X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_gameplay.c;h=483d21eb258e5bc00ddfc9aad36f0bbc9abd72c4;hb=72c0b6d598e4558285fda7637a1b12c1be815bf0;hp=e367d9fb34e55d8b1bc735c3bdad58ef0e7f40e0;hpb=d3ee9a75c191a044aa589058f9814a11362aecd8;p=rocksndiamonds.git diff --git a/src/game_bd/bd_gameplay.c b/src/game_bd/bd_gameplay.c index e367d9fb..483d21eb 100644 --- a/src/game_bd/bd_gameplay.c +++ b/src/game_bd/bd_gameplay.c @@ -31,6 +31,10 @@ void gd_game_free(GdGame *game) if (game->element_buffer) gd_cave_map_free(game->element_buffer); + if (game->last_element_buffer) + gd_cave_map_free(game->last_element_buffer); + if (game->dir_buffer) + gd_cave_map_free(game->dir_buffer); if (game->gfx_buffer) gd_cave_map_free(game->gfx_buffer); @@ -39,64 +43,16 @@ void gd_game_free(GdGame *game) if (game->cave) gd_cave_free(game->cave); - /* if we recorded some replays during this run, we check them. - we remove those which are too short */ - if (game->replays_recorded) - { - GList *citer; - - /* check all caves */ - for (citer = gd_caveset; citer != NULL; citer = citer->next) - { - GdCave *cave = (GdCave *)citer->data; - GList *riter; - - /* check replays of all caves */ - for (riter = cave->replays; riter != NULL; ) - { - GdReplay *replay = (GdReplay *)riter->data; - - /* remember next iter, as we may delete the current */ - GList *nextrep = riter->next; - - /* if we recorded this replay now, and it is too short, we delete it */ - /* but do not delete successful ones! */ - if (g_list_find(game->replays_recorded, replay) && - (replay->movements->len < 16) && - (!replay->success)) - { - /* delete from list */ - cave->replays = g_list_delete_link(cave->replays, riter); - - /* also free replay */ - gd_replay_free(replay); - } - - riter = nextrep; - } - } - - /* free the list of newly recorded replays, as we checked them */ - g_list_free(game->replays_recorded); - game->replays_recorded = NULL; - } - free(game); } /* add bonus life. if sound enabled, play sound, too. */ static void add_bonus_life(GdGame *game, boolean inform_user) { - /* only inform about bonus life when playing a game */ - /* or when testing the cave (so the user can see that a bonus life can be earned in that cave */ - if (game->type == GD_GAMETYPE_NORMAL || - game->type == GD_GAMETYPE_TEST) + if (inform_user) { - if (inform_user) - { - gd_sound_play_bonus_life(); - game->bonus_life_flash = 100; - } + gd_sound_play_bonus_life(); + game->bonus_life_flash = 100; } /* really increment number of lifes? only in a real game, nowhere else. */ @@ -121,10 +77,6 @@ static void increment_score(GdGame *game, int increment) game->player_score += increment; game->cave_score += increment; - /* also record to replay */ - if (game->replay_record) - game->replay_record->score += increment; - /* if score crossed bonus_life_score point boundary, player won a bonus life */ if (game->player_score / gd_caveset_data->bonus_life_score > i) add_bonus_life(game, TRUE); @@ -140,6 +92,16 @@ static void load_cave(GdGame *game) gd_cave_map_free(game->element_buffer); game->element_buffer = NULL; + /* delete last element buffer */ + if (game->last_element_buffer) + gd_cave_map_free(game->last_element_buffer); + game->last_element_buffer = NULL; + + /* delete direction buffer */ + if (game->dir_buffer) + gd_cave_map_free(game->dir_buffer); + game->dir_buffer = NULL; + /* delete gfx buffer */ if (game->gfx_buffer) gd_cave_map_free(game->gfx_buffer); @@ -171,6 +133,20 @@ static void load_cave(GdGame *game) for (x = 0; x < game->cave->w; x++) game->element_buffer[y][x] = O_NONE; + /* create new last element buffer */ + game->last_element_buffer = gd_cave_map_new(game->cave, int); + + for (y = 0; y < game->cave->h; y++) + for (x = 0; x < game->cave->w; x++) + game->last_element_buffer[y][x] = O_NONE; + + /* create new direction buffer */ + game->dir_buffer = gd_cave_map_new(game->cave, int); + + for (y = 0; y < game->cave->h; y++) + for (x = 0; x < game->cave->w; x++) + game->dir_buffer[y][x] = GD_MV_STILL; + /* create new gfx buffer */ game->gfx_buffer = gd_cave_map_new(game->cave, int); @@ -207,7 +183,6 @@ GdGame *gd_game_new(const int cave, const int level) game->player_move_stick = FALSE; game->player_fire = FALSE; - game->type = GD_GAMETYPE_NORMAL; game->state_counter = GAME_INT_LOAD_CAVE; game->show_story = TRUE; @@ -215,67 +190,13 @@ GdGame *gd_game_new(const int cave, const int level) return game; } -/* starts a new snapshot playing */ -GdGame *gd_game_new_replay(GdCave *cave, GdReplay *replay) -{ - GdGame *game; - - game = checked_calloc(sizeof(GdGame)); - - gd_strcpy(game->player_name, ""); - - game->player_lives = 0; - game->player_score = 0; - - game->player_move = GD_MV_STILL; - game->player_move_stick = FALSE; - game->player_fire = FALSE; - - game->original_cave = cave; - game->replay_from = replay; - - game->type = GD_GAMETYPE_REPLAY; - game->state_counter = GAME_INT_LOAD_CAVE; - - return game; -} - static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire) { boolean suicide = FALSE; - /* if we are playing a replay, but the user intervents, continue as a snapshot. */ - /* do not trigger this for fire, as it would not be too intuitive. */ - if (game->type == GD_GAMETYPE_REPLAY) - { - if (player_move != GD_MV_STILL) - { - game->type = GD_GAMETYPE_CONTINUE_REPLAY; - game->replay_from = NULL; - } - } - /* ANYTHING EXCEPT A TIMEOUT, WE ITERATE THE CAVE */ if (game->cave->player_state != GD_PL_TIMEOUT) { - /* IF PLAYING FROM REPLAY, OVERWRITE KEYPRESS VARIABLES FROM REPLAY */ - if (game->type == GD_GAMETYPE_REPLAY) - { - boolean result; - - /* if the user does touch the keyboard, we immediately exit replay, - and he can continue playing */ - result = gd_replay_get_next_movement(game->replay_from, &player_move, &fire, &suicide); - /* if could not get move from snapshot, continue from keyboard input. */ - if (!result) - game->replay_no_more_movements++; - - /* if no more available movements, and the user does not do anything, - we cover cave and stop game. */ - if (game->replay_no_more_movements > 15) - game->state_counter = GAME_INT_COVER_START; - } - if (TapeIsPlaying_ReplayBD()) { byte *action_rnd = TapePlayAction_BD(); @@ -292,9 +213,6 @@ static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire) /* iterate cave */ gd_cave_iterate(game->cave, player_move, fire, suicide); - if (game->replay_record) - gd_replay_store_movement(game->replay_record, player_move, fire, suicide); - if (game->cave->score) increment_score(game, game->cave->score); @@ -311,9 +229,6 @@ static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire) add_bonus_life(game, FALSE); } - if (game->replay_record) - game->replay_record->success = TRUE; - /* start adding points for remaining time */ game->state_counter = GAME_INT_CHECK_BONUS_TIME; gd_cave_clear_sounds(game->cave); @@ -369,8 +284,8 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean /* if we have a story... */ #if 0 - if (game->show_story && game->original_cave && game->original_cave->story->len != 0) - Info("Cave Story: %s", game->original_cave->story->str); + if (game->show_story && game->original_cave && game->original_cave->story != NULL) + Info("Cave Story: %s", game->original_cave->story); #endif counter_next = GAME_INT_START_UNCOVER; @@ -455,6 +370,9 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean if (allow_iterate) game->milliseconds_game += millisecs_elapsed; + /* increment cycle (frame) counter for the current cave iteration */ + game->itercycle++; + if (game->milliseconds_game >= cavespeed) { GdPlayerState pl; @@ -462,6 +380,25 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean game->milliseconds_game -= cavespeed; pl = game->cave->player_state; + /* initialize buffers for last cave element and direction for next iteration */ + for (y = 0; y < game->cave->h; y++) + { + for (x = 0; x < game->cave->w; x++) + { + game->last_element_buffer[y][x] = game->element_buffer[y][x]; + game->dir_buffer[y][x] = GD_MV_STILL; + } + } + + /* store last maximum number of cycles (to force redraw if changed) */ + game->itermax_last = game->itermax; + + /* update maximum number of cycles (frame) per cave iteration */ + game->itermax = game->itercycle; + + /* reset cycle (frame) counter for the next cave iteration */ + game->itercycle = 0; + iterate_cave(game, game->player_move, game->player_fire); if (game->player_move == GD_MV_STILL) @@ -546,7 +483,7 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean /* if no more lives, game is over. */ counter_next = game->state_counter; - if (game->type == GD_GAMETYPE_NORMAL && game->player_lives == 0) + if (game->player_lives == 0) return_state = GD_GAME_NO_MORE_LIVES; else return_state = GD_GAME_NOTHING; @@ -614,19 +551,10 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean { /* cover all + 1 */ - /* if this is a normal game: */ - if (game->type == GD_GAMETYPE_NORMAL) - { - if (game->player_lives != 0) - return_state = GD_GAME_NOTHING; /* and go to next level */ - else - return_state = GD_GAME_GAME_OVER; - } + if (game->player_lives != 0) + return_state = GD_GAME_NOTHING; /* and go to next level */ else - { - /* for snapshots and replays and the like, this is the end. */ - return_state = GD_GAME_STOP; - } + return_state = GD_GAME_GAME_OVER; } /* draw the cave */