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changed delays in MM engine from clock delay to deterministic frame delay
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.c
diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index 9d8a8763f5d77de1f3e407485c844008ca8b3c59..ffb0fc5bcc4399a9e7ea63ec6ddba86a9024bc62 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-66,12
+66,17
@@
#define DL_LASER_ENABLED 1
/* values for 'click_delay_value' in ClickElement() */
#define DL_LASER_ENABLED 1
/* values for 'click_delay_value' in ClickElement() */
-#define CLICK_DELAY_
SHORT 125
-#define CLICK_DELAY
_LONG 250
+#define CLICK_DELAY_
FIRST 12 /* delay (frames) after first click */
+#define CLICK_DELAY
6 /* delay (frames) for pressed butten */
-#define AUTO_ROTATE_DELAY CLICK_DELAY
_SHORT
-#define INIT_GAME_ACTIONS_DELAY
ONE_SECOND_DELAY
+#define AUTO_ROTATE_DELAY CLICK_DELAY
+#define INIT_GAME_ACTIONS_DELAY
(ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define NUM_INIT_CYCLE_STEPS 16
#define NUM_INIT_CYCLE_STEPS 16
+#define PACMAN_MOVE_DELAY 12
+#define ENERGY_DELAY (4 * ONE_SECOND_DELAY / GAME_FRAME_DELAY)
+#define HEALTH_DEC_DELAY 3
+#define HEALTH_INC_DELAY 9
+#define HEALTH_DELAY(x) ((x) ? HEALTH_DEC_DELAY : HEALTH_INC_DELAY)
/* forward declaration for internal use */
static int MovingOrBlocked2Element_MM(int, int);
/* forward declaration for internal use */
static int MovingOrBlocked2Element_MM(int, int);
@@
-342,7
+347,7
@@
void InitGameEngine_MM()
void InitGameActions_MM()
{
void InitGameActions_MM()
{
- int num_init_game_frames = INIT_GAME_ACTIONS_DELAY
/ GAME_FRAME_DELAY
;
+ int num_init_game_frames = INIT_GAME_ACTIONS_DELAY;
int cycle_steps_done = 0;
int i;
int cycle_steps_done = 0;
int i;
@@
-378,13
+383,14
@@
void InitGameActions_MM()
OpenDoor(DOOR_OPEN_ALL);
#endif
OpenDoor(DOOR_OPEN_ALL);
#endif
- if (setup.sound_loops)
- PlaySoundExt(SND_FUEL, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP);
-
for (i = 0; i <= num_init_game_frames; i++)
{
for (i = 0; i <= num_init_game_frames; i++)
{
- if (!setup.sound_loops)
- PlaySoundStereo(SND_FUEL, SOUND_MAX_RIGHT);
+ if (i == num_init_game_frames)
+ StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+ else if (setup.sound_loops)
+ PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+ else
+ PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
game_mm.energy_left = native_mm_level.time * i / num_init_game_frames;
game_mm.energy_left = native_mm_level.time * i / num_init_game_frames;
@@
-407,9
+413,6
@@
void InitGameActions_MM()
#endif
}
#endif
}
- if (setup.sound_loops)
- StopSound(SND_FUEL);
-
#if 0
if (setup.sound_music && num_bg_loops)
PlayMusic(level_nr % num_bg_loops);
#if 0
if (setup.sound_music && num_bg_loops)
PlayMusic(level_nr % num_bg_loops);
@@
-1077,7
+1080,7
@@
boolean HitElement(int element, int hit_mask)
((element - EL_POLAR_START) % 2 ||
(element - EL_POLAR_START) / 2 != laser.current_angle % 8))
{
((element - EL_POLAR_START) % 2 ||
(element - EL_POLAR_START) / 2 != laser.current_angle % 8))
{
- Play
SoundStereo(SND_KINK, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
laser.num_damages--;
laser.num_damages--;
@@
-1087,7
+1090,7
@@
boolean HitElement(int element, int hit_mask)
if (IS_POLAR_CROSS(element) &&
(element - EL_POLAR_CROSS_START) != laser.current_angle % 4)
{
if (IS_POLAR_CROSS(element) &&
(element - EL_POLAR_CROSS_START) != laser.current_angle % 4)
{
- Play
SoundStereo(SND_KINK, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
laser.num_damages--;
laser.num_damages--;
@@
-1165,7
+1168,7
@@
boolean HitElement(int element, int hit_mask)
if ((!IS_POLAR(element) && !IS_POLAR_CROSS(element)) &&
current_angle != laser.current_angle)
if ((!IS_POLAR(element) && !IS_POLAR_CROSS(element)) &&
current_angle != laser.current_angle)
- Play
SoundStereo(SND_LASER, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
laser.overloaded =
(get_opposite_angle(laser.current_angle) ==
laser.overloaded =
(get_opposite_angle(laser.current_angle) ==
@@
-1183,7
+1186,7
@@
boolean HitElement(int element, int hit_mask)
if (element == EL_BOMB || element == EL_MINE)
{
if (element == EL_BOMB || element == EL_MINE)
{
- Play
SoundStereo(SND_KINK, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
if (element == EL_MINE)
laser.overloaded = TRUE;
if (element == EL_MINE)
laser.overloaded = TRUE;
@@
-1211,6
+1214,7
@@
boolean HitElement(int element, int hit_mask)
if (game_mm.kettles_still_needed == 0)
{
if (game_mm.kettles_still_needed == 0)
{
+ int exit_element = (element == EL_KETTLE ? EL_EXIT_OPEN : EL_RECEIVER);
int x, y;
static int xy[4][2] =
{
int x, y;
static int xy[4][2] =
{
@@
-1220,7
+1224,7
@@
boolean HitElement(int element, int hit_mask)
{ 0, +1 }
};
{ 0, +1 }
};
-
PlaySoundStereo(SND_KLING, ST(ELX)
);
+
PlayLevelSound_MM(ELX, ELY, exit_element, MM_ACTION_OPENING
);
for (y = 0; y < lev_fieldy; y++)
{
for (y = 0; y < lev_fieldy; y++)
{
@@
-1271,7
+1275,7
@@
boolean HitElement(int element, int hit_mask)
if (element == EL_LIGHTBULB_OFF || element == EL_LIGHTBULB_ON)
{
if (element == EL_LIGHTBULB_OFF || element == EL_LIGHTBULB_ON)
{
- Play
SoundStereo(SND_KINK, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
DrawLaser(0, DL_LASER_ENABLED);
DrawLaser(0, DL_LASER_ENABLED);
@@
-1628,13
+1632,14
@@
boolean HitBlock(int element, int hit_mask)
boolean HitLaserSource(int element, int hit_mask)
{
boolean HitLaserSource(int element, int hit_mask)
{
- if (HitOnlyAnEdge(element, hit_mask))
- return FALSE;
+ if (HitOnlyAnEdge(element, hit_mask))
+ return FALSE;
+
+ PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
- PlaySoundStereo(SND_AUTSCH, ST(ELX));
- laser.overloaded = TRUE;
+ laser.overloaded = TRUE;
-
return TRUE;
+ return TRUE;
}
boolean HitLaserDestination(int element, int hit_mask)
}
boolean HitLaserDestination(int element, int hit_mask)
@@
-1647,7
+1652,8
@@
boolean HitLaserDestination(int element, int hit_mask)
game_mm.kettles_still_needed == 0 &&
laser.current_angle == get_opposite_angle(get_element_angle(element))))
{
game_mm.kettles_still_needed == 0 &&
laser.current_angle == get_opposite_angle(get_element_angle(element))))
{
- PlaySoundStereo(SND_HOLZ, ST(ELX));
+ PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
+
return TRUE;
}
return TRUE;
}
@@
-1686,7
+1692,7
@@
boolean HitReflectingWalls(int element, int hit_mask)
hit_mask == HIT_MASK_RIGHT ||
hit_mask == HIT_MASK_BOTTOM))
{
hit_mask == HIT_MASK_RIGHT ||
hit_mask == HIT_MASK_BOTTOM))
{
- Play
SoundStereo(SND_HUI, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
LX -= XS;
LY -= YS;
LX -= XS;
LY -= YS;
@@
-1785,7
+1791,7
@@
boolean HitReflectingWalls(int element, int hit_mask)
(hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT ?
ANG_MIRROR_135 : ANG_MIRROR_45);
(hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT ?
ANG_MIRROR_135 : ANG_MIRROR_45);
- Play
SoundStereo(SND_HUI, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
AddDamagedField(ELX, ELY);
AddLaserEdge(LX, LY);
AddDamagedField(ELX, ELY);
AddLaserEdge(LX, LY);
@@
-1821,7
+1827,7
@@
boolean HitReflectingWalls(int element, int hit_mask)
hit_mask == (HIT_MASK_ALL ^ HIT_MASK_TOPRIGHT) ?
ANG_MIRROR_135 : ANG_MIRROR_45);
hit_mask == (HIT_MASK_ALL ^ HIT_MASK_TOPRIGHT) ?
ANG_MIRROR_135 : ANG_MIRROR_45);
- Play
SoundStereo(SND_HUI, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
/*
AddDamagedField(ELX, ELY);
/*
AddDamagedField(ELX, ELY);
@@
-1914,7
+1920,7
@@
boolean HitAbsorbingWalls(int element, int hit_mask)
element == EL_BLOCK_WOOD ||
element == EL_GATE_WOOD)
{
element == EL_BLOCK_WOOD ||
element == EL_GATE_WOOD)
{
- Play
SoundStereo(SND_HOLZ, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING
);
return TRUE;
}
return TRUE;
}
@@
-2267,13
+2273,13
@@
static void Bang_MM(int x, int y)
}
if (IS_PACMAN(element))
}
if (IS_PACMAN(element))
- Play
SoundStereo(SND_QUIEK, ST(x)
);
+ Play
LevelSound_MM(x, y, element, MM_ACTION_EXPLODING
);
else if (element == EL_BOMB || IS_MCDUFFIN(element))
else if (element == EL_BOMB || IS_MCDUFFIN(element))
- Play
SoundStereo(SND_ROAAAR, ST(x)
);
+ Play
LevelSound_MM(x, y, element, MM_ACTION_EXPLODING
);
else if (element == EL_KEY)
else if (element == EL_KEY)
- Play
SoundStereo(SND_KLING, ST(x)
);
+ Play
LevelSound_MM(x, y, element, MM_ACTION_EXPLODING
);
else
else
- Play
SoundStereo((mode == EX_SHORT ? SND_WHOOSH : SND_KABUMM), ST(x)
);
+ Play
LevelSound_MM(x, y, element, MM_ACTION_EXPLODING
);
Explode_MM(x, y, EX_PHASE_START, mode);
}
Explode_MM(x, y, EX_PHASE_START, mode);
}
@@
-2430,13
+2436,12
@@
static void ContinueMoving_MM(int x, int y)
laser.redraw = TRUE;
}
laser.redraw = TRUE;
}
-void ClickElement(int
mx, int m
y, int button)
+void ClickElement(int
x, int
y, int button)
{
static unsigned int click_delay = 0;
{
static unsigned int click_delay = 0;
- static int click_delay_value = CLICK_DELAY
_SHORT
;
+ static int click_delay_value = CLICK_DELAY;
static boolean new_button = TRUE;
int element;
static boolean new_button = TRUE;
int element;
- int x = (mx - SX) / TILEX, y = (my - SY) / TILEY;
/* do not rotate objects hit by the laser after the game was solved */
if (game_mm.level_solved && Hit[x][y])
/* do not rotate objects hit by the laser after the game was solved */
if (game_mm.level_solved && Hit[x][y])
@@
-2445,7
+2450,7
@@
void ClickElement(int mx, int my, int button)
if (button == MB_RELEASED)
{
new_button = TRUE;
if (button == MB_RELEASED)
{
new_button = TRUE;
- click_delay_value = CLICK_DELAY
_SHORT
;
+ click_delay_value = CLICK_DELAY;
/* release eventually hold auto-rotating mirror */
RotateMirror(x, y, MB_RELEASED);
/* release eventually hold auto-rotating mirror */
RotateMirror(x, y, MB_RELEASED);
@@
-2453,13
+2458,13
@@
void ClickElement(int mx, int my, int button)
return;
}
return;
}
- if (!
Delay
Reached(&click_delay, click_delay_value) && !new_button)
+ if (!
Frame
Reached(&click_delay, click_delay_value) && !new_button)
return;
if (button == MB_MIDDLEBUTTON) /* middle button has no function */
return;
return;
if (button == MB_MIDDLEBUTTON) /* middle button has no function */
return;
- if (!IN_
PIX_FIELD(mx - SX, my - SY
))
+ if (!IN_
LEV_FIELD(x, y
))
return;
if (Feld[x][y] == EL_EMPTY)
return;
if (Feld[x][y] == EL_EMPTY)
@@
-2530,7
+2535,7
@@
void ClickElement(int mx, int my, int button)
DrawLaser(0, DL_LASER_ENABLED);
}
DrawLaser(0, DL_LASER_ENABLED);
}
- click_delay_value = (new_button ? CLICK_DELAY_
LONG : CLICK_DELAY_SHORT
);
+ click_delay_value = (new_button ? CLICK_DELAY_
FIRST : CLICK_DELAY
);
new_button = FALSE;
}
new_button = FALSE;
}
@@
-2636,7
+2641,7
@@
void AutoRotateMirrors()
static unsigned int rotate_delay = 0;
int x, y;
static unsigned int rotate_delay = 0;
int x, y;
- if (!
Delay
Reached(&rotate_delay, AUTO_ROTATE_DELAY))
+ if (!
Frame
Reached(&rotate_delay, AUTO_ROTATE_DELAY))
return;
for (x = 0; x < lev_fieldx; x++)
return;
for (x = 0; x < lev_fieldx; x++)
@@
-2762,9
+2767,8
@@
void ColorCycling(void)
}
}
}
}
-static void GameActions_MM_Ext(
byte action[MAX_PLAYERS]
, boolean warp_mode)
+static void GameActions_MM_Ext(
struct MouseActionInfo action
, boolean warp_mode)
{
{
- static unsigned int action_delay = 0;
static unsigned int pacman_delay = 0;
static unsigned int energy_delay = 0;
static unsigned int overload_delay = 0;
static unsigned int pacman_delay = 0;
static unsigned int energy_delay = 0;
static unsigned int overload_delay = 0;
@@
-2773,8
+2777,6
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
int r, d;
int r, d;
- WaitUntilDelayReached(&action_delay, GameFrameDelay);
-
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
Stop[x][y] = FALSE;
for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
Stop[x][y] = FALSE;
@@
-2811,7
+2813,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
CT = Counter();
CT = Counter();
- if (game_mm.num_pacman &&
DelayReached(&pacman_delay, 250
))
+ if (game_mm.num_pacman &&
FrameReached(&pacman_delay, PACMAN_MOVE_DELAY
))
{
MovePacMen();
{
MovePacMen();
@@
-2822,7
+2824,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
}
}
}
}
- if (
DelayReached(&energy_delay, 4000
))
+ if (
FrameReached(&energy_delay, ENERGY_DELAY
))
{
game_mm.energy_left--;
if (game_mm.energy_left >= 0)
{
game_mm.energy_left--;
if (game_mm.energy_left >= 0)
@@
-2854,7
+2856,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
Delay(50);
}
Delay(50);
}
- StopSound
(SND_WARNTON
);
+ StopSound
_MM(SND_MM_GAME_HEALTH_CHARGING
);
FadeMusic();
DrawLaser(0, DL_LASER_DISABLED);
FadeMusic();
DrawLaser(0, DL_LASER_DISABLED);
@@
-2902,7
+2904,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
if (((laser.overloaded && laser.overload_value < MAX_LASER_OVERLOAD) ||
(!laser.overloaded && laser.overload_value > 0)) &&
if (((laser.overloaded && laser.overload_value < MAX_LASER_OVERLOAD) ||
(!laser.overloaded && laser.overload_value > 0)) &&
-
DelayReached(&overload_delay, 60 + !laser.overloaded * 120
))
+
FrameReached(&overload_delay, HEALTH_DELAY(laser.overloaded)
))
{
if (laser.overloaded)
laser.overload_value++;
{
if (laser.overloaded)
laser.overload_value++;
@@
-2936,17
+2938,12
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
BackToFront();
}
BackToFront();
}
- if (laser.overloaded)
- {
- if (setup.sound_loops)
- PlaySoundExt(SND_WARNTON, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
- SND_CTRL_PLAY_LOOP);
- else
- PlaySoundStereo(SND_WARNTON, SOUND_MAX_RIGHT);
- }
-
if (!laser.overloaded)
if (!laser.overloaded)
- StopSound(SND_WARNTON);
+ StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
+ else if (setup.sound_loops)
+ PlaySoundLoop_MM(SND_MM_GAME_HEALTH_CHARGING);
+ else
+ PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING);
if (laser.overloaded)
{
if (laser.overloaded)
{
@@
-3185,7
+3182,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
if (IS_WALL_ICE(element) && CT > 1000)
{
if (IS_WALL_ICE(element) && CT > 1000)
{
- Play
SoundStereo(SND_SLURP, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING
);
{
Feld[ELX][ELY] = Feld[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING;
{
Feld[ELX][ELY] = Feld[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING;
@@
-3323,7
+3320,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
ScanLaser();
DrawLaser(0, DL_LASER_ENABLED);
ScanLaser();
DrawLaser(0, DL_LASER_ENABLED);
- Play
SoundStereo(SND_AMOEBE, ST(dx)
);
+ Play
LevelSound_MM(dx, dy, element, MM_ACTION_GROWING
);
Feld[x][y] = Feld[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING;
Store[x][y] = EL_WALL_AMOEBA;
Feld[x][y] = Feld[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING;
Store[x][y] = EL_WALL_AMOEBA;
@@
-3337,7
+3334,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
ScanLaser();
DrawLaser(0, DL_LASER_ENABLED);
ScanLaser();
DrawLaser(0, DL_LASER_ENABLED);
- Play
SoundStereo(SND_AMOEBE, ST(dx)
);
+ Play
LevelSound_MM(dx, dy, element, MM_ACTION_GROWING
);
for (i = 4; i >= 0; i--)
{
for (i = 4; i >= 0; i--)
{
@@
-3391,7
+3388,7
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
return;
}
return;
}
- Play
SoundStereo(SND_BONG, ST(ELX)
);
+ Play
LevelSound_MM(ELX, ELY, element, MM_ACTION_PUSHING
);
Feld[ELX][ELY] = 0;
Feld[x][y] = element;
Feld[ELX][ELY] = 0;
Feld[x][y] = element;
@@
-3440,10
+3437,9
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
return;
}
return;
}
-void GameActions_MM(
byte action[MAX_PLAYERS]
, boolean warp_mode)
+void GameActions_MM(
struct MouseActionInfo action
, boolean warp_mode)
{
{
- if (!button_status)
- ClickElement(0, 0, MB_NOT_PRESSED);
+ ClickElement(action.lx, action.ly, action.button);
GameActions_MM_Ext(action, warp_mode);
}
GameActions_MM_Ext(action, warp_mode);
}