IS_FREE(x, newy + 1) &&
@@ -10104,6 +10156,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
   int action_type = change->action_type;
   int action_mode = change->action_mode;
   int action_arg = change->action_arg;
+  int action_element = change->action_element;
   int i;
 
   if (!change->has_action)
@@ -10119,6 +10172,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
      EL_EMPTY);
 
   int action_arg_direction =
@@ -10176,10 +10230,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
      -1);
 
   int action_arg_number_old =
@@ -10209,6 +10266,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     (action_arg >= CA_ARG_PLAYER_1 &&
      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
      PLAYER_BITS_ANY);
 
   /* ---------- execute action  -------------------------------------------- */
@@ -11096,6 +11154,11 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
+#if 0
+       printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+              element, EL_NAME(element), p);
+#endif
+
        if ((change->can_change && !change_done) || change->has_action)
        {
          int x, y;
@@ -11106,6 +11169,12 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
            {
              if (change->can_change && !change_done)
              {
+
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+                      element, EL_NAME(element), p);
+#endif
+
                ChangeDelay[x][y] = 1;
                ChangeEvent[x][y] = trigger_event;
 
@@ -11114,6 +11183,22 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
 #if USE_NEW_DELAYED_ACTION
              else if (change->has_action)
              {
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
+
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
+
+
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+                      element, EL_NAME(element), p);
+#endif
+
                ExecuteCustomElementAction(x, y, element, p);
                PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
              }
@@ -11131,6 +11216,12 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
          {
            change_done = TRUE;
            change_done_any = TRUE;
+
+#if 0
+           printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+                  element, EL_NAME(element), p);
+#endif
+
          }
        }
       }
@@ -12561,6 +12652,9 @@ void GameActions_RND()
        GfxRedraw[x][y] != GFX_REDRAW_NONE)
 #endif
     {
+      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+        !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
        DrawLevelField(x, y);
 
@@ -12662,12 +12756,13 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
-#if 1
+#if 0
+  /* (directly solved in BlitBitmap() now) */
   static Bitmap *bitmap_db_field2 = NULL;
   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
   int x, y;
 #else
-  int i, x, y;
+  int x, y;
 #endif
 
 #if 0
@@ -12677,7 +12772,8 @@ void ScrollLevel(int dx, int dy)
     return;
 #endif
 
-#if 1
+#if 0
+  /* (directly solved in BlitBitmap() now) */
   if (bitmap_db_field2 == NULL)
     bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
 
@@ -13586,6 +13682,8 @@ void TestIfElementTouchesCustomElement(int x, int y)
     /* check for change of border element */
     CheckElementChangeBySide(xx, yy, border_element, center_element,
                             CE_TOUCHING_X, center_side);
+
+    /* (center element cannot be player, so we dont have to check this here) */
   }
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
@@ -13905,6 +14003,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_x = bad_x + test_xy[i][0];
     test_y = bad_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
@@ -13935,12 +14034,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
       else if (test_element == EL_PENGUIN)
       {
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
     }
@@ -13963,6 +14064,63 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   }
 }
 
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+  int bad_element = Feld[bad_x][bad_y];
+  int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+  int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
+  int test_x = bad_x + dx, test_y = bad_y + dy;
+  int test_move_dir, test_element;
+  int kill_x = -1, kill_y = -1;
+
+  if (!IN_LEV_FIELD(test_x, test_y))
+    return;
+
+  test_move_dir =
+    (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+  test_element = Feld[test_x][test_y];
+
+  if (test_move_dir != bad_move_dir)
+  {
+    /* good thing can be player or penguin that does not move away */
+    if (IS_PLAYER(test_x, test_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+      /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+        player as being hit when he is moving towards the bad thing, because
+        the "get hit by" condition would be lost after the player stops) */
+      if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+       return;         /* player moves away from bad thing */
+
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+    else if (test_element == EL_PENGUIN)
+    {
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+  }
+
+  if (kill_x != -1 || kill_y != -1)
+  {
+    if (IS_PLAYER(kill_x, kill_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+      if (player->shield_deadly_time_left > 0 &&
+         !IS_INDESTRUCTIBLE(bad_element))
+       Bang(bad_x, bad_y);
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+       KillPlayer(player);
+    }
+    else
+      Bang(kill_x, kill_y);
+  }
+}
+
 void TestIfPlayerTouchesBadThing(int x, int y)
 {
   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
@@ -14059,7 +14217,13 @@ void KillPlayer(struct PlayerInfo *player)
   player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
+
+#if USE_PLAYER_REANIMATION
+  if (player->killed)          /* player may have been reanimated */
+    BuryPlayer(player);
+#else
   BuryPlayer(player);
+#endif
 }
 
 static void KillPlayerUnlessEnemyProtected(int x, int y)