rnd-20060520-1-src
[rocksndiamonds.git] / src / game.c
index e3d3fb1936ba1a93257bd68df031853c40f50047..837d41036992abab6a31ddacf701f4de7c409f49 100644 (file)
@@ -43,6 +43,7 @@
 #define USE_NEW_CONTINUOUS_SNAPPING    (USE_NEW_STUFF          * 1)
 #define USE_GFX_RESET_GFX_ANIMATION    (USE_NEW_STUFF          * 1)
 #define USE_BOTH_SWITCHGATE_SWITCHES   (USE_NEW_STUFF          * 1)
+#define USE_PLAYER_GRAVITY             (USE_NEW_STUFF          * 1)
 
 #define USE_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
 
@@ -779,6 +780,7 @@ static int get_move_delay_from_stepsize(int move_stepsize)
 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
                               boolean init_game)
 {
+  int player_nr = player->index_nr;
   int move_delay = get_move_delay_from_stepsize(move_stepsize);
   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
 
@@ -790,8 +792,8 @@ static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
 
   if (init_game)
   {
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+    player->move_delay       = game.initial_move_delay[player_nr];
+    player->move_delay_value = game.initial_move_delay_value[player_nr];
 
     player->move_delay_value_next = -1;
 
@@ -1593,8 +1595,9 @@ static void InitGameEngine()
 
 #if 1
   /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    get_move_delay_from_stepsize(level.initial_player_stepsize);
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay_value[i] =
+      get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
 #else
   /* dynamically adjust player properties according to level information */
   game.initial_move_delay_value =
@@ -1602,8 +1605,10 @@ static void InitGameEngine()
 #endif
 
   /* dynamically adjust player properties according to game engine version */
-  game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
-                            game.initial_move_delay_value : 0);
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay[i] =
+      (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+       game.initial_move_delay_value[i] : 0);
 
   /* ---------- initialize player's initial push delay --------------------- */
 
@@ -1964,6 +1969,8 @@ void InitGame()
     player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
     player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
 
+    player->gravity = level.initial_player_gravity[i];
+
     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
     player->actual_frame_counter = 0;
@@ -2019,7 +2026,7 @@ void InitGame()
     player->show_envelope = 0;
 
 #if 1
-    SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
+    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
 #else
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
@@ -2085,8 +2092,15 @@ void InitGame()
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
   game.wind_direction = level.wind_direction_initial;
+
+#if !USE_PLAYER_GRAVITY
+#if 1
+  game.gravity = FALSE;
+#else
   game.gravity = level.initial_gravity;
+#endif
   game.explosions_delayed = TRUE;
+#endif
 
   game.lenses_time_left = 0;
   game.magnify_time_left = 0;
@@ -3038,6 +3052,8 @@ static void ResetGfxFrame(int x, int y, boolean redraw)
     GfxFrame[x][y] = CustomValue[x][y];
   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
     GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
 
   if (redraw && GfxFrame[x][y] != last_gfx_frame)
     DrawLevelGraphicAnimation(x, y, graphic);
@@ -3064,6 +3080,8 @@ static void ResetGfxAnimation(int x, int y)
     GfxFrame[x][y] = CustomValue[x][y];
   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
     GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
 #endif
 
 #if USE_GFX_RESET_GFX_ANIMATION
@@ -3104,6 +3122,8 @@ void InitMovingField(int x, int y, int direction)
     GfxFrame[x][y] = CustomValue[x][y];
   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
     GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
 #endif
 
   /* this is needed for CEs with property "can move" / "not moving" */
@@ -5772,6 +5792,8 @@ static void TurnRound(int x, int y)
     GfxFrame[x][y] = CustomValue[x][y];
   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
     GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
 #endif
 }
 
@@ -7991,7 +8013,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      CA_ARG_MAX);
 
   int action_arg_number_reset =
-    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
+    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
      action_type == CA_SET_LEVEL_TIME ? level.time :
      action_type == CA_SET_LEVEL_SCORE ? 0 :
@@ -8117,6 +8139,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
+#if !USE_PLAYER_GRAVITY
     case CA_SET_LEVEL_GRAVITY:
     {
       game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
@@ -8125,6 +8148,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                      game.gravity);
       break;
     }
+#endif
 
     case CA_SET_LEVEL_WIND:
     {
@@ -8211,6 +8235,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
            action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
                           CA_MODE_MULTIPLY);
          }
+         else if (action_arg == CA_ARG_NUMBER_RESET)
+         {
+           action_arg_number = level.initial_player_stepsize[i];
+         }
 
          move_stepsize =
            getModifiedActionNumber(move_stepsize,
@@ -8263,6 +8291,25 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
+#if USE_PLAYER_GRAVITY
+    case CA_SET_PLAYER_GRAVITY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         stored_player[i].gravity =
+           (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
+            action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
+            action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+            stored_player[i].gravity);
+       }
+      }
+
+      break;
+    }
+#endif
+
     case CA_SET_PLAYER_ARTWORK:
     {
       for (i = 0; i < MAX_PLAYERS; i++)
@@ -8306,19 +8353,26 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       printf("::: CE value == %d\n", CustomValue[x][y]);
 #endif
 
-      if (CustomValue[x][y] == 0 && last_ce_value > 0)
+      if (CustomValue[x][y] != last_ce_value)
       {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+       if (CustomValue[x][y] == 0)
+       {
 #if 0
-       printf("::: CE_VALUE_GETS_ZERO\n");
+         printf("::: CE_VALUE_GETS_ZERO\n");
 #endif
 
-       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
-       CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
 
 #if 0
-       printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+         printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
 #endif
+       }
       }
+
 #endif
 
       break;
@@ -8335,19 +8389,26 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       printf("::: CE score == %d\n", ei->collect_score);
 #endif
 
-      if (ei->collect_score == 0 && last_ce_score > 0)
+      if (ei->collect_score != last_ce_score)
       {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
+
+       if (ei->collect_score == 0)
+       {
 #if 0
-       printf("::: CE_SCORE_GETS_ZERO\n");
+         printf("::: CE_SCORE_GETS_ZERO\n");
 #endif
 
-       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
-       CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
 
 #if 0
-       printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
+         printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
 #endif
+       }
       }
+
 #endif
 
       break;
@@ -8379,7 +8440,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
                        IS_WALKABLE(old_element));
 
 #if 0
-  /* check if element under player changes from accessible to unaccessible
+  /* check if element under the player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
@@ -8428,8 +8489,9 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
   }
 
 #if 1
-  /* check if element under player changes from accessible to unaccessible
+  /* check if element under the player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
+  /* (must be checked after creating new element for walkable group elements) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
@@ -9815,6 +9877,17 @@ void GameActions_RND()
 
       GfxFrame[x][y] = element_info[element].collect_score;
 
+#if 1
+      if (GfxFrame[x][y] != old_gfx_frame)
+#endif
+       DrawLevelGraphicAnimation(x, y, graphic);
+    }
+    else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    {
+      int old_gfx_frame = GfxFrame[x][y];
+
+      GfxFrame[x][y] = ChangeDelay[x][y];
+
 #if 1
       if (GfxFrame[x][y] != old_gfx_frame)
 #endif
@@ -10267,7 +10340,11 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && !player->programmed_action)
+#else
   if (game.gravity && !player->programmed_action)
+#endif
   {
     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
@@ -10289,7 +10366,11 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 {
   return CheckGravityMovement(player);
 
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && !player->programmed_action)
+#else
   if (game.gravity && !player->programmed_action)
+#endif
   {
     int jx = player->jx, jy = player->jy;
     boolean field_under_player_is_free =
@@ -10672,8 +10753,13 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        last_field_block_delay += player->move_delay_value;
 
        /* when blocking enabled, prevent moving up despite gravity */
+#if USE_PLAYER_GRAVITY
+       if (player->gravity && player->MovDir == MV_UP)
+         block_delay_adjustment = -1;
+#else
        if (game.gravity && player->MovDir == MV_UP)
          block_delay_adjustment = -1;
+#endif
       }
 
       /* add block delay adjustment (also possible when not blocking) */
@@ -11701,10 +11787,17 @@ int DigField(struct PlayerInfo *player,
     return MP_NO_ACTION;
   }
 
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && is_player && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN &&
+      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+    return MP_NO_ACTION;       /* player cannot walk here due to gravity */
+#else
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
     return MP_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
 
   if (player_can_move &&
       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
@@ -11774,17 +11867,29 @@ int DigField(struct PlayerInfo *player,
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+       player->gravity = !player->gravity;
+#else
        game.gravity = !game.gravity;
+#endif
       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
               element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
               element == EL_SP_GRAVITY_ON_PORT_UP ||
               element == EL_SP_GRAVITY_ON_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+       player->gravity = TRUE;
+#else
        game.gravity = TRUE;
+#endif
       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
               element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
               element == EL_SP_GRAVITY_OFF_PORT_UP ||
               element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+#if USE_PLAYER_GRAVITY
+       player->gravity = FALSE;
+#else
        game.gravity = FALSE;
+#endif
     }
 
     /* automatically move to the next field with double speed */