rnd-20030111-1-src
[rocksndiamonds.git] / src / game.c
index 28dde52a06ecf6f8c9035014d546e5f232b2e113..095f635e392c97e90af23bdadabd84c3546d3eef 100644 (file)
@@ -114,6 +114,11 @@ static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
+
+/* ------------------------------------------------------------------------- */
+/* sound definitions                                                         */
+/* ------------------------------------------------------------------------- */
+
 #define SND_ACTION_UNKNOWN             0
 #define SND_ACTION_WAITING             1
 #define SND_ACTION_MOVING              2
@@ -157,6 +162,32 @@ static boolean is_loop_sound[NUM_SOUND_FILES];
 #define IS_LOOP_SOUND(x)       (is_loop_sound[x])
 
 
+/* -------------------------------------------------------------------------
+   definition of elements that automatically change to other elements after
+   a specified time, eventually calling a function when changing
+   ------------------------------------------------------------------------- */
+
+struct ChangingElementInfo
+{
+  int base_element;
+  int next_element;
+  int change_delay;
+  void (*changer_function)(int x, int y);
+};
+
+static struct ChangingElementInfo changing_element_list[] =
+{
+  { EL_NUT_CRACKING,           EL_EMERALD,             6, NULL         },
+  { EL_PEARL_BREAKING,         EL_EMPTY,               8, NULL         },
+  { EL_UNDEFINED,              EL_UNDEFINED,          -1, NULL         }
+};
+
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+
+#define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
+
+
+
 #ifdef DEBUG
 #if 0
 static unsigned int getStateCheckSum(int counter)
@@ -192,7 +223,7 @@ static unsigned int getStateCheckSum(int counter)
     checksum += mult++ * Store[x][y];
     checksum += mult++ * Store2[x][y];
     checksum += mult++ * StorePlayer[x][y];
-    checksum += mult++ * Frame[x][y];
+    checksum += mult++ * ExplodePhase[x][y];
     checksum += mult++ * AmoebaNr[x][y];
     checksum += mult++ * JustStopped[x][y];
     checksum += mult++ * Stop[x][y];
@@ -518,6 +549,7 @@ void InitGameSound()
   debug_print_timestamp(0, NULL);
 #endif
 
+  /* initialize sound effect for all elements to "no sound" */
   for (i=0; i<MAX_NUM_ELEMENTS; i++)
     for (j=0; j<NUM_SND_ACTIONS; j++)
       element_action_sound[i][j] = -1;
@@ -639,18 +671,41 @@ static void InitGameEngine()
     for (i=0; i<ep_em_slippery_wall_num; i++)
     {
       if (level.em_slippery_gems)      /* special EM style gems behaviour */
-       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+       Properties2[ep_em_slippery_wall[i]] |=
          EP_BIT_EM_SLIPPERY_WALL;
       else
-       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+       Properties2[ep_em_slippery_wall[i]] &=
          ~EP_BIT_EM_SLIPPERY_WALL;
     }
 
     /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
     if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
     else
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+  }
+
+  /* initialize changing elements information */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  {
+    changing_element[i].base_element = EL_UNDEFINED;
+    changing_element[i].next_element = EL_UNDEFINED;
+    changing_element[i].change_delay = -1;
+    changing_element[i].changer_function = NULL;
+  }
+
+  i = 0;
+  while (changing_element_list[i].base_element != EL_UNDEFINED)
+  {
+    struct ChangingElementInfo *ce = &changing_element_list[i];
+    int element = ce->base_element;
+
+    changing_element[element].base_element     = ce->base_element;
+    changing_element[element].next_element     = ce->next_element;
+    changing_element[element].change_delay     = ce->change_delay;
+    changing_element[element].changer_function = ce->changer_function;
+
+    i++;
   }
 }
 
@@ -797,12 +852,14 @@ void InitGame()
       Feld[x][y] = Ur[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
-      Frame[x][y] = 0;
-      GfxAction[x][y] = GFX_ACTION_DEFAULT;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
+      ExplodePhase[x][y] = 0;
       ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+      GfxFrame[x][y] = 0;
+      GfxAction[x][y] = GFX_ACTION_DEFAULT;
     }
   }
 
@@ -962,7 +1019,6 @@ void InitGame()
 
   DrawLevel();
   DrawAllPlayers();
-  FadeToFront();
 
   /* after drawing the level, correct some elements */
   if (game.timegate_time_left == 0)
@@ -972,9 +1028,10 @@ void InitGame()
     BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
   redraw_mask |= REDRAW_FROM_BACKBUFFER;
+  FadeToFront();
 
   /* copy default game door content to main double buffer */
-  BlitBitmap(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
+  BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
@@ -983,7 +1040,7 @@ void InitGame()
   else
   {
     DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
     BlitBitmap(drawto, drawto,
               DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
               FONT5_XSIZE * 3, FONT5_YSIZE - 1,
@@ -1337,6 +1394,9 @@ void InitMovingField(int x, int y, int direction)
   int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
 
+  if (!JustStopped[x][y] || direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
   MovDir[x][y] = direction;
   MovDir[newx][newy] = direction;
 
@@ -1652,7 +1712,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[x][y] = EL_EXPLOSION;
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      Frame[x][y] = 1;
+      ExplodePhase[x][y] = 1;
       Stop[x][y] = TRUE;
     }
 
@@ -1668,7 +1728,7 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-  Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
   if (phase == first_phase_after_start)
   {
@@ -3090,7 +3150,7 @@ void StartMoving(int x, int y)
        }
       }
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+       DrawLevelElementAnimation(x, y, element);
       else if (element == EL_DRAGON)
       {
        int i;
@@ -3348,11 +3408,11 @@ void StartMoving(int x, int y)
               element == EL_SP_SNIKSNAK || element == EL_MOLE)
        DrawLevelField(x, y);
       else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
+       DrawLevelElementAnimation(x, y, element);
       else if (element == EL_SATELLITE)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
+       DrawLevelElementAnimation(x, y, element);
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+       DrawLevelElementAnimation(x, y, element);
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
@@ -4127,7 +4187,7 @@ void SiebAktivieren(int x, int y, int type)
 {
   int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
 
-  DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+  DrawLevelGraphicAnimation(x, y, graphic);
 }
 
 void AusgangstuerPruefen(int x, int y)
@@ -4338,7 +4398,7 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
-    DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
+    DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
   else
   {
     if (!MovDelay[x][y])       /* next animation frame */
@@ -4354,7 +4414,7 @@ void EdelsteinFunkeln(int x, int y)
 #if 0
       DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
 #else
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
+      DrawLevelElementAnimation(x, y, Feld[x][y]);
 #endif
 
       if (MovDelay[x][y])
@@ -4707,15 +4767,43 @@ static void DrawBeltAnimation(int x, int y, int element)
 
   if (belt_dir != MV_NO_MOVING)
   {
-    int graphic = el2img(element);
-
-    DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+    DrawLevelElementAnimation(x, y, element);
 
     if (!(FrameCounter % 2))
-      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
+      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
   }
 }
 
+static void ChangeElement(int x, int y)
+{
+  int element = Feld[x][y];
+  int change_delay = changing_element[element].change_delay;
+
+  if (!MovDelay[x][y])                 /* next animation frame */
+  {
+    MovDelay[x][y] = change_delay + 1;
+    GfxFrame[x][y] = 0;
+  }
+
+  if (MovDelay[x][y])                  /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
+
+    if (MovDelay[x][y])
+    {
+      DrawLevelElementAnimation(x, y, element);
+
+      return;
+    }
+  }
+
+  Feld[x][y] = changing_element[element].next_element;
+  DrawLevelField(x, y);
+
+  if (changing_element[element].changer_function)
+    changing_element[element].changer_function(x, y);
+}
+
 static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
@@ -4975,6 +5063,8 @@ void GameActions()
     if (JustStopped[x][y] > 0)
       JustStopped[x][y]--;
 
+    GfxFrame[x][y]++;
+
 #if DEBUG
     if (IS_BLOCKED(x, y))
     {
@@ -5002,7 +5092,7 @@ void GameActions()
 
 #if 1
       if (new_graphic_info[graphic].anim_frames > 1)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+       DrawLevelGraphicAnimation(x, y, graphic);
 #endif
 
       continue;
@@ -5016,7 +5106,7 @@ void GameActions()
       if (Feld[x][y] == EL_EMERALD &&
          new_graphic_info[graphic].anim_frames > 1 &&
          !IS_MOVING(x, y))
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+       DrawLevelGraphicAnimation(x, y, graphic);
 #endif
 
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
@@ -5033,7 +5123,7 @@ void GameActions()
              element == EL_SHIELD_NORMAL ||
              element == EL_SHIELD_DEADLY) &&
             new_graphic_info[graphic].anim_frames > 1)
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+      DrawLevelGraphicAnimation(x, y, graphic);
 #endif
 
     else if (IS_MOVING(x, y))
@@ -5042,7 +5132,7 @@ void GameActions()
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, Frame[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
     else if (element == EL_AMOEBA_CREATING)
       AmoebeWaechst(x, y);
@@ -5063,10 +5153,12 @@ void GameActions()
     else if (element == EL_ACID_SPLASH_LEFT ||
             element == EL_ACID_SPLASH_RIGHT)
       Blurb(x, y);
+#if 0
     else if (element == EL_NUT_CRACKING)
       NussKnacken(x, y);
     else if (element == EL_PEARL_BREAKING)
       BreakingPearl(x, y);
+#endif
     else if (element == EL_EXIT_CLOSED)
       AusgangstuerPruefen(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
@@ -5086,8 +5178,10 @@ void GameActions()
       CheckBuggyBase(x, y);
     else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
       CheckTrap(x, y);
+#if 0
     else if (IS_BELT_ACTIVE(element))
       DrawBeltAnimation(x, y, element);
+#endif
     else if (element == EL_SWITCHGATE_OPENING)
       OpenSwitchgate(x, y);
     else if (element == EL_SWITCHGATE_CLOSING)
@@ -5097,11 +5191,17 @@ void GameActions()
     else if (element == EL_TIMEGATE_CLOSING)
       CloseTimegate(x, y);
 
+    else if (IS_AUTO_CHANGING(element))
+      ChangeElement(x, y);
+
 #if 1
     else if (new_graphic_info[graphic].anim_frames > 1)
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+      DrawLevelGraphicAnimation(x, y, graphic);
 #endif
 
+    if (IS_BELT_ACTIVE(element))
+      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+
     if (game.magic_wall_active)
     {
       boolean sieb = FALSE;
@@ -5182,7 +5282,7 @@ void GameActions()
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, Frame[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 
       ExplodeField[x][y] = EX_NO_EXPLOSION;
     }
@@ -6969,7 +7069,7 @@ void CreateGameButtons()
 
   for (i=0; i<NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = new_graphic_info[IMG_MENU_DOOR].bitmap;
+    Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
@@ -7029,6 +7129,14 @@ void CreateGameButtons()
   }
 }
 
+void FreeGameButtons()
+{
+  int i;
+
+  for (i=0; i<NUM_GAME_BUTTONS; i++)
+    FreeGadget(game_gadget[i]);
+}
+
 static void MapGameButtons()
 {
   int i;