(s)==SND_TYGER || (s)==SND_VOYAGER || \
(s)==SND_TWILIGHT)
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
/* score for elements */
#define SC_EDELSTEIN 0
#define SC_DIAMANT 1
player->present = TRUE;
- /*
- if (!network_playing || player->connected)
- */
-
if (!options.network || player->connected)
{
player->active = TRUE;
player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
- player->move_speed = (level.double_speed ? 4 : 8);
+ player->move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
player->snapped = FALSE;
player->gone = FALSE;
ScreenMovPos = 0;
ScreenGfxPos = 0;
- /*
- MoveSpeed = (level.double_speed ? 4 : 8);
- ScrollStepSize = TILEX / MoveSpeed;
- */
-
- ScrollStepSize = 0;
+ ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
AllPlayersGone = FALSE;
SiebAktiv = FALSE;
DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-
-
-#if 0
- DrawGameButton(BUTTON_GAME_STOP);
- DrawGameButton(BUTTON_GAME_PAUSE);
- DrawGameButton(BUTTON_GAME_PLAY);
- DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
-#else
UnmapGameButtons();
game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
MapGameButtons();
MapTapeButtons();
-#endif
+ /* copy actual game buttons to door double buffer for OpenDoor() */
XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
-
-
OpenDoor(DOOR_OPEN_ALL);
if (setup.sound_music)
if (options.verbose)
{
for (i=0; i<4; i++)
- printf("Spieler %d %saktiv.\n",
- i+1, (stored_player[i].active ? "" : "nicht "));
+ printf("Player %d %sactive.\n",
+ i + 1, (stored_player[i].active ? "" : "not "));
}
}
player_action &= JOY_BUTTON;
stored_player_action[player->index_nr] = player_action;
-
-#if 0
- /* this allows cycled sequences of PlayerActions() */
- if (num_stored_actions >= MAX_PLAYERS)
- {
- TapeRecordAction(stored_player_action);
- num_stored_actions = 0;
- }
-#endif
-
}
else if (tape.playing && snapped)
SnapField(player, 0, 0); /* stop snapping */
}
else
{
+ /* no actions for this player (no input at player's configured device) */
+
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
CheckGravityMovement(player);
- /*
- if (++player->frame_reset_delay > MoveSpeed)
- player->Frame = 0;
- */
-
- if (++player->frame_reset_delay > player->move_speed)
+ if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- /*
- if (tape.playing && tape.fast_forward)
- {
- char buf[100];
-
- sprintf(buf, "FFWD: %ld ms", action_delay_value);
- print_debug(buf);
- }
- */
-
-
- /* main game synchronization point */
-
-
-
+ /* ---------- main game synchronization point ---------- */
-#if 1
WaitUntilDelayReached(&action_delay, action_delay_value);
-#else
-
- while (!DelayReached(&action_delay, action_delay_value))
- {
- char buf[100];
-
- sprintf(buf, "%ld %ld %ld",
- Counter(), action_delay, action_delay_value);
- print_debug(buf);
- }
- print_debug("done");
-
-#endif
-
-
-
if (network_playing && !network_player_action_received)
{
}
}
-
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
-
if (tape.pausing)
return;
int actual_player_action = stored_player[i].effective_action;
if (stored_player[i].programmed_action)
- {
-#if 0
- /* this is very bad and need to be fixed!!! */
- unsigned long move_delay = stored_player[i].move_delay;
-
- /*
- if (FrameReached(&move_delay, MoveSpeed))
- */
-
- if (FrameReached(&move_delay, stored_player[i].move_speed))
- {
- actual_player_action = stored_player[i].programmed_action;
- stored_player[i].programmed_action = 0;
- }
-#else
actual_player_action = stored_player[i].programmed_action;
-#endif
- }
if (recorded_player_action)
actual_player_action = recorded_player_action[i];
ScrollScreen(NULL, SCROLL_GO_ON);
- /*
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- */
-
-
-
-
#ifdef DEBUG
- /*
+#if 0
if (TimeFrames == 0 && !local_player->gone)
{
extern unsigned int last_RND();
printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
- TimePlayed,
- last_RND(),
- getStateCheckSum(TimePlayed));
+ TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
}
- */
#endif
-
-
+#endif
#ifdef DEBUG
- /*
+#if 0
if (GameFrameDelay >= 500)
printf("FrameCounter == %d\n", FrameCounter);
- */
#endif
-
-
+#endif
Blocked2Moving(x, y, &oldx, &oldy);
if (!IS_MOVING(oldx, oldy))
{
- printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
+ printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
printf("GameActions(): This should never happen!\n");
jy = player->jy = new_jy;
StorePlayer[jx][jy] = player->element_nr;
- /*
- player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
- */
-
player->MovPos =
- (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_speed);
+ (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
ScrollFigure(player, SCROLL_INIT);
if (player->gone || (!dx && !dy))
return FALSE;
- /*
- if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
- return FALSE;
- */
-
- if (!FrameReached(&player->move_delay, player->move_speed) && !tape.playing)
+ if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+ !tape.playing)
return FALSE;
/* remove the last programmed player action */
/* should only happen if pre-1.2 tape recordings are played */
/* this is only for backward compatibility */
- /*
- int old_move_speed = MoveSpeed;
- */
-
- int old_move_speed = player->move_speed;
+ int original_move_delay_value = player->move_delay_value;
#if DEBUG
printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
#endif
/* scroll remaining steps with finest movement resolution */
-
- /*
- MoveSpeed = 8;
- */
-
- player->move_speed = 8;
+ player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
while (player->MovPos)
{
BackToFront();
}
- /*
- MoveSpeed = old_move_speed;
- */
-
- player->move_speed = old_move_speed;
-
+ player->move_delay_value = original_move_delay_value;
}
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
int jx = player->jx, jy = player->jy;
int last_jx = player->last_jx, last_jy = player->last_jy;
- int move_stepsize = TILEX / player->move_speed;
+ int move_stepsize = TILEX / player->move_delay_value;
if (!player->active || player->gone || !player->MovPos)
return;
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_LEERRAUM;
-
-#if 0
- if (!player->MovPos && level.gravity)
- {
- if (player->action == MV_NO_MOVING)
- player->programmed_action = MV_DOWN;
- else if (player->action == MV_UP)
- {
- }
- else if (player->action & (MV_LEFT | MV_RIGHT))
- {
- }
- }
-#else
- if (!player->MovPos)
+ /* before DrawPlayer() to draw correct player graphic for this case */
+ if (player->MovPos == 0)
CheckGravityMovement(player);
-#endif
-
DrawPlayer(player);
- if (!player->MovPos)
+ if (player->MovPos == 0)
{
if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
{
- /* continue with normal speed after moving through port */
- /* FIX THIS: what about player already having eaten a speed pill? */
-
- /*
- MoveSpeed = 8;
- ScrollStepSize = TILEX / MoveSpeed;
- */
-
- player->move_speed = 8;
+ /* continue with normal speed after quickly moving through gate */
+ HALVE_PLAYER_SPEED(player);
- /* don't wait for the next move -- the whole move delay stuff
- is worse at the moment; FIX THIS! ;-) */
+ /* be able to make the next move without delay */
player->move_delay = 0;
}
if (mode == SCROLL_INIT)
{
/* set scrolling step size according to actual player's moving speed */
- ScrollStepSize = TILEX / player->move_speed;
+ ScrollStepSize = TILEX / player->move_delay_value;
screen_frame_counter = FrameCounter;
ScreenMovDir = player->MovDir;
case EL_SPEED_PILL:
RemoveField(x, y);
-
- player->move_speed = 4;
-
- /*
- MoveSpeed = 4;
- ScrollStepSize = TILEX / MoveSpeed;
- */
-
+ player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
PlaySoundLevel(x, y, SND_PONG);
break;
case EL_EM_GATE_4:
if (!player->key[element - EL_EM_GATE_1])
return MF_NO_ACTION;
-
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
- player->move_speed = 4;
+ DOUBLE_PLAYER_SPEED(player);
break;
case EL_EM_GATE_4X:
if (!player->key[element - EL_EM_GATE_1X])
return MF_NO_ACTION;
-
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
- player->move_speed = 4;
+ DOUBLE_PLAYER_SPEED(player);
break;
/* automatically move to the next field with double speed */
player->programmed_action = move_direction;
- player->move_speed = 4;
-
- /*
- MoveSpeed = 4;
- ScrollStepSize = TILEX / MoveSpeed;
- */
+ DOUBLE_PLAYER_SPEED(player);
break;
PlaySoundLevel(x, y, SND_BUING);
- /*
- player->gone = TRUE;
- PlaySoundLevel(x, y, SND_BUING);
-
- if (!local_player->friends_still_needed)
- player->LevelSolved = player->GameOver = TRUE;
- */
-
break;
case EL_BIRNE_AUS:
volume = PSND_MAX_VOLUME;
#ifndef MSDOS
- stereo = (sx-SCR_FIELDX/2)*12;
+ stereo = (sx - SCR_FIELDX/2) * 12;
#else
- stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
- if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
- if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
+ stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
+ if (stereo > PSND_MAX_RIGHT)
+ stereo = PSND_MAX_RIGHT;
+ if (stereo < PSND_MAX_LEFT)
+ stereo = PSND_MAX_LEFT;
#endif
if (!IN_SCR_FIELD(sx, sy))
{
- int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
- int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
+ int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
+ int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
- volume -= volume*(dx > dy ? dx : dy)/silence_distance;
+ volume -= volume * (dx > dy ? dx : dy) / silence_distance;
}
PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);