X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=aeb40a51fcc369b0e06378145c6891669790cc84;hb=c6d59064aa782b8ad71eddac2797fdc50e4858f9;hp=f99a7627ed5b1039efa550375a786215b9eb4033;hpb=7696ec27e2e2abd764bc955a32928c58b7deed7f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index f99a7627..aeb40a51 100644 --- a/src/game.c +++ b/src/game.c @@ -65,24 +65,26 @@ #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1) +#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1) + #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0) #if USE_DELAYED_GFX_REDRAW #define TEST_DrawLevelField(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE -#define TEST_DrawLevelFieldCrumbledSand(x, y) \ +#define TEST_DrawLevelFieldCrumbled(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS #define TEST_DrawTwinkleOnField(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED #else #define TEST_DrawLevelField(x, y) \ DrawLevelField(x, y) -#define TEST_DrawLevelFieldCrumbledSand(x, y) \ - DrawLevelFieldCrumbledSand(x, y) -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ - DrawLevelFieldCrumbledSandNeighbours(x, y) +#define TEST_DrawLevelFieldCrumbled(x, y) \ + DrawLevelFieldCrumbled(x, y) +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + DrawLevelFieldCrumbledNeighbours(x, y) #define TEST_DrawTwinkleOnField(x, y) \ DrawTwinkleOnField(x, y) #endif @@ -192,86 +194,87 @@ #define GAME_PANEL_TIME_HH 32 #define GAME_PANEL_TIME_MM 33 #define GAME_PANEL_TIME_SS 34 -#define GAME_PANEL_SHIELD_NORMAL 35 -#define GAME_PANEL_SHIELD_NORMAL_TIME 36 -#define GAME_PANEL_SHIELD_DEADLY 37 -#define GAME_PANEL_SHIELD_DEADLY_TIME 38 -#define GAME_PANEL_EXIT 39 -#define GAME_PANEL_EMC_MAGIC_BALL 40 -#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41 -#define GAME_PANEL_LIGHT_SWITCH 42 -#define GAME_PANEL_LIGHT_SWITCH_TIME 43 -#define GAME_PANEL_TIMEGATE_SWITCH 44 -#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45 -#define GAME_PANEL_SWITCHGATE_SWITCH 46 -#define GAME_PANEL_EMC_LENSES 47 -#define GAME_PANEL_EMC_LENSES_TIME 48 -#define GAME_PANEL_EMC_MAGNIFIER 49 -#define GAME_PANEL_EMC_MAGNIFIER_TIME 50 -#define GAME_PANEL_BALLOON_SWITCH 51 -#define GAME_PANEL_DYNABOMB_NUMBER 52 -#define GAME_PANEL_DYNABOMB_SIZE 53 -#define GAME_PANEL_DYNABOMB_POWER 54 -#define GAME_PANEL_PENGUINS 55 -#define GAME_PANEL_SOKOBAN_OBJECTS 56 -#define GAME_PANEL_SOKOBAN_FIELDS 57 -#define GAME_PANEL_ROBOT_WHEEL 58 -#define GAME_PANEL_CONVEYOR_BELT_1 59 -#define GAME_PANEL_CONVEYOR_BELT_2 60 -#define GAME_PANEL_CONVEYOR_BELT_3 61 -#define GAME_PANEL_CONVEYOR_BELT_4 62 -#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63 -#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64 -#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65 -#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66 -#define GAME_PANEL_MAGIC_WALL 67 -#define GAME_PANEL_MAGIC_WALL_TIME 68 -#define GAME_PANEL_GRAVITY_STATE 69 -#define GAME_PANEL_GRAPHIC_1 70 -#define GAME_PANEL_GRAPHIC_2 71 -#define GAME_PANEL_GRAPHIC_3 72 -#define GAME_PANEL_GRAPHIC_4 73 -#define GAME_PANEL_GRAPHIC_5 74 -#define GAME_PANEL_GRAPHIC_6 75 -#define GAME_PANEL_GRAPHIC_7 76 -#define GAME_PANEL_GRAPHIC_8 77 -#define GAME_PANEL_ELEMENT_1 78 -#define GAME_PANEL_ELEMENT_2 79 -#define GAME_PANEL_ELEMENT_3 80 -#define GAME_PANEL_ELEMENT_4 81 -#define GAME_PANEL_ELEMENT_5 82 -#define GAME_PANEL_ELEMENT_6 83 -#define GAME_PANEL_ELEMENT_7 84 -#define GAME_PANEL_ELEMENT_8 85 -#define GAME_PANEL_ELEMENT_COUNT_1 86 -#define GAME_PANEL_ELEMENT_COUNT_2 87 -#define GAME_PANEL_ELEMENT_COUNT_3 88 -#define GAME_PANEL_ELEMENT_COUNT_4 89 -#define GAME_PANEL_ELEMENT_COUNT_5 90 -#define GAME_PANEL_ELEMENT_COUNT_6 91 -#define GAME_PANEL_ELEMENT_COUNT_7 92 -#define GAME_PANEL_ELEMENT_COUNT_8 93 -#define GAME_PANEL_CE_SCORE_1 94 -#define GAME_PANEL_CE_SCORE_2 95 -#define GAME_PANEL_CE_SCORE_3 96 -#define GAME_PANEL_CE_SCORE_4 97 -#define GAME_PANEL_CE_SCORE_5 98 -#define GAME_PANEL_CE_SCORE_6 99 -#define GAME_PANEL_CE_SCORE_7 100 -#define GAME_PANEL_CE_SCORE_8 101 -#define GAME_PANEL_CE_SCORE_1_ELEMENT 102 -#define GAME_PANEL_CE_SCORE_2_ELEMENT 103 -#define GAME_PANEL_CE_SCORE_3_ELEMENT 104 -#define GAME_PANEL_CE_SCORE_4_ELEMENT 105 -#define GAME_PANEL_CE_SCORE_5_ELEMENT 106 -#define GAME_PANEL_CE_SCORE_6_ELEMENT 107 -#define GAME_PANEL_CE_SCORE_7_ELEMENT 108 -#define GAME_PANEL_CE_SCORE_8_ELEMENT 109 -#define GAME_PANEL_PLAYER_NAME 110 -#define GAME_PANEL_LEVEL_NAME 111 -#define GAME_PANEL_LEVEL_AUTHOR 112 - -#define NUM_GAME_PANEL_CONTROLS 113 +#define GAME_PANEL_FRAME 35 +#define GAME_PANEL_SHIELD_NORMAL 36 +#define GAME_PANEL_SHIELD_NORMAL_TIME 37 +#define GAME_PANEL_SHIELD_DEADLY 38 +#define GAME_PANEL_SHIELD_DEADLY_TIME 39 +#define GAME_PANEL_EXIT 40 +#define GAME_PANEL_EMC_MAGIC_BALL 41 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42 +#define GAME_PANEL_LIGHT_SWITCH 43 +#define GAME_PANEL_LIGHT_SWITCH_TIME 44 +#define GAME_PANEL_TIMEGATE_SWITCH 45 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46 +#define GAME_PANEL_SWITCHGATE_SWITCH 47 +#define GAME_PANEL_EMC_LENSES 48 +#define GAME_PANEL_EMC_LENSES_TIME 49 +#define GAME_PANEL_EMC_MAGNIFIER 50 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 51 +#define GAME_PANEL_BALLOON_SWITCH 52 +#define GAME_PANEL_DYNABOMB_NUMBER 53 +#define GAME_PANEL_DYNABOMB_SIZE 54 +#define GAME_PANEL_DYNABOMB_POWER 55 +#define GAME_PANEL_PENGUINS 56 +#define GAME_PANEL_SOKOBAN_OBJECTS 57 +#define GAME_PANEL_SOKOBAN_FIELDS 58 +#define GAME_PANEL_ROBOT_WHEEL 59 +#define GAME_PANEL_CONVEYOR_BELT_1 60 +#define GAME_PANEL_CONVEYOR_BELT_2 61 +#define GAME_PANEL_CONVEYOR_BELT_3 62 +#define GAME_PANEL_CONVEYOR_BELT_4 63 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67 +#define GAME_PANEL_MAGIC_WALL 68 +#define GAME_PANEL_MAGIC_WALL_TIME 69 +#define GAME_PANEL_GRAVITY_STATE 70 +#define GAME_PANEL_GRAPHIC_1 71 +#define GAME_PANEL_GRAPHIC_2 72 +#define GAME_PANEL_GRAPHIC_3 73 +#define GAME_PANEL_GRAPHIC_4 74 +#define GAME_PANEL_GRAPHIC_5 75 +#define GAME_PANEL_GRAPHIC_6 76 +#define GAME_PANEL_GRAPHIC_7 77 +#define GAME_PANEL_GRAPHIC_8 78 +#define GAME_PANEL_ELEMENT_1 79 +#define GAME_PANEL_ELEMENT_2 80 +#define GAME_PANEL_ELEMENT_3 81 +#define GAME_PANEL_ELEMENT_4 82 +#define GAME_PANEL_ELEMENT_5 83 +#define GAME_PANEL_ELEMENT_6 84 +#define GAME_PANEL_ELEMENT_7 85 +#define GAME_PANEL_ELEMENT_8 86 +#define GAME_PANEL_ELEMENT_COUNT_1 87 +#define GAME_PANEL_ELEMENT_COUNT_2 88 +#define GAME_PANEL_ELEMENT_COUNT_3 89 +#define GAME_PANEL_ELEMENT_COUNT_4 90 +#define GAME_PANEL_ELEMENT_COUNT_5 91 +#define GAME_PANEL_ELEMENT_COUNT_6 92 +#define GAME_PANEL_ELEMENT_COUNT_7 93 +#define GAME_PANEL_ELEMENT_COUNT_8 94 +#define GAME_PANEL_CE_SCORE_1 95 +#define GAME_PANEL_CE_SCORE_2 96 +#define GAME_PANEL_CE_SCORE_3 97 +#define GAME_PANEL_CE_SCORE_4 98 +#define GAME_PANEL_CE_SCORE_5 99 +#define GAME_PANEL_CE_SCORE_6 100 +#define GAME_PANEL_CE_SCORE_7 101 +#define GAME_PANEL_CE_SCORE_8 102 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 103 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 104 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 105 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 110 +#define GAME_PANEL_PLAYER_NAME 111 +#define GAME_PANEL_LEVEL_NAME 112 +#define GAME_PANEL_LEVEL_AUTHOR 113 + +#define NUM_GAME_PANEL_CONTROLS 114 struct GamePanelOrderInfo { @@ -471,6 +474,11 @@ static struct GamePanelControlInfo game_panel_controls[] = &game.panel.time_ss, TYPE_INTEGER, }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, { GAME_PANEL_SHIELD_NORMAL, &game.panel.shield_normal, @@ -1167,6 +1175,8 @@ static int recursion_loop_depth; static boolean recursion_loop_detected; static boolean recursion_loop_element; +static int map_player_action[MAX_PLAYERS]; + /* ------------------------------------------------------------------------- */ /* definition of elements that automatically change to other elements after */ @@ -2217,17 +2227,25 @@ void UpdateGameControlValues() local_player->LevelSolved_CountingTime : level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->time : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->time_played : level.time == 0 ? TimePlayed : TimeLeft); int score = (local_player->LevelSolved ? local_player->LevelSolved_CountingScore : level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->score : local_player->score); int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed : local_player->gems_still_needed); int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed > 0 : local_player->gems_still_needed > 0 || local_player->sokobanfields_still_needed > 0 || local_player->lights_still_needed > 0); @@ -2249,6 +2267,10 @@ void UpdateGameControlValues() { for (i = 0; i < MAX_PLAYERS; i++) { + /* only one player in Supaplex game engine */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0) + break; + for (k = 0; k < MAX_NUM_KEYS; k++) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) @@ -2265,6 +2287,9 @@ void UpdateGameControlValues() if (level.game_engine_type == GAME_ENGINE_TYPE_EM) game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += level.native_em_level->ply[i]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; else game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += stored_player[i].inventory_size; @@ -2297,6 +2322,9 @@ void UpdateGameControlValues() if (level.game_engine_type == GAME_ENGINE_TYPE_EM) game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; else game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += stored_player[player_nr].inventory_size; @@ -2325,6 +2353,8 @@ void UpdateGameControlValues() game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; + game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : EL_EMPTY); @@ -3690,6 +3720,15 @@ void InitGame() game_status = GAME_MODE_PLAYING; +#if 1 + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); +#endif + +#if 1 + DrawCompleteVideoDisplay(); +#endif + InitGameEngine(); InitGameControlValues(); @@ -3706,6 +3745,8 @@ void InitGame() player->present = FALSE; player->active = FALSE; + player->mapped = FALSE; + player->killed = FALSE; player->reanimated = FALSE; @@ -3846,6 +3887,8 @@ void InitGame() player->LevelSolved_SaveScore = FALSE; player->LevelSolved_CountingTime = 0; player->LevelSolved_CountingScore = 0; + + map_player_action[i] = i; } network_player_action_received = FALSE; @@ -4038,6 +4081,124 @@ void InitGame() if (game.belt_dir[i] == MV_NONE) game.belt_dir_nr[i] = 3; /* not moving, next moving left */ +#if USE_NEW_PLAYER_ASSIGNMENTS + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + /* choose default local player */ + local_player = &stored_player[0]; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected = FALSE; + + local_player->connected = TRUE; + /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + + if (tape.playing) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + stored_player[i].connected = TRUE; + } + else if (setup.team_mode && !options.network) + { + /* try to guess locally connected team mode players (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (setup.input[i].use_joystick || + setup.input[i].key.left != KSYM_UNDEFINED) + stored_player[i].connected = TRUE; + } + +#if 0 + for (i = 0; i < MAX_PLAYERS; i++) + printf("::: player %d: %s\n", i, + (stored_player[i].connected ? "connected" : "not connected")); + + for (i = 0; i < MAX_PLAYERS; i++) + printf("::: player %d: %s\n", i, + (stored_player[i].present ? "present" : "not present")); +#endif + + /* check if any connected player was not found in playfield */ + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + if (player->connected && !player->present) + { + struct PlayerInfo *field_player = NULL; + +#if 0 + printf("::: looking for field player for player %d ...\n", i); +#endif + + /* assign first free player found that is present in the playfield */ + + /* first try: look for unmapped playfield player that is not connected */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped && + !stored_player[j].connected) + field_player = &stored_player[j]; + + /* second try: look for *any* unmapped playfield player */ + if (field_player == NULL) + for (j = 0; j < MAX_PLAYERS; j++) + if (stored_player[j].present && + !stored_player[j].mapped) + field_player = &stored_player[j]; + + if (field_player != NULL) + { + int jx = field_player->jx, jy = field_player->jy; + +#if 0 + printf("::: found player figure %d\n", field_player->index_nr); +#endif + + player->present = FALSE; + player->active = FALSE; + + field_player->present = TRUE; + field_player->active = TRUE; + + /* + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; + + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; + */ + + StorePlayer[jx][jy] = field_player->element_nr; + + field_player->jx = field_player->last_jx = jx; + field_player->jy = field_player->last_jy = jy; + + if (local_player == player) + local_player = field_player; + + map_player_action[field_player->index_nr] = i; + + field_player->mapped = TRUE; + +#if 0 + printf("::: map_player_action[%d] == %d\n", + field_player->index_nr, i); +#endif + } + } + + if (player->connected && player->present) + player->mapped = TRUE; + } + +#else + /* check if any connected player was not found in playfield */ for (i = 0; i < MAX_PLAYERS; i++) { @@ -4047,25 +4208,26 @@ void InitGame() { for (j = 0; j < MAX_PLAYERS; j++) { - struct PlayerInfo *some_player = &stored_player[j]; - int jx = some_player->jx, jy = some_player->jy; + struct PlayerInfo *field_player = &stored_player[j]; + int jx = field_player->jx, jy = field_player->jy; /* assign first free player found that is present in the playfield */ - if (some_player->present && !some_player->connected) + if (field_player->present && !field_player->connected) { player->present = TRUE; player->active = TRUE; - some_player->present = FALSE; - some_player->active = FALSE; + field_player->present = FALSE; + field_player->active = FALSE; - player->initial_element = some_player->initial_element; - player->artwork_element = some_player->artwork_element; + player->initial_element = field_player->initial_element; + player->artwork_element = field_player->artwork_element; - player->block_last_field = some_player->block_last_field; - player->block_delay_adjustment = some_player->block_delay_adjustment; + player->block_last_field = field_player->block_last_field; + player->block_delay_adjustment = field_player->block_delay_adjustment; StorePlayer[jx][jy] = player->element_nr; + player->jx = player->last_jx = jx; player->jy = player->last_jy = jy; @@ -4074,14 +4236,35 @@ void InitGame() } } } +#endif + +#if 0 + printf("::: local_player->present == %d\n", local_player->present); +#endif if (tape.playing) { /* when playing a tape, eliminate all players who do not participate */ +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].active && + !tape.player_participates[map_player_action[i]]) + { + struct PlayerInfo *player = &stored_player[i]; + int jx = player->jx, jy = player->jy; + + player->active = FALSE; + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; + } + } +#else for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active && !tape.player_participates[i]) + if (stored_player[i].active && + !tape.player_participates[i]) { struct PlayerInfo *player = &stored_player[i]; int jx = player->jx, jy = player->jy; @@ -4091,6 +4274,7 @@ void InitGame() Feld[jx][jy] = EL_EMPTY; } } +#endif } else if (!options.network && !setup.team_mode) /* && !tape.playing */ { @@ -4121,9 +4305,15 @@ void InitGame() /* when recording the game, store which players take part in the game */ if (tape.recording) { +#if USE_NEW_PLAYER_ASSIGNMENTS + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected) + tape.player_participates[i] = TRUE; +#else for (i = 0; i < MAX_PLAYERS; i++) if (stored_player[i].active) tape.player_participates[i] = TRUE; +#endif } if (options.debug) @@ -4313,6 +4503,13 @@ void InitGame() /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap_EM(backbuffer); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_SP(backbuffer); + } else { DrawLevel(); @@ -5348,8 +5545,6 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, if (quick_relocation) { - int offset = game.scroll_delay_value; - if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { if (!level.shifted_relocation || center_screen) @@ -5390,8 +5585,47 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } else { +#if 1 + if (!level.shifted_relocation || center_screen) + { + /* quick relocation (without scrolling), with centering of screen */ + + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* quick relocation (without scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } +#else /* quick relocation (without scrolling), inside visible screen area */ + int offset = game.scroll_delay_value; + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); @@ -5407,6 +5641,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, /* don't scroll over playfield boundaries */ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower) scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower); +#endif } RedrawPlayfield(TRUE, 0,0,0,0); @@ -5572,10 +5807,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) Feld[jx][jy] = el_player; InitPlayerField(jx, jy, el_player, TRUE); + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - Feld[jx][jy] = element; + Feld[jx][jy] = element; /* restore previously existing element */ +#if 0 + /* !!! do not initialize already initialized element a second time !!! */ + /* (this causes at least problems with "element creation" CE trigger for + already existing elements, and existing Sokoban fields counted twice) */ InitField(jx, jy, FALSE); +#endif } /* only visually relocate centered player */ @@ -5591,6 +5835,21 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X, player->index_bit, enter_side); + +#if 1 + if (player->is_switching) + { + /* ensure that relocation while still switching an element does not cause + a new element to be treated as also switched directly after relocation + (this is important for teleporter switches that teleport the player to + a place where another teleporter switch is in the same direction, which + would then incorrectly be treated as immediately switched before the + direction key that caused the switch was released) */ + + player->switch_x += jx - old_jx; + player->switch_y += jy - old_jy; + } +#endif } void Explode(int ex, int ey, int phase, int mode) @@ -5908,7 +6167,7 @@ void Explode(int ex, int ey, int phase, int mode) TestIfElementTouchesCustomElement(x, y); if (GFX_CRUMBLED(element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; @@ -5922,7 +6181,7 @@ void Explode(int ex, int ey, int phase, int mode) int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (phase == delay) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { @@ -6380,7 +6639,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6393,7 +6652,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -6429,7 +6688,7 @@ static void RedrawAllInvisibleElementsForLenses() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6442,7 +6701,7 @@ static void RedrawAllInvisibleElementsForLenses() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -8259,7 +8518,7 @@ void StartMoving(int x, int y) if (IN_SCR_FIELD(sx, sy)) { - TEST_DrawLevelFieldCrumbledSand(xx, yy); + TEST_DrawLevelFieldCrumbled(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); } } @@ -8762,7 +9021,7 @@ void ContinueMoving(int x, int y) { Feld[x][y] = EL_SAND; - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_QUICKSAND_FILLING) { @@ -8929,7 +9188,7 @@ void ContinueMoving(int x, int y) InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (ELEM_IS_PLAYER(move_leave_element)) RelocatePlayer(x, y, move_leave_element); @@ -10123,7 +10382,7 @@ static void ChangeActiveTrap(int x, int y) /* if new animation frame was drawn, correct crumbled sand border */ if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); } static int getSpecialActionElement(int element, int number, int base_element) @@ -10380,6 +10639,33 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) break; } + case CA_SET_LEVEL_RANDOM_SEED: + { +#if 1 + /* ensure that setting a new random seed while playing is predictable */ + InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1); +#else + InitRND(action_arg_number_new); +#endif + +#if 0 + printf("::: %d -> %d\n", action_arg_number_new, RND(10)); +#endif + +#if 0 + { + int i; + + printf("::: "); + for (i = 0; i < 9; i++) + printf("%d, ", RND(2)); + printf("\n"); + } +#endif + + break; + } + /* ---------- player actions ------------------------------------------ */ case CA_MOVE_PLAYER: @@ -10832,7 +11118,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } #if 1 @@ -11073,6 +11359,7 @@ static void HandleElementChange(int x, int y, int page) int element = MovingOrBlocked2Element(x, y); struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; + boolean handle_action_before_change = FALSE; #ifdef DEBUG if (!CAN_CHANGE_OR_HAS_ACTION(element) && @@ -11155,6 +11442,15 @@ static void HandleElementChange(int x, int y, int page) return; } +#if 1 + /* special case: set new level random seed before changing element */ + if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED) + handle_action_before_change = TRUE; + + if (change->has_action && handle_action_before_change) + ExecuteCustomElementAction(x, y, element, page); +#endif + if (change->can_change) { if (ChangeElement(x, y, element, page)) @@ -11164,7 +11460,7 @@ static void HandleElementChange(int x, int y, int page) } } - if (change->has_action) + if (change->has_action && !handle_action_before_change) ExecuteCustomElementAction(x, y, element, page); } } @@ -11731,7 +12027,16 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) if (tape.single_step && tape.recording && !tape.pausing) { +#if 1 + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving) +#else + /* this is buggy: there are quite some cases where the single step mode + does not return to pause mode (like pushing things that don't move + or simply by trying to run against a wall) */ if (button1 || (dropped && !moved)) +#endif { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -11768,6 +12073,7 @@ static void CheckLevelTime() { int i; + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -11785,6 +12091,21 @@ static void CheckLevelTime() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -11960,8 +12281,9 @@ void GameActions() } if (game.restart_level) - StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE); + StartGameActions(options.network, setup.autorecord, level.random_seed); + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -11979,6 +12301,21 @@ void GameActions() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -12080,10 +12417,26 @@ void GameActions() if (tape.recording) TapeRecordAction(tape_action); +#if USE_NEW_PLAYER_ASSIGNMENTS + { + byte mapped_action[MAX_PLAYERS]; + + for (i = 0; i < MAX_PLAYERS; i++) + mapped_action[i] = stored_player[map_player_action[i]].effective_action; + + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].effective_action = mapped_action[i]; + } +#endif + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { GameActions_EM_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } else { GameActions_RND(); @@ -12106,6 +12459,22 @@ void GameActions_EM_Main() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ } +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; @@ -12818,10 +13187,10 @@ void GameActions_RND() DrawLevelField(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) - DrawLevelFieldCrumbledSand(x, y); + DrawLevelFieldCrumbled(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) - DrawLevelFieldCrumbledSandNeighbours(x, y); + DrawLevelFieldCrumbledNeighbours(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) DrawTwinkleOnField(x, y); @@ -13535,8 +13904,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (Feld[jx][jy] == EL_EXIT_OPEN || Feld[jx][jy] == EL_EM_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_EXIT_OPENING || +#endif Feld[jx][jy] == EL_STEEL_EXIT_OPEN || Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN || +#if 1 + Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING || +#endif Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { @@ -14673,8 +15048,14 @@ static int DigField(struct PlayerInfo *player, } else if (element == EL_EXIT_OPEN || element == EL_EM_EXIT_OPEN || +#if 1 + element == EL_EM_EXIT_OPENING || +#endif element == EL_STEEL_EXIT_OPEN || element == EL_EM_STEEL_EXIT_OPEN || +#if 1 + element == EL_EM_STEEL_EXIT_OPENING || +#endif element == EL_SP_EXIT_OPEN || element == EL_SP_EXIT_OPENING) { @@ -15052,8 +15433,13 @@ static int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, ACTION_FILLING); +#if 1 + if (local_player->sokobanfields_still_needed == 0 && + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) +#else if (local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) +#endif { PlayerWins(player); @@ -15839,6 +16225,21 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) } } +void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) +{ + int element = map_element_SP_to_RND(element_sp); + int action = map_action_SP_to_RND(action_sp); + int offset = (setup.sp_show_border_elements ? 0 : 1); + int x = xx - offset; + int y = yy - offset; + +#if 0 + printf("::: %d -> %d\n", element_sp, action_sp); +#endif + + PlayLevelSoundElementAction(x, y, element, action); +} + #if 0 void ChangeTime(int value) { @@ -16062,8 +16463,6 @@ unsigned int RND(int max) /* game engine snapshot handling functions */ /* ------------------------------------------------------------------------- */ -#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x)) - struct EngineSnapshotInfo { /* runtime values for custom element collect score */ @@ -16073,32 +16472,14 @@ struct EngineSnapshotInfo int choice_pos[NUM_GROUP_ELEMENTS]; /* runtime values for belt position animations */ - int belt_graphic[4 * NUM_BELT_PARTS]; - int belt_anim_mode[4 * NUM_BELT_PARTS]; -}; - -struct EngineSnapshotNodeInfo -{ - void *buffer_orig; - void *buffer_copy; - int size; + int belt_graphic[4][NUM_BELT_PARTS]; + int belt_anim_mode[4][NUM_BELT_PARTS]; }; static struct EngineSnapshotInfo engine_snapshot_rnd; -static ListNode *engine_snapshot_list = NULL; static char *snapshot_level_identifier = NULL; static int snapshot_level_nr = -1; -void FreeEngineSnapshot() -{ - while (engine_snapshot_list != NULL) - deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key, - checked_free); - - setString(&snapshot_level_identifier, NULL); - snapshot_level_nr = -1; -} - static void SaveEngineSnapshotValues_RND() { static int belt_base_active_element[4] = @@ -16132,8 +16513,8 @@ static void SaveEngineSnapshotValues_RND() int graphic = el2img(element); int anim_mode = graphic_info[graphic].anim_mode; - engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic; - engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode; + engine_snapshot_rnd.belt_graphic[i][j] = graphic; + engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode; } } } @@ -16161,8 +16542,8 @@ static void LoadEngineSnapshotValues_RND() { for (j = 0; j < NUM_BELT_PARTS; j++) { - int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j]; - int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j]; + int graphic = engine_snapshot_rnd.belt_graphic[i][j]; + int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j]; graphic_info[graphic].anim_mode = anim_mode; } @@ -16184,36 +16565,26 @@ static void LoadEngineSnapshotValues_RND() } } -static void SaveEngineSnapshotBuffer(void *buffer, int size) -{ - struct EngineSnapshotNodeInfo *bi = - checked_calloc(sizeof(struct EngineSnapshotNodeInfo)); - - bi->buffer_orig = buffer; - bi->buffer_copy = checked_malloc(size); - bi->size = size; - - memcpy(bi->buffer_copy, buffer, size); - - addNodeToList(&engine_snapshot_list, NULL, bi); -} - void SaveEngineSnapshot() { - FreeEngineSnapshot(); /* free previous snapshot, if needed */ - - if (level_editor_test_game) /* do not save snapshots from editor */ + /* do not save snapshots from editor */ + if (level_editor_test_game) return; + /* free previous snapshot buffers, if needed */ + FreeEngineSnapshotBuffers(); + /* copy some special values to a structure better suited for the snapshot */ SaveEngineSnapshotValues_RND(); SaveEngineSnapshotValues_EM(); + SaveEngineSnapshotValues_SP(); /* save values stored in special snapshot structure */ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); /* save further RND engine values */ @@ -16287,7 +16658,7 @@ void SaveEngineSnapshot() snapshot_level_nr = level_nr; #if 0 - ListNode *node = engine_snapshot_list; + ListNode *node = engine_snapshot_list_rnd; int num_bytes = 0; while (node != NULL) @@ -16301,29 +16672,17 @@ void SaveEngineSnapshot() #endif } -static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi) -{ - memcpy(bi->buffer_orig, bi->buffer_copy, bi->size); -} - void LoadEngineSnapshot() { - ListNode *node = engine_snapshot_list; + /* restore generically stored snapshot buffers */ - if (engine_snapshot_list == NULL) - return; - - while (node != NULL) - { - LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content); - - node = node->next; - } + LoadEngineSnapshotBuffers(); /* restore special values from snapshot structure */ LoadEngineSnapshotValues_RND(); LoadEngineSnapshotValues_EM(); + LoadEngineSnapshotValues_SP(); } boolean CheckEngineSnapshot() @@ -16536,10 +16895,8 @@ void RedrawGameButtons() RedrawGadget(game_gadget[i]); } -static void HandleGameButtons(struct GadgetInfo *gi) +static void HandleGameButtonsExt(int id) { - int id = gi->custom_id; - if (game_status != GAME_MODE_PLAYING) return; @@ -16585,6 +16942,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -16603,6 +16961,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } break; @@ -16613,6 +16972,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } break; @@ -16621,3 +16981,27 @@ static void HandleGameButtons(struct GadgetInfo *gi) break; } } + +static void HandleGameButtons(struct GadgetInfo *gi) +{ + HandleGameButtonsExt(gi->custom_id); +} + +void HandleSoundButtonKeys(Key key) +{ +#if 1 + if (key == setup.shortcut.sound_simple) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_loops) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_music) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON); +#else + if (key == setup.shortcut.sound_simple) + HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE); + else if (key == setup.shortcut.sound_loops) + HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS); + else if (key == setup.shortcut.sound_music) + HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC); +#endif +}