X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=087c63e25c7bc2b2b5ccf2f4964a1c495c9f2425;hb=f47cd4b09952aaf95d16542f6b53f2d8bf9e1d7d;hp=1d2396b025837c2238432b4b4c30261876cec9e3;hpb=8f52363344f59d3bbe17c941b1f84fb41fd105ce;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 1d2396b0..087c63e2 100644 --- a/src/game.c +++ b/src/game.c @@ -2060,32 +2060,27 @@ void InitGame() CloseDoor(DOOR_CLOSE_1); -#if 1 - - if (em_main_init_game(level_nr) != 0) + /* !!! FIX THIS (START) !!! */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - game_status = GAME_MODE_MAIN; - DrawMainMenu(); - - return; + InitGameEngine_EM(); } + else + { + DrawLevel(); + DrawAllPlayers(); -#else - - DrawLevel(); - DrawAllPlayers(); - - /* after drawing the level, correct some elements */ - if (game.timegate_time_left == 0) - CloseAllOpenTimegates(); - - if (setup.soft_scrolling) - BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + /* after drawing the level, correct some elements */ + if (game.timegate_time_left == 0) + CloseAllOpenTimegates(); - redraw_mask |= REDRAW_FROM_BACKBUFFER; - FadeToFront(); + if (setup.soft_scrolling) + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); -#endif + redraw_mask |= REDRAW_FROM_BACKBUFFER; + FadeToFront(); + } + /* !!! FIX THIS (END) !!! */ /* copy default game door content to main double buffer */ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, @@ -2126,6 +2121,15 @@ void InitGame() #endif } +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +{ + /* this is used for non-R'n'D game engines to update certain engine values */ + + /* needed to determine if sounds are played within the visible screen area */ + scroll_x = actual_scroll_x; + scroll_y = actual_scroll_y; +} + void InitMovDir(int x, int y) { int i, element = Feld[x][y]; @@ -8534,8 +8538,8 @@ void AdvanceFrameAndPlayerCounters(int player_nr) void GameActions() { - static unsigned long action_delay = 0; - unsigned long action_delay_value; + static unsigned long game_frame_delay = 0; + unsigned long game_frame_delay_value; int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic; byte *recorded_player_action; @@ -8547,15 +8551,15 @@ void GameActions() if (game_status != GAME_MODE_PLAYING) return; - action_delay_value = + game_frame_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); if (tape.playing && tape.warp_forward && !tape.pausing) - action_delay_value = 0; + game_frame_delay_value = 0; /* ---------- main game synchronization point ---------- */ - WaitUntilDelayReached(&action_delay, action_delay_value); + WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); if (network_playing && !network_player_action_received) { @@ -8594,6 +8598,7 @@ void GameActions() recorded_player_action = (tape.playing ? TapePlayAction() : NULL); #if 1 + /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */ if (recorded_player_action == NULL && tape.pausing) return; #endif @@ -12398,6 +12403,151 @@ static void PlayLevelMusic() PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ } +void PlayLevelSound_EM(int x, int y, int element_em, int sample) +{ + int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + +#if 0 + if (sample == SAMPLE_bug) + printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample); +#endif + + switch (sample) + { + case SAMPLE_blank: + PlayLevelSoundElementAction(x, y, element, ACTION_WALKING); + break; + + case SAMPLE_roll: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_stone: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_nut: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_crack: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_bug: + PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING); + break; + + case SAMPLE_tank: + PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING); + break; + + case SAMPLE_android: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_spring: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_slurp: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + case SAMPLE_eater: + PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING); + break; + + case SAMPLE_alien: + PlayLevelSoundElementAction(x, y, element, ACTION_MOVING); + break; + + case SAMPLE_collect: + PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING); + break; + + case SAMPLE_diamond: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_squash: + PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING); + break; + + case SAMPLE_wonderfall: + PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING); + break; + + case SAMPLE_drip: + PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT); + break; + + case SAMPLE_push: + PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING); + break; + + case SAMPLE_dirt: + PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); + break; + + case SAMPLE_acid: + PlayLevelSound(x, y, SND_ACID_SPLASHING); + break; + + case SAMPLE_ball: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_grow: + PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); + break; + + case SAMPLE_wonder: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_door: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_exit: + PlayLevelSoundElementAction(x, y, element, ACTION_PASSING); + break; + + case SAMPLE_dynamite: + PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); + break; + + case SAMPLE_tick: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE); + break; + + case SAMPLE_press: + PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING); + break; + + case SAMPLE_wheel: + PlaySoundStereo(SND_MAGIC_WALL_ACTIVE, SOUND_MIDDLE); + break; + + case SAMPLE_boom: + PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING); + break; + + case SAMPLE_time: + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE); + break; + + case SAMPLE_die: + PlayLevelSoundElementAction(x, y, element, ACTION_DYING); + break; + + default: + PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT); + break; + } +} + void RaiseScore(int value) { local_player->score += value;