rnd-20040928-1-src
[rocksndiamonds.git] / src / game.c
index bf9b3892aa42200833396a0e620a41f2b41b3425..087c63e25c7bc2b2b5ccf2f4964a1c495c9f2425 100644 (file)
@@ -37,7 +37,7 @@
 #define USE_NEW_SP_SLIPPERY    TRUE    * USE_NEW_STUFF         * 1
 #define USE_NEW_RANDOMIZE      TRUE    * USE_NEW_STUFF         * 1
 
-#define USE_PUSH_BUGFIX                TRUE    * 1
+#define USE_PUSH_BUGFIX                TRUE    * USE_NEW_STUFF         * 1
 
 /* for DigField() */
 #define DF_NO_PUSH             0
@@ -1124,6 +1124,14 @@ void DrawGameDoorValues()
   DrawGameValue_Time(TimeLeft);
 }
 
+void DrawGameDoorValues_EM(int emeralds, int dynamite, int score, int time)
+{
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
+}
+
 static void resolve_group_element(int group_element, int recursion_depth)
 {
   static int group_nr;
@@ -2052,18 +2060,27 @@ void InitGame()
 
   CloseDoor(DOOR_CLOSE_1);
 
-  DrawLevel();
-  DrawAllPlayers();
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    InitGameEngine_EM();
+  }
+  else
+  {
+    DrawLevel();
+    DrawAllPlayers();
 
-  /* after drawing the level, correct some elements */
-  if (game.timegate_time_left == 0)
-    CloseAllOpenTimegates();
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
 
-  if (setup.soft_scrolling)
-    BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+    if (setup.soft_scrolling)
+      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
-  FadeToFront();
+    redraw_mask |= REDRAW_FROM_BACKBUFFER;
+    FadeToFront();
+  }
+  /* !!! FIX THIS (END) !!! */
 
   /* copy default game door content to main double buffer */
   BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
@@ -2104,6 +2121,15 @@ void InitGame()
 #endif
 }
 
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+  /* this is used for non-R'n'D game engines to update certain engine values */
+
+  /* needed to determine if sounds are played within the visible screen area */
+  scroll_x = actual_scroll_x;
+  scroll_y = actual_scroll_y;
+}
+
 void InitMovDir(int x, int y)
 {
   int i, element = Feld[x][y];
@@ -5145,7 +5171,13 @@ inline static void TurnRoundExt(int x, int y)
 
     MovDir[x][y] = new_move_dir;
     if (old_move_dir != new_move_dir)
+    {
+#if 1
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+#else
       MovDelay[x][y] = 9;
+#endif
+    }
   }
 }
 
@@ -8506,8 +8538,8 @@ void AdvanceFrameAndPlayerCounters(int player_nr)
 
 void GameActions()
 {
-  static unsigned long action_delay = 0;
-  unsigned long action_delay_value;
+  static unsigned long game_frame_delay = 0;
+  unsigned long game_frame_delay_value;
   int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic;
   byte *recorded_player_action;
@@ -8519,15 +8551,15 @@ void GameActions()
   if (game_status != GAME_MODE_PLAYING)
     return;
 
-  action_delay_value =
+  game_frame_delay_value =
     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
   if (tape.playing && tape.warp_forward && !tape.pausing)
-    action_delay_value = 0;
+    game_frame_delay_value = 0;
 
   /* ---------- main game synchronization point ---------- */
 
-  WaitUntilDelayReached(&action_delay, action_delay_value);
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
   if (network_playing && !network_player_action_received)
   {
@@ -8566,6 +8598,7 @@ void GameActions()
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
 #if 1
+  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
   if (recorded_player_action == NULL && tape.pausing)
     return;
 #endif
@@ -12370,6 +12403,151 @@ static void PlayLevelMusic()
     PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
+void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+{
+  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+
+#if 0
+  if (sample == SAMPLE_bug)
+    printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
+#endif
+
+  switch (sample)
+  {
+    case SAMPLE_blank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+      break;
+
+    case SAMPLE_roll:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_stone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_nut:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_crack:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_bug:
+      PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING);
+      break;
+
+    case SAMPLE_tank:
+      PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING);
+      break;
+
+    case SAMPLE_android:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_spring:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_slurp:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    case SAMPLE_eater:
+      PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING);
+      break;
+
+    case SAMPLE_alien:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_collect:
+      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      break;
+
+    case SAMPLE_diamond:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_squash:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_wonderfall:
+      PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING);
+      break;
+
+    case SAMPLE_drip:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_push:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_dirt:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_acid:
+      PlayLevelSound(x, y, SND_ACID_SPLASHING);
+      break;
+
+    case SAMPLE_ball:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_grow:
+      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+      break;
+
+    case SAMPLE_wonder:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_door:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_exit:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_dynamite:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_tick:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_press:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      break;
+
+    case SAMPLE_wheel:
+      PlaySoundStereo(SND_MAGIC_WALL_ACTIVE, SOUND_MIDDLE);
+      break;
+
+    case SAMPLE_boom:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+      break;
+
+    case SAMPLE_time:
+      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      break;
+
+    case SAMPLE_die:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
+  }
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;