void loadMenuSamples() { loadSample( DATADIR"data/snd/menumove.ogg", SND_MENUMOVE ); loadSample( DATADIR"data/snd/menuclick.ogg", SND_MENUCLICK ); loadSample( DATADIR"data/snd/rocketboom.ogg", SND_ROCKETBOOM ); loadSample( DATADIR"data/snd/rocketlaunch.ogg", SND_ROCKETLAUNCH ); loadSample( packGetFile("themes/oldskool/snd", "winner.ogg"), SND_WINNER); loadSample( packGetFile("themes/oldskool/snd", "loser.ogg"), SND_LOSER); }
void makeLevelList(listItem** list, const char* dir) { int i=0; char* buf = malloc(sizeof(char)*1024); //Init the list to hold the filenames *list = initList(); levelInfo_t* tl; //List all levels in dir. while(1) { sprintf(buf, "%s/levels/level%03i.wzp",dir, i); tl=mkLevelInfo( buf ); if(tl) { listAddData(*list, (void*)tl); } else { break; } i++; //Increment file-number. } // Add a "Completed" level at the very end of the list tl=malloc(sizeof(levelInfo_t)); memset(tl, 0, sizeof(levelInfo_t)); sprintf( buf, packGetFile(".","complete.png"),dir ); tl->imgFile = malloc( sizeof(char)*(strlen(buf)+1) ); strcpy(tl->imgFile, buf); listAddData(*list, (void*)tl); free(buf); buf=0; }
int initDraw(levelInfo_t* li, SDL_Surface* screen) { char tempStr[512]; int i,x,y; //Background image graphics.boardImg = loadImg( packGetFile("themes",li->bgFile) ); if(!graphics.boardImg) { printf("Couldn't load board file:'%s'\n", packGetFile("themes",li->bgFile) ); cleanUpDraw(); return(0); } //Tileset sprintf(tempStr, "%s.png", li->tileBase); graphics.tileImg = loadImg( packGetFile("themes",tempStr) ); if(!graphics.tileImg) { printf("Couldn't load tile file:'%s'\n", packGetFile("themes",tempStr) ); cleanUpDraw(); return(0); } //Cut tiles into sprites for(i=0; i < NUMTILES; i++) { graphics.tiles[i] = cutSprite(graphics.tileImg, i*20, 0, 20,20); } //Single wall (Override tile15 in graphics.tiles) sprintf(tempStr, "%s.png", li->wallBase); graphics.wallImg = loadImg( packGetFile("themes",tempStr) ); if(!graphics.wallImg) { printf("Couldn't load wall file:'%s'\n", packGetFile("themes",tempStr) ); cleanUpDraw(); return(0); } //Override wall tile free(graphics.tiles[15]); graphics.tiles[15] = cutSprite(graphics.wallImg,0,0,20,20); //Extra walls, if they exist, if they don't, default to tile 6 (from 0) in tiles. sprintf(tempStr, "%s-extra.png", li->wallBase); graphics.wallsImg = loadImg( packGetFile("themes",tempStr) ); if(!graphics.wallsImg) printf("Optional GFX missing: '%s'\n", packGetFile("themes",tempStr) ); int r,c; //rows, column, sprite index i=0; for(r=0; r < 5; r++) { for(c=0; c < 3; c++) { if(graphics.wallsImg) { //Cut out from sheet x=c*20; y=r*20; graphics.walls[i] = cutSprite(graphics.wallsImg, x,y, 20, 20); } else { //Default to the freestanding wall graphics.walls[i] = cutSprite(graphics.wallImg, 0, 0, 20, 20); } i++; } } //Above loop leaves when i==15. //Middle-free is 15 = default tile index in image is 15 (starting from 0). graphics.walls[15] = cutSprite(graphics.wallImg, 0, 0, 20, 20); //Explosions, reuse R as frame number index for(i=0; i < BRICKSEND; i++) { //Open explosion sprintf(tempStr, "%s%02i.png", li->explBase, i); graphics.explImg[i] = loadImg( packGetFile("themes",tempStr) ); if(!graphics.explImg[i] && i==0) printf("Couldn't open '%s'\n",packGetFile("themes",tempStr) ); if(graphics.explImg[i]) graphics.brickExpl[i] = mkAni(graphics.explImg[i], 30,30, 0); else graphics.brickExpl[i] = mkAni(graphics.explImg[0], 30,30, 0); } //Per-Tile animations for(i=0; i < NUMTILES; i++) { sprintf(tempStr, "%s-tile%02i.png", li->tileBase, i); graphics.aniImg[i] = loadImg( packGetFile("themes",tempStr) ); graphics.tileAni[i] = mkAni(graphics.aniImg[i], 30,30, 80); } //Cursor graphics.curImg = loadImg( packGetFile( "themes/cursors",li->cursorFile) ); if( !graphics.curImg ) { printf("Warning: Couldn't find cursor '%s'\n", packGetFile( "themes/cursors",li->cursorFile)); } graphics.curSpr[0] = cutSprite(graphics.curImg, 0, 0, 28,28); graphics.curSpr[1] = cutSprite(graphics.curImg, 28, 0, 28,28); //Load countdown graphics.countDownImg = loadImg( packGetFile(".","countdown.png") ); if(!graphics.countDownImg) { printf("Error(5): couldn't load '%s'\n",packGetFile(".","countdown.png")); return(0); } //Cut countdown for(i=0; i < 4; i++) { graphics.countDownSpr[i] = cutSprite(graphics.countDownImg, 0,i*60, 140,60); } //Teleport path animation color gradient graphics.teleColorIndex=0; float f=255/TELEPATHNUMCOL; for(i=0; i < TELEPATHNUMCOL; i++) { graphics.teleColorTable[i] = SDL_MapRGB( screen->format, 0,(int)(255.0-(float)i*f),0 ); } return(1); }
int runGame(SDL_Surface* screen) { if(gameState==GAMESTATEPLAYING) { getInpPointerState()->escEnable=1; //Handle input int lim=1; //Limit cursor travel... int goUp=0, goDown=0, goLeft=0, goRight=0; if( getButton( C_UP ) ) { restartConfirm=0; if( getBtnTime( C_UP ) > REPEATDELAY ) { goUp=1; } else if(getBtnTime(C_UP)==0) { goUp=1; lim=0; } } if( getButton( C_DOWN ) ) { restartConfirm=0; if( getBtnTime( C_DOWN ) > REPEATDELAY ) { goDown=1; } else if(getBtnTime(C_DOWN)==0) { goDown=1; lim=0; } } if( getButton( C_LEFT ) ) { restartConfirm=0; if( getBtnTime( C_LEFT ) > REPEATDELAY ) { goLeft=1; } else if(getBtnTime(C_LEFT)==0) { goLeft=1; lim=0; } } if( getButton( C_RIGHT ) ) { restartConfirm=0; if( getBtnTime( C_RIGHT ) > REPEATDELAY ) { goRight=1; } else if(getBtnTime(C_RIGHT)==0) { goRight=1; lim=0; } } //Pause ? if( getButton( C_BTNMENU ) || isPointerEscapeClicked() ) { resetBtn( C_BTNMENU ); gamePause(screen); return(STATEMENU); } //Retry if( getButton( C_BTNSELECT ) || (getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && isBoxClicked(&ptrRestartRect)) ) { resetBtn( C_BTNSELECT ); resetMouseBtn(); if(!restartConfirm) { restartConfirm=1; } else if(restartConfirm) { gameRestart(screen); } } //Handle mouse input if( getInpPointerState()->timeSinceMoved==0 && !cur.lock ) { setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY ); } if(!getInpPointerState()->isDown) { mouseGrab=0; //Allow moving the cursor around with the input device when no brick is below, just for effect } else { brickType* b=brickUnderCursor(&pf, cur.x,cur.y); //We're over a brick, tell curser it's position, it will be locked later because we grab it now if( b ) { getInpPointerState()->startX=b->dx; getInpPointerState()->startY=b->dy; if( !cur.lock ) { mouseGrab=1; getInpPointerState()->startX=getInpPointerState()->curX; getInpPointerState()->startY=getInpPointerState()->curY; } else { if( b->dx > getInpPointerState()->curX ) { //Drag Left if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goLeft=1; } } else if( b->dx < getInpPointerState()->curX ) { //Drag Right if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goRight=1; } } } } else { mouseGrab=0; } } // printf("x:%i\n", getInpPointerState()->curX ); //Drag if( getButton( C_BTNX ) || getButton( C_BTNB ) || mouseGrab || isPointerClicked() ) { //Remove "Restart" question restartConfirm=0; //Magnet to brick if it's moving brickType* b=brickUnderCursor(&pf, cur.dx, cur.dy); if( !cur.lock && b ) { //Attach cursor cur.lock=1; b->curLock=1; cur.x=cur.dx; cur.y=cur.dy; cur.px = b->pxx-4; cur.py = b->pxy-4; sndPlay( SND_BRICKGRAB, cur.px ); } int movedBrick=0; //We're holding a brick, and it's not falling if( b ) { if( (goRight && curMoveBrick(&pf,b, DIRRIGHT)) || (goLeft && curMoveBrick(&pf,b, DIRLEFT)) ) { movedBrick=1; b->curLock=1; cur.lock=1; } } //Moved brick if(movedBrick) { player()->hsEntry.moves++; sndPlay(SND_BRICKMOVE, cur.px); ps.layer=PSYS_LAYER_TOP; ps.x=b->pxx; ps.y=b->pxy+18; ps.vel=50; ps.life=500; ps.lifeVar=250; ps.gravity=1; ps.srcImg=stealGfxPtr()->tiles[b->type-1]->img; ps.srcRect=stealGfxPtr()->tiles[b->type-1]->clip; ps.srcRect.y += 18; ps.srcRect.h = 2; spawnParticleSystem(&ps); } } else { cur.lock=0; } if(!cur.lock) { if( goLeft ) moveCursor(&cur, DIRLEFT, 0, lim); if( goRight ) moveCursor(&cur, DIRRIGHT, 0, lim); if( goUp ) moveCursor(&cur, 0, DIRUP, lim); if( goDown ) moveCursor(&cur, 0, DIRDOWN, lim); } //Sim first, so moving blocks get evaluated before getting moved again simField(&pf, &cur); //Do rules int ret=doRules(&pf); //Draw scene draw(&cur,&pf, screen); //Draw a path to show where we are pulling the brick if( mouseGrab ) drawPath( screen, getInpPointerState()->startX,getInpPointerState()->startY,getInpPointerState()->curX,getInpPointerState()->startY,1 ); //If no more bricks, countdown time left. if(ret == NOBRICKSLEFT) { if( !justWon ) { sndPlay(SND_WINNER,160); } justWon++; pf.levelInfo->time -= 1000; player()->hsEntry.score +=1; if(getButton(C_BTNX) || getButton(C_BTNB) || isPointerClicked() ) { resetBtn(C_BTNX); resetBtn(C_BTNB); resetMouseBtn(); while(pf.levelInfo->time > 0) { player()->hsEntry.score +=1; pf.levelInfo->time -= 1000; } } if(justWon > 50) { sndPlayOnce(SND_SCORECOUNT, 160); } if(pf.levelInfo->time < 1) { //Completed level player()->timeouts=0; pf.levelInfo->time=0; sndPlay(SND_VICTORY, 160); if(!player()->inEditor) { //Don't submit if it was from the leveleditor statsSubmitBest(); setMenu(menuStateFinishedLevel); if(pf.levelInfo->stopImg) { gameState=GAMESTATESTOPIMAGE; return(STATEPLAY); } } else { setLevelCompletable(pf.levelInfo->file, 1); } cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } } else if(ret > 0) //Player destroyed bricks. { if(ret > 2) //Check for combo's { ///TODO: Some nice text effect? How about dissolving an image into a particle system? printf("%i Combo!\n",ret); player()->hsEntry.combos++; } player()->hsEntry.score += ret*ret*11*(player()->level+1); } //if ret > -1 then ret == number of bricks destroyed if(ret>-1) { //Update time: pf.levelInfo->time -= getTicks(); player()->hsEntry.time += getTicks(); if(pf.levelInfo->time < 1 && ret!=NOBRICKSLEFT ) { countdown=4000; gameState=GAMESTATEOUTOFTIME; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_TIMEOUT, 160); } } //Check if level is unsolvable. if(ret==UNSOLVABLE) { countdown=2000; gameState=GAMESTATEUNSOLVABLE; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } else if(ret==LIFELOST) { countdown=2000; gameState=GAMESTATELIFELOST; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } //Draw question if(restartConfirm) { sprintf(buf,STR_GAME_RESTARTWARNING); txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW, HSCREENH-20); sprintf(buf,STR_GAME_RESTARTCONFIRM); txtWriteCenter(screen, GAMEFONTSMALL, buf, HSCREENW, HSCREENH); } else { //Draw text drawUi(screen); } //Show the restart icon if(getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && getInpPointerState()->escEnable) { SDL_Rect ptrRestartRectC = ptrRestartRect; SDL_BlitSurface( ptrRestart,NULL, screen, &ptrRestartRectC ); } } else if(gameState==GAMESTATECOUNTDOWN) { draw(&cur,&pf, screen); countdown -=getTicks(); if( getButton( C_BTNMENU ) ) { resetBtn( C_BTNMENU ); countdownSeconds=0; countdown=0; } if( (getButton( C_BTNX ) || getButton( C_BTNB ) || getInpPointerState()->isDown ) && countdownSeconds ) { countdownSeconds=0; countdown=500; } drawShowCountDown(screen, countdownSeconds); drawUi(screen); if(countdown < 1) { countdown=1000; countdownSeconds--; if(countdownSeconds == -1) { gameState=GAMESTATEPLAYING; return(STATEPLAY); } if(countdownSeconds==0) { countdown=500; sndPlay(SND_START, 160); } else { sndPlay(SND_COUNTDOWNTOSTART, 160); } } } else if(gameState==GAMESTATEOUTOFTIME) //Menu was last in "Entering level" so it will return to that if timeout { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, STR_GAME_OUTOFTIME, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_OUTOFTIME, "lostlife-timeout" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATEUNSOLVABLE) //The same as out-of-time, but with another graphics. { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_UNSOLVABLE, "lostlife-unsolvable" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATELIFELOST) { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_LOSTLIFE, "lostlife-evilbrick" ) ) { return(STATEMENU); } } else if(gameState==GAMESTATESTARTIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->startImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->startImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && ( getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); gameState=GAMESTATECOUNTDOWN; } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(startStopImgCounter>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESTOPIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->stopImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->stopImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && (getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(countdownSeconds>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESKIPLEVEL) { doRules(&pf); simField(&pf, &cur); draw(&cur,&pf, screen); countdown-=getTicks(); if( countdown < 1 ) { countdown=500; if( boardDestroyNextBrick(&pf) == 0 ) { //Tell that we chose to skip level statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "skip-level",0, NULL); pf.levelInfo->time=0; player()->hsEntry.score=0; cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); clearParticles(); setMenu(menuStatePrepareNextLevel); return(STATEMENU); } } drawUi(screen); } return(STATEPLAY); }
void loadSamples(const char* sndDir, const char* musicFile) { loadSample( packGetFile(sndDir,"click.ogg"), SND_CLICK ); loadSample( packGetFile(sndDir,"brickmove.ogg"), SND_BRICKMOVE ); loadSample( packGetFile(sndDir,"brickgrab.ogg"), SND_BRICKGRAB ); loadSample( packGetFile(sndDir,"brickbreak.ogg"), SND_BRICKBREAK ); loadSample( packGetFile(sndDir,"scoretick.ogg"), SND_SCORECOUNT ); loadSample( packGetFile(sndDir,"countdown.ogg"), SND_COUNTDOWNTOSTART ); loadSample( packGetFile(sndDir,"start.ogg"), SND_START ); loadSample( packGetFile(sndDir,"timeout.ogg"), SND_TIMEOUT ); loadSample( packGetFile(sndDir,"victory.ogg"), SND_VICTORY ); loadSample( packGetFile(sndDir,"timeout.ogg"), SND_TIMEOUT ); loadSample( packGetFile(sndDir,"onewaymove.ogg"), SND_ONEWAY_MOVE ); loadSample( packGetFile(sndDir,"teleported.ogg"), SND_TELEPORTED ); loadSample( packGetFile(sndDir,"switchactivate.ogg"), SND_SWITCH_ACTIVATED ); loadSample( packGetFile(sndDir,"switchinactive.ogg"), SND_SWITCH_DEACTIVATED ); loadSample( packGetFile(sndDir,"brickswap.ogg"), SND_BRICKSWAP ); loadSample( packGetFile(sndDir,"brickcopy.ogg"), SND_BRICKCOPY ); loadSample( packGetFile(sndDir,"brickswapdenied.ogg"), SND_BRICKSWAP ); loadSample( packGetFile(sndDir,"brickcopydenied.ogg"), SND_BRICKCOPY ); loadSample( packGetFile(sndDir, "winner.ogg"), SND_WINNER); loadSample( packGetFile(sndDir, "loser.ogg"), SND_LOSER); //Music load code if(setting()->disableMusic) return; if( !musicFile ) return; //Load ingame song if not allready loaded. if(strcmp(lastLoadedSongFn, packGetFile("./",musicFile))!=0 && !setting()->userMusic) { //Free old song if loaded. if(mus[1]) { Mix_FreeMusic(mus[1]); } strcpy(lastLoadedSongFn, packGetFile("./",musicFile)); mus[1]=Mix_LoadMUS( lastLoadedSongFn ); if(!mus[1]) printf("Couldn't load music: '%s'\n",packGetFile("./",musicFile)); mPos[1] = 0.0f; if( !Mix_PlayingMusic() ) { Mix_FadeInMusicPos(mus[1], -1, MUSIC_FADETIME,mPos[1]); } } }