changed move speed for some elements for older game engine versions
[rocksndiamonds.git] / src / game.c
index a82ca0798b9e1dacd6c368dd896d86220d182413..5c1a641a68ce71aaa924e19d6ee0d82e6e57be59 100644 (file)
@@ -2844,6 +2844,37 @@ static void InitGameEngine(void)
   // set flags for bugs and changes according to active game engine version
   // --------------------------------------------------------------------------
 
+  /*
+    Summary of bugfix/change:
+    Fixed move speed of elements entering or leaving magic wall.
+
+    Fixed/changed in version:
+    2.0.1
+
+    Description:
+    Before 2.0.1, move speed of elements entering or leaving magic wall was
+    twice as fast as it is now.
+    Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    2.0.1, which might use the old behaviour before it was changed; known tapes
+    that are affected: Tape 014 from the level set "rnd_conor_mancone".
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 2.0.1 or
+    above, but before it was known that this change would break tapes like the
+    above and was fixed in 4.1.4.2, so that the changed behaviour was active
+    although the engine version while recording maybe was before 2.0.1. There
+    are a lot of tapes that are affected by this exception, like tape 006 from
+    the level set "rnd_conor_mancone".
+  */
+
+  boolean use_old_move_stepsize_for_magic_wall =
+    (game.engine_version < VERSION_IDENT(2,0,1,0) &&
+     !(tape.playing &&
+       tape.game_version >= VERSION_IDENT(2,0,1,0) &&
+       tape.game_version <  VERSION_IDENT(4,1,4,2)));
+
   /*
     Summary of bugfix/change:
     Fixed handling for custom elements that change when pushed by the player.
@@ -3181,6 +3212,16 @@ static void InitGameEngine(void)
     int e = move_stepsize_list[i].element;
 
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+
+    // set move stepsize value for certain elements for older engine versions
+    if (use_old_move_stepsize_for_magic_wall)
+    {
+      if (e == EL_MAGIC_WALL_FILLING ||
+         e == EL_MAGIC_WALL_EMPTYING ||
+         e == EL_BD_MAGIC_WALL_FILLING ||
+         e == EL_BD_MAGIC_WALL_EMPTYING)
+       element_info[e].move_stepsize *= 2;
+    }
   }
 
   // ---------- initialize collect score --------------------------------------
@@ -3279,6 +3320,34 @@ static void InitGameEngine(void)
   // Supaplex levels with time limit currently unsupported -- should be added
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     level.time = 0;
+
+  // ---------- initialize flags for handling game actions --------------------
+
+  // set flags for game actions to default values
+  game.use_key_actions = TRUE;
+  game.use_mouse_actions = FALSE;
+
+  // when using Mirror Magic game engine, handle mouse events only
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    game.use_key_actions = FALSE;
+    game.use_mouse_actions = TRUE;
+  }
+
+  // check for custom elements with mouse click events
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+  {
+    for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+    {
+      int element = EL_CUSTOM_START + i;
+
+      if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+         HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+         HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+         HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+       game.use_mouse_actions = TRUE;
+    }
+  }
 }
 
 static int get_num_special_action(int element, int action_first,
@@ -3391,6 +3460,13 @@ void InitGame(void)
   InitGameEngine();
   InitGameControlValues();
 
+  // initialize tape actions from game when recording tape
+  if (tape.recording)
+  {
+    tape.use_key_actions   = game.use_key_actions;
+    tape.use_mouse_actions = game.use_mouse_actions;
+  }
+
   // don't play tapes over network
   network_playing = (network.enabled && !tape.playing);
 
@@ -9880,11 +9956,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     // ---------- player actions  ---------------------------------------------
 
     case CA_MOVE_PLAYER:
+    case CA_MOVE_PLAYER_NEW:
     {
       // automatically move to the next field in specified direction
       for (i = 0; i < MAX_PLAYERS; i++)
        if (trigger_player_bits & (1 << i))
-         stored_player[i].programmed_action = action_arg_direction;
+         if (action_type == CA_MOVE_PLAYER ||
+             stored_player[i].MovPos == 0)
+           stored_player[i].programmed_action = action_arg_direction;
 
       break;
     }
@@ -11145,7 +11224,7 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
                                         byte *tape_action)
 {
-  if (!tape.use_mouse)
+  if (!tape.use_mouse_actions)
     return;
 
   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
@@ -11156,7 +11235,7 @@ static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
 static void SetTapeActionFromMouseAction(byte *tape_action,
                                         struct MouseActionInfo *mouse_action)
 {
-  if (!tape.use_mouse)
+  if (!tape.use_mouse_actions)
     return;
 
   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
@@ -11354,7 +11433,7 @@ static void GameActionsExt(void)
   unsigned int game_frame_delay_value;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
-  byte tape_action[MAX_PLAYERS];
+  byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
   int i;
 
   // detect endless loops, caused by custom element programming
@@ -11687,6 +11766,8 @@ void GameActions_RND_Main(void)
 
 void GameActions_RND(void)
 {
+  static struct MouseActionInfo mouse_action_last = { 0 };
+  struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
   int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic, last_gfx_frame;
 
@@ -11873,6 +11954,24 @@ void GameActions_RND(void)
 #endif
   }
 
+  if (mouse_action.button)
+  {
+    int new_button = (mouse_action.button && mouse_action_last.button == 0);
+
+    x = mouse_action.lx;
+    y = mouse_action.ly;
+    element = Feld[x][y];
+
+    if (new_button)
+    {
+      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
+      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+    }
+
+    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
+    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+  }
+
   SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
@@ -12214,6 +12313,8 @@ void GameActions_RND(void)
   // use random number generator in every frame to make it less predictable
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
+
+  mouse_action_last = mouse_action;
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)