X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=de844f4298ca0351fcaceab4ce88082c9c8402c7;hp=b543e6d2e14132d345e14aca528e069efdc98e54;hb=457e98ec0803cd9005a522018e7c255454d1e915;hpb=b85bbf90337a581a6de74005dca2385914ab7003 diff --git a/src/game.c b/src/game.c index b543e6d2..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, @@ -1052,6 +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 *); @@ -1619,7 +1646,6 @@ void GetPlayerConfig() setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); - InitJoysticks(); } int GetElementFromGroupElement(int element) @@ -2150,6 +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 : @@ -2157,19 +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(); @@ -2260,6 +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 = @@ -2412,6 +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; } @@ -2535,6 +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); @@ -2699,6 +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 */ @@ -3054,6 +3223,11 @@ static void InitGameEngine() 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) @@ -3116,7 +3290,7 @@ void InitGame() if (CheckIfGlobalBorderHasChanged()) fade_mask = REDRAW_ALL; - FadeSoundsAndMusic(); + FadeLevelSoundsAndMusic(); ExpireSoundLoops(TRUE); @@ -3156,6 +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; @@ -3222,6 +3400,8 @@ void InitGame() player->was_snapping = FALSE; player->was_dropping = FALSE; + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -3922,6 +4102,10 @@ void InitGame() { InitGameEngine_SP(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + InitGameEngine_MM(); + } else { DrawLevel(REDRAW_FIELD); @@ -4028,6 +4212,9 @@ void InitGame() game.restart_level = FALSE; + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameActions_MM(); + SaveEngineSnapshotToListInitial(); } @@ -4255,7 +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); @@ -4461,7 +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) @@ -4590,6 +4781,10 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) 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]); @@ -10711,7 +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 */ @@ -10777,6 +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; @@ -10814,6 +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) { @@ -11012,6 +11240,21 @@ void GameActionsExt() 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(); @@ -11074,6 +11317,10 @@ void GameActionsExt() /* 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; @@ -11130,6 +11377,8 @@ void GameActionsExt() 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); @@ -11194,6 +11443,10 @@ void GameActionsExt() { GameActions_SP_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + GameActions_MM_Main(); + } else { GameActions_RND_Main(); @@ -11205,7 +11458,7 @@ void GameActionsExt() 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; @@ -11213,15 +11466,20 @@ void GameActionsExt() 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; } } @@ -11265,6 +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() @@ -13976,8 +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 @@ -14005,6 +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; @@ -14211,12 +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) @@ -14390,6 +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; @@ -14678,6 +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 */ @@ -14687,6 +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 */ @@ -14828,6 +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()