added screen redraw function for native BD engine
[rocksndiamonds.git] / src / game.c
index 0dc8e067ad913ae0110ae5782fdcfeef8fcac2a3..fa1682053736b0e197c2e9b5b910dcef4dc90217 100644 (file)
@@ -2262,6 +2262,8 @@ static void UpdateGameControlValues(void)
   int i, k;
   int time = (game.LevelSolved ?
              game.LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+             game_bd.time_played :
              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              game_em.lev->time :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
@@ -2271,6 +2273,8 @@ static void UpdateGameControlValues(void)
              game.no_level_time_limit ? TimePlayed : TimeLeft);
   int score = (game.LevelSolved ?
               game.LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+              game_bd.score :
               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
               game_em.lev->score :
               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
@@ -2278,7 +2282,9 @@ static void UpdateGameControlValues(void)
               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
               game_mm.score :
               game.score);
-  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+             game_bd.gems_still_needed :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              game_em.lev->gems_needed :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
              game_sp.infotrons_still_needed :
@@ -2286,9 +2292,15 @@ static void UpdateGameControlValues(void)
              game_mm.kettles_still_needed :
              game.gems_still_needed);
   int gems_total = level.gems_needed;
-  int gems_collected = gems_total - gems;
-  int gems_score = level.score[SC_EMERALD];
-  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+  int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+                       game_bd.game->cave->diamonds_collected :
+                       gems_total - gems);
+  int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+                   game_bd.game->cave->diamond_value :
+                   level.score[SC_EMERALD]);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
+                    game_bd.gems_still_needed > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                     game_em.lev->gems_needed > 0 :
                     level.game_engine_type == GAME_ENGINE_TYPE_SP ?
                     game_sp.infotrons_still_needed > 0 :
@@ -4818,14 +4830,14 @@ void InitAmoebaNr(int x, int y)
 
 static void LevelSolved_SetFinalGameValues(void)
 {
-  game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
+  game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_played :
+                    game.no_level_time_limit ? TimePlayed : TimeLeft);
   game.score_time_final = (level.use_step_counter ? TimePlayed :
                           TimePlayed * FRAMES_PER_SECOND + TimeFrames);
 
-  game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                     game_em.lev->score :
-                     level.game_engine_type == GAME_ENGINE_TYPE_MM ?
-                     game_mm.score :
+  game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
+                     level.game_engine_type == GAME_ENGINE_TYPE_EM ? game_em.lev->score :
+                     level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score :
                      game.score);
 
   game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
@@ -4939,7 +4951,13 @@ void GameWon(void)
 
       time_count_steps = MAX(1, ABS(time_final - time) / 100);
 
-      if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+      if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+      {
+       // keep previous values (final values already processed here)
+       time_final = time;
+       score_final = score;
+      }
+      else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
       {
        health_final = 0;
        score_final += health * time_score;
@@ -11622,7 +11640,22 @@ static void SetTapeActionFromMouseAction(byte *tape_action,
 
 static void CheckLevelSolved(void)
 {
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+  {
+    if (game_bd.level_solved &&
+       !game_bd.game_over)                             // game won
+    {
+      LevelSolved();
+
+      game_bd.game_over = TRUE;
+
+      game.all_players_gone = TRUE;
+    }
+
+    if (game_bd.game_over)                             // game lost
+      game.all_players_gone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
     if (game_em.level_solved &&
        !game_em.game_over)                             // game won
@@ -11669,6 +11702,23 @@ static void CheckLevelSolved(void)
   }
 }
 
+static void PlayTimeoutSound(int seconds_left)
+{
+  // try to use individual "running out of time" sound for each second left
+  int sound = SND_GAME_RUNNING_OUT_OF_TIME_0 - seconds_left;
+
+  // if special sound per second not defined, use default sound
+  if (getSoundInfoEntryFilename(sound) == NULL)
+    sound = SND_GAME_RUNNING_OUT_OF_TIME;
+
+  // if out of time, but player still alive, play special "timeout" sound, if defined
+  if (seconds_left == 0 && !checkGameFailed())
+    if (getSoundInfoEntryFilename(SND_GAME_TIMEOUT) != NULL)
+      sound = SND_GAME_TIMEOUT;
+
+  PlaySound(sound);
+}
+
 static void CheckLevelTime_StepCounter(void)
 {
   int i;
@@ -11680,7 +11730,7 @@ static void CheckLevelTime_StepCounter(void)
     TimeLeft--;
 
     if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
-      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+      PlayTimeoutSound(TimeLeft);
 
     game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
@@ -11728,7 +11778,7 @@ static void CheckLevelTime(void)
        TimeLeft--;
 
        if (TimeLeft <= 10 && game.time_limit)
-         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+         PlayTimeoutSound(TimeLeft);
 
        /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
           is reset from other values in UpdateGameDoorValues() -- FIX THIS */
@@ -15969,6 +16019,10 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
     }
     else
     {
+      // when using BD game engine, cover screen before fading out
+      if (!quick_quit && level.game_engine_type == GAME_ENGINE_TYPE_BD)
+       game_bd.cover_screen = TRUE;
+
       if (quick_quit)
        FadeSkipNextFadeIn();
 
@@ -16091,6 +16145,17 @@ boolean CheckRestartGame(void)
   return TRUE;
 }
 
+boolean checkGameRunning(void)
+{
+  if (game_status != GAME_MODE_PLAYING)
+    return FALSE;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD && !checkGameRunning_BD())
+    return FALSE;
+
+  return TRUE;
+}
+
 boolean checkGameSolved(void)
 {
   // set for all game engines if level was solved
@@ -16099,7 +16164,9 @@ boolean checkGameSolved(void)
 
 boolean checkGameFailed(void)
 {
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
+    return (game_bd.game_over && !game_bd.level_solved);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     return (game_em.game_over && !game_em.level_solved);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     return (game_sp.game_over && !game_sp.level_solved);