X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=506def33ce0682ae91f3903b2802715300dcba56;hb=40705fd048ae2a23c4598ada848570f798ced780;hp=b050950d7ff899a5894b31fcef21b98f9bc42aa9;hpb=fd72fbf3b83fc7215347e131aa6fc3c87ad7b4d5;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b050950d..506def33 100644 --- a/src/game.c +++ b/src/game.c @@ -89,7 +89,7 @@ // game panel display and control definitions #define GAME_PANEL_LEVEL_NUMBER 0 #define GAME_PANEL_GEMS 1 -#define GAME_PANEL_GEMS_TOTAL 2 +#define GAME_PANEL_GEMS_NEEDED 2 #define GAME_PANEL_GEMS_COLLECTED 3 #define GAME_PANEL_GEMS_SCORE 4 #define GAME_PANEL_INVENTORY_COUNT 5 @@ -246,8 +246,8 @@ static struct GamePanelControlInfo game_panel_controls[] = TYPE_INTEGER, }, { - GAME_PANEL_GEMS_TOTAL, - &game.panel.gems_total, + GAME_PANEL_GEMS_NEEDED, + &game.panel.gems_needed, TYPE_INTEGER, }, { @@ -1835,6 +1835,29 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) } } +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); + + Tile[x][y] = element; +} + +static void InitFieldForEngine(int x, int y) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + InitFieldForEngine_RND(x, y); +} + static void InitField(int x, int y, boolean init_game) { int element = Tile[x][y]; @@ -2291,10 +2314,10 @@ static void UpdateGameControlValues(void) level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.kettles_still_needed : game.gems_still_needed); - int gems_total = level.gems_needed; + int gems_needed = level.gems_needed; int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.game->cave->diamonds_collected : - gems_total - gems); + gems_needed - gems); int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.game->cave->diamond_value : level.score[SC_EMERALD]); @@ -2325,7 +2348,7 @@ static void UpdateGameControlValues(void) // used instead of "level_nr" (for network games) game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr; game_panel_controls[GAME_PANEL_GEMS].value = gems; - game_panel_controls[GAME_PANEL_GEMS_TOTAL].value = gems_total; + game_panel_controls[GAME_PANEL_GEMS_NEEDED].value = gems_needed; game_panel_controls[GAME_PANEL_GEMS_COLLECTED].value = gems_collected; game_panel_controls[GAME_PANEL_GEMS_SCORE].value = gems_score; @@ -3951,8 +3974,6 @@ void InitGame(void) game.explosions_delayed = TRUE; - game.envelope_active = FALSE; - // special case: set custom artwork setting to initial value game.use_masked_elements = game.use_masked_elements_initial; @@ -4007,6 +4028,8 @@ void InitGame(void) SCAN_PLAYFIELD(x, y) { + InitFieldForEngine(x, y); + if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y])) emulate_bd = FALSE; if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y])) @@ -4597,6 +4620,8 @@ void InitGame(void) game.restart_level = FALSE; game.request_active = FALSE; + game.envelope_active = FALSE; + game.any_door_active = FALSE; if (level.game_engine_type == GAME_ENGINE_TYPE_MM) InitGameActions_MM(); @@ -4881,6 +4906,31 @@ static void LevelSolved(void) LevelSolved_SetFinalGameValues(); } +static boolean AdvanceToNextLevel(void) +{ + if (setup.increment_levels && + level_nr < leveldir_current->last_level && + !network_playing) + { + level_nr++; // advance to next level + TapeErase(); // start with empty tape + + if (setup.auto_play_next_level) + { + scores.continue_playing = TRUE; + scores.next_level_nr = level_nr; + + LoadLevel(level_nr); + + SaveLevelSetup_SeriesInfo(); + } + + return TRUE; + } + + return FALSE; +} + void GameWon(void) { static int time_count_steps; @@ -5111,8 +5161,21 @@ 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) + return; + + // do not handle game end if request dialog is already active + if (checkRequestActive()) + return; - game.LevelSolved_GameEnd = TRUE; + if (game.LevelSolved) + game.LevelSolved_GameEnd = TRUE; if (game.LevelSolved_SaveTape && !score_info_tape_play) { @@ -5139,7 +5202,7 @@ void GameEnd(void) return; } - if (!game.LevelSolved_SaveScore) + if (!game.GamePlayed || (!game.LevelSolved_SaveScore && !level.bd_intermission)) { SetGameStatus(GAME_MODE_MAIN); @@ -5156,27 +5219,13 @@ void GameEnd(void) } // save score and score tape before potentially erasing tape below - NewHighScore(last_level_nr, tape_saved); - - if (setup.increment_levels && - level_nr < leveldir_current->last_level && - !network_playing) - { - level_nr++; // advance to next level - TapeErase(); // start with empty tape - - if (setup.auto_play_next_level) - { - scores.continue_playing = TRUE; - scores.next_level_nr = level_nr; + if (game.LevelSolved_SaveScore) + NewHighScore(last_level_nr, tape_saved); - LoadLevel(level_nr); - - SaveLevelSetup_SeriesInfo(); - } - } + // increment and load next level (if possible and not configured otherwise) + AdvanceToNextLevel(); - if (scores.last_added >= 0 && setup.show_scores_after_game) + if (game.LevelSolved_SaveScore && scores.last_added >= 0 && setup.show_scores_after_game) { SetGameStatus(GAME_MODE_SCORES); @@ -15823,7 +15872,7 @@ static int getSoundEffect_BD(int element_bd, int sample) void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); int sound_action = getSoundAction_BD(sample); boolean is_loop_sound = IS_LOOP_SOUND(sound_effect); @@ -15847,7 +15896,7 @@ void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample) void StopSound_BD(int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); if (sound_effect != SND_UNDEFINED) @@ -15856,7 +15905,7 @@ void StopSound_BD(int element_bd, int sample) boolean isSoundPlaying_BD(int element_bd, int sample) { - int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int element = (element_bd > -1 ? map_element_BD_to_RND_game(element_bd) : 0); int sound_effect = getSoundEffect_BD(element, sample); if (sound_effect != SND_UNDEFINED) @@ -16249,7 +16298,17 @@ static void RequestRestartGame(void) int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM); int door_state = DOOR_CLOSE_1; - if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game) + boolean restart_wanted = (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game); + + // if no restart wanted, continue with next level for BD style intermission levels + if (!restart_wanted && !level_editor_test_game && level.bd_intermission) + { + boolean success = AdvanceToNextLevel(); + + restart_wanted = (success && setup.auto_play_next_level); + } + + if (restart_wanted) { CloseDoor(door_state); @@ -16293,7 +16352,7 @@ boolean CheckRestartGame(void) } // do not ask to play again if request dialog is already active - if (game.request_active) + if (checkRequestActive()) return FALSE; // do not ask to play again if request dialog already handled @@ -16362,6 +16421,11 @@ boolean checkGameEnded(void) return (checkGameSolved() || checkGameFailed()); } +boolean checkRequestActive(void) +{ + return (game.request_active || game.envelope_active || game.any_door_active); +} + // ---------------------------------------------------------------------------- // random generator functions