#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+/* values for scroll positions */
+#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
+ (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+ (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+ (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+ (y) - MIDPOSY)
+
/* values for other actions */
#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
#define MOVE_STEPSIZE_MIN (1)
static void PlayLevelSoundActionIfLoop(int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
+static void FadeLevelSoundsAndMusic();
static void HandleGameButtons(struct GadgetInfo *);
setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
SetAudioMode(setup.sound);
- InitJoysticks();
}
int GetElementFromGroupElement(int element)
return compare_result;
}
+int getPlayerInventorySize(int player_nr)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return level.native_sp_level->game_sp->red_disk_count;
+ else
+ return stored_player[player_nr].inventory_size;
+}
+
void InitGameControlValues()
{
int i;
get_key_element_from_nr(k);
}
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_em_level->ply[i]->dynamite;
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_sp_level->game_sp->red_disk_count;
- else
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[i].inventory_size;
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(i);
if (stored_player[i].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value =
get_key_element_from_nr(k);
}
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_em_level->ply[player_nr]->dynamite;
- else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- level.native_sp_level->game_sp->red_disk_count;
- else
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[player_nr].inventory_size;
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ getPlayerInventorySize(player_nr);
if (stored_player[player_nr].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
game.use_block_last_field_bug =
(game.engine_version < VERSION_IDENT(3,1,1,0));
+ game_em.use_single_button =
+ (game.engine_version > VERSION_IDENT(4,0,0,2));
+
+ game_em.use_snap_key_bug =
+ (game.engine_version < VERSION_IDENT(4,0,1,0));
+
/* ---------------------------------------------------------------------- */
/* set maximal allowed number of custom element changes per game frame */
strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
game.snapshot.save_snapshot = FALSE;
+
+ /* ---------- initialize level time for Supaplex engine ------------------- */
+ /* Supaplex levels with time limit currently unsupported -- should be added */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ level.time = 0;
}
int get_num_special_action(int element, int action_first, int action_last)
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
- FadeSoundsAndMusic();
+ FadeLevelSoundsAndMusic();
ExpireSoundLoops(TRUE);
player->was_snapping = FALSE;
player->was_dropping = FALSE;
+ player->force_dropping = FALSE;
+
player->frame_counter_bored = -1;
player->frame_counter_sleeping = -1;
}
}
- scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
- start_x > SBX_Right + MIDPOSX ? SBX_Right :
- start_x - MIDPOSX);
-
- scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- start_y - MIDPOSY);
+ scroll_x = SCROLL_POSITION_X(start_x);
+ scroll_y = SCROLL_POSITION_Y(start_y);
}
else
{
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
-
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_x = SCROLL_POSITION_X(local_player->jx);
+ scroll_y = SCROLL_POSITION_Y(local_player->jy);
}
/* !!! FIX THIS (START) !!! */
SaveLevelSetup_SeriesInfo();
}
- if (level_nr < leveldir_current->last_level)
+ if (setup.increment_levels &&
+ level_nr < leveldir_current->last_level)
raise_level = TRUE; /* advance to next level */
if ((hi_pos = NewHiScore()) >= 0)
{
int k, l;
int position = -1;
+ boolean one_score_entry_per_name = !program.many_scores_per_name;
LoadScore(level_nr);
{
int m = MAX_SCORE_ENTRIES - 1;
-#ifdef ONE_PER_NAME
- for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (strEqual(setup.player_name, highscore[l].Name))
- m = l;
- if (m == k) /* player's new highscore overwrites his old one */
- goto put_into_list;
-#endif
+ if (one_score_entry_per_name)
+ {
+ for (l = k; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(setup.player_name, highscore[l].Name))
+ m = l;
+
+ if (m == k) /* player's new highscore overwrites his old one */
+ goto put_into_list;
+ }
for (l = m; l > k; l--)
{
}
}
-#ifdef ONE_PER_NAME
put_into_list:
-#endif
+
strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
highscore[k].Score = local_player->score_final;
position = k;
+
break;
}
-
-#ifdef ONE_PER_NAME
- else if (!strncmp(setup.player_name, highscore[k].Name,
+ else if (one_score_entry_per_name &&
+ !strncmp(setup.player_name, highscore[k].Name,
MAX_PLAYER_NAME_LEN))
break; /* player already there with a higher score */
-#endif
-
}
if (position >= 0)
}
}
-static void ResetGfxFrame(int x, int y, boolean redraw)
+static void ResetGfxFrame(int x, int y)
{
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
+
int element = Feld[x][y];
int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
- int last_gfx_frame = GfxFrame[x][y];
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
GfxFrame[x][y] = element_info[element].collect_score;
else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
GfxFrame[x][y] = ChangeDelay[x][y];
-
- if (redraw && GfxFrame[x][y] != last_gfx_frame)
- DrawLevelGraphicAnimation(x, y, graphic);
}
static void ResetGfxAnimation(int x, int y)
GfxDir[x][y] = MovDir[x][y];
GfxFrame[x][y] = 0;
- ResetGfxFrame(x, y, FALSE);
+ ResetGfxFrame(x, y);
}
static void ResetRandomAnimationValue(int x, int y)
{
/* relocation _with_ centering of screen */
- new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
- x > SBX_Right + MIDPOSX ? SBX_Right :
- x - MIDPOSX);
-
- new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
- y > SBY_Lower + MIDPOSY ? SBY_Lower :
- y - MIDPOSY);
+ new_scroll_x = SCROLL_POSITION_X(x);
+ new_scroll_y = SCROLL_POSITION_Y(y);
}
else
{
/* relocation _without_ centering of screen */
- int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
- old_x > SBX_Right + MIDPOSX ? SBX_Right :
- old_x - MIDPOSX);
-
- int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- old_y - MIDPOSY);
-
+ int center_scroll_x = SCROLL_POSITION_X(old_x);
+ int center_scroll_y = SCROLL_POSITION_Y(old_y);
int offset_x = x + (scroll_x - center_scroll_x);
int offset_y = y + (scroll_y - center_scroll_y);
- new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
- offset_x > SBX_Right + MIDPOSX ? SBX_Right :
- offset_x - MIDPOSX);
-
- new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
- offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
- offset_y - MIDPOSY);
+ /* for new screen position, apply previous offset to center position */
+ new_scroll_x = SCROLL_POSITION_X(offset_x);
+ new_scroll_y = SCROLL_POSITION_Y(offset_y);
}
if (quick_relocation)
if (MovDelay[x][y])
GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
- ResetGfxFrame(x, y, FALSE);
+ ResetGfxFrame(x, y);
}
static boolean JustBeingPushed(int x, int y)
{
/* as it is called "single step mode", just return to pause mode when the
player stopped moving after one tile (or never starts moving at all) */
- if (!player->is_moving && !player->is_pushing)
+ if (!player->is_moving &&
+ !player->is_pushing &&
+ !player->is_dropping_pressed)
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
- if (options.debug) /* calculate frames per second */
+ if (global.show_frames_per_second)
{
static unsigned int fps_counter = 0;
static int fps_frames = 0;
fps_frames++;
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
{
global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
fps_frames = 0;
fps_counter = Counter();
+
+ /* always draw FPS to screen after FPS value was updated */
+ redraw_mask |= REDRAW_FPS;
}
- redraw_mask |= REDRAW_FPS;
+ /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
+ if (GetDrawDeactivationMask() == REDRAW_NONE)
+ redraw_mask |= REDRAW_FPS;
}
}
effective_action[i] = stored_player[i].effective_action;
GameActions_SP(effective_action, warp_mode);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].force_dropping)
+ stored_player[i].action |= KEY_BUTTON_DROP;
+
+ stored_player[i].force_dropping = FALSE;
+ }
}
void GameActions_RND_Main()
void GameActions_RND()
{
int magic_wall_x = 0, magic_wall_y = 0;
- int i, x, y, element, graphic;
+ int i, x, y, element, graphic, last_gfx_frame;
InitPlayfieldScanModeVars();
{
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ last_gfx_frame = GfxFrame[x][y];
+
+ ResetGfxFrame(x, y);
- ResetGfxFrame(x, y, TRUE);
+ if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
+ DrawLevelGraphicAnimation(x, y, graphic);
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(GfxFrame[x][y], graphic))
if (IS_GEM(element) || element == EL_SP_INFOTRON)
TEST_DrawTwinkleOnField(x, y);
}
- else if ((element == EL_ACID ||
- element == EL_EXIT_OPEN ||
+ else if (element == EL_ACID)
+ {
+ if (!Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ }
+ else if ((element == EL_EXIT_OPEN ||
element == EL_EM_EXIT_OPEN ||
element == EL_SP_EXIT_OPEN ||
element == EL_STEEL_EXIT_OPEN ||
int drop_side = drop_direction;
int drop_element = get_next_dropped_element(player);
- player->is_dropping_pressed = TRUE;
-
/* do not drop an element on top of another element; when holding drop key
pressed without moving, dropped element must move away before the next
element can be dropped (this is especially important if the next element
if (new_element == EL_UNDEFINED)
return FALSE;
+ /* only set if player has anything that can be dropped */
+ player->is_dropping_pressed = TRUE;
+
/* check if drop key was pressed long enough for EM style dynamite */
if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
return FALSE;
StopSound(sound_effect);
}
-static void PlayLevelMusic()
+static int getLevelMusicNr()
{
if (levelset.music[level_nr] != MUS_UNDEFINED)
- PlayMusic(levelset.music[level_nr]); /* from config file */
+ return levelset.music[level_nr]; /* from config file */
else
- PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+ return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
+}
+
+static void FadeLevelSounds()
+{
+ FadeSounds();
+}
+
+static void FadeLevelMusic()
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic()
+{
+ FadeLevelSounds();
+ FadeLevelMusic();
+}
+
+static void PlayLevelMusic()
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ PlayMusic(music_nr);
}
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)