X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=d282dfe110eccbb1db631072a13035ee07ce64c0;hp=8729d1652d9a4fac65a4e00b27652a7bc5090062;hb=55961e9ba1fe67292a41fdcca0056b43bf960a93;hpb=113a9a0fdeb78daec8c23413359763ef362a58d2 diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index 8729d165..d282dfe1 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -68,7 +68,10 @@ /* values for 'click_delay_value' in ClickElement() */ #define CLICK_DELAY_SHORT 125 #define CLICK_DELAY_LONG 250 + #define AUTO_ROTATE_DELAY CLICK_DELAY_SHORT +#define INIT_GAME_ACTIONS_DELAY ONE_SECOND_DELAY +#define NUM_INIT_CYCLE_STEPS 16 /* forward declaration for internal use */ static int MovingOrBlocked2Element_MM(int, int); @@ -215,41 +218,28 @@ static void InitField(int x, int y, boolean init_game) } } -static void InitCycleElements() +static void InitCycleElements_RotateSingleStep() { - int i, j; + int i; if (game_mm.num_cycle == 0) /* no elements to cycle */ return; - for (i = 0; i < 16; i++) + for (i = 0; i < game_mm.num_cycle; i++) { - for (j = 0; j < game_mm.num_cycle; j++) - { - int x = game_mm.cycle[j].x; - int y = game_mm.cycle[j].y; - int step = SIGN(game_mm.cycle[j].steps); - int last_element = Feld[x][y]; - int next_element = get_rotated_element(last_element, step); - - if (!game_mm.cycle[j].steps) - continue; - - Feld[x][y] = next_element; - - DrawField_MM(x, y); - game_mm.cycle[j].steps -= step; - } - - BackToFront(); - ColorCycling(); + int x = game_mm.cycle[i].x; + int y = game_mm.cycle[i].y; + int step = SIGN(game_mm.cycle[i].steps); + int last_element = Feld[x][y]; + int next_element = get_rotated_element(last_element, step); -#ifdef DEBUG - if (setup.quick_doors) + if (!game_mm.cycle[i].steps) continue; -#endif - Delay(AUTO_ROTATE_DELAY); + Feld[x][y] = next_element; + + DrawField_MM(x, y); + game_mm.cycle[i].steps -= step; } } @@ -297,7 +287,7 @@ void InitGameEngine_MM() game_mm.num_pacman = 0; game_mm.score = 0; - game_mm.energy_left = native_mm_level.time; + game_mm.energy_left = 0; // later set to "native_mm_level.time" game_mm.kettles_still_needed = (native_mm_level.auto_count_kettles ? 0 : native_mm_level.kettles_needed); game_mm.lights_still_needed = 0; @@ -352,7 +342,10 @@ void InitGameEngine_MM() void InitGameActions_MM() { - InitCycleElements(); + int num_init_game_frames = INIT_GAME_ACTIONS_DELAY / GAME_FRAME_DELAY; + int cycle_steps_done = 0; + int i; + InitLaser(); #if 0 @@ -385,24 +378,26 @@ void InitGameActions_MM() OpenDoor(DOOR_OPEN_ALL); #endif - if (setup.sound_loops) - PlaySoundExt(SND_FUEL, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); - -#if 0 // !!! TEMPORARILY DISABLED !!! - for (i = 0; i <= game_mm.energy_left; i += 2) + for (i = 0; i <= num_init_game_frames; i++) { - if (!setup.sound_loops) - PlaySoundStereo(SND_FUEL, SOUND_MAX_RIGHT); + if (i == num_init_game_frames) + StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING); + else if (setup.sound_loops) + PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING); + else + PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING); -#if 0 - BlitBitmap(pix[PIX_DOOR], drawto, - DOOR_GFX_PAGEX4 + XX_ENERGY, - DOOR_GFX_PAGEY1 + YY_ENERGY + ENERGY_YSIZE - i, - ENERGY_XSIZE, i, - DX_ENERGY, DY_ENERGY + ENERGY_YSIZE - i); -#endif + game_mm.energy_left = native_mm_level.time * i / num_init_game_frames; + + UpdateAndDisplayGameControlValues(); + + while (cycle_steps_done < NUM_INIT_CYCLE_STEPS * i / num_init_game_frames) + { + InitCycleElements_RotateSingleStep(); + + cycle_steps_done++; + } - redraw_mask |= REDRAW_DOOR_1; BackToFront(); ColorCycling(); @@ -411,14 +406,8 @@ void InitGameActions_MM() if (setup.quick_doors) continue; #endif - - Delay(20); } - if (setup.sound_loops) - StopSound(SND_FUEL); -#endif - #if 0 if (setup.sound_music && num_bg_loops) PlayMusic(level_nr % num_bg_loops); @@ -1086,7 +1075,7 @@ boolean HitElement(int element, int hit_mask) ((element - EL_POLAR_START) % 2 || (element - EL_POLAR_START) / 2 != laser.current_angle % 8)) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); laser.num_damages--; @@ -1096,7 +1085,7 @@ boolean HitElement(int element, int hit_mask) if (IS_POLAR_CROSS(element) && (element - EL_POLAR_CROSS_START) != laser.current_angle % 4) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); laser.num_damages--; @@ -1174,7 +1163,7 @@ boolean HitElement(int element, int hit_mask) if ((!IS_POLAR(element) && !IS_POLAR_CROSS(element)) && current_angle != laser.current_angle) - PlaySoundStereo(SND_LASER, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); laser.overloaded = (get_opposite_angle(laser.current_angle) == @@ -1192,7 +1181,7 @@ boolean HitElement(int element, int hit_mask) if (element == EL_BOMB || element == EL_MINE) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); if (element == EL_MINE) laser.overloaded = TRUE; @@ -1220,6 +1209,7 @@ boolean HitElement(int element, int hit_mask) if (game_mm.kettles_still_needed == 0) { + int exit_element = (element == EL_KETTLE ? EL_EXIT_OPEN : EL_RECEIVER); int x, y; static int xy[4][2] = { @@ -1229,7 +1219,7 @@ boolean HitElement(int element, int hit_mask) { 0, +1 } }; - PlaySoundStereo(SND_KLING, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, exit_element, MM_ACTION_OPENING); for (y = 0; y < lev_fieldy; y++) { @@ -1280,7 +1270,7 @@ boolean HitElement(int element, int hit_mask) if (element == EL_LIGHTBULB_OFF || element == EL_LIGHTBULB_ON) { - PlaySoundStereo(SND_KINK, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); DrawLaser(0, DL_LASER_ENABLED); @@ -1637,13 +1627,14 @@ boolean HitBlock(int element, int hit_mask) boolean HitLaserSource(int element, int hit_mask) { - if (HitOnlyAnEdge(element, hit_mask)) - return FALSE; + if (HitOnlyAnEdge(element, hit_mask)) + return FALSE; + + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); - PlaySoundStereo(SND_AUTSCH, ST(ELX)); - laser.overloaded = TRUE; + laser.overloaded = TRUE; - return TRUE; + return TRUE; } boolean HitLaserDestination(int element, int hit_mask) @@ -1656,7 +1647,8 @@ boolean HitLaserDestination(int element, int hit_mask) game_mm.kettles_still_needed == 0 && laser.current_angle == get_opposite_angle(get_element_angle(element)))) { - PlaySoundStereo(SND_HOLZ, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); + return TRUE; } @@ -1695,7 +1687,7 @@ boolean HitReflectingWalls(int element, int hit_mask) hit_mask == HIT_MASK_RIGHT || hit_mask == HIT_MASK_BOTTOM)) { - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); LX -= XS; LY -= YS; @@ -1794,7 +1786,7 @@ boolean HitReflectingWalls(int element, int hit_mask) (hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT ? ANG_MIRROR_135 : ANG_MIRROR_45); - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); AddDamagedField(ELX, ELY); AddLaserEdge(LX, LY); @@ -1830,7 +1822,7 @@ boolean HitReflectingWalls(int element, int hit_mask) hit_mask == (HIT_MASK_ALL ^ HIT_MASK_TOPRIGHT) ? ANG_MIRROR_135 : ANG_MIRROR_45); - PlaySoundStereo(SND_HUI, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); /* AddDamagedField(ELX, ELY); @@ -1923,7 +1915,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask) element == EL_BLOCK_WOOD || element == EL_GATE_WOOD) { - PlaySoundStereo(SND_HOLZ, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING); return TRUE; } @@ -2276,13 +2268,13 @@ static void Bang_MM(int x, int y) } if (IS_PACMAN(element)) - PlaySoundStereo(SND_QUIEK, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_BOMB || IS_MCDUFFIN(element)) - PlaySoundStereo(SND_ROAAAR, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else if (element == EL_KEY) - PlaySoundStereo(SND_KLING, ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); else - PlaySoundStereo((mode == EX_SHORT ? SND_WHOOSH : SND_KABUMM), ST(x)); + PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING); Explode_MM(x, y, EX_PHASE_START, mode); } @@ -2439,13 +2431,12 @@ static void ContinueMoving_MM(int x, int y) laser.redraw = TRUE; } -void ClickElement(int mx, int my, int button) +void ClickElement(int x, int y, int button) { static unsigned int click_delay = 0; static int click_delay_value = CLICK_DELAY_SHORT; static boolean new_button = TRUE; int element; - int x = (mx - SX) / TILEX, y = (my - SY) / TILEY; /* do not rotate objects hit by the laser after the game was solved */ if (game_mm.level_solved && Hit[x][y]) @@ -2468,7 +2459,7 @@ void ClickElement(int mx, int my, int button) if (button == MB_MIDDLEBUTTON) /* middle button has no function */ return; - if (!IN_PIX_FIELD(mx - SX, my - SY)) + if (!IN_LEV_FIELD(x, y)) return; if (Feld[x][y] == EL_EMPTY) @@ -2771,7 +2762,7 @@ void ColorCycling(void) } } -static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) +static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) { static unsigned int action_delay = 0; static unsigned int pacman_delay = 0; @@ -2863,7 +2854,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) Delay(50); } - StopSound(SND_WARNTON); + StopSound_MM(SND_MM_GAME_HEALTH_CHARGING); FadeMusic(); DrawLaser(0, DL_LASER_DISABLED); @@ -2945,17 +2936,12 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) BackToFront(); } - if (laser.overloaded) - { - if (setup.sound_loops) - PlaySoundExt(SND_WARNTON, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, - SND_CTRL_PLAY_LOOP); - else - PlaySoundStereo(SND_WARNTON, SOUND_MAX_RIGHT); - } - if (!laser.overloaded) - StopSound(SND_WARNTON); + StopSound_MM(SND_MM_GAME_HEALTH_CHARGING); + else if (setup.sound_loops) + PlaySoundLoop_MM(SND_MM_GAME_HEALTH_CHARGING); + else + PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING); if (laser.overloaded) { @@ -3194,7 +3180,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) if (IS_WALL_ICE(element) && CT > 1000) { - PlaySoundStereo(SND_SLURP, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING); { Feld[ELX][ELY] = Feld[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING; @@ -3332,7 +3318,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) ScanLaser(); DrawLaser(0, DL_LASER_ENABLED); - PlaySoundStereo(SND_AMOEBE, ST(dx)); + PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); Feld[x][y] = Feld[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING; Store[x][y] = EL_WALL_AMOEBA; @@ -3346,7 +3332,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) ScanLaser(); DrawLaser(0, DL_LASER_ENABLED); - PlaySoundStereo(SND_AMOEBE, ST(dx)); + PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING); for (i = 4; i >= 0; i--) { @@ -3400,7 +3386,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) return; } - PlaySoundStereo(SND_BONG, ST(ELX)); + PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_PUSHING); Feld[ELX][ELY] = 0; Feld[x][y] = element; @@ -3449,10 +3435,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode) return; } -void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode) +void GameActions_MM(struct MouseActionInfo action, boolean warp_mode) { - if (!button_status) - ClickElement(0, 0, MB_NOT_PRESSED); + ClickElement(action.lx, action.ly, action.button); GameActions_MM_Ext(action, warp_mode); }