X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=e43739030777399cda01f06e2f86ef62833cd187;hb=216bac7a443561781916af1b643d14a15007db42;hp=e281c12727d650b10176bb4b72431a3aa26d34ce;hpb=afeec80878187293b10f7dcdd6ff3c094cc97e5d;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e281c127..e4373903 100644 --- a/src/game.c +++ b/src/game.c @@ -1963,12 +1963,12 @@ static void InitField(int x, int y, boolean init_game) break; case EL_EMC_MAGIC_BALL: - if (game.ball_state) + if (game.ball_active) Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE; break; case EL_EMC_MAGIC_BALL_SWITCH: - if (game.ball_state) + if (game.ball_active) Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE; break; @@ -2126,9 +2126,9 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2) int getPlayerInventorySize(int player_nr) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - return level.native_em_level->ply[player_nr]->dynamite; + return game_em.ply[player_nr]->dynamite; else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - return level.native_sp_level->game_sp->red_disk_count; + return game_sp.red_disk_count; else return stored_player[player_nr].inventory_size; } @@ -2212,32 +2212,32 @@ static void UpdateGameControlValues(void) int time = (game.LevelSolved ? game.LevelSolved_CountingTime : level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->time : + game_em.lev->time : level.game_engine_type == GAME_ENGINE_TYPE_SP ? - level.native_sp_level->game_sp->time_played : + game_sp.time_played : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.energy_left : game.no_time_limit ? TimePlayed : TimeLeft); int score = (game.LevelSolved ? game.LevelSolved_CountingScore : level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->score : + game_em.lev->score : level.game_engine_type == GAME_ENGINE_TYPE_SP ? - level.native_sp_level->game_sp->score : + game_sp.score : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score : game.score); int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->required : + game_em.lev->gems_needed : level.game_engine_type == GAME_ENGINE_TYPE_SP ? - level.native_sp_level->game_sp->infotrons_still_needed : + game_sp.infotrons_still_needed : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.kettles_still_needed : game.gems_still_needed); int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->required > 0 : + game_em.lev->gems_needed > 0 : level.game_engine_type == GAME_ENGINE_TYPE_SP ? - level.native_sp_level->game_sp->infotrons_still_needed > 0 : + game_sp.infotrons_still_needed > 0 : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.kettles_still_needed > 0 || game_mm.lights_still_needed > 0 : @@ -2277,7 +2277,7 @@ static void UpdateGameControlValues(void) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - if (level.native_em_level->ply[i]->keys & (1 << k)) + if (game_em.ply[i]->keys & (1 << k)) game_panel_controls[GAME_PANEL_KEY_1 + k].value = get_key_element_from_nr(k); } @@ -2305,7 +2305,7 @@ static void UpdateGameControlValues(void) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { - if (level.native_em_level->ply[player_nr]->keys & (1 << k)) + if (game_em.ply[player_nr]->keys & (1 << k)) game_panel_controls[GAME_PANEL_KEY_1 + k].value = get_key_element_from_nr(k); } @@ -2366,9 +2366,9 @@ static void UpdateGameControlValues(void) (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN); game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value = - (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); + (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value = - (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : + (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : EL_EMC_MAGIC_BALL_SWITCH); game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value = @@ -2906,12 +2906,17 @@ static void InitGameEngine(void) game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + /* various special flags and settings for native Emerald Mine game engine */ + 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)); + game_em.use_old_explosions = + (game.engine_version < VERSION_IDENT(4,1,4,2)); + // -------------------------------------------------------------------------- // set maximal allowed number of custom element changes per game frame @@ -3250,6 +3255,8 @@ static void InitGameEngine(void) // ---------- initialize graphics engine ------------------------------------ game.scroll_delay_value = (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value : + level.game_engine_type == GAME_ENGINE_TYPE_EM && + !setup.forced_scroll_delay ? 0 : setup.scroll_delay ? setup.scroll_delay_value : 0); game.scroll_delay_value = MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); @@ -3272,6 +3279,23 @@ static void InitGameEngine(void) // Supaplex levels with time limit currently unsupported -- should be added if (level.game_engine_type == GAME_ENGINE_TYPE_SP) level.time = 0; + + // ----------initialize flag for handling mouse events --------------------- + + // set flag to default value: do not handle mouse events + game.use_mouse_events = FALSE; + + // now check for custom elements which have mouse click events defined + for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) || + HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) || + HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) || + HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X)) + game.use_mouse_events = TRUE; + } } static int get_num_special_action(int element, int action_first, @@ -3612,7 +3636,7 @@ void InitGame(void) game.lenses_time_left = 0; game.magnify_time_left = 0; - game.ball_state = level.ball_state_initial; + game.ball_active = level.ball_active_initial; game.ball_content_nr = 0; game.explosions_delayed = TRUE; @@ -3746,12 +3770,13 @@ void InitGame(void) // use preferred player also in local single-player mode if (!network.enabled && !game.team_mode) { - int old_index_nr = local_player->index_nr; int new_index_nr = setup.network_player_nr; if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS) { - stored_player[old_index_nr].connected_locally = FALSE; + for (i = 0; i < MAX_PLAYERS; i++) + stored_player[i].connected_locally = FALSE; + stored_player[new_index_nr].connected_locally = TRUE; } } @@ -3933,6 +3958,7 @@ void InitGame(void) game.centered_player_nr = (network_playing ? local_player->index_nr : -1); game.centered_player_nr_next = game.centered_player_nr; game.set_centered_player = FALSE; + game.set_centered_player_wrap = FALSE; if (network_playing && tape.recording) { @@ -4491,7 +4517,7 @@ static void LevelSolved(void) game.GameOver = TRUE; game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->score : + game_em.lev->score : level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score : game.score); @@ -9871,11 +9897,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) // ---------- player actions --------------------------------------------- case CA_MOVE_PLAYER: + case CA_MOVE_PLAYER_NEW: { // automatically move to the next field in specified direction for (i = 0; i < MAX_PLAYERS; i++) if (trigger_player_bits & (1 << i)) - stored_player[i].programmed_action = action_arg_direction; + if (action_type == CA_MOVE_PLAYER || + stored_player[i].MovPos == 0) + stored_player[i].programmed_action = action_arg_direction; break; } @@ -10151,6 +10180,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) if (CustomValue[x][y] == 0) { + // reset change counter (else CE_VALUE_GETS_ZERO would not work) + ChangeCount[x][y] = 0; // allow at least one more change + CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO); CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X); } @@ -10174,6 +10206,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { int xx, yy; + // reset change counter (else CE_SCORE_GETS_ZERO would not work) + ChangeCount[x][y] = 0; // allow at least one more change + CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO); CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X); @@ -11239,7 +11274,7 @@ static void CheckLevelTime(void) if (!TimeLeft && setup.time_limit) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - level.native_em_level->lev->killed_out_of_time = TRUE; + game_em.lev->killed_out_of_time = TRUE; else for (i = 0; i < MAX_PLAYERS; i++) KillPlayer(&stored_player[i]); @@ -11250,8 +11285,7 @@ static void CheckLevelTime(void) game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; } - level.native_em_level->lev->time = - (game.no_time_limit ? TimePlayed : TimeLeft); + game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft); } if (tape.recording || tape.playing) @@ -11340,7 +11374,7 @@ static void GameActionsExt(void) unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; - byte tape_action[MAX_PLAYERS]; + byte tape_action[MAX_TAPE_ACTIONS] = { 0 }; int i; // detect endless loops, caused by custom element programming @@ -11673,6 +11707,8 @@ void GameActions_RND_Main(void) void GameActions_RND(void) { + static struct MouseActionInfo mouse_action_last = { 0 }; + struct MouseActionInfo mouse_action = local_player->effective_mouse_action; int magic_wall_x = 0, magic_wall_y = 0; int i, x, y, element, graphic, last_gfx_frame; @@ -11859,6 +11895,24 @@ void GameActions_RND(void) #endif } + if (mouse_action.button) + { + int new_button = (mouse_action.button && mouse_action_last.button == 0); + + x = local_player->mouse_action.lx; + y = local_player->mouse_action.ly; + element = Feld[x][y]; + + if (new_button) + { + CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE); + CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X); + } + + CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE); + CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X); + } + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -12200,6 +12254,8 @@ void GameActions_RND(void) // use random number generator in every frame to make it less predictable if (game.engine_version >= VERSION_IDENT(3,1,1,0)) RND(1); + + mouse_action_last = mouse_action; } static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y) @@ -14218,13 +14274,13 @@ static int DigField(struct PlayerInfo *player, { int xx, yy; - game.ball_state = !game.ball_state; + game.ball_active = !game.ball_active; SCAN_PLAYFIELD(xx, yy) { int e = Feld[xx][yy]; - if (game.ball_state) + if (game.ball_active) { if (e == EL_EMC_MAGIC_BALL) CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE); @@ -14701,7 +14757,7 @@ static void PlayLevelMusic(void) void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) { - int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0); + int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0); int offset = (BorderElement == EL_STEELWALL ? 1 : 0); int x = xx - 1 - offset; int y = yy - 1 - offset; @@ -14805,7 +14861,7 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING); break; - case SOUND_slidewall: + case SOUND_slide: PlayLevelSoundElementAction(x, y, element, ACTION_GROWING); break;