/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment *
+* (c) 1995-2002 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_NORMAL_SPEED 8
#define MOVE_DELAY_HIGH_SPEED 4
void PlaySoundLevel(int, int, int);
void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelActionElement(int, int, int, int);
+void PlaySoundLevelElementAction(int, int, int, int);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
{ ".burning", SND_ACTION_BURNING, TRUE },
{ ".growing", SND_ACTION_UNKNOWN, TRUE },
{ ".attacking", SND_ACTION_UNKNOWN, TRUE },
+ { ".activated", SND_ACTION_UNKNOWN, TRUE },
/* other (non-loop) sound actions are optional */
{ ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
{ NULL, 0, 0 },
};
static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_EFFECTS];
+static boolean is_loop_sound[NUM_SOUND_FILES];
#define IS_LOOP_SOUND(x) (is_loop_sound[x])
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
}
-void InitGameEngine()
+
+/*
+ =============================================================================
+ InitGameSound()
+ -----------------------------------------------------------------------------
+ initialize sound effect lookup table for element actions
+ =============================================================================
+*/
+
+void InitGameSound()
{
- static int sound_effect_properties[NUM_SOUND_EFFECTS];
+ int sound_effect_properties[NUM_SOUND_FILES];
int i, j;
#if 0
for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
element_action_sound[j][i] = -1;
- for (i=0; i<NUM_SOUND_EFFECTS; i++)
+ for (i=0; i<NUM_SOUND_FILES; i++)
{
- int len_effect_text = strlen(sound_effects[i].text);
+ int len_effect_text = strlen(sound_files[i].token);
sound_effect_properties[i] = SND_ACTION_UNKNOWN;
is_loop_sound[i] = FALSE;
/* determine all loop sounds and identify certain sound classes */
- j = 0;
- while (sound_action_properties[j].text)
+ for (j=0; sound_action_properties[j].text; j++)
{
int len_action_text = strlen(sound_action_properties[j].text);
if (len_action_text < len_effect_text &&
- strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
+ strcmp(&sound_files[i].token[len_effect_text - len_action_text],
sound_action_properties[j].text) == 0)
{
sound_effect_properties[i] = sound_action_properties[j].value;
if (sound_action_properties[j].is_loop)
is_loop_sound[i] = TRUE;
}
-
- j++;
}
/* associate elements and some selected sound actions */
int len_class_text = strlen(element_info[j].sound_class_name);
if (len_class_text + 1 < len_effect_text &&
- strncmp(sound_effects[i].text,
+ strncmp(sound_files[i].token,
element_info[j].sound_class_name, len_class_text) == 0 &&
- sound_effects[i].text[len_class_text] == '.')
+ sound_files[i].token[len_class_text] == '.')
{
int sound_action_value = sound_effect_properties[i];
#endif
}
+
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
+
+static void InitGameEngine()
+{
+ int i;
+
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_version);
+
+#if 0
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay =
+ (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ INITIAL_MOVE_DELAY_OFF);
+
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+ /* dynamically adjust element properties according to game engine version */
+ {
+ static int ep_em_slippery_wall[] =
+ {
+ EL_BETON,
+ EL_MAUERWERK,
+ EL_MAUER_LEBT,
+ EL_MAUER_X,
+ EL_MAUER_Y,
+ EL_MAUER_XY
+ };
+ static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+ 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]] |=
+ EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+ ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+
+ /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+ if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+ Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
+ else
+ Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+ }
+}
+
+
+/*
+ =============================================================================
+ InitGame()
+ -----------------------------------------------------------------------------
+ initialize and start new game
+ =============================================================================
+*/
+
void InitGame()
{
- int i, j, x, y;
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
+ int i, j, x, y;
+
+ InitGameEngine();
#if DEBUG
#if USE_NEW_AMOEBA_CODE
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
- player->move_delay = -1; /* no initial move delay */
- player->move_delay_value =
- (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ player->move_delay = game.initial_move_delay;
+ player->move_delay_value = game.initial_move_delay_value;
player->push_delay = 0;
player->push_delay_value = 5;
}
}
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
/* correct non-moving belts to start moving left */
for (i=0; i<4; i++)
if (game.belt_dir[i] == MV_NO_MOVING)
}
}
- game.version = (tape.playing ? tape.game_version : level.game_version);
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
- /* dynamically adjust element properties according to game engine version */
- {
- static int ep_em_slippery_wall[] =
- {
- EL_BETON,
- EL_MAUERWERK,
- EL_MAUER_LEBT,
- EL_MAUER_X,
- EL_MAUER_Y,
- EL_MAUER_XY
- };
-#if 1
- static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-#else
- static int ep_em_slippery_wall_num =
- sizeof(ep_em_slippery_wall) / sizeof(int);
-#endif
-
- /*
- printf("level %d: game.version == %06d\n", level_nr, level.game_version);
- printf(" file_version == %06d\n", level.file_version);
- */
-
- for (i=0; i<ep_em_slippery_wall_num; i++)
- {
-#if 1
- if (level.em_slippery_gems) /* special EM style gems behaviour */
-#else
- if (game.version >= GAME_VERSION_2_0)
-#endif
- Elementeigenschaften2[ep_em_slippery_wall[i]] |=
- EP_BIT_EM_SLIPPERY_WALL;
- else
- Elementeigenschaften2[ep_em_slippery_wall[i]] &=
- ~EP_BIT_EM_SLIPPERY_WALL;
- }
- }
-
if (BorderElement == EL_LEERRAUM)
{
SBX_Left = 0;
/* play sound of object that hits the ground */
if (lastline || object_hit)
- PlaySoundLevelActionElement(x, y, SND_ACTION_IMPACT, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
}
void TurnRound(int x, int y)
if (DelayReached(&sound_delay, sound_delay_value))
{
if (Store[x][y] == EL_AMOEBE_BD)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
sound_delay_value = 30;
}
}
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
- SND_BIOMAZE_GROWING);
+ PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
}
void RobotWheel(int x, int y)
DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
new_wall = TRUE;
}
+
if (rechts_frei)
{
Feld[ax+1][ay] = EL_MAUERND;
else if (element == EL_SHIELD_PASSIVE)
{
DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+#if 0
if (!(FrameCounter % 4))
PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+#endif
}
else if (element == EL_SHIELD_ACTIVE)
{
DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+#if 0
if (!(FrameCounter % 4))
PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+#endif
}
if (game.magic_wall_active)
CloseAllOpenTimegates();
}
+ for (i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_active_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
+ else if (player->shield_passive_time_left)
+ PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
+ }
+ }
+
if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
for (i=0; i<MAX_PLAYERS; i++)
{
- if (SHIELD_ON(&stored_player[i]))
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
{
- stored_player[i].shield_passive_time_left--;
+ player->shield_passive_time_left--;
- if (stored_player[i].shield_active_time_left > 0)
- stored_player[i].shield_active_time_left--;
+ if (player->shield_active_time_left > 0)
+ player->shield_active_time_left--;
}
}
return FALSE;
#else
if (!FrameReached(&player->move_delay, player->move_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0))
return FALSE;
#endif
case EL_SP_BASE:
case EL_SP_BUG:
RemoveField(x, y);
- PlaySoundLevelActionElement(x, y, SND_ACTION_DIGGING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_SPEED_PILL:
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_DYNABOMB_NR:
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_SPRING)
return MF_NO_ACTION;
#endif
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
case EL_PFORTE1:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevelActionElement(x, y, SND_ACTION_PASSING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
break;
case EL_SP_PORT1_LEFT:
return MF_NO_ACTION;
#else
if (!FrameReached(&player->push_delay, player->push_delay_value) &&
- !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+ !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
element != EL_BALLOON)
return MF_NO_ACTION;
#endif
{
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
- PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
}
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
void PlaySoundLevel(int x, int y, int nr)
{
- static int loop_sound_frame[NUM_SOUND_EFFECTS];
- static int loop_sound_volume[NUM_SOUND_EFFECTS];
+ static int loop_sound_frame[NUM_SOUND_FILES];
+ static int loop_sound_volume[NUM_SOUND_FILES];
int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo_position;
int max_distance = 8;
void PlaySoundLevelAction(int x, int y, int sound_action)
{
- PlaySoundLevelActionElement(x, y, sound_action, Feld[x][y]);
+ PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
}
-void PlaySoundLevelActionElement(int x, int y, int sound_action, int element)
+void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
{
int sound_effect = element_action_sound[element][sound_action];