1 /***************************************************************************
2 bricks.c - description
3 -------------------
4 begin : Thu Sep 6 2001
5 copyright : (C) 2001 by Michael Speck
6 email : kulkanie@gmx.net
7 ***************************************************************************/
8
9 /***************************************************************************
10 * *
11 * This program is free software; you can redistribute it and/or modify *
12 * it under the terms of the GNU General Public License as published by *
13 * the Free Software Foundation; either version 2 of the License, or *
14 * (at your option) any later version. *
15 * *
16 ***************************************************************************/
17
18 #include <math.h>
19 #include "../game/game.h"
20 #include "lbreakout.h"
21 #include "shrapnells.h"
22 #include "bricks.h"
23
24 extern SDL_Surface *stk_display;
25 extern SDL_Surface *offscreen; /* offscreen with bricks, background, frame */
26 extern SDL_Surface *bkgnd; /* background picture (includes frame) */
27 extern SDL_Surface *warp_pic;
28 extern SDL_Surface *brick_pic; /* brick graphics in a horizontal order */
29 extern int shadow_size;
30 extern SDL_Surface *brick_shadow; /* shadow mask */
31 extern int shine_x, shine_y, shine_recreate;
32 #ifdef AUDIO_ENABLED
33 extern StkSound *wav_boom;
34 #endif
35 extern Game *game;
36
37 /*
38 ====================================================================
39 Locals
40 ====================================================================
41 */
42
43 /* remove a brick and release the extra (which will have no effect
44 * on collection) update the graphics. no growth or explosions
45 * of other bricks are initiated as these are send by network */
client_brick_remove(int mx,int my,int type,Vector imp,Paddle * paddle,int no_sound)46 void client_brick_remove( int mx, int my, int type, Vector imp, Paddle *paddle, int no_sound )
47 {
48 int px, py, w, h, i, j, shadow, anim_brick_id;
49 int dir;
50
51 /* add explosion animation */
52 if ( type == SHR_BY_EXPL_WITH_EXPL ) {
53 exp_create( mx * BRICK_WIDTH + ( BRICK_WIDTH >> 1 ),
54 my * BRICK_HEIGHT + ( BRICK_HEIGHT >> 1 ) );
55 #ifdef AUDIO_ENABLED
56 if (!no_sound)
57 stk_sound_play_x( mx * BRICK_WIDTH + ( BRICK_WIDTH >> 1 ), wav_boom );
58 #endif
59 type = SHR_BY_EXPL; /* WITH_EXPL is not known */
60 }
61
62 /* decrease brick count if no indestructible brick was destroyed */
63 if ( game->bricks[mx][my].dur != -1 ) {
64 game->bricks_left--;
65
66 /* adjust warp limit if this was a grown brick; then limit
67 * has to decrease again */
68 if (IS_GROWN_BRICK_CHAR(game->bricks[mx][my].brick_c))
69 game->warp_limit--;
70 }
71
72 /* before removing the brick, store the brick id for animation */
73 anim_brick_id = game->bricks[mx][my].id;
74
75 /* remove brick from map */
76 game->bricks[mx][my].brick_c = ' ';
77 game->bricks[mx][my].id = -1;
78 game->bricks[mx][my].dur = -1;
79 game->bricks[mx][my].exp_time = -1;
80 game->bricks[mx][my].heal_time = -1;
81 game->bricks[mx][my].type = MAP_EMPTY;
82
83 /* get screen position */
84 px = mx * BRICK_WIDTH;
85 py = my * BRICK_HEIGHT;
86
87 /* release extra if one exists. in opposite to the server the goldshower
88 * 1000P is not released here but in the hit handle function if the gold_shower
89 * flag is set to avoid releasing 'ghost' extras due to latency. */
90 dir = ( paddle->type == PADDLE_TOP ) ? -1 : 1;
91 if ( game->bricks[mx][my].extra != EX_NONE ) {
92 if ( game->diff->allow_maluses || !extra_is_malus( game->bricks[mx][my].extra ) )
93 list_add( game->extras, extra_create( game->bricks[mx][my].extra, px, py, dir ) );
94 }
95 game->bricks[mx][my].extra = EX_NONE;
96 game->bricks[mx][my].extra_c = ' ';
97
98 /* in case of darkness no (graphical) remove nescessary */
99 if ( game->extra_active[EX_DARKNESS] ) {
100 #ifdef AUDIO_ENABLED
101 if (!no_sound)
102 stk_sound_play_x( px, wav_boom );
103 #endif
104 return;
105 }
106
107 shrapnells_create( brick_pic, anim_brick_id * BRICK_WIDTH, 0,
108 BRICK_WIDTH, BRICK_HEIGHT,
109 px, py, type, imp );
110 /* recreate shine if needed */
111 if (px == shine_x && py == shine_y) shine_recreate = 1;
112 /* clear offscreen */
113 w = BRICK_WIDTH + shadow_size; h = BRICK_HEIGHT + shadow_size;
114 if ( px + w > stk_display->w - BRICK_WIDTH )
115 w = stk_display->w - BRICK_WIDTH - px;
116 stk_surface_clip( offscreen, px, py, w, h );
117 stk_surface_blit( bkgnd, px, py, w, h, offscreen, px, py );
118 /* if shadow redraw close bricks */
119 for ( i = mx - 1; i <= mx + 1; i++ )
120 for ( j = my - 1; j <= my + 1; j++ ) {
121 if ( i > 0 && j > 0 && i < MAP_WIDTH - 1 ) {
122 if ( game->bricks[i][j].type != MAP_EMPTY ) {
123 if ( i <= mx && j <= my ) shadow = 1; else shadow = 0;
124 brick_draw( offscreen, i, j, shadow );
125 }
126 }
127 }
128 stk_surface_clip( offscreen, 0, 0, 0, 0 );
129 /* update screen */
130 stk_surface_blit( offscreen, px, py, w, h, stk_display, px, py );
131 stk_display_store_drect();
132 #ifdef AUDIO_ENABLED
133 if (!no_sound)
134 stk_sound_play_x( px, wav_boom );
135 #endif
136 }
137
client_brick_heal(int x,int y)138 static void client_brick_heal( int x, int y )
139 {
140 game->bricks[x][y].dur++;
141 game->bricks[x][y].id++;
142 if ( !game->extra_active[EX_DARKNESS] ) {
143 brick_draw( offscreen, x, y, 0 );
144 brick_draw( stk_display, x, y, 0 );
145 stk_display_store_drect();
146 }
147 }
148
client_brick_grow(int x,int y,int id)149 static void client_brick_grow( int x, int y, int id )
150 {
151 Brick *brick = &game->bricks[x][y];
152 int px, py;
153 int isReplace = 0;
154
155 if (game->bricks[x][y].type!=MAP_EMPTY)
156 isReplace = 1;
157
158 /* add brick */
159 //brick->id = RANDOM( BRICK_GROW_FIRST, BRICK_GROW_LAST );
160 brick->id = id;
161 brick->brick_c = brick_get_char( brick->id );
162 brick->type = MAP_BRICK;
163 brick->score = game->diff->score_mod * BRICK_SCORE / 10;
164 brick->dur = 1;
165 /* keep the extra that is already assigned to this position */
166 brick->exp_time = -1;
167 brick->heal_time = -1;
168
169 /* XXX mark grown bricks by upper case. with this trick we can store
170 * this information in the level snapshot. */
171 brick->brick_c -= 32; /* f->F, ... */
172
173 if (!isReplace) {
174 game->bricks_left++;
175
176 /* adjust warp limit (grown bricks don't help hitting limit) */
177 game->warp_limit++;
178 }
179
180 if ( !game->extra_active[EX_DARKNESS] ) {
181 px = x * BRICK_WIDTH;
182 py = y * BRICK_HEIGHT;
183 if (isReplace)
184 brick_draw( offscreen, x, y, 0 );
185 else
186 brick_draw_complex( x, y, px, py );
187 stk_surface_blit( offscreen, px, py,
188 BRICK_WIDTH + shadow_size,
189 BRICK_HEIGHT + shadow_size,
190 stk_display, px, py );
191 stk_display_store_drect();
192 }
193 }
194
195 /*
196 ====================================================================
197 Publics
198 ====================================================================
199 */
200
201 /*
202 ====================================================================
203 Draw all bricks to offscreen surface.
204 ====================================================================
205 */
bricks_draw()206 void bricks_draw()
207 {
208 int i, j;
209 if ( offscreen == 0 ) return;
210 stk_surface_clip( offscreen, 0, 0, stk_display->w - BRICK_WIDTH, stk_display->h );
211 for ( j = 1; j < MAP_HEIGHT - 1; j++ )
212 for ( i = 1; i < MAP_WIDTH - 1; i++ )
213 if ( game->bricks[i][j].id >= 0 )
214 brick_draw( offscreen, i, j, 1 );
215 stk_surface_clip( offscreen, 0,0,0,0 );
216 }
217 /*
218 ====================================================================
219 Draw brick to passed surface
220 ====================================================================
221 */
brick_draw(SDL_Surface * surf,int map_x,int map_y,int shadow)222 void brick_draw( SDL_Surface *surf, int map_x, int map_y, int shadow )
223 {
224 int x = map_x * BRICK_WIDTH, y = map_y * BRICK_HEIGHT;
225 /* dont draw invisible bricks */
226 if ( game->bricks[map_x][map_y].id == INVIS_BRICK_ID ) return;
227 /* add shadow */
228 if ( shadow ) {
229 stk_surface_alpha_blit( brick_shadow,
230 game->bricks[map_x][map_y].id * BRICK_WIDTH, 0,
231 BRICK_WIDTH, BRICK_HEIGHT,
232 surf, x + shadow_size, y + shadow_size, SHADOW_ALPHA );
233 }
234 /* brick if not frame brick */
235 if ( map_x == 0 || map_y == 0 || map_x == MAP_WIDTH - 1 ) return;
236 stk_surface_blit( brick_pic,
237 game->bricks[map_x][map_y].id * BRICK_WIDTH, 0,
238 BRICK_WIDTH, BRICK_HEIGHT, surf, x,y );
239 }
240 /*
241 ====================================================================
242 Add brick with clipped shadow to offscreen. To draw a brick without
243 shadow check use brick_draw().
244 ====================================================================
245 */
brick_draw_complex(int mx,int my,int px,int py)246 void brick_draw_complex( int mx, int my, int px, int py )
247 {
248 brick_draw( offscreen, mx, my, 1 );
249 /* redraw surrounding bricks */
250 stk_surface_clip( offscreen, px + shadow_size, py + shadow_size, BRICK_WIDTH, BRICK_HEIGHT );
251 if ( mx + 1 == MAP_WIDTH - 1 ) {
252 /* right frame part */
253 stk_surface_blit( bkgnd, px + BRICK_WIDTH, py,
254 BRICK_WIDTH, ( BRICK_HEIGHT << 1 ),
255 offscreen, px + BRICK_WIDTH, py );
256 }
257 else {
258 brick_draw( offscreen, mx + 1, my, 0 );
259 brick_draw( offscreen, mx + 1, my + 1, 0 );
260 }
261 if ( game->bricks[mx][my + 1].type != MAP_EMPTY )
262 brick_draw( offscreen, mx, my + 1, 0 );
263 stk_surface_clip( offscreen, 0, 0, 0, 0 );
264 }
265 /*
266 ====================================================================
267 Make brick at mx,my loose 'points' duration. It must have been
268 previously checked that this operation is completely valid.
269 It does not update net_bricks or the player's duration reference.
270 ====================================================================
271 */
client_brick_loose_dur(int mx,int my,int points)272 void client_brick_loose_dur( int mx, int my, int points )
273 {
274 int px, py;
275 int refresh_h, refresh_w;
276 while ( points-- > 0 ) {
277 game->bricks[mx][my].dur--;
278 game->bricks[mx][my].id--;
279 /* adjust brick character:
280 * a,b,c - multiple hits
281 * v - invisible */
282 if ( game->bricks[mx][my].brick_c == 'v' )
283 game->bricks[mx][my].brick_c = 'c';
284 else
285 game->bricks[mx][my].brick_c--; /* successive order */
286 if ( !game->extra_active[EX_DARKNESS]) {
287 px = mx * BRICK_WIDTH;
288 py = my * BRICK_HEIGHT;
289 refresh_w = BRICK_WIDTH+shadow_size;
290 refresh_h = BRICK_HEIGHT+shadow_size;
291 /* copy background as old brick may have different transparency
292 do this in three parts to save computation */
293 stk_surface_blit( bkgnd, px, py,
294 shadow_size, BRICK_HEIGHT,
295 offscreen, px, py );
296 stk_surface_blit( bkgnd, px + shadow_size, py,
297 BRICK_WIDTH - shadow_size, BRICK_HEIGHT + shadow_size,
298 offscreen, px + shadow_size, py );
299 stk_surface_blit( bkgnd, px + BRICK_WIDTH, py + shadow_size,
300 shadow_size, BRICK_HEIGHT,
301 offscreen, px + BRICK_WIDTH, py + shadow_size );
302 /* draw brick + surrounding */
303 brick_draw_complex( mx, my, px, py );
304 /* udpate screen */
305 stk_surface_blit( offscreen, px, py,
306 refresh_w, refresh_h, stk_display, px, py );
307 stk_display_store_drect();
308 }
309 }
310 }
311
312 /* handle a received brick action */
client_handle_brick_hit(BrickHit * hit)313 void client_handle_brick_hit( BrickHit *hit )
314 {
315 Paddle *paddle;
316 Vector imp;
317
318 paddle = (hit->paddle==PADDLE_BOTTOM)?game->paddles[PADDLE_BOTTOM]:game->paddles[PADDLE_TOP];
319 angle2vec( hit->degrees, &imp );
320
321 switch ( hit->type )
322 {
323 case HT_HIT:
324 client_brick_loose_dur( hit->x, hit->y, 1 );
325 break;
326 case HT_REMOVE:
327 if (hit->draw_explosion)
328 hit->dest_type = SHR_BY_EXPL_WITH_EXPL;
329 client_brick_remove( hit->x, hit->y, hit->dest_type, imp, paddle, hit->no_sound );
330 /* gold shower extra */
331 if ( hit->gold_shower )
332 list_add( game->extras,
333 extra_create( EX_SCORE1000,
334 hit->x*BRICK_WIDTH, hit->y*BRICK_HEIGHT,
335 (hit->paddle==PADDLE_TOP)?-1:1 ) );
336 break;
337 case HT_HEAL:
338 client_brick_heal( hit->x, hit->y );
339 break;
340 case HT_GROW:
341 client_brick_grow( hit->x, hit->y, hit->brick_id );
342 break;
343 }
344 }
345
346 /* redraw all bricks (leaving shadows in transparent frame parts) */
client_redraw_all_bricks()347 void client_redraw_all_bricks()
348 {
349 stk_surface_blit( bkgnd, BRICK_WIDTH, BRICK_HEIGHT,
350 stk_display->w - BRICK_WIDTH*2,stk_display->h - BRICK_HEIGHT,
351 offscreen, BRICK_WIDTH, BRICK_HEIGHT );
352 bricks_draw();
353 stk_surface_blit( offscreen, BRICK_WIDTH, BRICK_HEIGHT,
354 stk_display->w - BRICK_WIDTH*2,stk_display->h - BRICK_HEIGHT,
355 stk_display, BRICK_WIDTH, BRICK_HEIGHT );
356 // stk_display_update( STK_UPDATE_ALL );
357 stk_display_store_drect();
358 }
359