X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=b8d863fe232597b2b32f3c43132b2d10c6255980;hb=e6b3efaee4f084e66f2fa709402f25fc67536952;hp=b543e6d2e14132d345e14aca528e069efdc98e54;hpb=b85bbf90337a581a6de74005dca2385914ab7003;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index b543e6d2..b8d863fe 100644 --- a/src/game.c +++ b/src/game.c @@ -1052,6 +1052,7 @@ static void PlayLevelSoundElementActionIfLoop(int, int, int, int); static void PlayLevelSoundActionIfLoop(int, int, int); static void StopLevelSoundActionIfLoop(int, int, int); static void PlayLevelMusic(); +static void FadeLevelSoundsAndMusic(); static void HandleGameButtons(struct GadgetInfo *); @@ -1619,7 +1620,6 @@ void GetPlayerConfig() setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); - InitJoysticks(); } int GetElementFromGroupElement(int element) @@ -2699,6 +2699,12 @@ static void InitGameEngine() game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + game_em.use_single_button = + (game.engine_version > VERSION_IDENT(4,0,0,2)); + + game_em.use_snap_key_bug = + (game.engine_version < VERSION_IDENT(4,0,1,0)); + /* ---------------------------------------------------------------------- */ /* set maximal allowed number of custom element changes per game frame */ @@ -3116,7 +3122,7 @@ void InitGame() if (CheckIfGlobalBorderHasChanged()) fade_mask = REDRAW_ALL; - FadeSoundsAndMusic(); + FadeLevelSoundsAndMusic(); ExpireSoundLoops(TRUE); @@ -3222,6 +3228,8 @@ void InitGame() player->was_snapping = FALSE; player->was_dropping = FALSE; + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -4461,7 +4469,8 @@ void GameEnd() SaveLevelSetup_SeriesInfo(); } - if (level_nr < leveldir_current->last_level) + if (setup.increment_levels && + level_nr < leveldir_current->last_level) raise_level = TRUE; /* advance to next level */ if ((hi_pos = NewHiScore()) >= 0) @@ -10711,7 +10720,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player) { /* 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 && !player->is_pushing) + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -11205,7 +11216,7 @@ void GameActionsExt() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - if (options.debug) /* calculate frames per second */ + if (global.show_frames_per_second) { static unsigned int fps_counter = 0; static int fps_frames = 0; @@ -11213,15 +11224,20 @@ void GameActionsExt() fps_frames++; - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ { global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; fps_frames = 0; fps_counter = Counter(); + + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; } - redraw_mask |= REDRAW_FPS; + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; } } @@ -11265,6 +11281,14 @@ void GameActions_SP_Main() effective_action[i] = stored_player[i].effective_action; GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; + + stored_player[i].force_dropping = FALSE; + } } void GameActions_RND_Main() @@ -13976,8 +14000,6 @@ static boolean DropElement(struct PlayerInfo *player) int drop_side = drop_direction; int drop_element = get_next_dropped_element(player); - player->is_dropping_pressed = TRUE; - /* do not drop an element on top of another element; when holding drop key pressed without moving, dropped element must move away before the next element can be dropped (this is especially important if the next element @@ -14005,6 +14027,9 @@ static boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; + /* check if drop key was pressed long enough for EM style dynamite */ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; @@ -14211,12 +14236,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action) StopSound(sound_effect); } -static void PlayLevelMusic() +static int getLevelMusicNr() { if (levelset.music[level_nr] != MUS_UNDEFINED) - PlayMusic(levelset.music[level_nr]); /* from config file */ + return levelset.music[level_nr]; /* from config file */ else - PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ + return MAP_NOCONF_MUSIC(level_nr); /* from music dir */ +} + +static void FadeLevelSounds() +{ + FadeSounds(); +} + +static void FadeLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + FadeMusic(); +} + +void FadeLevelSoundsAndMusic() +{ + FadeLevelSounds(); + FadeLevelMusic(); +} + +static void PlayLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + PlayMusic(music_nr); } void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)