rnd-20070304-1-src
[rocksndiamonds.git] / src / game.c
index 0659bd04c273b6c7dab7c7405c6870004c92b20f..a52780cbc7e63762ac4fc04c86c170a9984224cf 100644 (file)
@@ -59,6 +59,8 @@
 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF          * 1)
 #define USE_FIX_IMPACT_COLLISION       (USE_NEW_STUFF          * 1)
 
+#define USE_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
+
 
 /* for DigField() */
 #define DF_NO_PUSH             0
@@ -86,7 +88,8 @@
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 #if 1
-#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0)
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
 #define PANEL_XPOS(p)          (DX + ALIGNED_MENU_XPOS(p))
 #define PANEL_YPOS(p)          (DY + ALIGNED_MENU_YPOS(p))
 #else
@@ -939,57 +942,6 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
-
-  return (belt_dir_nr % 3);
-}
-
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
-  {
-    MV_LEFT,
-    MV_NONE,
-    MV_RIGHT
-  };
-
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
-
-  return belt_move_dir[belt_dir_nr];
-}
-
 static int get_element_from_group_element(int element)
 {
   if (IS_GROUP_ELEMENT(element))
@@ -2242,7 +2194,9 @@ void InitGame()
     player->LevelSolved = FALSE;
     player->GameOver = FALSE;
 
+    player->LevelSolved_GameWon = FALSE;
     player->LevelSolved_GameEnd = FALSE;
+    player->LevelSolved_PanelOff = FALSE;
     player->LevelSolved_SaveTape = FALSE;
     player->LevelSolved_SaveScore = FALSE;
   }
@@ -2974,10 +2928,12 @@ void GameWon()
 {
   static int time, time_final;
   static int score, score_final;
-  static int game_over_delay = 0;
-  int game_over_delay_value = 50;
+  static int game_over_delay_1 = 0;
+  static int game_over_delay_2 = 0;
+  int game_over_delay_value_1 = 50;
+  int game_over_delay_value_2 = 50;
 
-  if (!local_player->LevelSolved_GameEnd)
+  if (!local_player->LevelSolved_GameWon)
   {
     int i;
 
@@ -2985,7 +2941,7 @@ void GameWon()
     if (local_player->MovPos)
       return;
 
-    local_player->LevelSolved_GameEnd = TRUE;
+    local_player->LevelSolved_GameWon = TRUE;
     local_player->LevelSolved_SaveTape = tape.recording;
     local_player->LevelSolved_SaveScore = !tape.playing;
 
@@ -2996,7 +2952,8 @@ void GameWon()
     TapeStop();
 #endif
 
-    game_over_delay = game_over_delay_value;
+    game_over_delay_1 = game_over_delay_value_1;
+    game_over_delay_2 = game_over_delay_value_2;
 
     time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
     score = score_final = local_player->score_final;
@@ -3078,9 +3035,9 @@ void GameWon()
     PlaySound(SND_GAME_WINNING);
   }
 
-  if (game_over_delay > 0)
+  if (game_over_delay_1 > 0)
   {
-    game_over_delay--;
+    game_over_delay_1--;
 
     return;
   }
@@ -3103,7 +3060,22 @@ void GameWon()
       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
     else
       PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+    return;
   }
+
+  local_player->LevelSolved_PanelOff = TRUE;
+
+  if (game_over_delay_2 > 0)
+  {
+    game_over_delay_2--;
+
+    return;
+  }
+
+#if 1
+  GameEnd();
+#endif
 }
 
 void GameEnd()
@@ -3111,6 +3083,8 @@ void GameEnd()
   int hi_pos;
   boolean raise_level = FALSE;
 
+  local_player->LevelSolved_GameEnd = TRUE;
+
   CloseDoor(DOOR_CLOSE_1);
 
   if (local_player->LevelSolved_SaveTape)
@@ -3337,7 +3311,12 @@ void InitMovingField(int x, int y, int direction)
 
   /* check if element was/is moving or being moved before/after mode change */
 #if 1
+#if 1
+  is_moving_before = (WasJustMoving[x][y] != 0);
+#else
+  /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
   is_moving_before = WasJustMoving[x][y];
+#endif
 #else
   is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
 #endif
@@ -6882,6 +6861,17 @@ void ContinueMoving(int x, int y)
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
+#if 0
+    int ee = Feld[x][y];
+    int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
+
+    printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
+          x, y, ABS(MovPos[x][y]),
+          ee, gg, ff,
+          GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
+#endif
+
     DrawLevelField(x, y);
 
     return;    /* element is still moving */
@@ -9074,8 +9064,18 @@ static void HandleElementChange(int x, int y, int page)
 
     if (change->can_change)
     {
-      ResetGfxAnimation(x, y);
-      ResetRandomAnimationValue(x, y);
+#if 0
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (IS_MOVING(x, y))
+#endif
+      {
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
+      }
+#endif
 
       if (change->pre_change_function)
        change->pre_change_function(x, y);
@@ -9870,7 +9870,7 @@ void GameActions()
       AllPlayersGone = TRUE;
   }
 
-  if (local_player->LevelSolved)
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
     GameWon();
 
   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
@@ -10107,13 +10107,15 @@ void GameActions_RND()
 
        /* continue moving after pushing (this is actually a bug) */
        if (!IS_MOVING(x, y))
-       {
          Stop[x][y] = FALSE;
-       }
       }
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "start main loop profiling");
+#endif
+
   SCAN_PLAYFIELD(x, y)
   {
     ChangeCount[x][y] = 0;
@@ -10188,6 +10190,63 @@ void GameActions_RND()
 #endif
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0  // -------------------- !!! TEST ONLY !!! --------------------
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+#if 1
+    {
+#if 1
+      int element2 = element;
+      int graphic2 = graphic;
+#else
+      int element2 = Feld[x][y];
+      int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+      int last_gfx_frame = GfxFrame[x][y];
+
+      if (graphic_info[graphic2].anim_global_sync)
+       GfxFrame[x][y] = FrameCounter;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+       GfxFrame[x][y] = CustomValue[x][y];
+      else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+       GfxFrame[x][y] = element_info[element2].collect_score;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+       GfxFrame[x][y] = ChangeDelay[x][y];
+
+      if (redraw && GfxFrame[x][y] != last_gfx_frame)
+       DrawLevelGraphicAnimation(x, y, graphic2);
+    }
+#else
+    ResetGfxFrame(x, y, TRUE);
+#endif
+
+#if 1
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    SetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+  }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+  debug_print_timestamp(0, "- time for TEST loop:     -->");
+#endif
+
   SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
@@ -10231,6 +10290,143 @@ void GameActions_RND()
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
 
+#if 0  // ---------------------------------------------------------------------
+
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x, y);
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       DrawTwinkleOnField(x, y);
+    }
+    else if (IS_MOVING(x, y))
+      ContinueMoving(x, y);
+    else
+    {
+      switch (element)
+      {
+        case EL_ACID:
+        case EL_EXIT_OPEN:
+        case EL_EM_EXIT_OPEN:
+        case EL_SP_EXIT_OPEN:
+        case EL_STEEL_EXIT_OPEN:
+        case EL_EM_STEEL_EXIT_OPEN:
+        case EL_SP_TERMINAL:
+        case EL_SP_TERMINAL_ACTIVE:
+        case EL_EXTRA_TIME:
+        case EL_SHIELD_NORMAL:
+        case EL_SHIELD_DEADLY:
+         if (IS_ANIMATED(graphic))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+
+        case EL_DYNAMITE_ACTIVE:
+        case EL_EM_DYNAMITE_ACTIVE:
+        case EL_DYNABOMB_PLAYER_1_ACTIVE:
+        case EL_DYNABOMB_PLAYER_2_ACTIVE:
+        case EL_DYNABOMB_PLAYER_3_ACTIVE:
+        case EL_DYNABOMB_PLAYER_4_ACTIVE:
+        case EL_SP_DISK_RED_ACTIVE:
+         CheckDynamite(x, y);
+         break;
+
+        case EL_AMOEBA_GROWING:
+         AmoebeWaechst(x, y);
+         break;
+
+        case EL_AMOEBA_SHRINKING:
+         AmoebaDisappearing(x, y);
+         break;
+
+#if !USE_NEW_AMOEBA_CODE
+        case EL_AMOEBA_WET:
+        case EL_AMOEBA_DRY:
+        case EL_AMOEBA_FULL:
+        case EL_BD_AMOEBA:
+        case EL_EMC_DRIPPER:
+         AmoebeAbleger(x, y);
+         break;
+#endif
+
+        case EL_GAME_OF_LIFE:
+        case EL_BIOMAZE:
+         Life(x, y);
+         break;
+
+        case EL_EXIT_CLOSED:
+         CheckExit(x, y);
+         break;
+
+        case EL_EM_EXIT_CLOSED:
+         CheckExitEM(x, y);
+         break;
+
+        case EL_STEEL_EXIT_CLOSED:
+         CheckExitSteel(x, y);
+         break;
+
+        case EL_EM_STEEL_EXIT_CLOSED:
+         CheckExitSteelEM(x, y);
+         break;
+
+        case EL_SP_EXIT_CLOSED:
+         CheckExitSP(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL_GROWING:
+        case EL_EXPANDABLE_STEELWALL_GROWING:
+         MauerWaechst(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL:
+        case EL_EXPANDABLE_WALL_HORIZONTAL:
+        case EL_EXPANDABLE_WALL_VERTICAL:
+        case EL_EXPANDABLE_WALL_ANY:
+        case EL_BD_EXPANDABLE_WALL:
+         MauerAbleger(x, y);
+         break;
+
+        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+        case EL_EXPANDABLE_STEELWALL_VERTICAL:
+        case EL_EXPANDABLE_STEELWALL_ANY:
+         MauerAblegerStahl(x, y);
+         break;
+
+        case EL_FLAMES:
+         CheckForDragon(x, y);
+         break;
+
+        case EL_EXPLOSION:
+         break;
+
+        case EL_ELEMENT_SNAPPING:
+        case EL_DIAGONAL_SHRINKING:
+        case EL_DIAGONAL_GROWING:
+       {
+         graphic =
+           el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+       }
+
+        default:
+         if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+      }
+    }
+
+#else  // ---------------------------------------------------------------------
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
@@ -10313,6 +10509,8 @@ void GameActions_RND()
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#endif // ---------------------------------------------------------------------
+
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -10338,6 +10536,10 @@ void GameActions_RND()
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for MAIN loop:     -->");
+#endif
+
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
   if (!(FrameCounter % 8))
@@ -10521,6 +10723,11 @@ void GameActions_RND()
     local_player->show_envelope = 0;
   }
 
+#if 0
+  debug_print_timestamp(0, "stop main loop profiling ");
+  printf("----------------------------------------------------------\n");
+#endif
+
   /* use random number generator in every frame to make it less predictable */
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
@@ -13536,9 +13743,9 @@ static void LoadEngineSnapshotValues_RND()
 
   if (game.num_random_calls != num_random_calls)
   {
-    Error(ERR_RETURN, "number of random calls out of sync");
-    Error(ERR_RETURN, "number of random calls should be %d", num_random_calls);
-    Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls);
+    Error(ERR_INFO, "number of random calls out of sync");
+    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
     Error(ERR_EXIT, "this should not happen -- please debug");
   }
 }