X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=2df15b7796b07d6276158268c488f5c2d1825093;hb=72b2940bea34cebf61175bc62a474cb78dcec467;hp=dc992f2573674d3a11831b92827c8434729b6167;hpb=67758fda340e825f188fc6a4caad03381bf031dc;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index dc992f25..2df15b77 100644 --- a/src/game.c +++ b/src/game.c @@ -78,6 +78,15 @@ (s)==SND_TYGER || (s)==SND_VOYAGER || \ (s)==SND_TWILIGHT) +/* values for player movement speed (which is in fact a delay value) */ +#define MOVE_DELAY_NORMAL_SPEED 8 +#define MOVE_DELAY_HIGH_SPEED 4 + +#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x)) +#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x)) +#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) +#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) + /* score for elements */ #define SC_EDELSTEIN 0 #define SC_DIAMANT 1 @@ -91,15 +100,23 @@ #define SC_SCHLUESSEL 9 #define SC_ZEITBONUS 10 -/* values for game_emulation */ -#define EMU_NONE 0 -#define EMU_BOULDERDASH 1 -#define EMU_SOKOBAN 2 -#define EMU_SUPAPLEX 3 +/* game button identifiers */ +#define GAME_CTRL_ID_STOP 0 +#define GAME_CTRL_ID_PAUSE 1 +#define GAME_CTRL_ID_PLAY 2 +#define SOUND_CTRL_ID_MUSIC 3 +#define SOUND_CTRL_ID_LOOPS 4 +#define SOUND_CTRL_ID_SIMPLE 5 + +#define NUM_GAME_BUTTONS 6 -/* to control special behaviour of certain game elements */ -int game_emulation = EMU_NONE; +/* forward declaration for internal use */ +static void CheckGravityMovement(struct PlayerInfo *); +static void MapGameButtons(); +static void HandleGameButtons(struct GadgetInfo *); + +static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; @@ -192,10 +209,6 @@ static void InitField(int x, int y, boolean init_game) player->present = TRUE; - /* - if (!network_playing || player->connected) - */ - if (!options.network || player->connected) { player->active = TRUE; @@ -306,6 +319,19 @@ static void InitField(int x, int y, boolean init_game) Feld[x][y] = EL_LEERRAUM; break; + case EL_EM_KEY_1_FILE: + Feld[x][y] = EL_EM_KEY_1; + break; + case EL_EM_KEY_2_FILE: + Feld[x][y] = EL_EM_KEY_2; + break; + case EL_EM_KEY_3_FILE: + Feld[x][y] = EL_EM_KEY_3; + break; + case EL_EM_KEY_4_FILE: + Feld[x][y] = EL_EM_KEY_4; + break; + default: break; } @@ -333,6 +359,7 @@ void InitGame() player->action = 0; player->effective_action = 0; + player->programmed_action = 0; player->score = 0; player->gems_still_needed = level.edelsteine; @@ -365,6 +392,9 @@ void InitGame() player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; + player->move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + player->snapped = FALSE; player->gone = FALSE; @@ -392,22 +422,14 @@ void InitGame() MampferNr = 0; FrameCounter = 0; TimeFrames = 0; + TimePlayed = 0; TimeLeft = level.time; ScreenMovDir = MV_NO_MOVING; ScreenMovPos = 0; ScreenGfxPos = 0; - if (level.high_speed) - { - MoveSpeed = 4; - ScrollStepSize = TILEX/4; - } - else - { - MoveSpeed = 8; - ScrollStepSize = TILEX/8; - } + ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */ AllPlayersGone = FALSE; SiebAktiv = FALSE; @@ -543,15 +565,40 @@ void InitGame() emulate_sb ? EMU_SOKOBAN : emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - scroll_x = scroll_y = -1; - if (local_player->jx >= MIDPOSX-1) - scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ? + /* determine border element for this level */ + SetBorderElement(); + + if (BorderElement == EL_LEERRAUM) + { + SBX_Left = 0; + SBX_Right = lev_fieldx - SCR_FIELDX; + SBY_Upper = 0; + SBY_Lower = lev_fieldy - SCR_FIELDY; + } + else + { + SBX_Left = -1; + SBX_Right = lev_fieldx - SCR_FIELDX + 1; + SBY_Upper = -1; + SBY_Lower = lev_fieldy - SCR_FIELDY + 1; + } + + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; + + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? local_player->jx - MIDPOSX : - lev_fieldx - SCR_FIELDX + 1); - if (local_player->jy >= MIDPOSY-1) - scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ? + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? local_player->jy - MIDPOSY : - lev_fieldy - SCR_FIELDY + 1); + SBY_Lower); CloseDoor(DOOR_CLOSE_1); @@ -559,38 +606,33 @@ void InitGame() DrawAllPlayers(); FadeToFront(); - XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, - DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL, - int2str(level_nr, 2), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS, - int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawTextExt(pix[PIX_DB_DOOR], gc, - DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); - - DrawGameButton(BUTTON_GAME_STOP); - DrawGameButton(BUTTON_GAME_PAUSE); - DrawGameButton(BUTTON_GAME_PLAY); - DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0)); - DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0)); + /* copy default game door content to main double buffer */ + XCopyArea(display, pix[PIX_DOOR], drawto, gc, + DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); + + DrawText(DX + XX_LEVEL, DY + YY_LEVEL, + int2str(level_nr, 2), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, + int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + + UnmapGameButtons(); + game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; + game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; + game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + MapGameButtons(); + MapTapeButtons(); + + /* copy actual game door content to door double buffer for OpenDoor() */ XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc, - DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS, - GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE, - DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS, - DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS); + DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); - OpenDoor(DOOR_OPEN_1); + OpenDoor(DOOR_OPEN_ALL); if (setup.sound_music) PlaySoundLoop(background_loop[level_nr % num_bg_loops]); @@ -600,8 +642,8 @@ void InitGame() if (options.verbose) { for (i=0; i<4; i++) - printf("Spieler %d %saktiv.\n", - i+1, (stored_player[i].active ? "" : "nicht ")); + printf("Player %d %sactive.\n", + i + 1, (stored_player[i].active ? "" : "not ")); } } @@ -744,7 +786,7 @@ void GameWon() { if (!setup.sound_loops) PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); - if (TimeLeft && !(TimeLeft % 10)) + if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) TimeLeft -= 10; @@ -758,6 +800,29 @@ void GameWon() if (setup.sound_loops) StopSound(SND_SIRR); } + else if (level.time == 0) /* level without time limit */ + { + if (setup.sound_loops) + PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + + while(TimePlayed < 999) + { + if (!setup.sound_loops) + PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); + if (TimePlayed < 999 && !(TimePlayed % 10)) + RaiseScore(level.score[SC_ZEITBONUS]); + if (TimePlayed < 900 && !(TimePlayed % 10)) + TimePlayed += 10; + else + TimePlayed++; + DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); + BackToFront(); + Delay(10); + } + + if (setup.sound_loops) + StopSound(SND_SIRR); + } FadeSounds(); @@ -794,7 +859,7 @@ void GameWon() BackToFront(); } -boolean NewHiScore() +int NewHiScore() { int k, l; int position = -1; @@ -907,6 +972,29 @@ int MovingOrBlocked2Element(int x, int y) return element; } +static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) +{ + /* like MovingOrBlocked2Element(), but if element is moving + and (x,y) is the field the moving element is just leaving, + return EL_BLOCKED instead of the element value */ + int element = Feld[x][y]; + + if (IS_MOVING(x, y)) + { + if (element == EL_BLOCKED) + { + int oldx, oldy; + + Blocked2Moving(x, y, &oldx, &oldy); + return Feld[oldx][oldy]; + } + else + return EL_BLOCKED; + } + else + return element; +} + static void RemoveField(int x, int y) { Feld[x][y] = EL_LEERRAUM; @@ -978,7 +1066,9 @@ void DrawDynamite(int x, int y) phase = 7 - phase; } - if (Store[x][y]) + if (game_emulation == EMU_SUPAPLEX) + DrawGraphic(sx, sy, GFX_SP_DISK_RED); + else if (Store[x][y]) DrawGraphicThruMask(sx, sy, graphic + phase); else DrawGraphic(sx, sy, graphic + phase); @@ -1013,6 +1103,7 @@ void Explode(int ex, int ey, int phase, int mode) int num_phase = 9, delay = 2; int last_phase = num_phase * delay; int half_phase = (num_phase / 2) * delay; + int first_phase_after_start = EX_PHASE_START + 1; if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */ { @@ -1034,7 +1125,7 @@ void Explode(int ex, int ey, int phase, int mode) RemoveMovingField(x, y); } - if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING) + if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING) continue; if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) && @@ -1127,9 +1218,20 @@ void Explode(int ex, int ey, int phase, int mode) x = ex; y = ey; - Frame[x][y] = (phaseindex_nr] = player_action; - -#if 0 - /* this allows cycled sequences of PlayerActions() */ - if (num_stored_actions >= MAX_PLAYERS) - { - TapeRecordAction(stored_player_action); - num_stored_actions = 0; - } -#endif - } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ } else { + /* no actions for this player (no input at player's configured device) */ + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); - if (++player->frame_reset_delay > MoveSpeed) + CheckGravityMovement(player); + + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } @@ -3270,40 +3439,9 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - /* - if (tape.playing && tape.fast_forward) - { - char buf[100]; - - sprintf(buf, "FFWD: %ld ms", action_delay_value); - print_debug(buf); - } - */ - - - /* main game synchronization point */ - + /* ---------- main game synchronization point ---------- */ - - -#if 1 WaitUntilDelayReached(&action_delay, action_delay_value); -#else - - while (!DelayReached(&action_delay, action_delay_value)) - { - char buf[100]; - - sprintf(buf, "%ld %ld %ld", - Counter(), action_delay, action_delay_value); - print_debug(buf); - } - print_debug("done"); - -#endif - - - if (network_playing && !network_player_action_received) { @@ -3332,14 +3470,6 @@ void GameActions() } } - - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - if (tape.pausing) return; @@ -3370,6 +3500,9 @@ void GameActions() { int actual_player_action = stored_player[i].effective_action; + if (stored_player[i].programmed_action) + actual_player_action = stored_player[i].programmed_action; + if (recorded_player_action) actual_player_action = recorded_player_action[i]; @@ -3382,41 +3515,25 @@ void GameActions() ScrollScreen(NULL, SCROLL_GO_ON); - /* - if (tape.pausing || (tape.playing && !TapePlayDelay())) - return; - else if (tape.recording) - TapeRecordDelay(); - */ - - - - #ifdef DEBUG - /* +#if 0 if (TimeFrames == 0 && !local_player->gone) { extern unsigned int last_RND(); printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n", - level.time - TimeLeft, - last_RND(), - getStateCheckSum(level.time - TimeLeft)); + TimePlayed, last_RND(), getStateCheckSum(TimePlayed)); } - */ #endif - - +#endif #ifdef DEBUG - /* +#if 0 if (GameFrameDelay >= 500) printf("FrameCounter == %d\n", FrameCounter); - */ #endif - - +#endif @@ -3437,7 +3554,7 @@ void GameActions() Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) { - printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n"); + printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n"); printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y); printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy); printf("GameActions(): This should never happen!\n"); @@ -3495,10 +3612,12 @@ void GameActions() MauerAbleger(x, y); else if (element == EL_BURNING) CheckForDragon(x, y); + else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE) + CheckBuggyBase(x, y); else if (element == EL_SP_TERMINAL) - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 10, ANIM_NORMAL); + DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL); else if (element == EL_SP_TERMINAL_ACTIVE) - DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 2, ANIM_NORMAL); + DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); if (SiebAktiv) { @@ -3557,22 +3676,29 @@ void GameActions() } } - if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing) + if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing) { TimeFrames = 0; - TimeLeft--; + TimePlayed++; if (tape.recording || tape.playing) - DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft); + DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed); - if (TimeLeft<=10) - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + if (TimeLeft > 0) + { + TimeLeft--; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + if (TimeLeft <= 10) + PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); - if (!TimeLeft) - for (i=0; iprogrammed_action) + { + int move_dir_vertical = player->action & (MV_UP | MV_DOWN); + int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT); + int move_dir = + (player->last_move_dir & (MV_LEFT | MV_RIGHT) ? + (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) : + (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical)); + int jx = player->jx, jy = player->jy; + int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0); + int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0); + int new_jx = jx + dx, new_jy = jy + dy; + boolean field_under_player_is_free = + (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1)); + boolean player_is_moving_to_valid_field = + (IN_LEV_FIELD(new_jx, new_jy) && + (Feld[new_jx][new_jy] == EL_SP_BASE || + Feld[new_jx][new_jy] == EL_ERDREICH)); + + if (field_under_player_is_free && !player_is_moving_to_valid_field) + player->programmed_action = MV_DOWN; + } +} + boolean MoveFigureOneStep(struct PlayerInfo *player, int dx, int dy, int real_dx, int real_dy) { @@ -3669,7 +3821,11 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (!options.network && !AllPlayersInSight(player, new_jx, new_jy)) return MF_NO_ACTION; +#if 0 element = MovingOrBlocked2Element(new_jx, new_jy); +#else + element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); +#endif if (DONT_GO_TO(element)) { @@ -3699,7 +3855,8 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, jy = player->jy = new_jy; StorePlayer[jx][jy] = player->element_nr; - player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed); + player->MovPos = + (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value); ScrollFigure(player, SCROLL_INIT); @@ -3715,22 +3872,26 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (player->gone || (!dx && !dy)) return FALSE; - if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing) + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !tape.playing) return FALSE; + /* remove the last programmed player action */ + player->programmed_action = 0; + if (player->MovPos) { /* should only happen if pre-1.2 tape recordings are played */ /* this is only for backward compatibility */ - int old_move_speed = MoveSpeed; + int original_move_delay_value = player->move_delay_value; #if DEBUG printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n"); #endif /* scroll remaining steps with finest movement resolution */ - MoveSpeed = 8; + player->move_delay_value = MOVE_DELAY_NORMAL_SPEED; while (player->MovPos) { @@ -3741,7 +3902,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) BackToFront(); } - MoveSpeed = old_move_speed; + player->move_delay_value = original_move_delay_value; } if (player->last_move_dir & (MV_LEFT | MV_RIGHT)) @@ -3776,13 +3937,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) { if (jx != old_jx) /* player has moved horizontally */ { - if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) || - (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset)) + if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) || + (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset)) scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset); /* don't scroll over playfield boundaries */ - if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1) - scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1); + if (scroll_x < SBX_Left || scroll_x > SBX_Right) + scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right); /* don't scroll more than one field at a time */ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x); @@ -3794,13 +3955,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } else /* player has moved vertically */ { - if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) || - (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset)) + if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) || + (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset)) scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset); /* don't scroll over playfield boundaries */ - if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1) - scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1); + if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) + scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); /* don't scroll more than one field at a time */ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y); @@ -3844,7 +4005,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; } else + { + CheckGravityMovement(player); + player->last_move_dir = MV_NO_MOVING; + } TestIfHeroHitsBadThing(jx, jy); @@ -3858,6 +4023,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) { int jx = player->jx, jy = player->jy; int last_jx = player->last_jx, last_jy = player->last_jy; + int move_stepsize = TILEX / player->move_delay_value; if (!player->active || player->gone || !player->MovPos) return; @@ -3865,7 +4031,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (mode == SCROLL_INIT) { player->actual_frame_counter = FrameCounter; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); if (Feld[last_jx][last_jy] == EL_LEERRAUM) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; @@ -3876,16 +4042,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode) else if (!FrameReached(&player->actual_frame_counter, 1)) return; - player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; - player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize); + player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize; + player->GfxPos = move_stepsize * (player->MovPos / move_stepsize); if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING) Feld[last_jx][last_jy] = EL_LEERRAUM; + /* before DrawPlayer() to draw correct player graphic for this case */ + if (player->MovPos == 0) + CheckGravityMovement(player); + DrawPlayer(player); - if (!player->MovPos) + if (player->MovPos == 0) { + if (IS_QUICK_GATE(Feld[last_jx][last_jy])) + { + /* continue with normal speed after quickly moving through gate */ + HALVE_PLAYER_SPEED(player); + + /* be able to make the next move without delay */ + player->move_delay = 0; + } + player->last_jx = jx; player->last_jy = jy; @@ -3905,6 +4084,9 @@ void ScrollScreen(struct PlayerInfo *player, int mode) if (mode == SCROLL_INIT) { + /* set scrolling step size according to actual player's moving speed */ + ScrollStepSize = TILEX / player->move_delay_value; + screen_frame_counter = FrameCounter; ScreenMovDir = player->MovDir; ScreenMovPos = player->MovPos; @@ -3916,7 +4098,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode) if (ScreenMovPos) { - ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed; + ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize; ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize); redraw_mask |= REDRAW_FIELD; } @@ -3951,7 +4133,11 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody) if (!IN_LEV_FIELD(x, y)) continue; +#if 0 element = Feld[x][y]; +#else + element = MovingOrBlocked2ElementIfNotLeaving(x, y); +#endif if (DONT_TOUCH(element)) { @@ -4134,6 +4320,10 @@ int DigField(struct PlayerInfo *player, { int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; + int move_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; if (!player->MovPos) @@ -4153,10 +4343,18 @@ int DigField(struct PlayerInfo *player, switch(element) { case EL_LEERRAUM: + PlaySoundLevel(x, y, SND_EMPTY); break; case EL_ERDREICH: Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_SCHLURF); + break; + + case EL_SP_BASE: + case EL_SP_BUG: + Feld[x][y] = EL_LEERRAUM; + PlaySoundLevel(x, y, SND_SP_BASE); break; case EL_EDELSTEIN: @@ -4174,13 +4372,15 @@ int DigField(struct PlayerInfo *player, DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevel(x, y, SND_PONG); + if (element == EL_SP_INFOTRON) + PlaySoundLevel(x, y, SND_SP_INFOTRON); + else + PlaySoundLevel(x, y, SND_PONG); break; case EL_SPEED_PILL: RemoveField(x, y); - MoveSpeed = 4; - ScrollStepSize = TILEX/4; + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; PlaySoundLevel(x, y, SND_PONG); break; @@ -4192,7 +4392,10 @@ int DigField(struct PlayerInfo *player, DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - PlaySoundLevel(x, y, SND_PONG); + if (element == EL_SP_DISK_RED) + PlaySoundLevel(x, y, SND_SP_INFOTRON); + else + PlaySoundLevel(x, y, SND_PONG); break; case EL_DYNABOMB_NR: @@ -4222,7 +4425,27 @@ int DigField(struct PlayerInfo *player, case EL_SCHLUESSEL3: case EL_SCHLUESSEL4: { - int key_nr = element-EL_SCHLUESSEL1; + int key_nr = element - EL_SCHLUESSEL1; + + 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); + PlaySoundLevel(x, y, SND_PONG); + break; + } + + case EL_EM_KEY_1: + case EL_EM_KEY_2: + case EL_EM_KEY_3: + case EL_EM_KEY_4: + { + int key_nr = element - EL_EM_KEY_1; RemoveField(x, y); player->key[key_nr] = TRUE; @@ -4269,7 +4492,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); + PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT); break; case EL_FELSBROCKEN: @@ -4308,6 +4531,8 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x+dx, y+dy, SND_PUSCH); else if (element == EL_KOKOSNUSS) PlaySoundLevel(x+dx, y+dy, SND_KNURK); + else if (IS_SP_ELEMENT(element)) + PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); else PlaySoundLevel(x+dx, y+dy, SND_KLOPF); break; @@ -4316,7 +4541,7 @@ int DigField(struct PlayerInfo *player, case EL_PFORTE2: case EL_PFORTE3: case EL_PFORTE4: - if (!player->key[element-EL_PFORTE1]) + if (!player->key[element - EL_PFORTE1]) return MF_NO_ACTION; break; @@ -4324,8 +4549,38 @@ int DigField(struct PlayerInfo *player, case EL_PFORTE2X: case EL_PFORTE3X: case EL_PFORTE4X: - if (!player->key[element-EL_PFORTE1X]) + if (!player->key[element - EL_PFORTE1X]) + return MF_NO_ACTION; + break; + + case EL_EM_GATE_1: + case EL_EM_GATE_2: + case EL_EM_GATE_3: + case EL_EM_GATE_4: + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + break; + + case EL_EM_GATE_1X: + case EL_EM_GATE_2X: + case EL_EM_GATE_3X: + case EL_EM_GATE_4X: + if (!player->key[element - EL_EM_GATE_1X]) return MF_NO_ACTION; + if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) + return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + break; case EL_SP_PORT1_LEFT: @@ -4362,6 +4617,11 @@ int DigField(struct PlayerInfo *player, !IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) return MF_NO_ACTION; + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + break; case EL_AUSGANG_ZU: @@ -4376,14 +4636,6 @@ int DigField(struct PlayerInfo *player, PlaySoundLevel(x, y, SND_BUING); - /* - player->gone = TRUE; - PlaySoundLevel(x, y, SND_BUING); - - if (!local_player->friends_still_needed) - player->LevelSolved = player->GameOver = TRUE; - */ - break; case EL_BIRNE_AUS: @@ -4487,12 +4739,7 @@ int DigField(struct PlayerInfo *player, break; default: - if (IS_EATABLE(element)) /* other kinds of 'dirt' */ - Feld[x][y] = EL_LEERRAUM; - else - return MF_NO_ACTION; - - break; + return MF_NO_ACTION; } player->push_delay = 0; @@ -4561,7 +4808,12 @@ boolean PlaceBomb(struct PlayerInfo *player) DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + { + if (game_emulation == EMU_SUPAPLEX) + DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED); + else + DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); + } } else { @@ -4594,19 +4846,21 @@ void PlaySoundLevel(int x, int y, int sound_nr) volume = PSND_MAX_VOLUME; #ifndef MSDOS - stereo = (sx-SCR_FIELDX/2)*12; + stereo = (sx - SCR_FIELDX/2) * 12; #else - stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5; - if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT; - if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT; + stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; + if (stereo > PSND_MAX_RIGHT) + stereo = PSND_MAX_RIGHT; + if (stereo < PSND_MAX_LEFT) + stereo = PSND_MAX_LEFT; #endif if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2; - int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; + int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; - volume -= volume*(dx > dy ? dx : dy)/silence_distance; + volume -= volume * (dx > dy ? dx : dy) / silence_distance; } PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); @@ -4664,3 +4918,238 @@ void RaiseScoreElement(int element) break; } } + +/* ---------- new game button stuff ---------------------------------------- */ + +/* graphic position values for game buttons */ +#define GAME_BUTTON_XSIZE 30 +#define GAME_BUTTON_YSIZE 30 +#define GAME_BUTTON_XPOS 5 +#define GAME_BUTTON_YPOS 215 +#define SOUND_BUTTON_XPOS 5 +#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) + +#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) +#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) + +static struct +{ + int x, y; + int gadget_id; + char *infotext; +} gamebutton_info[NUM_GAME_BUTTONS] = +{ + { + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +}; + +void CreateGameButtons() +{ + int i; + + for (i=0; icustom_id; + + if (game_status != PLAYING) + return; + + switch (id) + { + case GAME_CTRL_ID_STOP: + if (AllPlayersGone) + { + CloseDoor(DOOR_CLOSE_1); + game_status = MAINMENU; + DrawMainMenu(); + break; + } + + if (level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#ifndef MSDOS + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + break; + + case GAME_CTRL_ID_PAUSE: + if (options.network) + { +#ifndef MSDOS + if (tape.pausing) + SendToServer_ContinuePlaying(); + else + SendToServer_PausePlaying(); +#endif + } + else + TapeTogglePause(); + break; + + case GAME_CTRL_ID_PLAY: + if (tape.pausing) + { +#ifndef MSDOS + if (options.network) + SendToServer_ContinuePlaying(); + else +#endif + { + tape.pausing = FALSE; + DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0); + } + } + break; + + case SOUND_CTRL_ID_MUSIC: + if (setup.sound_music) + { + setup.sound_music = FALSE; + FadeSound(background_loop[level_nr % num_bg_loops]); + } + else if (sound_loops_allowed) + { + setup.sound = setup.sound_music = TRUE; + PlaySoundLoop(background_loop[level_nr % num_bg_loops]); + } + break; + + case SOUND_CTRL_ID_LOOPS: + if (setup.sound_loops) + setup.sound_loops = FALSE; + else if (sound_loops_allowed) + 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) + setup.sound = setup.sound_simple = TRUE; + break; + + default: + break; + } +}