rnd-20060304-1-src
[rocksndiamonds.git] / src / game.c
index 10a8a98e6a9ed52d484f148648fd645bbc1c7426..92a181bbc49ddeea03a43289e0991947c09a04dd 100644 (file)
@@ -832,6 +832,9 @@ 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;
@@ -1933,6 +1936,8 @@ 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;
@@ -2097,7 +2102,7 @@ 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++)
     {
@@ -3095,7 +3100,7 @@ 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);
@@ -3104,19 +3109,19 @@ 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
     {
@@ -3141,23 +3146,21 @@ 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);
 
@@ -3264,8 +3267,14 @@ 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);
@@ -3522,6 +3531,11 @@ 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;
 
@@ -3556,6 +3570,11 @@ 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");
@@ -3565,6 +3584,8 @@ void Explode(int ex, int ey, int phase, int mode)
 
     GfxElement[x][y] = EL_EMPTY;
   }
+#endif
+
 #endif
 
   border_element = Store2[x][y];
@@ -8807,6 +8828,27 @@ 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))
   {
@@ -9635,8 +9677,14 @@ 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);
@@ -9779,8 +9827,14 @@ 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);
@@ -9835,12 +9889,22 @@ 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);