added step delay option to custom element movement configuration
[rocksndiamonds.git] / src / game.c
index 2ccc79cd1ca3c16341cfdf204b3a052249ba2e1c..b1498dc8726f99a7cbd3dd08c5a62042f5373808 100644 (file)
@@ -879,6 +879,10 @@ static struct GamePanelControlInfo game_panel_controls[] =
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                   (element_info[e].step_delay_random))
 #define GET_NEW_CE_VALUE(e)    (   (element_info[e].ce_value_fixed_initial) +\
                                 RND(element_info[e].ce_value_random_initial))
 #define GET_CE_SCORE(e)                (   (element_info[e].collect_score))
@@ -2869,12 +2873,10 @@ void UpdateAndDisplayGameControlValues(void)
   DisplayGameControlValues();
 }
 
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
 {
   UpdateGameControlValues();
 }
-#endif
 
 void DrawGameDoorValues(void)
 {
@@ -4723,9 +4725,6 @@ void GameWon(void)
   static int game_over_delay_1 = 0;
   static int game_over_delay_2 = 0;
   static int game_over_delay_3 = 0;
-  int game_over_delay_value_1 = 50;
-  int game_over_delay_value_2 = 25;
-  int game_over_delay_value_3 = 50;
   int time_score_base = MIN(MAX(1, level.time_score_base), 10);
   float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
 
@@ -4753,9 +4752,9 @@ void GameWon(void)
 
     TapeStop();
 
-    game_over_delay_1 = 0;
-    game_over_delay_2 = 0;
-    game_over_delay_3 = game_over_delay_value_3;
+    game_over_delay_1 = FRAMES_PER_SECOND;     // delay before counting time
+    game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
+    game_over_delay_3 = FRAMES_PER_SECOND;     // delay before ending the game
 
     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
     score = score_final = game.score_final;
@@ -4780,21 +4779,17 @@ void GameWon(void)
 
       time_count_steps = MAX(1, ABS(time_final - time) / 100);
 
-      game_over_delay_1 = game_over_delay_value_1;
-
       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
       {
        health_final = 0;
        score_final += health * time_score;
-
-       game_over_delay_2 = game_over_delay_value_2;
       }
 
       game.score_final = score_final;
       game.health_final = health_final;
     }
 
-    if (level_editor_test_game)
+    if (level_editor_test_game || !setup.count_score_after_game)
     {
       time = time_final;
       score = score_final;
@@ -4858,76 +4853,79 @@ void GameWon(void)
     PlaySound(SND_GAME_WINNING);
   }
 
-  if (game_over_delay_1 > 0)
+  if (setup.count_score_after_game)
   {
-    game_over_delay_1--;
+    if (time != time_final)
+    {
+      if (game_over_delay_1 > 0)
+      {
+       game_over_delay_1--;
 
-    return;
-  }
+       return;
+      }
 
-  if (time != time_final)
-  {
-    int time_to_go = ABS(time_final - time);
-    int time_count_dir = (time < time_final ? +1 : -1);
+      int time_to_go = ABS(time_final - time);
+      int time_count_dir = (time < time_final ? +1 : -1);
 
-    if (time_to_go < time_count_steps)
-      time_count_steps = 1;
+      if (time_to_go < time_count_steps)
+       time_count_steps = 1;
 
-    time  += time_count_steps * time_count_dir;
-    score += time_count_steps * time_score;
+      time  += time_count_steps * time_count_dir;
+      score += time_count_steps * time_score;
 
-    // set final score to correct rounding differences after counting score
-    if (time == time_final)
-      score = score_final;
+      // set final score to correct rounding differences after counting score
+      if (time == time_final)
+       score = score_final;
 
-    game.LevelSolved_CountingTime = time;
-    game.LevelSolved_CountingScore = score;
+      game.LevelSolved_CountingTime = time;
+      game.LevelSolved_CountingScore = score;
 
-    game_panel_controls[GAME_PANEL_TIME].value = time;
-    game_panel_controls[GAME_PANEL_SCORE].value = score;
+      game_panel_controls[GAME_PANEL_TIME].value = time;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
 
-    DisplayGameControlValues();
+      DisplayGameControlValues();
 
-    if (time == time_final)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-    else if (setup.sound_loops)
-      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
-    else
-      PlaySound(SND_GAME_LEVELTIME_BONUS);
+      if (time == time_final)
+       StopSound(SND_GAME_LEVELTIME_BONUS);
+      else if (setup.sound_loops)
+       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+      else
+       PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-    return;
-  }
+      return;
+    }
 
-  if (game_over_delay_2 > 0)
-  {
-    game_over_delay_2--;
+    if (health != health_final)
+    {
+      if (game_over_delay_2 > 0)
+      {
+       game_over_delay_2--;
 
-    return;
-  }
+       return;
+      }
 
-  if (health != health_final)
-  {
-    int health_count_dir = (health < health_final ? +1 : -1);
+      int health_count_dir = (health < health_final ? +1 : -1);
 
-    health += health_count_dir;
-    score  += time_score;
+      health += health_count_dir;
+      score  += time_score;
 
-    game.LevelSolved_CountingHealth = health;
-    game.LevelSolved_CountingScore = score;
+      game.LevelSolved_CountingHealth = health;
+      game.LevelSolved_CountingScore = score;
 
-    game_panel_controls[GAME_PANEL_HEALTH].value = health;
-    game_panel_controls[GAME_PANEL_SCORE].value = score;
+      game_panel_controls[GAME_PANEL_HEALTH].value = health;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
 
-    DisplayGameControlValues();
+      DisplayGameControlValues();
 
-    if (health == health_final)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-    else if (setup.sound_loops)
-      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
-    else
-      PlaySound(SND_GAME_LEVELTIME_BONUS);
+      if (health == health_final)
+       StopSound(SND_GAME_LEVELTIME_BONUS);
+      else if (setup.sound_loops)
+       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+      else
+       PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-    return;
+      return;
+    }
   }
 
   game.panel.active = FALSE;
@@ -5004,7 +5002,7 @@ void GameEnd(void)
 
   hi_pos = NewHiScore(last_level_nr);
 
-  if (hi_pos >= 0 && !setup.skip_scores_after_game)
+  if (hi_pos >= 0 && setup.show_scores_after_game)
   {
     SetGameStatus(GAME_MODE_SCORES);
 
@@ -5355,13 +5353,15 @@ void DrawDynamite(int x, int y)
     return;
 
   if (Back[x][y])
-    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+    DrawLevelElement(x, y, Back[x][y]);
   else if (Store[x][y])
-    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+    DrawLevelElement(x, y, Store[x][y]);
+  else if (game.use_masked_elements)
+    DrawLevelElement(x, y, EL_EMPTY);
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-  if (Back[x][y] || Store[x][y])
+  if (Back[x][y] || Store[x][y] || game.use_masked_elements)
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
@@ -5934,7 +5934,7 @@ static void Explode(int ex, int ey, int phase, int mode)
       DrawLevelElementThruMask(x, y, Back[x][y]);
     }
     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
@@ -8509,11 +8509,33 @@ void ContinueMoving(int x, int y)
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
   boolean last_line = (newy == lev_fieldy - 1);
+  boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
 
-  MovPos[x][y] += getElementMoveStepsize(x, y);
-
-  if (pushed_by_player)        // special case: moving object pushed by player
+  if (pushed_by_player)                // special case: moving object pushed by player
+  {
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+  else if (use_step_delay)     // special case: moving object has step delay
+  {
+    if (!MovDelay[x][y])
+      MovPos[x][y] += getElementMoveStepsize(x, y);
+
+    if (MovDelay[x][y])
+      MovDelay[x][y]--;
+    else
+      MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+    if (MovDelay[x][y])
+    {
+      TEST_DrawLevelField(x, y);
+
+      return;  // element is still waiting
+    }
+  }
+  else                         // normal case: generically moving object
+  {
+    MovPos[x][y] += getElementMoveStepsize(x, y);
+  }
 
   if (ABS(MovPos[x][y]) < TILEX)
   {