added step delay option to custom element movement configuration
[rocksndiamonds.git] / src / game.c
index f6b479efdfb6c152ac472695606977746681872e..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))
@@ -5349,13 +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);
@@ -5928,7 +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);
   }
 }
 
@@ -8503,11 +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)
   {