added single step support for BD engine
[rocksndiamonds.git] / src / game.c
index 5c3cc9d3d36ec3072332dbea5ec6cd6e2ee2fe7d..a516155ce76b269b2704d5ecc3ffe2112899e4c1 100644 (file)
@@ -1840,13 +1840,30 @@ static void InitFieldForEngine_RND(int x, int y)
   int element = Tile[x][y];
 
   // convert BD engine elements to corresponding R'n'D engine elements
-  element = (element == EL_BD_EMPTY            ? EL_EMPTY :
-            element == EL_BD_PLAYER            ? EL_PLAYER_1 :
-            element == EL_BD_INBOX             ? EL_PLAYER_1 :
-            element == EL_BD_SAND              ? EL_SAND :
-            element == EL_BD_STEELWALL         ? EL_STEELWALL :
-            element == EL_BD_EXIT_CLOSED       ? EL_EXIT_CLOSED :
-            element == EL_BD_EXIT_OPEN         ? EL_EXIT_OPEN :
+  element = (element == EL_BDX_EMPTY                           ? EL_EMPTY :
+            element == EL_BDX_PLAYER                           ? EL_PLAYER_1 :
+            element == EL_BDX_INBOX                            ? EL_PLAYER_1 :
+            element == EL_BDX_SAND_1                           ? EL_SAND :
+            element == EL_BDX_WALL                             ? EL_BD_WALL :
+            element == EL_BDX_STEELWALL                        ? EL_STEELWALL :
+            element == EL_BDX_ROCK                             ? EL_BD_ROCK :
+            element == EL_BDX_DIAMOND                          ? EL_BD_DIAMOND :
+            element == EL_BDX_AMOEBA_1                         ? EL_BD_AMOEBA :
+            element == EL_BDX_MAGIC_WALL                       ? EL_BD_MAGIC_WALL :
+            element == EL_BDX_BUTTERFLY_1_RIGHT                ? EL_BD_BUTTERFLY_RIGHT :
+            element == EL_BDX_BUTTERFLY_1_UP                   ? EL_BD_BUTTERFLY_UP :
+            element == EL_BDX_BUTTERFLY_1_LEFT                 ? EL_BD_BUTTERFLY_LEFT :
+            element == EL_BDX_BUTTERFLY_1_DOWN                 ? EL_BD_BUTTERFLY_DOWN :
+            element == EL_BDX_BUTTERFLY_1                      ? EL_BD_BUTTERFLY :
+            element == EL_BDX_FIREFLY_1_RIGHT                  ? EL_BD_FIREFLY_RIGHT :
+            element == EL_BDX_FIREFLY_1_UP                     ? EL_BD_FIREFLY_UP :
+            element == EL_BDX_FIREFLY_1_LEFT                   ? EL_BD_FIREFLY_LEFT :
+            element == EL_BDX_FIREFLY_1_DOWN                   ? EL_BD_FIREFLY_DOWN :
+            element == EL_BDX_FIREFLY_1                        ? EL_BD_FIREFLY :
+            element == EL_BDX_EXPANDABLE_WALL_HORIZONTAL       ? EL_BD_EXPANDABLE_WALL :
+            element == EL_BDX_WALL_DIAMOND                     ? EL_WALL_BD_DIAMOND :
+            element == EL_BDX_EXIT_CLOSED                      ? EL_EXIT_CLOSED :
+            element == EL_BDX_EXIT_OPEN                        ? EL_EXIT_OPEN :
             element);
 
   Tile[x][y] = element;
@@ -2286,7 +2303,7 @@ static void UpdateGameControlValues(void)
   int time = (game.LevelSolved ?
              game.LevelSolved_CountingTime :
              level.game_engine_type == GAME_ENGINE_TYPE_BD ?
-             game_bd.time_played :
+             game_bd.time_left :
              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              game_em.lev->time :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
@@ -3676,6 +3693,9 @@ void InitGame(void)
   else
   {
     SetGameStatus(GAME_MODE_PLAYING);
+
+    // do not cover screen before fading out when starting from main menu
+    game_bd.cover_screen = FALSE;
   }
 
   if (level_editor_test_game)
@@ -4859,9 +4879,10 @@ void InitAmoebaNr(int x, int y)
 
 static void LevelSolved_SetFinalGameValues(void)
 {
-  game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_played :
+  game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_left :
                     game.no_level_time_limit ? TimePlayed : TimeLeft);
-  game.score_time_final = (level.use_step_counter ? TimePlayed :
+  game.score_time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.frames_played :
+                           level.use_step_counter ? TimePlayed :
                           TimePlayed * FRAMES_PER_SECOND + TimeFrames);
 
   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
@@ -5161,10 +5182,28 @@ void GameEnd(void)
   // used instead of "level_nr" (needed for network games)
   int last_level_nr = levelset.level_nr;
   boolean tape_saved = FALSE;
+  boolean game_over = checkGameFailed();
 
   // Important note: This function is not only called after "GameWon()", but also after
   // "game over" (if automatically asking for restarting the game is disabled in setup)
 
+  // do not handle game end if game over and automatically asking for game restart
+  if (game_over && setup.ask_on_game_over)
+  {
+    // (this is a special case: player pressed "return" key or fire button shortly before
+    // automatically asking to restart the game, so skip asking and restart right away)
+
+    CloseDoor(DOOR_CLOSE_1);
+
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+
+    return;
+  }
+
+  // do not handle game end if request dialog is already active
+  if (checkRequestActive())
+    return;
+
   if (game.LevelSolved)
     game.LevelSolved_GameEnd = TRUE;
 
@@ -11814,6 +11853,9 @@ static void CheckLevelTime(void)
     // if last second running, wait for native engine time to exactly reach zero
     if (getTimeLeft_BD() == 1 && TimeLeft == 1)
       TimeFrames = frames_per_second - 1;
+
+    // needed to store final time after solving game (before counting down remaining time)
+    SetTimeFrames_BD(TimePlayed * FRAMES_PER_SECOND + TimeFrames);
   }
 
   if (TimeFrames >= frames_per_second)
@@ -15766,10 +15808,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_DIAMOND_FALLING_8:
       nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_DIAMOND_FALLING_1);
-      sound_effect = SND_BD_DIAMOND_FALLING_RANDOM_1 + nr;
+      sound_effect = SND_BDX_DIAMOND_FALLING_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_DIAMOND_FALLING;
+       sound_effect = SND_BDX_DIAMOND_FALLING;
       break;
 
     case GD_S_DIAMOND_IMPACT_RANDOM:
@@ -15783,10 +15825,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_DIAMOND_IMPACT_8:
       nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_DIAMOND_IMPACT_1);
-      sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+      sound_effect = SND_BDX_DIAMOND_IMPACT_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_DIAMOND_IMPACT;
+       sound_effect = SND_BDX_DIAMOND_IMPACT;
       break;
 
     case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
@@ -15800,10 +15842,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_FLYING_DIAMOND_FALLING_8:
       nr = (sample == GD_S_FLYING_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_FLYING_DIAMOND_FALLING_1);
-      sound_effect = SND_BD_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
+      sound_effect = SND_BDX_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_FLYING_DIAMOND_FALLING;
+       sound_effect = SND_BDX_FLYING_DIAMOND_FALLING;
       break;
 
     case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
@@ -15817,10 +15859,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_FLYING_DIAMOND_IMPACT_8:
       nr = (sample == GD_S_FLYING_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_FLYING_DIAMOND_IMPACT_1);
-      sound_effect = SND_BD_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
+      sound_effect = SND_BDX_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_FLYING_DIAMOND_IMPACT;
+       sound_effect = SND_BDX_FLYING_DIAMOND_IMPACT;
       break;
 
     case GD_S_TIMEOUT_0:
@@ -15846,7 +15888,7 @@ static int getSoundEffect_BD(int element_bd, int sample)
       break;
 
     case GD_S_AMOEBA_MAGIC:
-      sound_effect = SND_BD_AMOEBA_OTHER;
+      sound_effect = SND_BDX_AMOEBA_1_OTHER;
       break;
 
     case GD_S_FINISHED:
@@ -16570,6 +16612,8 @@ static ListNode *SaveEngineSnapshotBuffers(void)
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
     SaveEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    SaveEngineSnapshotValues_BD();
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     SaveEngineSnapshotValues_EM();
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
@@ -16581,6 +16625,8 @@ static ListNode *SaveEngineSnapshotBuffers(void)
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_bd));
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
@@ -16720,6 +16766,8 @@ static void LoadEngineSnapshotValues(void)
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
     LoadEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    LoadEngineSnapshotValues_BD();
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     LoadEngineSnapshotValues_EM();
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)