/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-98 Artsoft Entertainment *
-* Holger Schemel *
-* Oststrasse 11a *
-* 33604 Bielefeld *
-* phone: ++49 +521 290471 *
-* email: aeglos@valinor.owl.de *
+* (c) 1995-2001 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* game.c *
+* game.c *
***********************************************************/
+#include "libgame/libgame.h"
+
#include "game.h"
-#include "misc.h"
#include "tools.h"
#include "screens.h"
-#include "sound.h"
#include "init.h"
-#include "buttons.h"
#include "files.h"
#include "tape.h"
#include "joystick.h"
void GetPlayerConfig()
{
- if (sound_status == SOUND_OFF)
+ if (!audio.sound_available)
setup.sound = FALSE;
- if (!sound_loops_allowed)
+ if (!audio.loops_available)
{
setup.sound_loops = FALSE;
setup.sound_music = FALSE;
}
- if (!fullscreen_available)
+ if (!video.fullscreen_available)
setup.fullscreen = FALSE;
setup.sound_simple = setup.sound;
+ SetAudioMode(setup.sound);
InitJoysticks();
}
network_player_action_received = FALSE;
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
/* initial null action */
if (network_playing)
SendToServer_MovePlayer(MV_NO_MOVING);
ZX = ZY = -1;
- game.yam_content_nr = 0;
FrameCounter = 0;
TimeFrames = 0;
TimePlayed = 0;
ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
AllPlayersGone = FALSE;
+
+ game.yam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
}
}
+ 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_slippery[] =
+ {
+ EL_BETON,
+ EL_MAUERWERK,
+ EL_MAUER_LEBT,
+ EL_MAUER_X,
+ EL_MAUER_Y,
+ EL_MAUER_XY
+ };
+ static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
+
+ for (i=0; i<ep_slippery_num; i++)
+ {
+ if (game.version >= GAME_VERSION_2_0)
+ Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY;
+ else
+ Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY;
+ }
+ }
+
if (BorderElement == EL_LEERRAUM)
{
SBX_Left = 0;
DrawAllPlayers();
FadeToFront();
- /* after drawing the level, corect some elements */
-
+ /* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
else
{
- DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
OpenDoor(DOOR_OPEN_ALL);
- if (setup.sound_music)
- PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
+ if (setup.sound_music && num_bg_loops)
+ PlayMusic(level_nr % num_bg_loops);
KeyboardAutoRepeatOff();
StopSound(SND_SIRR);
}
+#if 0
FadeSounds();
+#endif
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
{
leveldir_current->handicap_level++;
SaveLevelSetup_SeriesInfo();
-
- if (level_nr < leveldir_current->last_level)
- raise_level = TRUE;
}
+ if (level_editor_test_game)
+ local_player->score = -1; /* no highscore when playing from editor */
+ else if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
+
if ((hi_pos = NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
}
if (Feld[x][y] == EL_BLOCKED &&
- (Store[oldx][oldy] == EL_MORAST_LEER ||
- Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
- Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
- Store[oldx][oldy] == EL_AMOEBE_NASS))
- {
- Feld[oldx][oldy] = Store[oldx][oldy];
- Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- }
+ (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+ Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
+ Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
+ Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
else
Feld[oldx][oldy] = EL_LEERRAUM;
+ Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
Feld[newx][newy] = EL_LEERRAUM;
MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_FELSBROCKEN;
- Store[x][y] = EL_MORAST_LEER;
+ Feld[x][y] = EL_QUICKSAND_EMPTYING;
+ Store[x][y] = EL_FELSBROCKEN;
}
else if (Feld[x][y+1] == EL_MORAST_LEER)
{
Feld[x][y] = EL_MORAST_LEER;
Feld[x][y+1] = EL_MORAST_VOLL;
+ Store[x][y+1] = Store[x][y];
+ Store[x][y] = 0;
}
}
else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
Feld[x][y+1] == EL_MORAST_LEER)
{
InitMovingField(x, y, MV_DOWN);
- Store[x][y] = EL_MORAST_VOLL;
+ Feld[x][y] = EL_QUICKSAND_FILLING;
+ Store[x][y] = element;
}
else if (element == EL_MAGIC_WALL_FULL)
{
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_CHANGED(Store2[x][y]);
- Store[x][y] = EL_MAGIC_WALL_EMPTY;
+ Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+ Store[x][y] = EL_CHANGED(Store[x][y]);
}
else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
{
Feld[x][y] = EL_MAGIC_WALL_EMPTY;
Feld[x][y+1] = EL_MAGIC_WALL_FULL;
- Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
- Store2[x][y] = 0;
+ Store[x][y+1] = EL_CHANGED(Store[x][y]);
+ Store[x][y] = 0;
}
}
else if (element == EL_MAGIC_WALL_BD_FULL)
if (IS_FREE(x, y+1))
{
InitMovingField(x, y, MV_DOWN);
- Feld[x][y] = EL_CHANGED2(Store2[x][y]);
- Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
+ Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+ Store[x][y] = EL_CHANGED2(Store[x][y]);
}
else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
{
Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
- Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
- Store2[x][y] = 0;
+ Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+ Store[x][y] = 0;
}
}
else if (CAN_CHANGE(element) &&
Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
InitMovingField(x, y, MV_DOWN);
- Store[x][y] =
- (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
- EL_MAGIC_WALL_BD_FULL);
- Store2[x][y+1] = element;
+ Feld[x][y] =
+ (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
+ EL_MAGIC_WALL_BD_FILLING);
+ Store[x][y] = element;
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
{
Feld[x][y] = EL_AMOEBING;
Store[x][y] = EL_AMOEBE_NASS;
}
+ /* Store[x][y+1] must be zero, because:
+ (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
+ */
+#if 0
#if OLD_GAME_BEHAVIOUR
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
#else
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
!IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
element != EL_DX_SUPABOMB)
+#endif
+#else
+ else if (IS_SLIPPERY(Feld[x][y+1]) &&
+ !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+ element != EL_DX_SUPABOMB)
#endif
{
boolean left = (x>0 && IS_FREE(x-1, y) &&
int newx = x + dx, newy = y + dy;
int step = (horiz_move ? dx : dy) * TILEX / 8;
- if (element == EL_TROPFEN)
+ if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
step /= 2;
- else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_FILLING ||
+ element == EL_QUICKSAND_EMPTYING)
step /= 4;
+ else if (element == EL_MAGIC_WALL_FILLING ||
+ element == EL_MAGIC_WALL_BD_FILLING ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_MAGIC_WALL_BD_EMPTYING)
+ step /= 2;
else if (CAN_FALL(element) && horiz_move &&
y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
step /= 2;
}
}
- if (Store[x][y] == EL_MORAST_VOLL)
+ if (element == EL_QUICKSAND_FILLING)
{
- Store[x][y] = 0;
- Feld[newx][newy] = EL_MORAST_VOLL;
- element = EL_MORAST_VOLL;
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MORAST_LEER)
+ else if (element == EL_QUICKSAND_EMPTYING)
{
- Store[x][y] = 0;
- Feld[x][y] = EL_MORAST_LEER;
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_FULL)
+ else if (element == EL_MAGIC_WALL_FILLING)
{
- Store[x][y] = 0;
- element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
+ else if (element == EL_MAGIC_WALL_EMPTYING)
{
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
- EL_MAGIC_WALL_DEAD);
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
+ else if (element == EL_MAGIC_WALL_BD_FILLING)
{
- Store[x][y] = 0;
- element = Feld[newx][newy] =
- (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
- EL_MAGIC_WALL_BD_DEAD);
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
+ Store[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (element == EL_MAGIC_WALL_BD_EMPTYING)
{
- Store[x][y] = Store2[x][y] = 0;
- Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
- EL_MAGIC_WALL_BD_DEAD);
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_SALZSAEURE)
+ else if (element == EL_AMOEBA_DRIPPING)
{
- Store[x][y] = 0;
- Feld[newx][newy] = EL_SALZSAEURE;
- element = EL_SALZSAEURE;
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
}
- else if (Store[x][y] == EL_AMOEBE_NASS)
+ else if (Store[x][y] == EL_SALZSAEURE)
{
- Store[x][y] = 0;
- Feld[x][y] = EL_AMOEBE_NASS;
+ element = Feld[newx][newy] = EL_SALZSAEURE;
}
+ Store[x][y] = 0;
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
MovDelay[newx][newy] = 0;
else
{
InitMovingField(ax, ay, MV_DOWN);
- Feld[ax][ay] = EL_TROPFEN;
- Store[ax][ay] = EL_AMOEBE_NASS;
+ Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+ Store[ax][ay] = EL_TROPFEN;
ContinueMoving(ax, ay);
return;
}
#endif
*/
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
/* last chance to get network player actions without main loop delay */
HandleNetworking();
#endif
stored_player[i].effective_action = stored_player[i].action;
}
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
- if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
- Store[x][y] == EL_MAGIC_WALL_EMPTY)
+ if (element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_EMPTYING)
{
SiebAktivieren(x, y, 1);
sieb = TRUE;
}
- else if (element == EL_MAGIC_WALL_BD_EMPTY ||
- element == EL_MAGIC_WALL_BD_FULL ||
- Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
+ else if (element == EL_MAGIC_WALL_BD_FULL ||
+ element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_EMPTYING)
{
SiebAktivieren(x, y, 2);
sieb = TRUE;
{
element = Feld[x][y];
- if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
+ if (element == EL_MAGIC_WALL_EMPTY ||
+ element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
DrawLevelField(x, y);
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
RemoveField(x, y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExt(drawto, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExt(window, gc,
- DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
+ DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + key_nr);
PlaySoundLevel(x, y, SND_PONG);
break;
}
volume = PSND_MAX_VOLUME;
-#ifndef MSDOS
+#if !defined(PLATFORM_MSDOS)
stereo = (sx - SCR_FIELDX/2) * 12;
#else
stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
for (i=0; i<NUM_GAME_BUTTONS; i++)
{
- Bitmap gd_bitmap = pix[PIX_DOOR];
+ Bitmap *gd_bitmap = pix[PIX_DOOR];
struct GadgetInfo *gi;
int button_type;
boolean checked;
Request("Do you really want to quit the game ?",
REQ_ASK | REQ_STAY_CLOSED))
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (options.network)
SendToServer_StopPlaying();
else
case GAME_CTRL_ID_PAUSE:
if (options.network)
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (tape.pausing)
SendToServer_ContinuePlaying();
else
case GAME_CTRL_ID_PLAY:
if (tape.pausing)
{
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (options.network)
SendToServer_ContinuePlaying();
else
if (setup.sound_music)
{
setup.sound_music = FALSE;
- FadeSound(background_loop[level_nr % num_bg_loops]);
+ FadeMusic();
}
- else if (sound_loops_allowed)
+ else if (audio.loops_available)
{
setup.sound = setup.sound_music = TRUE;
- PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
+ if (num_bg_loops)
+ PlayMusic(level_nr % num_bg_loops);
}
break;
case SOUND_CTRL_ID_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
- else if (sound_loops_allowed)
+ else if (audio.loops_available)
setup.sound = setup.sound_loops = TRUE;
break;
case SOUND_CTRL_ID_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
- else if (sound_status==SOUND_AVAILABLE)
+ else if (audio.sound_available)
setup.sound = setup.sound_simple = TRUE;
break;