Files
commandergenius/project/jni/application/lbreakout2-2.6.2/client/extras.c
2010-12-24 12:04:06 +00:00

636 lines
19 KiB
C

/***************************************************************************
extras.c - description
-------------------
begin : Sun Sep 9 2001
copyright : (C) 2001 by Michael Speck
email : kulkanie@gmx.net
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "lbreakout.h"
#include "../game/game.h"
#include "bricks.h"
#include "shrapnells.h"
#include "player.h"
#include "paddle.h"
#include "frame.h"
extern Player *cur_player;
extern SDL_Surface *stk_display;
extern SDL_Rect stk_drect;
extern SDL_Surface *offscreen;
extern SDL_Surface *bkgnd; /* background + frame */
extern SDL_Surface *offscreen_backup;
extern int ball_w, ball_dia;
extern SDL_Surface *brick_pic;
extern Brick bricks[MAP_WIDTH][MAP_HEIGHT];
extern SDL_Surface *extra_pic; /* graphics */
extern SDL_Surface *extra_shadow;
extern SDL_Surface *paddle_pic, *weapon_pic;
extern SDL_Surface *ball_pic;
extern SDL_Surface *shot_pic;
extern StkFont *display_font;
extern SDL_Surface *wall_pic;
extern int shadow_size;
#ifdef AUDIO_ENABLED
extern StkSound *wav_score, *wav_metal, *wav_std, *wav_wall, *wav_joker;
extern StkSound *wav_goldshower, *wav_life_up;
extern StkSound *wav_speedup, *wav_speeddown;
extern StkSound *wav_chaos, *wav_darkness, *wav_ghost;
extern StkSound *wav_timeadd, *wav_expl_ball, *wav_weak_ball;
extern StkSound *wav_bonus_magnet, *wav_malus_magnet, *wav_disable;
extern StkSound *wav_attach; /* handled by balls.c */
extern StkSound *wav_expand, *wav_shrink, *wav_frozen;
#endif
extern Game *game; /* client game context */
extern int paddle_ch;
extern int ball_pic_x_offset;
/*
====================================================================
Locals
====================================================================
*/
/*
====================================================================
Public
====================================================================
*/
/* Play sounds and handle graphical effects. */
void client_handle_collected_extra( Paddle *paddle, int extra_type )
{
int i, j;
#ifdef AUDIO_ENABLED
int px = paddle->x+(paddle->w>>1);
#endif
Extra *ex;
switch (extra_type) {
case EX_JOKER:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_joker );
#endif
list_reset( game->extras );
while ( ( ex = list_next( game->extras ) ) ) {
stk_display_store_rect( &ex->update_rect );
list_delete_current( game->extras );
}
break;
case EX_SCORE200:
case EX_SCORE500:
case EX_SCORE1000:
case EX_SCORE2000:
case EX_SCORE5000:
case EX_SCORE10000:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_score );
#endif
break;
case EX_GOLDSHOWER:
paddle->extra_time[EX_GOLDSHOWER] += TIME_GOLDSHOWER;
paddle->extra_active[EX_GOLDSHOWER] = 1;
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_goldshower );
#endif
break;
case EX_LIFE:
if ( game->game_type == GT_LOCAL ) {
if ( paddle->player->lives < game->diff->max_lives ) {
paddle->player->lives++;
frame_add_life();
}
}
break;
case EX_SHORTEN:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_shrink );
#endif
paddle_init_resize( paddle, -1);
break;
case EX_LENGTHEN:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_expand );
#endif
paddle_init_resize( paddle, 1);
break;
case EX_BALL:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_std );
#endif
break;
case EX_WALL:
paddle->extra_time[EX_WALL] += TIME_WALL;
if ( paddle->extra_active[EX_WALL] ) {
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_std );
#endif
break;
}
paddle->extra_active[extra_type] = 1;
paddle->wall_alpha = 0;
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_wall );
#endif
break;
case EX_METAL:
game->extra_time[EX_METAL] += TIME_METAL;
game->extra_active[extra_type] = 1;
ball_pic_x_offset = ball_w;
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_metal );
#endif
/* other ball extras are disabled */
if ( game->extra_active[EX_EXPL_BALL] ) {
game->extra_active[EX_EXPL_BALL] = 0;
game->extra_time[EX_EXPL_BALL] = 0;
}
if ( game->extra_active[EX_WEAK_BALL] ) {
game->extra_active[EX_WEAK_BALL] = 0;
game->extra_time[EX_WEAK_BALL] = 0;
}
break;
case EX_FROZEN:
paddle->extra_time[EX_FROZEN] = TIME_FROZEN;
paddle->extra_active[extra_type] = 1;
paddle->pic_y_offset = paddle_ch*2;
paddle->frozen = 1; /* the server sided paddle is blocked
so does the same with the local copy */
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_frozen );
#endif
break;
case EX_WEAPON:
paddle->extra_time[EX_WEAPON] += TIME_WEAPON;
paddle->extra_active[extra_type] = 1;
weapon_install( paddle, 1 );
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_std );
#endif
break;
case EX_SLIME:
paddle->extra_time[EX_SLIME] += TIME_SLIME;
paddle->extra_active[extra_type] = 1;
if ( !paddle->frozen )
paddle->pic_y_offset = paddle_ch;
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_attach );
#endif
break;
case EX_FAST:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_speedup );
#endif
if ( game->extra_active[EX_SLOW] ) {
game->extra_time[EX_SLOW] = 0;
game->extra_active[EX_SLOW] = 0;
}
game->extra_time[EX_FAST] += TIME_FAST;
game->extra_active[extra_type] = 1;
break;
case EX_SLOW:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_speeddown );
#endif
if ( game->extra_active[EX_FAST] ) {
game->extra_time[EX_FAST] = 0;
game->extra_active[EX_FAST] = 0;
}
game->extra_time[EX_SLOW] += TIME_SLOW;
game->extra_active[extra_type] = 1;
break;
case EX_CHAOS:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_chaos );
#endif
game->extra_time[EX_CHAOS] += TIME_CHAOS;
game->extra_active[extra_type] = 1;
break;
case EX_DARKNESS:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_darkness );
#endif
game->extra_time[EX_DARKNESS] += TIME_DARKNESS;
if ( game->extra_active[EX_DARKNESS] ) break;
/* backup offscreen and turn it black */
stk_surface_fill( offscreen, 0,0,-1,-1, 0x0 );
stk_surface_fill( stk_display, 0,0,-1,-1, 0x0 );
stk_display_store_rect( 0 );
/* set alpha keys to 128 */
SDL_SetAlpha( paddle_pic, SDL_SRCALPHA, 128 );
SDL_SetAlpha( weapon_pic, SDL_SRCALPHA, 128 );
SDL_SetAlpha( extra_pic, SDL_SRCALPHA, 128 );
SDL_SetAlpha( ball_pic, SDL_SRCALPHA, 128 );
SDL_SetAlpha( shot_pic, SDL_SRCALPHA, 128 );
SDL_SetAlpha( display_font->surface, SDL_SRCALPHA, 128 );
/* use dark explosions */
exps_set_dark( 1 );
game->extra_active[extra_type] = 1;
break;
case EX_GHOST_PADDLE:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_ghost );
#endif
paddle->extra_time[EX_GHOST_PADDLE] += TIME_GHOST_PADDLE;
paddle->extra_active[extra_type] = 1;
paddle_set_invis( paddle, 1 );
break;
case EX_TIME_ADD:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_timeadd );
#endif
for ( i = 0; i < EX_NUMBER; i++ )
if ( game->extra_time[i] )
game->extra_time[i] += 7000;
for ( i = 0; i < EX_NUMBER; i++ ) {
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_time[i] )
game->paddles[j]->extra_time[i] += 7000;
}
break;
case EX_EXPL_BALL:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_expl_ball );
#endif
ball_pic_x_offset = ball_w*2;
game->extra_time[EX_EXPL_BALL] += TIME_EXPL_BALL;
game->extra_active[extra_type] = 1;
/* other ball extras are disabled */
if ( game->extra_active[EX_METAL] ) {
game->extra_active[EX_METAL] = 0;
game->extra_time[EX_METAL] = 0;
}
if ( game->extra_active[EX_WEAK_BALL] ) {
game->extra_active[EX_WEAK_BALL] = 0;
game->extra_time[EX_WEAK_BALL] = 0;
}
break;
case EX_WEAK_BALL:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_weak_ball );
#endif
ball_pic_x_offset = ball_w*3;
game->extra_time[EX_WEAK_BALL] += TIME_WEAK_BALL;
game->extra_active[extra_type] = 1;
/* other ball extras are disabled */
if ( game->extra_active[EX_METAL] ) {
game->extra_active[EX_METAL] = 0;
game->extra_time[EX_METAL] = 0;
}
if ( game->extra_active[EX_EXPL_BALL] ) {
game->extra_active[EX_EXPL_BALL] = 0;
game->extra_time[EX_EXPL_BALL] = 0;
}
break;
case EX_BONUS_MAGNET:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_bonus_magnet );
#endif
paddle_set_attract( paddle, ATTRACT_BONUS );
paddle->extra_time[EX_BONUS_MAGNET] += TIME_BONUS_MAGNET;
paddle->extra_active[extra_type] = 1;
if ( paddle->extra_active[EX_MALUS_MAGNET] ) {
paddle->extra_active[EX_MALUS_MAGNET] = 0;
paddle->extra_time[EX_MALUS_MAGNET] = 0;
}
break;
case EX_MALUS_MAGNET:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_malus_magnet );
#endif
paddle_set_attract( paddle, ATTRACT_MALUS );
paddle->extra_time[EX_MALUS_MAGNET] += TIME_MALUS_MAGNET;
paddle->extra_active[extra_type] = 1;
if ( paddle->extra_active[EX_BONUS_MAGNET] ) {
paddle->extra_active[EX_BONUS_MAGNET] = 0;
paddle->extra_time[EX_BONUS_MAGNET] = 0;
}
break;
case EX_DISABLE:
#ifdef AUDIO_ENABLED
stk_sound_play_x( px, wav_disable );
#endif
/* set all active extra times to 1 so they will expire next
prog cycle */
for ( i = 0; i < EX_NUMBER; i++ )
if ( game->extra_time[i] )
game->extra_time[i] = 1;
for ( i = 0; i < EX_NUMBER; i++ ) {
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_time[i] )
game->paddles[j]->extra_time[i] = 1;
}
break;
}
}
/*
====================================================================
Show, hide extras
====================================================================
*/
void extras_hide()
{
ListEntry *entry = game->extras->head->next;
Extra *ex;
while ( entry != game->extras->tail ) {
ex = entry->item;
entry = entry->next;
stk_surface_blit( offscreen,
(int)ex->x, (int)ex->y,
BRICK_WIDTH + shadow_size, BRICK_HEIGHT + shadow_size,
stk_display, (int)ex->x, (int)ex->y );
ex->update_rect = stk_drect;
stk_display_store_rect( &ex->update_rect );
}
}
void extras_show_shadow()
{
ListEntry *entry = game->extras->head->next;
Extra *extra;
while ( entry != game->extras->tail ) {
extra = entry->item;
stk_surface_clip( stk_display, 0,0,
stk_display->w - BRICK_WIDTH, stk_display->h );
stk_surface_alpha_blit(
extra_shadow, extra->type * BRICK_WIDTH, 0,
BRICK_WIDTH, BRICK_HEIGHT,
stk_display, (int)extra->x + shadow_size, (int)extra->y + shadow_size,
((int)extra->alpha)>>1 );
stk_surface_clip( stk_display, 0,0,-1,-1 );
entry = entry->next;
}
}
void extras_show()
{
ListEntry *entry = game->extras->head->next;
Extra *ex;
int x, y;
while ( entry != game->extras->tail ) {
ex = entry->item;
entry = entry->next;
x = (int)ex->x; y = (int)ex->y;
stk_surface_alpha_blit( extra_pic, ex->offset, 0,
BRICK_WIDTH, BRICK_HEIGHT, stk_display, x, y, ex->alpha );
#if 0
if ( x < ex->update_rect.x ) {
/* movement to left */
ex->update_rect.w += ex->update_rect.x - x;
ex->update_rect.x = x;
}
else
/* movement to right */
ex->update_rect.w += x - ex->update_rect.x;
if ( ex->dir == -1 ) {
/* movement up */
ex->update_rect.h += ex->update_rect.y - y;
ex->update_rect.y = y;
if ( ex->update_rect.y < 0 ) {
ex->update_rect.h += ex->update_rect.y;
ex->update_rect.y = 0;
}
}
else {
/* movement down */
ex->update_rect.h += y - ex->update_rect.y;
if ( ex->update_rect.y + ex->update_rect.h >= stk_display->h )
ex->update_rect.h = stk_display->h - ex->update_rect.y;
}
stk_display_store_rect( &ex->update_rect );
#endif
ex->update_rect.x = x;
ex->update_rect.y = y;
ex->update_rect.w = BRICK_WIDTH + shadow_size;
ex->update_rect.h = BRICK_HEIGHT + shadow_size;
stk_display_store_rect( &ex->update_rect );
}
}
void extras_alphashow( int alpha )
{
ListEntry *entry = game->extras->head->next;
Extra *ex;
int x, y;
while ( entry != game->extras->tail ) {
ex = entry->item;
x = (int)ex->x;
y = (int)ex->y;
stk_surface_alpha_blit( extra_pic, ex->type * BRICK_WIDTH, 0,
BRICK_WIDTH, BRICK_HEIGHT, stk_display, x, y, alpha );
stk_display_store_rect( &ex->update_rect );
entry = entry->next;
}
}
/* move the extras as in extras_update but do not collect them */
void client_extras_update( int ms )
{
Extra *ex;
int i, j;
int magnets;
Paddle *magnet;
/* check extra_time of limited extras */
/* general extras */
for ( i = 0; i < EX_NUMBER; i++ )
if ( game->extra_time[i] ) {
if ( (game->extra_time[i] -= ms) <= 0 ) {
game->extra_time[i] = 0;
/* expired */
switch ( i ) {
case EX_EXPL_BALL:
case EX_WEAK_BALL:
case EX_METAL:
ball_pic_x_offset = 0;
break;
case EX_DARKNESS:
/* restore offscreen */
stk_surface_blit( bkgnd, 0,0,-1,-1, offscreen, 0,0 );
bricks_draw();
if ( game->game_type == GT_LOCAL )
frame_draw_lives( cur_player->lives,
game->diff->max_lives );
/* back to screen */
stk_surface_blit(
offscreen, 0,0,-1,-1,
stk_display, 0,0 );
stk_display_store_rect( 0 );
/* set alpha keys to OPAQUE */
SDL_SetAlpha( paddle_pic, 0,0 );
SDL_SetAlpha( extra_pic, 0,0 );
SDL_SetAlpha( ball_pic, 0,0 );
SDL_SetAlpha( shot_pic, 0,0 );
SDL_SetAlpha( display_font->surface, 0,0 );
/* use bright explosions */
exps_set_dark( 0 );
break;
}
/* set deactivated */
game->extra_active[i] = 0;
}
}
/* paddlized extras */
for ( j = 0; j < game->paddle_count; j++ )
for ( i = 0; i < EX_NUMBER; i++ )
/* extra_time of wall is updated in client_walls_update() */
if ( game->paddles[j]->extra_time[i] && i != EX_WALL )
if ( (game->paddles[j]->extra_time[i] -= ms) <= 0 ) {
game->paddles[j]->extra_time[i] = 0;
/* expired */
switch ( i ) {
case EX_FROZEN:
case EX_SLIME:
if ( game->paddles[j]->extra_time[EX_SLIME] > 0 )
game->paddles[j]->pic_y_offset = paddle_ch;
else
game->paddles[j]->pic_y_offset = 0;
game->paddles[j]->frozen = 0;
break;
case EX_WEAPON:
weapon_install( game->paddles[j], 0 );
break;
case EX_GHOST_PADDLE:
paddle_set_invis( game->paddles[j], 0 );
break;
case EX_BONUS_MAGNET:
case EX_MALUS_MAGNET:
paddle_set_attract( game->paddles[j], ATTRACT_NONE );
break;
}
/* set deactivated */
game->paddles[j]->extra_active[i] = 0; /* wall is handled in wall_...() */
}
/* move extras and check if paddle was hit */
list_reset( game->extras );
while ( ( ex = list_next( game->extras ) ) ) {
/* if only one paddle has a magnet active all extras will
* be attracted by this paddle else the extras 'dir' is used
*/
magnets = 0; magnet = 0;
for ( i = 0; i < game->paddle_count; i++ )
if ( paddle_check_attract( game->paddles[i], ex->type ) ) {
magnets++;
magnet = game->paddles[i]; /* last magnet */
}
if ( magnets != 1 ) {
/* either no or more than one magnet so use default */
if ( ex->dir > 0 )
ex->y += 0.05 * ms;
else
ex->y -= 0.05 * ms;
}
else {
/* 'magnet' is the paddle that will attract this extra */
if ( magnet->type == PADDLE_TOP )
ex->y -= 0.05 * ms;
else
ex->y += 0.05 * ms;
if ( ex->x + ( BRICK_WIDTH >> 1 ) < magnet->x + ( magnet->w >> 1 ) ) {
ex->x += 0.05 * ms;
if ( ex->x + ( BRICK_WIDTH >> 1 ) > magnet->x + ( magnet->w >> 1 ) )
ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 );
}
else {
ex->x -= 0.05 * ms;
if ( ex->x + ( BRICK_WIDTH >> 1 ) < magnet->x + ( magnet->w >> 1 ) )
ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 );
}
}
if ( !game->extra_active[EX_DARKNESS] ) {
if ( ex->alpha < 255 ) {
ex->alpha += 0.25 * ms;
if (ex->alpha > 255)
ex->alpha = 255;
}
}
else {
if ( ex->alpha < 128 ) {
ex->alpha += 0.25 * ms;
if (ex->alpha > 128)
ex->alpha = 128;
}
}
/* if out of screen forget this extra */
if ( ex->y >= stk_display->h || ex->y + BRICK_HEIGHT < 0 ) {
stk_display_store_rect( &ex->update_rect );
list_delete_current( game->extras );
continue;
}
for ( j = 0; j < game->paddle_count; j++ ) {
/* contact with paddle core ? */
if ( paddle_solid( game->paddles[j] ) )
if ( ex->x + BRICK_WIDTH > game->paddles[j]->x )
if ( ex->x < game->paddles[j]->x + game->paddles[j]->w - 1 )
if ( ex->y + BRICK_HEIGHT > game->paddles[j]->y )
if ( ex->y < game->paddles[j]->y + game->paddles[j]->h ) {
/* remove extra but don't handle it */
stk_display_store_rect( &ex->update_rect );
list_delete_current( game->extras );
}
}
}
}
/* wall */
void walls_hide()
{
int j;
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_active[EX_WALL] ) {
stk_surface_blit( offscreen, BRICK_WIDTH, game->paddles[j]->wall_y,
wall_pic->w, wall_pic->h,
stk_display, BRICK_WIDTH, game->paddles[j]->wall_y );
stk_display_store_drect();
}
}
void walls_show()
{
int j;
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_active[EX_WALL] )
stk_surface_alpha_blit( wall_pic, 0,0,
wall_pic->w, wall_pic->h,
stk_display, BRICK_WIDTH, game->paddles[j]->wall_y,
(int)game->paddles[j]->wall_alpha );
}
void walls_alphashow( int alpha )
{
int j;
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_active[EX_WALL] )
stk_surface_alpha_blit( wall_pic, 0,0,
wall_pic->w, wall_pic->h,
stk_display, BRICK_WIDTH, game->paddles[j]->wall_y,
alpha );
}
void client_walls_update( int ms )
{
int j;
for ( j = 0; j < game->paddle_count; j++ )
if ( game->paddles[j]->extra_active[EX_WALL] ) {
if ( game->paddles[j]->extra_time[EX_WALL] > 0 ) {
if ( (game->paddles[j]->extra_time[EX_WALL] -= ms) < 0 )
game->paddles[j]->extra_time[EX_WALL] = 0;
/* still appearing? */
if (game->paddles[j]->wall_alpha < 255)
if ( (game->paddles[j]->wall_alpha += 0.25 * ms) > 255 )
game->paddles[j]->wall_alpha = 255;
}
else
if ( (game->paddles[j]->wall_alpha -= 0.25 * ms) < 0 ) {
game->paddles[j]->wall_alpha = 0;
game->paddles[j]->extra_active[EX_WALL] = 0;
}
}
}