2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
21 static boolean gd_no_invisible_outbox = FALSE;
24 void gd_game_free(GdGame *game)
29 if (game->element_buffer)
30 gd_cave_map_free(game->element_buffer);
31 if (game->last_element_buffer)
32 gd_cave_map_free(game->last_element_buffer);
34 gd_cave_map_free(game->dir_buffer);
36 gd_cave_map_free(game->gfx_buffer);
38 game->player_lives = 0;
41 gd_cave_free(game->cave);
46 // add bonus life. if sound enabled, play sound, too.
47 static void add_bonus_life(GdGame *game, boolean inform_user)
51 gd_sound_play_bonus_life();
52 game->bonus_life_flash = 100;
55 // really increment number of lifes? only in a real game, nowhere else.
56 if (game->player_lives &&
57 game->player_lives < gd_caveset_data->maximum_lives)
59 // only add a life, if lives is > 0.
60 // lives == 0 is a test run or a snapshot, no bonus life then.
61 // also, obey max number of bonus lives.
66 // increment score of player.
67 // flash screen if bonus life
68 static void increment_score(GdGame *game, int increment)
72 i = game->player_score / gd_caveset_data->bonus_life_score;
73 game->player_score += increment;
74 game->cave_score += increment;
76 // if score crossed bonus_life_score point boundary, player won a bonus life
77 if (game->player_score / gd_caveset_data->bonus_life_score > i)
78 add_bonus_life(game, TRUE);
81 // do the things associated with loading a new cave. function creates gfx buffer and the like.
82 static void load_cave(GdGame *game)
86 // delete element buffer
87 if (game->element_buffer)
88 gd_cave_map_free(game->element_buffer);
89 game->element_buffer = NULL;
91 // delete last element buffer
92 if (game->last_element_buffer)
93 gd_cave_map_free(game->last_element_buffer);
94 game->last_element_buffer = NULL;
96 // delete direction buffer
98 gd_cave_map_free(game->dir_buffer);
99 game->dir_buffer = NULL;
102 if (game->gfx_buffer)
103 gd_cave_map_free(game->gfx_buffer);
104 game->gfx_buffer = NULL;
107 game->cave_score = 0;
109 // delete previous cave
110 gd_cave_free(game->cave);
112 if (native_bd_level.loaded_from_caveset)
113 game->original_cave = gd_get_original_cave_from_caveset(game->cave_num);
115 game->original_cave = native_bd_level.cave;
117 game->cave = gd_get_prepared_cave(game->original_cave, game->level_num);
119 // if requested, recolor cave (cave is a copy only, so no worries)
120 if (setup.bd_random_colors)
121 gd_cave_set_random_colors(game->cave, setup.bd_default_color_type);
123 if (game->cave->intermission && game->cave->intermission_instantlife)
124 add_bonus_life(game, FALSE);
126 game->milliseconds_anim = 0;
127 game->milliseconds_game = 0; // set game timer to zero, too
129 // create new element buffer
130 game->element_buffer = gd_cave_map_new(game->cave, int);
132 for (y = 0; y < game->cave->h; y++)
133 for (x = 0; x < game->cave->w; x++)
134 game->element_buffer[y][x] = O_NONE;
136 // create new last element buffer
137 game->last_element_buffer = gd_cave_map_new(game->cave, int);
139 for (y = 0; y < game->cave->h; y++)
140 for (x = 0; x < game->cave->w; x++)
141 game->last_element_buffer[y][x] = O_NONE;
143 // create new direction buffer
144 game->dir_buffer = gd_cave_map_new(game->cave, int);
146 for (y = 0; y < game->cave->h; y++)
147 for (x = 0; x < game->cave->w; x++)
148 game->dir_buffer[y][x] = GD_MV_STILL;
150 // create new gfx buffer
151 game->gfx_buffer = gd_cave_map_new(game->cave, int);
153 for (y = 0; y < game->cave->h; y++)
154 for (x = 0; x < game->cave->w; x++)
155 game->gfx_buffer[y][x] = -1; // fill with "invalid"
158 GdCave *gd_create_snapshot(GdGame *game)
162 if (game->cave == NULL)
165 // make an exact copy
166 snapshot = gd_cave_new_from_cave(game->cave);
171 // this starts a new game
172 GdGame *gd_game_new(const int cave, const int level)
176 game = checked_calloc(sizeof(GdGame));
178 game->cave_num = cave;
179 game->level_num = level;
181 game->player_lives = gd_caveset_data->initial_lives;
182 game->player_score = 0;
184 game->player_move = GD_MV_STILL;
185 game->player_move_stick = FALSE;
186 game->player_fire = FALSE;
188 game->state_counter = GAME_INT_LOAD_CAVE;
190 game->show_story = TRUE;
195 static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire)
197 boolean suicide = FALSE;
199 // ANYTHING EXCEPT A TIMEOUT, WE ITERATE THE CAVE
200 if (game->cave->player_state != GD_PL_TIMEOUT)
202 if (TapeIsPlaying_ReplayBD())
204 byte *action_rnd = TapePlayAction_BD();
206 if (action_rnd != NULL)
208 int action_bd = map_action_RND_to_BD(action_rnd[0]);
210 player_move = (action_bd & GD_REPLAY_MOVE_MASK);
211 fire = (action_bd & GD_REPLAY_FIRE_MASK) != 0;
216 gd_cave_iterate(game->cave, player_move, fire, suicide);
218 if (game->cave->score)
219 increment_score(game, game->cave->score);
221 gd_sound_play_cave(game->cave);
224 if (game->cave->player_state == GD_PL_EXITED)
226 if (game->cave->intermission &&
227 game->cave->intermission_rewardlife &&
228 game->player_lives != 0)
230 // one life extra for completing intermission
231 add_bonus_life(game, FALSE);
234 // start adding points for remaining time
235 game->state_counter = GAME_INT_CHECK_BONUS_TIME;
236 gd_cave_clear_sounds(game->cave);
238 // play cave finished sound
239 gd_sound_play(game->cave, GD_S_FINISHED, O_NONE, -1, -1);
240 gd_sound_play_cave(game->cave);
243 if (game->cave->player_state == GD_PL_DIED ||
244 game->cave->player_state == GD_PL_TIMEOUT)
246 game_bd.game_over = TRUE;
247 game_bd.cover_screen = TRUE;
251 static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean fast_forward)
253 int millisecs_elapsed = 20;
254 boolean frame; // set to true, if this will be an animation frame
255 GdGameState return_state;
259 counter_next = GAME_INT_INVALID;
260 return_state = GD_GAME_INVALID_STATE;
261 game->milliseconds_anim += millisecs_elapsed; // keep track of time
262 frame = FALSE; // set to true, if this will be an animation frame
264 if (game->milliseconds_anim >= 40)
267 game->milliseconds_anim -= 40;
270 // cannot be less than uncover start.
271 if (game->state_counter < GAME_INT_LOAD_CAVE)
275 else if (game->state_counter == GAME_INT_LOAD_CAVE)
277 // do the things associated with loading a new cave. function creates gfx buffer and the like.
280 return_state = GD_GAME_NOTHING;
281 counter_next = GAME_INT_SHOW_STORY;
283 else if (game->state_counter == GAME_INT_SHOW_STORY)
285 // for normal game, every cave can have a long string of description/story. show that.
287 // if we have a story...
289 if (game->show_story && game->original_cave && game->original_cave->story != NULL)
290 Info("Cave Story: %s", game->original_cave->story);
293 counter_next = GAME_INT_START_UNCOVER;
294 return_state = GD_GAME_NOTHING;
296 else if (game->state_counter == GAME_INT_START_UNCOVER)
298 // the very beginning.
300 // cover all cells of cave
301 for (y = 0; y < game->cave->h; y++)
302 for (x = 0; x < game->cave->w; x++)
303 game->cave->map[y][x] |= COVERED;
305 counter_next = game->state_counter + 1;
307 // very important: tell the caller that we loaded a new cave.
308 // size of the cave might be new, colors might be new, and so on.
309 return_state = GD_GAME_CAVE_LOADED;
311 else if (game->state_counter < GAME_INT_UNCOVER_ALL)
315 // to play cover sound
316 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
317 gd_sound_play_cave(game->cave);
319 counter_next = game->state_counter;
325 // original game uncovered one cell per line each frame.
326 // we have different cave sizes, so uncover width * height / 40 random
327 // cells each frame. (original was width = 40).
328 // this way the uncovering is the same speed also for intermissions.
329 for (j = 0; j < game->cave->w * game->cave->h / 40; j++)
331 y = gd_random_int_range(0, game->cave->h);
332 x = gd_random_int_range(0, game->cave->w);
334 game->cave->map[y][x] &= ~COVERED;
337 counter_next++; // as we did something, advance the counter.
340 return_state = GD_GAME_NOTHING;
342 else if (game->state_counter == GAME_INT_UNCOVER_ALL)
344 // time to uncover the whole cave.
345 for (y = 0; y < game->cave->h; y++)
346 for (x = 0; x < game->cave->w; x++)
347 game->cave->map[y][x] &= ~COVERED;
349 // to stop uncover sound.
350 gd_cave_clear_sounds(game->cave);
351 gd_sound_play_cave(game->cave);
353 counter_next = GAME_INT_CAVE_RUNNING;
354 return_state = GD_GAME_NOTHING;
356 else if (game->state_counter == GAME_INT_CAVE_RUNNING)
362 cavespeed = game->cave->speed; // cave speed in ms, like 175ms/frame
364 cavespeed = 40; // if fast forward, ignore cave speed, and go as 25 iterations/sec
366 // ITERATION - cave is running.
368 // normally nothing happes. but if we iterate, this might change.
369 return_state = GD_GAME_NOTHING;
371 // if allowing cave movements, add elapsed time to timer. and then we can check what to do.
373 game->milliseconds_game += millisecs_elapsed;
375 // increment cycle (frame) counter for the current cave iteration
378 if (game->milliseconds_game >= cavespeed)
382 game->milliseconds_game -= cavespeed;
383 pl = game->cave->player_state;
385 // initialize buffers for last cave element and direction for next iteration
386 for (y = 0; y < game->cave->h; y++)
388 for (x = 0; x < game->cave->w; x++)
390 game->last_element_buffer[y][x] = game->element_buffer[y][x] & ~SKIPPED;
391 game->dir_buffer[y][x] = GD_MV_STILL;
395 // store last maximum number of cycles (to force redraw if changed)
396 game->itermax_last = game->itermax;
398 // update maximum number of cycles (frame) per cave iteration
399 game->itermax = game->itercycle;
401 // reset cycle (frame) counter for the next cave iteration
404 iterate_cave(game, game->player_move, game->player_fire);
406 if (game->player_move == GD_MV_STILL)
408 game->player_move_stick = FALSE;
412 game->player_move_stick = TRUE;
413 game->player_move = GD_MV_STILL;
416 // as we iterated, the score and the like could have been changed.
417 return_state = GD_GAME_LABELS_CHANGED;
419 // and if the cave timeouted at this moment, that is a special case.
420 if (pl != GD_PL_TIMEOUT && game->cave->player_state == GD_PL_TIMEOUT)
421 return_state = GD_GAME_TIMEOUT_NOW;
424 // do not change counter state, as it is set by iterate_cave()
425 counter_next = game->state_counter;
427 else if (game->state_counter == GAME_INT_CHECK_BONUS_TIME)
429 // before covering, we check for time bonus score
432 // if time remaining, bonus points are added. do not start animation yet.
433 if (game->cave->time > 0)
435 // subtract number of "milliseconds" - nothing to do with gameplay->millisecs!
436 game->cave->time -= game->cave->timing_factor;
438 // higher levels get more bonus points per second remained
439 increment_score(game, game->cave->timevalue);
441 // if much time (> 60s) remained, fast counter :)
442 if (game->cave->time > 60 * game->cave->timing_factor)
444 // decrement by nine each frame, so it also looks like a fast counter. 9 is 8 + 1!
445 game->cave->time -= 8 * game->cave->timing_factor;
446 increment_score(game, game->cave->timevalue * 8);
450 if (game->cave->time < 0)
451 game->cave->time = 0;
453 counter_next = game->state_counter; // do not change yet
457 game_bd.level_solved = TRUE;
458 game_bd.cover_screen = TRUE;
460 // if no more points, start waiting a bit, and later start covering.
461 counter_next = GAME_INT_WAIT_BEFORE_COVER;
464 if (game->cave->time / game->cave->timing_factor > 8)
465 gd_sound_play(game->cave, GD_S_FINISHED, O_NONE, -1, -1); // play cave finished sound
468 gd_cave_set_seconds_sound(game->cave);
469 gd_sound_play_cave(game->cave);
471 return_state = GD_GAME_LABELS_CHANGED;
475 return_state = GD_GAME_NOTHING;
477 // do not change counter state, as it is set by iterate_cave()
478 counter_next = game->state_counter;
481 else if (game->state_counter == GAME_INT_WAIT_BEFORE_COVER)
483 // after adding bonus points, we wait some time before starting to cover.
484 // this is the FIRST frame... so we check for game over and maybe jump there
485 // if no more lives, game is over.
486 counter_next = game->state_counter;
488 if (game->player_lives == 0)
489 return_state = GD_GAME_NO_MORE_LIVES;
491 return_state = GD_GAME_NOTHING;
493 else if (game->state_counter > GAME_INT_WAIT_BEFORE_COVER &&
494 game->state_counter < GAME_INT_COVER_START)
496 // after adding bonus points, we wait some time before starting to cover.
497 // ... and the other frames.
498 counter_next = game->state_counter;
500 counter_next++; // 40 ms elapsed, advance counter
502 return_state = GD_GAME_NOTHING;
504 else if (game->state_counter == GAME_INT_COVER_START)
506 // starting to cover. start cover sound.
508 gd_cave_clear_sounds(game->cave);
509 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
511 // to play cover sound
512 gd_sound_play_cave(game->cave);
514 counter_next = game->state_counter + 1;
515 return_state = GD_GAME_NOTHING;
517 else if (game->state_counter > GAME_INT_COVER_START &&
518 game->state_counter < GAME_INT_COVER_ALL)
521 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
523 counter_next = game->state_counter;
529 counter_next++; // 40 ms elapsed, doing cover: advance counter
531 // covering eight times faster than uncovering.
532 for (j = 0; j < game->cave->w * game->cave->h * 8 / 40; j++)
533 game->cave->map[gd_random_int_range(0, game->cave->h)][gd_random_int_range (0, game->cave->w)] |= COVERED;
536 return_state = GD_GAME_NOTHING;
538 else if (game->state_counter == GAME_INT_COVER_ALL)
541 for (y = 0; y < game->cave->h; y++)
542 for (x = 0; x < game->cave->w; x++)
543 game->cave->map[y][x] |= COVERED;
545 counter_next = game->state_counter + 1;
546 return_state = GD_GAME_NOTHING;
548 // to stop uncover sound.
549 gd_cave_clear_sounds(game->cave);
550 gd_sound_play_cave(game->cave);
556 if (game->player_lives != 0)
557 return_state = GD_GAME_NOTHING; // and go to next level
559 return_state = GD_GAME_GAME_OVER;
565 if (game->bonus_life_flash) // bonus life - frames
566 game->bonus_life_flash--;
568 game->animcycle = (game->animcycle + 1) % 8;
571 // always render the cave to the gfx buffer;
572 // however it may do nothing if animcycle was not changed.
573 if (game->element_buffer && game->gfx_buffer)
574 gd_drawcave_game(game->cave, game->element_buffer, game->gfx_buffer,
575 game->bonus_life_flash != 0, game->animcycle, gd_no_invisible_outbox);
577 game->state_counter = counter_next;
582 void play_game_func(GdGame *game, int action)
585 boolean move_up = ((action & JOY_UP) != 0);
586 boolean move_down = ((action & JOY_DOWN) != 0);
587 boolean move_left = ((action & JOY_LEFT) != 0);
588 boolean move_right = ((action & JOY_RIGHT) != 0);
589 boolean fire = ((action & (JOY_BUTTON_1 | JOY_BUTTON_2)) != 0);
591 if (game->player_move_stick || move_up || move_down || move_left || move_right) // no "fire"!
594 game->player_move = gd_direction_from_keypress(move_up, move_down, move_left, move_right);
596 // when storing last action, only update fire action with direction
597 // (prevents clearing direction if snapping stopped before action is performed)
598 game->player_fire = fire;
601 // if no direction was stored before, allow setting fire to current state
602 if (game->player_move == GD_MV_STILL)
603 game->player_fire = fire;
605 // tell the interrupt "20ms has passed"
606 state = gd_game_main_int(game, !game->out_of_window, gd_keystate[SDL_SCANCODE_F]);
608 // state of game, returned by gd_game_main_int
611 case GD_GAME_CAVE_LOADED:
612 // scroll to start position
613 gd_scroll_to_origin();
615 // fill whole screen with black - cave might be smaller than previous!
616 FillRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE, BLACK_PIXEL);
623 // for the sdl version, it seems nicer if we first scroll, and then draw.
624 // scrolling for the sdl version will merely invalidate the whole gfx buffer.
625 // if drawcave was before scrolling, it would draw, scroll would invalidate,
626 // and then it should be drawn again
627 // only do the drawing if the cave already exists.
628 if (game->cave && game->element_buffer && game->gfx_buffer)
630 // if fine scrolling, scroll at 50hz. if not, only scroll at every second call, so 25hz.
631 // do the scrolling. scroll exactly, if player is not yet alive
632 game->out_of_window = gd_scroll(game, game->cave->player_state == GD_PL_NOT_YET, FALSE);