rnd-20060606-1-src
[rocksndiamonds.git] / src / game.c
index e2128ef1171dd1f892a3d07af96cd84bfbe1694c..ac37d91eb997b8f8f9097c144c23d8a00fdc817b 100644 (file)
@@ -42,6 +42,8 @@
 #define USE_ELEMENT_TOUCHING_BUGFIX    (USE_NEW_STUFF          * 1)
 #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)
 
@@ -778,6 +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);
 
@@ -789,8 +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;
 
@@ -1119,10 +1122,12 @@ static void InitField(int x, int y, boolean init_game)
       }
       break;
 
+#if !USE_BOTH_SWITCHGATE_SWITCHES
     case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
       if (init_game)
        Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
       break;
+#endif
 
     case EL_LIGHT_SWITCH_ACTIVE:
       if (init_game)
@@ -1590,8 +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 =
@@ -1599,8 +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 --------------------- */
 
@@ -1759,8 +1767,22 @@ static void InitGameEngine()
   {
     if (!IS_CUSTOM_ELEMENT(i))
     {
+#if 1
+      /* set default push delay values (corrected since version 3.0.7-1) */
+      if (game.engine_version < VERSION_IDENT(3,0,7,1))
+      {
+       element_info[i].push_delay_fixed = 2;
+       element_info[i].push_delay_random = 8;
+      }
+      else
+      {
+       element_info[i].push_delay_fixed = 8;
+       element_info[i].push_delay_random = 8;
+      }
+#else
       element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
       element_info[i].push_delay_random = game.default_push_delay_random;
+#endif
     }
   }
 
@@ -1961,6 +1983,8 @@ 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;
@@ -2016,7 +2040,7 @@ 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;
@@ -2082,8 +2106,15 @@ 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;
@@ -3035,6 +3066,8 @@ 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);
@@ -3061,6 +3094,8 @@ 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
@@ -3101,6 +3136,8 @@ 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" */
@@ -4419,12 +4456,25 @@ static void ToggleSwitchgateSwitch(int x, int y)
   {
     int element = Feld[xx][yy];
 
+#if !USE_BOTH_SWITCHGATE_SWITCHES
     if (element == EL_SWITCHGATE_SWITCH_UP ||
        element == EL_SWITCHGATE_SWITCH_DOWN)
     {
       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
       DrawLevelField(xx, yy);
     }
+#else
+    if (element == EL_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+      DrawLevelField(xx, yy);
+    }
+#endif
     else if (element == EL_SWITCHGATE_OPEN ||
             element == EL_SWITCHGATE_OPENING)
     {
@@ -5756,6 +5806,8 @@ 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
 }
 
@@ -7975,7 +8027,7 @@ 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 :
@@ -8101,6 +8153,7 @@ 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         :
@@ -8109,6 +8162,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                      game.gravity);
       break;
     }
+#endif
 
     case CA_SET_LEVEL_WIND:
     {
@@ -8195,6 +8249,10 @@ 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,
@@ -8247,6 +8305,25 @@ 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++)
@@ -8282,27 +8359,34 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     case CA_SET_CE_VALUE:
     {
 #if USE_NEW_CUSTOM_VALUE
-      int last_custom_value = CustomValue[x][y];
+      int last_ce_value = CustomValue[x][y];
 
       CustomValue[x][y] = action_arg_number_new;
 
 #if 0
-      printf("::: Count == %d\n", CustomValue[x][y]);
+      printf("::: CE value == %d\n", CustomValue[x][y]);
 #endif
 
-      if (CustomValue[x][y] == 0 && last_custom_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;
@@ -8310,8 +8394,37 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
     case CA_SET_CE_SCORE:
     {
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_score = ei->collect_score;
+
       ei->collect_score = action_arg_number_new;
 
+#if 0
+      printf("::: CE score == %d\n", ei->collect_score);
+#endif
+
+      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");
+#endif
+
+         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]);
+#endif
+       }
+      }
+
+#endif
+
       break;
     }
 
@@ -8337,11 +8450,13 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
 #if USE_NEW_CUSTOM_VALUE
   int last_ce_value = CustomValue[x][y];
 #endif
-  boolean add_player = (ELEM_IS_PLAYER(new_element) &&
-                       IS_WALKABLE(old_element));
+  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+  boolean add_player_onto_element = (new_element_is_player &&
+                                    new_element != EL_SOKOBAN_FIELD_PLAYER &&
+                                    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))
@@ -8352,7 +8467,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
   }
 #endif
 
-  if (!add_player)
+  if (!add_player_onto_element)
   {
     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       RemoveMovingField(x, y);
@@ -8390,8 +8505,9 @@ 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))
   {
@@ -8402,7 +8518,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
 #endif
 
   /* "ChangeCount" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(new_element))
+  if (new_element_is_player)
     RelocatePlayer(x, y, new_element);
 
   if (is_change)
@@ -9777,6 +9893,17 @@ 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
@@ -10229,7 +10356,11 @@ 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;
@@ -10251,7 +10382,11 @@ 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 =
@@ -10634,8 +10769,13 @@ 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) */
@@ -11557,6 +11697,8 @@ int DigField(struct PlayerInfo *player,
           game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
 
+  /* checking here causes player to move into acid even if the current field
+     cannot be left to that direction */
 #if 0
 #if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && DONT_RUN_INTO(element))
@@ -11578,6 +11720,43 @@ int DigField(struct PlayerInfo *player,
 #endif
 #endif
 
+#if 1  /* ------------------------------ NEW ------------------------------ */
+
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+  {
+    SplashAcid(x, y);
+#if 1
+    Feld[jx][jy] = player->artwork_element;
+#else
+    Feld[jx][jy] = EL_PLAYER_1;
+#endif
+    InitMovingField(jx, jy, MV_DOWN);
+    Store[jx][jy] = EL_ACID;
+    ContinueMoving(jx, jy);
+    BuryPlayer(player);
+
+    return MP_DONT_RUN_INTO;
+  }
+#endif
+
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && DONT_RUN_INTO(element))
+  {
+    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+    return MP_DONT_RUN_INTO;
+  }
+#endif
+
+#else  /* ------------------------------ OLD ------------------------------ */
+
 #if 1
 #if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && DONT_RUN_INTO(element))
@@ -11595,6 +11774,7 @@ int DigField(struct PlayerInfo *player,
   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
     return MP_NO_ACTION;       /* field has no opening in this direction */
 
+  /* checking here causes player to explode when moving into acid */
 #if 1
 #if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
@@ -11611,6 +11791,8 @@ int DigField(struct PlayerInfo *player,
 #endif
 #endif
 
+#endif /* ------------------------------ END ------------------------------ */
+
 #if 0
 #if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && DONT_RUN_INTO(element))
@@ -11663,10 +11845,17 @@ 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))
@@ -11730,23 +11919,50 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
        return MP_NO_ACTION;
     }
+    else if (IS_EMC_GATE(element))
+    {
+      if (!player->key[EMC_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
     else if (IS_SP_PORT(element))
     {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          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 */