X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=abf350ce93311d668bc344cc1301affb90fa0a1e;hp=ea30528996c15d9b1a706d899d0d6f0853dd5bd7;hb=HEAD;hpb=3f0fff81d235d4259a00b504e24a29f3171fb5bb diff --git a/src/game.c b/src/game.c index ea305289..fd943b99 100644 --- a/src/game.c +++ b/src/game.c @@ -1017,19 +1017,22 @@ static struct GamePanelControlInfo game_panel_controls[] = #define GAME_CTRL_ID_SAVE 5 #define GAME_CTRL_ID_PAUSE2 6 #define GAME_CTRL_ID_LOAD 7 -#define GAME_CTRL_ID_PANEL_STOP 8 -#define GAME_CTRL_ID_PANEL_PAUSE 9 -#define GAME_CTRL_ID_PANEL_PLAY 10 -#define GAME_CTRL_ID_TOUCH_STOP 11 -#define GAME_CTRL_ID_TOUCH_PAUSE 12 -#define SOUND_CTRL_ID_MUSIC 13 -#define SOUND_CTRL_ID_LOOPS 14 -#define SOUND_CTRL_ID_SIMPLE 15 -#define SOUND_CTRL_ID_PANEL_MUSIC 16 -#define SOUND_CTRL_ID_PANEL_LOOPS 17 -#define SOUND_CTRL_ID_PANEL_SIMPLE 18 - -#define NUM_GAME_BUTTONS 19 +#define GAME_CTRL_ID_RESTART 8 +#define GAME_CTRL_ID_PANEL_STOP 9 +#define GAME_CTRL_ID_PANEL_PAUSE 10 +#define GAME_CTRL_ID_PANEL_PLAY 11 +#define GAME_CTRL_ID_PANEL_RESTART 12 +#define GAME_CTRL_ID_TOUCH_STOP 13 +#define GAME_CTRL_ID_TOUCH_PAUSE 14 +#define GAME_CTRL_ID_TOUCH_RESTART 15 +#define SOUND_CTRL_ID_MUSIC 16 +#define SOUND_CTRL_ID_LOOPS 17 +#define SOUND_CTRL_ID_SIMPLE 18 +#define SOUND_CTRL_ID_PANEL_MUSIC 19 +#define SOUND_CTRL_ID_PANEL_LOOPS 20 +#define SOUND_CTRL_ID_PANEL_SIMPLE 21 + +#define NUM_GAME_BUTTONS 22 // forward declaration for internal use @@ -3095,6 +3098,9 @@ static void InitGameEngine(void) game_em.use_single_button = (game.engine_version > VERSION_IDENT(4,0,0,2)); + game_em.use_push_delay = + (game.engine_version > VERSION_IDENT(4,3,7,1)); + game_em.use_snap_key_bug = (game.engine_version < VERSION_IDENT(4,0,1,0)); @@ -3279,6 +3285,8 @@ static void InitGameEngine(void) change->actual_trigger_side = CH_SIDE_NONE; change->actual_trigger_ce_value = 0; change->actual_trigger_ce_score = 0; + change->actual_trigger_x = -1; + change->actual_trigger_y = -1; } } @@ -3474,8 +3482,9 @@ static void InitGameEngine(void) 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); + if (game.forced_scroll_delay_value == -1) + game.scroll_delay_value = + MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); // ---------- initialize game engine snapshots ------------------------------ for (i = 0; i < MAX_PLAYERS; i++) @@ -3864,6 +3873,8 @@ void InitGame(void) game.LevelSolved_CountingScore = 0; game.LevelSolved_CountingHealth = 0; + game.RestartGameRequested = FALSE; + game.panel.active = TRUE; game.no_level_time_limit = (level.time == 0); @@ -3970,6 +3981,10 @@ void InitGame(void) InitBeltMovement(); + // required if level does not contain any "empty space" element + if (element_info[EL_EMPTY].use_gfx_element) + game.use_masked_elements = TRUE; + for (i = 0; i < MAX_PLAYERS; i++) { struct PlayerInfo *player = &stored_player[i]; @@ -4444,6 +4459,11 @@ void InitGame(void) scroll_y = SCROLL_POSITION_Y(local_player->jy); } + if (game.forced_scroll_x != ARG_UNDEFINED_VALUE) + scroll_x = game.forced_scroll_x; + if (game.forced_scroll_y != ARG_UNDEFINED_VALUE) + scroll_y = game.forced_scroll_y; + // !!! FIX THIS (START) !!! if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { @@ -4534,9 +4554,7 @@ void InitGame(void) } game.restart_level = FALSE; - game.request_active = FALSE; - game.request_active_or_moving = FALSE; if (level.game_engine_type == GAME_ENGINE_TYPE_MM) InitGameActions_MM(); @@ -5674,14 +5692,47 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, { // relocation _without_ centering of screen - int center_scroll_x = SCROLL_POSITION_X(old_x); - int center_scroll_y = SCROLL_POSITION_Y(old_y); - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + // apply distance between old and new player position to scroll position + int shifted_scroll_x = scroll_x + (x - old_x); + int shifted_scroll_y = scroll_y + (y - old_y); - // for new screen position, apply previous offset to center position - new_scroll_x = SCROLL_POSITION_X(offset_x); - new_scroll_y = SCROLL_POSITION_Y(offset_y); + // make sure that shifted scroll position does not scroll beyond screen + new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX); + new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY); + + // special case for teleporting from one end of the playfield to the other + // (this kludge prevents the destination area to be shifted by half a tile + // against the source destination for even screen width or screen height; + // probably most useful when used with high "game.forced_scroll_delay_value" + // in combination with "game.forced_scroll_x" and "game.forced_scroll_y") + if (quick_relocation) + { + if (EVEN(SCR_FIELDX)) + { + // relocate (teleport) between left and right border (half or full) + if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1) + new_scroll_x = SBX_Right; + else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right) + new_scroll_x = SBX_Right - 1; + else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1) + new_scroll_x = SBX_Left; + else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left) + new_scroll_x = SBX_Left + 1; + } + + if (EVEN(SCR_FIELDY)) + { + // relocate (teleport) between top and bottom border (half or full) + if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1) + new_scroll_y = SBY_Lower; + else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower) + new_scroll_y = SBY_Lower - 1; + else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1) + new_scroll_y = SBY_Upper; + else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper) + new_scroll_y = SBY_Upper + 1; + } + } } if (quick_relocation) @@ -10642,13 +10693,22 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) if (GFX_CRUMBLED(new_element)) TEST_DrawLevelFieldCrumbledNeighbours(x, y); + if (old_element == EL_EXPLOSION) + { + Store[x][y] = Store2[x][y] = 0; + + // check if new element replaces an exploding player, requiring cleanup + if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) + StorePlayer[x][y] = 0; + } + // check if element under the player changes from accessible to unaccessible // (needed for special case of dropping element which then changes) // (must be checked after creating new element for walkable group elements) if (IS_PLAYER(x, y) && !player_explosion_protected && IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element)) { - Bang(x, y); + KillPlayer(PLAYERINFO(x, y)); return; } @@ -10711,6 +10771,8 @@ static boolean ChangeElement(int x, int y, int element, int page) change->actual_trigger_side = CH_SIDE_NONE; change->actual_trigger_ce_value = 0; change->actual_trigger_ce_score = 0; + change->actual_trigger_x = -1; + change->actual_trigger_y = -1; } // do not change elements more than a specified maximum number of changes @@ -10720,7 +10782,9 @@ static boolean ChangeElement(int x, int y, int element, int page) ChangeCount[x][y]++; // count number of changes in the same frame if (ei->has_anim_event) - HandleGlobalAnimEventByElementChange(element, page, x, y); + HandleGlobalAnimEventByElementChange(element, page, x, y, + change->actual_trigger_x, + change->actual_trigger_y); if (change->explode) { @@ -11050,6 +11114,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, change->actual_trigger_side = trigger_side; change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y]; change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + change->actual_trigger_x = trigger_x; + change->actual_trigger_y = trigger_y; if ((change->can_change && !change_done) || change->has_action) { @@ -11164,6 +11230,8 @@ static boolean CheckElementChangeExt(int x, int y, change->actual_trigger_side = trigger_side; change->actual_trigger_ce_value = CustomValue[x][y]; change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + change->actual_trigger_x = x; + change->actual_trigger_y = y; // special case: trigger element not at (x,y) position for some events if (check_trigger_element) @@ -11187,6 +11255,8 @@ static boolean CheckElementChangeExt(int x, int y, change->actual_trigger_ce_value = CustomValue[xx][yy]; change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element); + change->actual_trigger_x = xx; + change->actual_trigger_y = yy; } if (change->can_change && !change_done) @@ -15737,10 +15807,14 @@ boolean CheckRestartGame(void) return FALSE; } - // do not handle game over if request dialog is already active + // do not ask to play again if request dialog is already active if (game.request_active) return FALSE; + // do not ask to play again if request dialog already handled + if (game.RestartGameRequested) + return FALSE; + // do not ask to play again if game was never actually played if (!game.GamePlayed) return FALSE; @@ -15749,6 +15823,8 @@ boolean CheckRestartGame(void) if (!setup.ask_on_game_over) return FALSE; + game.RestartGameRequested = TRUE; + RequestRestartGame(); return TRUE; @@ -16173,6 +16249,11 @@ static struct GAME_CTRL_ID_LOAD, NULL, TRUE, FALSE, "load game" }, + { + IMG_GFX_GAME_BUTTON_RESTART, &game.button.restart, + GAME_CTRL_ID_RESTART, NULL, + TRUE, FALSE, "restart game" + }, { IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop, GAME_CTRL_ID_PANEL_STOP, NULL, @@ -16188,6 +16269,11 @@ static struct GAME_CTRL_ID_PANEL_PLAY, NULL, FALSE, FALSE, "play game" }, + { + IMG_GFX_GAME_BUTTON_PANEL_RESTART, &game.button.panel_restart, + GAME_CTRL_ID_PANEL_RESTART, NULL, + FALSE, FALSE, "restart game" + }, { IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop, GAME_CTRL_ID_TOUCH_STOP, NULL, @@ -16198,6 +16284,11 @@ static struct GAME_CTRL_ID_TOUCH_PAUSE, NULL, FALSE, TRUE, "pause game" }, + { + IMG_GFX_GAME_BUTTON_TOUCH_RESTART, &game.button.touch_restart, + GAME_CTRL_ID_TOUCH_RESTART, NULL, + FALSE, TRUE, "restart game" + }, { IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music, SOUND_CTRL_ID_MUSIC, &setup.sound_music, @@ -16277,7 +16368,10 @@ void CreateGameButtons(void) id == GAME_CTRL_ID_PLAY || id == GAME_CTRL_ID_PANEL_PLAY || id == GAME_CTRL_ID_SAVE || - id == GAME_CTRL_ID_LOAD) + id == GAME_CTRL_ID_LOAD || + id == GAME_CTRL_ID_RESTART || + id == GAME_CTRL_ID_PANEL_RESTART || + id == GAME_CTRL_ID_TOUCH_RESTART) { button_type = GD_TYPE_NORMAL_BUTTON; checked = FALSE; @@ -16400,6 +16494,10 @@ void ModifyPauseButtons(void) }; int i; + // do not redraw pause button on closed door (may happen when restarting game) + if (!(GetDoorState() & DOOR_OPEN_1)) + return; + for (i = 0; ids[i] > -1; i++) ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END); } @@ -16621,6 +16719,13 @@ static void HandleGameButtonsExt(int id, int button) TapeQuickLoad(); break; + case GAME_CTRL_ID_RESTART: + case GAME_CTRL_ID_PANEL_RESTART: + case GAME_CTRL_ID_TOUCH_RESTART: + TapeRestartGame(); + + break; + case SOUND_CTRL_ID_MUSIC: case SOUND_CTRL_ID_PANEL_MUSIC: if (setup.sound_music)