X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=de844f4298ca0351fcaceab4ce88082c9c8402c7;hp=1b7eaa3bdb5bae22d0627adc2bb070eb2c1901c1;hb=457e98ec0803cd9005a522018e7c255454d1e915;hpb=c7d5dd6184f1dc229aeefaef48bea65dea6e1f79 diff --git a/src/game.c b/src/game.c index 1b7eaa3b..de844f42 100644 --- a/src/game.c +++ b/src/game.c @@ -122,87 +122,90 @@ #define GAME_PANEL_TIME_HH 32 #define GAME_PANEL_TIME_MM 33 #define GAME_PANEL_TIME_SS 34 -#define GAME_PANEL_FRAME 35 -#define GAME_PANEL_SHIELD_NORMAL 36 -#define GAME_PANEL_SHIELD_NORMAL_TIME 37 -#define GAME_PANEL_SHIELD_DEADLY 38 -#define GAME_PANEL_SHIELD_DEADLY_TIME 39 -#define GAME_PANEL_EXIT 40 -#define GAME_PANEL_EMC_MAGIC_BALL 41 -#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42 -#define GAME_PANEL_LIGHT_SWITCH 43 -#define GAME_PANEL_LIGHT_SWITCH_TIME 44 -#define GAME_PANEL_TIMEGATE_SWITCH 45 -#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46 -#define GAME_PANEL_SWITCHGATE_SWITCH 47 -#define GAME_PANEL_EMC_LENSES 48 -#define GAME_PANEL_EMC_LENSES_TIME 49 -#define GAME_PANEL_EMC_MAGNIFIER 50 -#define GAME_PANEL_EMC_MAGNIFIER_TIME 51 -#define GAME_PANEL_BALLOON_SWITCH 52 -#define GAME_PANEL_DYNABOMB_NUMBER 53 -#define GAME_PANEL_DYNABOMB_SIZE 54 -#define GAME_PANEL_DYNABOMB_POWER 55 -#define GAME_PANEL_PENGUINS 56 -#define GAME_PANEL_SOKOBAN_OBJECTS 57 -#define GAME_PANEL_SOKOBAN_FIELDS 58 -#define GAME_PANEL_ROBOT_WHEEL 59 -#define GAME_PANEL_CONVEYOR_BELT_1 60 -#define GAME_PANEL_CONVEYOR_BELT_2 61 -#define GAME_PANEL_CONVEYOR_BELT_3 62 -#define GAME_PANEL_CONVEYOR_BELT_4 63 -#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64 -#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65 -#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66 -#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67 -#define GAME_PANEL_MAGIC_WALL 68 -#define GAME_PANEL_MAGIC_WALL_TIME 69 -#define GAME_PANEL_GRAVITY_STATE 70 -#define GAME_PANEL_GRAPHIC_1 71 -#define GAME_PANEL_GRAPHIC_2 72 -#define GAME_PANEL_GRAPHIC_3 73 -#define GAME_PANEL_GRAPHIC_4 74 -#define GAME_PANEL_GRAPHIC_5 75 -#define GAME_PANEL_GRAPHIC_6 76 -#define GAME_PANEL_GRAPHIC_7 77 -#define GAME_PANEL_GRAPHIC_8 78 -#define GAME_PANEL_ELEMENT_1 79 -#define GAME_PANEL_ELEMENT_2 80 -#define GAME_PANEL_ELEMENT_3 81 -#define GAME_PANEL_ELEMENT_4 82 -#define GAME_PANEL_ELEMENT_5 83 -#define GAME_PANEL_ELEMENT_6 84 -#define GAME_PANEL_ELEMENT_7 85 -#define GAME_PANEL_ELEMENT_8 86 -#define GAME_PANEL_ELEMENT_COUNT_1 87 -#define GAME_PANEL_ELEMENT_COUNT_2 88 -#define GAME_PANEL_ELEMENT_COUNT_3 89 -#define GAME_PANEL_ELEMENT_COUNT_4 90 -#define GAME_PANEL_ELEMENT_COUNT_5 91 -#define GAME_PANEL_ELEMENT_COUNT_6 92 -#define GAME_PANEL_ELEMENT_COUNT_7 93 -#define GAME_PANEL_ELEMENT_COUNT_8 94 -#define GAME_PANEL_CE_SCORE_1 95 -#define GAME_PANEL_CE_SCORE_2 96 -#define GAME_PANEL_CE_SCORE_3 97 -#define GAME_PANEL_CE_SCORE_4 98 -#define GAME_PANEL_CE_SCORE_5 99 -#define GAME_PANEL_CE_SCORE_6 100 -#define GAME_PANEL_CE_SCORE_7 101 -#define GAME_PANEL_CE_SCORE_8 102 -#define GAME_PANEL_CE_SCORE_1_ELEMENT 103 -#define GAME_PANEL_CE_SCORE_2_ELEMENT 104 -#define GAME_PANEL_CE_SCORE_3_ELEMENT 105 -#define GAME_PANEL_CE_SCORE_4_ELEMENT 106 -#define GAME_PANEL_CE_SCORE_5_ELEMENT 107 -#define GAME_PANEL_CE_SCORE_6_ELEMENT 108 -#define GAME_PANEL_CE_SCORE_7_ELEMENT 109 -#define GAME_PANEL_CE_SCORE_8_ELEMENT 110 -#define GAME_PANEL_PLAYER_NAME 111 -#define GAME_PANEL_LEVEL_NAME 112 -#define GAME_PANEL_LEVEL_AUTHOR 113 - -#define NUM_GAME_PANEL_CONTROLS 114 +#define GAME_PANEL_TIME_ANIM 35 +#define GAME_PANEL_HEALTH 36 +#define GAME_PANEL_HEALTH_ANIM 37 +#define GAME_PANEL_FRAME 38 +#define GAME_PANEL_SHIELD_NORMAL 39 +#define GAME_PANEL_SHIELD_NORMAL_TIME 40 +#define GAME_PANEL_SHIELD_DEADLY 41 +#define GAME_PANEL_SHIELD_DEADLY_TIME 42 +#define GAME_PANEL_EXIT 43 +#define GAME_PANEL_EMC_MAGIC_BALL 44 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45 +#define GAME_PANEL_LIGHT_SWITCH 46 +#define GAME_PANEL_LIGHT_SWITCH_TIME 47 +#define GAME_PANEL_TIMEGATE_SWITCH 48 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49 +#define GAME_PANEL_SWITCHGATE_SWITCH 50 +#define GAME_PANEL_EMC_LENSES 51 +#define GAME_PANEL_EMC_LENSES_TIME 52 +#define GAME_PANEL_EMC_MAGNIFIER 53 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 54 +#define GAME_PANEL_BALLOON_SWITCH 55 +#define GAME_PANEL_DYNABOMB_NUMBER 56 +#define GAME_PANEL_DYNABOMB_SIZE 57 +#define GAME_PANEL_DYNABOMB_POWER 58 +#define GAME_PANEL_PENGUINS 59 +#define GAME_PANEL_SOKOBAN_OBJECTS 60 +#define GAME_PANEL_SOKOBAN_FIELDS 61 +#define GAME_PANEL_ROBOT_WHEEL 62 +#define GAME_PANEL_CONVEYOR_BELT_1 63 +#define GAME_PANEL_CONVEYOR_BELT_2 64 +#define GAME_PANEL_CONVEYOR_BELT_3 65 +#define GAME_PANEL_CONVEYOR_BELT_4 66 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70 +#define GAME_PANEL_MAGIC_WALL 71 +#define GAME_PANEL_MAGIC_WALL_TIME 72 +#define GAME_PANEL_GRAVITY_STATE 73 +#define GAME_PANEL_GRAPHIC_1 74 +#define GAME_PANEL_GRAPHIC_2 75 +#define GAME_PANEL_GRAPHIC_3 76 +#define GAME_PANEL_GRAPHIC_4 77 +#define GAME_PANEL_GRAPHIC_5 78 +#define GAME_PANEL_GRAPHIC_6 79 +#define GAME_PANEL_GRAPHIC_7 80 +#define GAME_PANEL_GRAPHIC_8 81 +#define GAME_PANEL_ELEMENT_1 82 +#define GAME_PANEL_ELEMENT_2 83 +#define GAME_PANEL_ELEMENT_3 84 +#define GAME_PANEL_ELEMENT_4 85 +#define GAME_PANEL_ELEMENT_5 86 +#define GAME_PANEL_ELEMENT_6 87 +#define GAME_PANEL_ELEMENT_7 88 +#define GAME_PANEL_ELEMENT_8 89 +#define GAME_PANEL_ELEMENT_COUNT_1 90 +#define GAME_PANEL_ELEMENT_COUNT_2 91 +#define GAME_PANEL_ELEMENT_COUNT_3 92 +#define GAME_PANEL_ELEMENT_COUNT_4 93 +#define GAME_PANEL_ELEMENT_COUNT_5 94 +#define GAME_PANEL_ELEMENT_COUNT_6 95 +#define GAME_PANEL_ELEMENT_COUNT_7 96 +#define GAME_PANEL_ELEMENT_COUNT_8 97 +#define GAME_PANEL_CE_SCORE_1 98 +#define GAME_PANEL_CE_SCORE_2 99 +#define GAME_PANEL_CE_SCORE_3 100 +#define GAME_PANEL_CE_SCORE_4 101 +#define GAME_PANEL_CE_SCORE_5 102 +#define GAME_PANEL_CE_SCORE_6 103 +#define GAME_PANEL_CE_SCORE_7 104 +#define GAME_PANEL_CE_SCORE_8 105 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 110 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 111 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 112 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 113 +#define GAME_PANEL_PLAYER_NAME 114 +#define GAME_PANEL_LEVEL_NAME 115 +#define GAME_PANEL_LEVEL_AUTHOR 116 + +#define NUM_GAME_PANEL_CONTROLS 117 struct GamePanelOrderInfo { @@ -219,6 +222,8 @@ struct GamePanelControlInfo struct TextPosInfo *pos; int type; + int graphic, graphic_active; + int value, last_value; int frame, last_frame; int gfx_frame; @@ -402,6 +407,27 @@ static struct GamePanelControlInfo game_panel_controls[] = &game.panel.time_ss, TYPE_INTEGER, }, + { + GAME_PANEL_TIME_ANIM, + &game.panel.time_anim, + TYPE_GRAPHIC, + + IMG_GFX_GAME_PANEL_TIME_ANIM, + IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE + }, + { + GAME_PANEL_HEALTH, + &game.panel.health, + TYPE_INTEGER, + }, + { + GAME_PANEL_HEALTH_ANIM, + &game.panel.health_anim, + TYPE_GRAPHIC, + + IMG_GFX_GAME_PANEL_HEALTH_ANIM, + IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE + }, { GAME_PANEL_FRAME, &game.panel.frame, @@ -827,6 +853,14 @@ static struct GamePanelControlInfo game_panel_controls[] = #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for scroll positions */ +#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \ + (x) > SBX_Right + MIDPOSX ? SBX_Right :\ + (x) - MIDPOSX) +#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\ + (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\ + (y) - MIDPOSY) + /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) #define MOVE_STEPSIZE_MIN (1) @@ -1044,6 +1078,7 @@ static void PlayLevelSoundElementActionIfLoop(int, int, int, int); static void PlayLevelSoundActionIfLoop(int, int, int); static void StopLevelSoundActionIfLoop(int, int, int); static void PlayLevelMusic(); +static void FadeLevelSoundsAndMusic(); static void HandleGameButtons(struct GadgetInfo *); @@ -1611,7 +1646,6 @@ void GetPlayerConfig() setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); - InitJoysticks(); } int GetElementFromGroupElement(int element) @@ -2050,6 +2084,16 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2) return compare_result; } +int getPlayerInventorySize(int player_nr) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + return level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + return level.native_sp_level->game_sp->red_disk_count; + else + return stored_player[player_nr].inventory_size; +} + void InitGameControlValues() { int i; @@ -2132,6 +2176,8 @@ void UpdateGameControlValues() level.native_em_level->lev->time : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->game_sp->time_played : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.energy_left : game.no_time_limit ? TimePlayed : TimeLeft); int score = (local_player->LevelSolved ? local_player->LevelSolved_CountingScore : @@ -2139,19 +2185,28 @@ void UpdateGameControlValues() level.native_em_level->lev->score : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->game_sp->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : local_player->score); int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->game_sp->infotrons_still_needed : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed : local_player->gems_still_needed); int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required > 0 : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->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 : local_player->gems_still_needed > 0 || local_player->sokobanfields_still_needed > 0 || local_player->lights_still_needed > 0); + int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100); UpdatePlayfieldElementCount(); @@ -2187,15 +2242,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[i]->dynamite; - else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_sp_level->game_sp->red_disk_count; - else - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - stored_player[i].inventory_size; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(i); if (stored_player[i].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = @@ -2222,15 +2270,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[player_nr]->dynamite; - else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_sp_level->game_sp->red_disk_count; - else - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - stored_player[player_nr].inventory_size; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(player_nr); if (stored_player[player_nr].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; @@ -2256,6 +2297,14 @@ void UpdateGameControlValues() game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + if (game.no_time_limit) + game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100; + else + game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time; + + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health; + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = @@ -2408,6 +2457,36 @@ void UpdateGameControlValues() gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), gpc->gfx_frame); + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } + } + else if (gpc->type == TYPE_GRAPHIC) + { + if (gpc->graphic != IMG_UNDEFINED) + { + int last_anim_random_frame = gfx.anim_random_frame; + int graphic = gpc->graphic; + + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; + + gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame); + if (ANIM_MODE(graphic) == ANIM_RANDOM) gfx.anim_random_frame = last_anim_random_frame; } @@ -2531,6 +2610,94 @@ void DisplayGameControlValues() dst_x, dst_y); } } + else if (type == TYPE_GRAPHIC) + { + int graphic = gpc->graphic; + int graphic_active = gpc->graphic_active; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); + boolean skip = (pos->class == get_hash_from_key("mm_engine_only") && + level.game_engine_type != GAME_ENGINE_TYPE_MM); + + if (graphic != IMG_UNDEFINED && !skip) + { + if (pos->style == STYLE_REVERSE) + value = 100 - value; + + getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + width = graphic_info[graphic_active].width * value / 100; + height = graphic_info[graphic_active].height; + + if (pos->direction == MV_LEFT) + { + src_x += graphic_info[graphic_active].width - width; + dst_x += graphic_info[graphic_active].width - width; + } + } + else + { + width = graphic_info[graphic_active].width; + height = graphic_info[graphic_active].height * value / 100; + + if (pos->direction == MV_UP) + { + src_y += graphic_info[graphic_active].height - height; + dst_y += graphic_info[graphic_active].height - height; + } + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + + getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + if (pos->direction == MV_RIGHT) + { + src_x += width; + dst_x += width; + } + else + { + dst_x = PANEL_XPOS(pos); + } + + width = graphic_info[graphic].width - width; + } + else + { + if (pos->direction == MV_DOWN) + { + src_y += height; + dst_y += height; + } + else + { + dst_y = PANEL_YPOS(pos); + } + + height = graphic_info[graphic].height - height; + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } else if (type == TYPE_STRING) { boolean active = (value != 0); @@ -2695,6 +2862,12 @@ static void InitGameEngine() game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + 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)); + /* ---------------------------------------------------------------------- */ /* set maximal allowed number of custom element changes per game frame */ @@ -3049,6 +3222,12 @@ static void InitGameEngine() SNAPSHOT_MODE_EVERY_MOVE : strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); + game.snapshot.save_snapshot = FALSE; + + /* ---------- initialize level time for Supaplex engine ------------------- */ + /* Supaplex levels with time limit currently unsupported -- should be added */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + level.time = 0; } int get_num_special_action(int element, int action_first, int action_last) @@ -3111,7 +3290,7 @@ void InitGame() if (CheckIfGlobalBorderHasChanged()) fade_mask = REDRAW_ALL; - FadeSoundsAndMusic(); + FadeLevelSoundsAndMusic(); ExpireSoundLoops(TRUE); @@ -3151,6 +3330,10 @@ void InitGame() player->effective_action = 0; player->programmed_action = 0; + player->mouse_action.lx = 0; + player->mouse_action.ly = 0; + player->mouse_action.button = 0; + player->score = 0; player->score_final = 0; @@ -3212,6 +3395,13 @@ void InitGame() player->is_bored = FALSE; player->is_sleeping = FALSE; + player->was_waiting = TRUE; + player->was_moving = FALSE; + player->was_snapping = FALSE; + player->was_dropping = FALSE; + + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -3894,23 +4084,13 @@ void InitGame() } } - scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : - start_x > SBX_Right + MIDPOSX ? SBX_Right : - start_x - MIDPOSX); - - scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : - start_y > SBY_Lower + MIDPOSY ? SBY_Lower : - start_y - MIDPOSY); + scroll_x = SCROLL_POSITION_X(start_x); + scroll_y = SCROLL_POSITION_Y(start_y); } else { - scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : - local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : - local_player->jx - MIDPOSX); - - scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : - local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : - local_player->jy - MIDPOSY); + scroll_x = SCROLL_POSITION_X(local_player->jx); + scroll_y = SCROLL_POSITION_Y(local_player->jy); } /* !!! FIX THIS (START) !!! */ @@ -3922,6 +4102,10 @@ void InitGame() { InitGameEngine_SP(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + InitGameEngine_MM(); + } else { DrawLevel(REDRAW_FIELD); @@ -4028,16 +4212,30 @@ void InitGame() game.restart_level = FALSE; + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameActions_MM(); + SaveEngineSnapshotToListInitial(); } -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, + int actual_player_x, int actual_player_y) { /* this is used for non-R'n'D game engines to update certain engine values */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + actual_player_x = correctLevelPosX_EM(actual_player_x); + actual_player_y = correctLevelPosY_EM(actual_player_y); + } + /* needed to determine if sounds are played within the visible screen area */ scroll_x = actual_scroll_x; scroll_y = actual_scroll_y; + + /* needed to get player position for "follow finger" playing input method */ + local_player->jx = actual_player_x; + local_player->jy = actual_player_y; } void InitMovDir(int x, int y) @@ -4244,7 +4442,10 @@ static void PlayerWins(struct PlayerInfo *player) player->GameOver = TRUE; player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->score : player->score); + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + player->score); player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft); @@ -4450,7 +4651,8 @@ void GameEnd() SaveLevelSetup_SeriesInfo(); } - if (level_nr < leveldir_current->last_level) + if (setup.increment_levels && + level_nr < leveldir_current->last_level) raise_level = TRUE; /* advance to next level */ if ((hi_pos = NewHiScore()) >= 0) @@ -4483,6 +4685,7 @@ int NewHiScore() { int k, l; int position = -1; + boolean one_score_entry_per_name = !program.many_scores_per_name; LoadScore(level_nr); @@ -4500,13 +4703,15 @@ int NewHiScore() { int m = MAX_SCORE_ENTRIES - 1; -#ifdef ONE_PER_NAME - for (l = k; l < MAX_SCORE_ENTRIES; l++) - if (strEqual(setup.player_name, highscore[l].Name)) - m = l; - if (m == k) /* player's new highscore overwrites his old one */ - goto put_into_list; -#endif + if (one_score_entry_per_name) + { + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; + + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; + } for (l = m; l > k; l--) { @@ -4515,22 +4720,19 @@ int NewHiScore() } } -#ifdef ONE_PER_NAME put_into_list: -#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score_final; position = k; + break; } - -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, + else if (one_score_entry_per_name && + !strncmp(setup.player_name, highscore[k].Name, MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ -#endif - } if (position >= 0) @@ -4577,11 +4779,14 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) } } -static void ResetGfxFrame(int x, int y, boolean redraw) +static void ResetGfxFrame(int x, int y) { + // profiling showed that "autotest" spends 10~20% of its time in this function + if (DrawingDeactivatedField()) + return; + int element = Feld[x][y]; int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - int last_gfx_frame = GfxFrame[x][y]; if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; @@ -4591,9 +4796,6 @@ static void ResetGfxFrame(int x, int y, boolean redraw) GfxFrame[x][y] = element_info[element].collect_score; else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) GfxFrame[x][y] = ChangeDelay[x][y]; - - if (redraw && GfxFrame[x][y] != last_gfx_frame) - DrawLevelGraphicAnimation(x, y, graphic); } static void ResetGfxAnimation(int x, int y) @@ -4602,7 +4804,7 @@ static void ResetGfxAnimation(int x, int y) GfxDir[x][y] = MovDir[x][y]; GfxFrame[x][y] = 0; - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static void ResetRandomAnimationValue(int x, int y) @@ -4915,36 +5117,21 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, { /* relocation _with_ centering of screen */ - new_scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); - - new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper : - y > SBY_Lower + MIDPOSY ? SBY_Lower : - y - MIDPOSY); + new_scroll_x = SCROLL_POSITION_X(x); + new_scroll_y = SCROLL_POSITION_Y(y); } else { /* relocation _without_ centering of screen */ - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); - - int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : - old_y > SBY_Lower + MIDPOSY ? SBY_Lower : - old_y - MIDPOSY); - + 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); - new_scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : - offset_x > SBX_Right + MIDPOSX ? SBX_Right : - offset_x - MIDPOSX); - - new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); + /* 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); } if (quick_relocation) @@ -7063,7 +7250,7 @@ static void TurnRound(int x, int y) if (MovDelay[x][y]) GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static boolean JustBeingPushed(int x, int y) @@ -10688,32 +10875,28 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) static void CheckSaveEngineSnapshot(struct PlayerInfo *player) { - static boolean player_was_moving = FALSE; - static boolean player_was_snapping = FALSE; - static boolean player_was_dropping = FALSE; - - if ((!player->is_moving && player_was_moving) || - (player->MovPos == 0 && player_was_moving) || - (player->is_snapping && !player_was_snapping) || - (player->is_dropping && !player_was_dropping)) + if ((!player->is_moving && player->was_moving) || + (player->MovPos == 0 && player->was_moving) || + (player->is_snapping && !player->was_snapping) || + (player->is_dropping && !player->was_dropping)) { - if (!SaveEngineSnapshotToList()) + if (!CheckSaveEngineSnapshotToList()) return; - player_was_moving = FALSE; - player_was_snapping = TRUE; - player_was_dropping = TRUE; + player->was_moving = FALSE; + player->was_snapping = TRUE; + player->was_dropping = TRUE; } else { if (player->is_moving) - player_was_moving = TRUE; + player->was_moving = TRUE; if (!player->is_snapping) - player_was_snapping = FALSE; + player->was_snapping = FALSE; if (!player->is_dropping) - player_was_dropping = FALSE; + player->was_dropping = FALSE; } } @@ -10723,7 +10906,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player) { /* as it is called "single step mode", just return to pause mode when the player stopped moving after one tile (or never starts moving at all) */ - if (!player->is_moving && !player->is_pushing) + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -10789,6 +10974,22 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) } } +static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, + byte *tape_action) +{ + mouse_action->lx = tape_action[TAPE_ACTION_LX]; + mouse_action->ly = tape_action[TAPE_ACTION_LY]; + mouse_action->button = tape_action[TAPE_ACTION_BUTTON]; +} + +static void SetTapeActionFromMouseAction(byte *tape_action, + struct MouseActionInfo *mouse_action) +{ + tape_action[TAPE_ACTION_LX] = mouse_action->lx; + tape_action[TAPE_ACTION_LY] = mouse_action->ly; + tape_action[TAPE_ACTION_BUTTON] = mouse_action->button; +} + static void CheckLevelTime() { int i; @@ -10826,6 +11027,21 @@ static void CheckLevelTime() if (game_sp.GameOver) /* game lost */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); + + game_mm.game_over = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -10958,7 +11174,7 @@ void StartGameActions(boolean init_network_game, boolean record_tape, InitGame(); } -void GameActions() +void GameActionsExt() { #if 0 static unsigned int game_frame_delay = 0; @@ -11024,6 +11240,21 @@ void GameActions() if (game_sp.GameOver) /* game lost */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); + + game_mm.game_over = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -11086,6 +11317,10 @@ void GameActions() /* when playing tape, read previously recorded player input from tape data */ recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + if (recorded_player_action != NULL) + SetMouseActionFromTapeAction(&local_player->mouse_action, + recorded_player_action); + /* TapePlayAction() may return NULL when toggling to "pause before death" */ if (tape.pausing) return; @@ -11142,6 +11377,8 @@ void GameActions() tape.player_participates[i] = TRUE; } + SetTapeActionFromMouseAction(tape_action, &local_player->mouse_action); + /* only record actions from input devices, but not programmed actions */ if (tape.recording) TapeRecordAction(tape_action); @@ -11206,6 +11443,10 @@ void GameActions() { GameActions_SP_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + GameActions_MM_Main(); + } else { GameActions_RND_Main(); @@ -11217,7 +11458,7 @@ void GameActions() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - if (options.debug) /* calculate frames per second */ + if (global.show_frames_per_second) { static unsigned int fps_counter = 0; static int fps_frames = 0; @@ -11225,18 +11466,41 @@ void GameActions() fps_frames++; - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ { global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; fps_frames = 0; fps_counter = Counter(); + + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; } - redraw_mask |= REDRAW_FPS; + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; } } +static void GameActions_CheckSaveEngineSnapshot() +{ + if (!game.snapshot.save_snapshot) + return; + + // clear flag for saving snapshot _before_ saving snapshot + game.snapshot.save_snapshot = FALSE; + + SaveEngineSnapshotToList(); +} + +void GameActions() +{ + GameActionsExt(); + + GameActions_CheckSaveEngineSnapshot(); +} + void GameActions_EM_Main() { byte effective_action[MAX_PLAYERS]; @@ -11259,6 +11523,21 @@ void GameActions_SP_Main() effective_action[i] = stored_player[i].effective_action; GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; + + stored_player[i].force_dropping = FALSE; + } +} + +void GameActions_MM_Main() +{ + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + + GameActions_MM(local_player->mouse_action, warp_mode); } void GameActions_RND_Main() @@ -11269,7 +11548,7 @@ void GameActions_RND_Main() void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + int i, x, y, element, graphic, last_gfx_frame; InitPlayfieldScanModeVars(); @@ -11456,8 +11735,12 @@ void GameActions_RND() { element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + last_gfx_frame = GfxFrame[x][y]; - ResetGfxFrame(x, y, TRUE); + ResetGfxFrame(x, y); + + if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y]) + DrawLevelGraphicAnimation(x, y, graphic); if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) @@ -11502,8 +11785,12 @@ void GameActions_RND() if (IS_GEM(element) || element == EL_SP_INFOTRON) TEST_DrawTwinkleOnField(x, y); } - else if ((element == EL_ACID || - element == EL_EXIT_OPEN || + else if (element == EL_ACID) + { + if (!Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + } + else if ((element == EL_EXIT_OPEN || element == EL_EM_EXIT_OPEN || element == EL_SP_EXIT_OPEN || element == EL_STEEL_EXIT_OPEN || @@ -13962,8 +14249,6 @@ static boolean DropElement(struct PlayerInfo *player) int drop_side = drop_direction; int drop_element = get_next_dropped_element(player); - player->is_dropping_pressed = TRUE; - /* do not drop an element on top of another element; when holding drop key pressed without moving, dropped element must move away before the next element can be dropped (this is especially important if the next element @@ -13991,6 +14276,9 @@ static boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; + /* check if drop key was pressed long enough for EM style dynamite */ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; @@ -14197,12 +14485,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action) StopSound(sound_effect); } -static void PlayLevelMusic() +static int getLevelMusicNr() { if (levelset.music[level_nr] != MUS_UNDEFINED) - PlayMusic(levelset.music[level_nr]); /* from config file */ + return levelset.music[level_nr]; /* from config file */ else - PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ + return MAP_NOCONF_MUSIC(level_nr); /* from music dir */ +} + +static void FadeLevelSounds() +{ + FadeSounds(); +} + +static void FadeLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + FadeMusic(); +} + +void FadeLevelSoundsAndMusic() +{ + FadeLevelSounds(); + FadeLevelMusic(); +} + +static void PlayLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + PlayMusic(music_nr); } void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) @@ -14376,6 +14695,47 @@ void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) PlayLevelSoundElementAction(x, y, element, action); } +void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm) +{ + int element = map_element_MM_to_RND(element_mm); + int action = map_action_MM_to_RND(action_mm); + int offset = 0; + int x = xx - offset; + int y = yy - offset; + + PlayLevelSoundElementAction(x, y, element, action); +} + +void PlaySound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySound(sound); +} + +void PlaySoundLoop_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySoundLoop(sound); +} + +void StopSound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + StopSound(sound); +} + void RaiseScore(int value) { local_player->score += value; @@ -14664,6 +15024,8 @@ ListNode *SaveEngineSnapshotBuffers() SaveEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) SaveEngineSnapshotValues_SP(&buffers); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveEngineSnapshotValues_MM(&buffers); /* save values stored in special snapshot structure */ @@ -14673,6 +15035,8 @@ ListNode *SaveEngineSnapshotBuffers() SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm)); /* save further RND engine values */ @@ -14769,11 +15133,10 @@ void SaveEngineSnapshotSingle() snapshot_level_nr = level_nr; } -static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) +boolean CheckSaveEngineSnapshotToList() { boolean save_snapshot = - (initial_snapshot || - (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || + ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE && game.snapshot.changed_action) || (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && @@ -14781,30 +15144,28 @@ static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) game.snapshot.changed_action = FALSE; game.snapshot.collected_item = FALSE; + game.snapshot.save_snapshot = save_snapshot; + + return save_snapshot; +} +void SaveEngineSnapshotToList() +{ if (game.snapshot.mode == SNAPSHOT_MODE_OFF || - tape.quick_resume || - !save_snapshot) - return FALSE; + tape.quick_resume) + return; ListNode *buffers = SaveEngineSnapshotBuffers(); /* finally save all snapshot buffers to snapshot list */ SaveSnapshotToList(buffers); - - return TRUE; -} - -boolean SaveEngineSnapshotToList() -{ - return SaveEngineSnapshotToListExt(FALSE); } void SaveEngineSnapshotToListInitial() { FreeEngineSnapshotList(); - SaveEngineSnapshotToListExt(TRUE); + SaveEngineSnapshotToList(); } void LoadEngineSnapshotValues() @@ -14817,6 +15178,8 @@ void LoadEngineSnapshotValues() LoadEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) LoadEngineSnapshotValues_SP(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_MM(); } void LoadEngineSnapshotSingle()