/frozen-bubble.pl
Perl | 2254 lines | 1872 code | 251 blank | 131 comment | 385 complexity | 88b8d3abe06e21827f7d46a5c9ab5dff MD5 | raw file
- #!/usr/bin/perl
- #*****************************************************************************
- #
- # Frozen-Bubble
- #
- # Copyright (c) 2000, 2001, 2002, 2003 Guillaume Cottenceau <guillaume.cottenceau at free.fr>
- #
- # Sponsored by MandrakeSoft <http://www.mandrakesoft.com/>
- #
- # This program is free software; you can redistribute it and/or modify
- # it under the terms of the GNU General Public License version 2, as
- # published by the Free Software Foundation.
- #
- # This program is distributed in the hope that it will be useful,
- # but WITHOUT ANY WARRANTY; without even the implied warranty of
- # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- # GNU General Public License for more details.
- #
- # You should have received a copy of the GNU General Public License
- # along with this program; if not, write to the Free Software
- # Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- #
- #
- #******************************************************************************
- #
- # Design & Programming by Guillaume Cottenceau between Oct 2001 and Jan 2002.
- # Level Editor parts by Kim Joham and David Joham between Oct 2002 and Jan 2003
- #
- # Check official home: http://www.frozen-bubble.org/
- #
- #******************************************************************************
- #
- #
- # Yes it uses Perl, you non-believer :-).
- #
- #use diagnostics;
- #use strict;
- use vars qw($TARGET_ANIM_SPEED $BUBBLE_SIZE $ROW_SIZE $LAUNCHER_SPEED $BUBBLE_SPEED $MALUS_BUBBLE_SPEED $TIME_APPEARS_NEW_ROOT
- %POS %POS_1P %POS_2P $KEYS %actions %angle %pdata $app $font %apprects $event %rects %sticked_bubbles %root_bubbles
- $background $background_orig @bubbles_images $gcwashere %bubbles_anim %launched_bubble %tobe_launched %next_bubble
- $shooter $sdl_flags $mixer $mixer_enabled $music_disabled $sfx_disabled @playlist %sound %music %pinguin %canon
- $graphics_level @update_rects $CANON_ROTATIONS_NB %malus_bubble %falling_bubble %exploding_bubble %malus_gfx
- %sticking_bubble $version $time %imgbin $TIME_HURRY_WARN $TIME_HURRY_MAX $TIMEOUT_PINGUIN_SLEEP $FREE_FALL_CONSTANT
- $direct @PLAYERS %levels $display_on_app_disabled $total_time $time_1pgame $fullscreen $rcfile $hiscorefile $HISCORES
- $lev_number $playermalus $loaded_levelset $direct_levelset $chainreaction %chains %history);
- use Data::Dumper;
- use SDL;
- use SDL::App;
- use SDL::Surface;
- use SDL::Event;
- use SDL::Cursor;
- use SDL::Font;
- use SDL::Mixer;
- use fb_stuff;
- use fbsyms;
- use FBLE;
- $| = 1;
- $TARGET_ANIM_SPEED = 20; # number of milliseconds that should last between two animation frames
- $LAUNCHER_SPEED = 0.03; # speed of rotation of launchers
- $BUBBLE_SPEED = 10; # speed of movement of launched bubbles
- $MALUS_BUBBLE_SPEED = 30; # speed of movement of "malus" launched bubbles
- $CANON_ROTATIONS_NB = 40; # number of rotations of images for canon (should be consistent with gfx/shoot/Makefile)
- $TIMEOUT_PINGUIN_SLEEP = 200;
- $FREE_FALL_CONSTANT = 0.5;
- $KEYS = { p1 => { left => SDLK_x, right => SDLK_v, fire => SDLK_c, center => SDLK_d },
- p2 => { left => SDLK_LEFT, right => SDLK_RIGHT, fire => SDLK_UP, center => SDLK_DOWN },
- misc => { fs => SDLK_f } };
- $sdl_flags = SDL_ANYFORMAT | SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_HWACCEL | SDL_ASYNCBLIT;
- $mixer = 0;
- $graphics_level = 3;
- @PLAYERS = qw(p1 p2);
- $playermalus = 0;
- $chainreaction = 0;
- $rcfile = "$ENV{HOME}/.fbrc";
- eval(cat_($rcfile));
- eval(cat_($hiscorefile = "$ENV{HOME}/.fbhighscores"));
- $version = '1.0.1';
- print " [[ Frozen-Bubble-$version ]]\n\n";
- print ' http://www.frozen-bubble.org/
- Copyright (c) 2000, 2001, 2002, 2003 Guillaume Cottenceau.
- Artwork: Alexis Younes <73lab at free.fr>
- Amaury Amblard-Ladurantie <amaury at linuxfr.org>
- Soundtrack: Matthias Le Bidan <matthias.le_bidan at caramail.com>
- Design & Programming: Guillaume Cottenceau <guillaume.cottenceau at free.fr>
- Level Editor: Kim and David Joham <[k|d]joham at yahoo.com>
- Sponsored by MandrakeSoft <http://www.mandrakesoft.com/>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License version 2, as
- published by the Free Software Foundation.
- ';
- local $_ = "@ARGV";
- /-h/ and die "Usage: ", basename($0), " [OPTION]...
- -h, --help display this help screen
- -fs, --fullscreen start in fullscreen mode
- -ns, --nosound don't try to start any sound stuff
- -nm, --nomusic disable music (only)
- -nfx, --nosfx disable sound effects (only)
- --playlist<file> use all files listed in the given file as music files and play them
- --playlist<directory> use all files inside the given directory as music files and play them
- -sl, --slow_machine enable slow machine mode (disable a few animations)
- -vs, --very_slow_machine enable very slow machine mode (disable all that can be disabled)
- -di, --direct directly start (2p) game (don't display menu)
- -so, --solo directly start solo (1p) game, with random levels
- -cr, --chain_reaction enable chain-reaction
- -l<#n>, --level<#n> directly start the n-th level
- -cb, --colourblind use bubbles for colourblind people
- -pm<#n>, --playermalus<#n> add a malus of n to the left player (can be negative)
- -ls<name>, --levelset<name> directly start with the specified levelset name
- ";
- /-fs/ || /-fu/ and $fullscreen = 1;
- /-ns/ || /-noso/ and $mixer = 'SOUND_DISABLED';
- /-nm/ || /-nom/ and $music_disabled = 1;
- /-nfx/ || /-nosf/ and $sfx_disabled = 1;
- /-playlist\s*(\S+)/ and @playlist = -d $1 ? glob("$1/*") : cat_($1);
- /-sl/ and $graphics_level = 2;
- /-vs/ || /-ve/ and $graphics_level = 1;
- /-srand/ and srand 0;
- /-di/ and $direct = 1;
- /-so/ and $direct = 1, @PLAYERS = ('p1');
- /-cr/ || /-chain_reaction/ and $chainreaction = 1;
- /-cb/ || /-co/ and $colourblind = 1;
- /-pm\s*(-?[\d]+)/ || /-playermalus\s*(-?\d+)/ and $playermalus = $1;
- /-ls\s*(\S+)/ || /-levelset\s*(\S+)/ and $levels{current} = 1, $direct = 1, @PLAYERS = ('p1'), $direct_levelset = $1;
- /-l\s*(\d+)/ || /-level\s*(\d+)/ and $levels{current} = $1, $direct = 1, @PLAYERS = ('p1');
- #- ------------------------------------------------------------------------
- END {
- if ($app) {
- $total_time = ($app->ticks - $total_time)/1000;
- my $h = int($total_time/3600);
- my $m = int(($total_time-$h*3600)/60);
- my $s = int($total_time-$h*3600-$m*60);
- print "\nAddicted for ", $h ? "$h"."h " : "", $m ? "$m"."m " : "", "$s"."s.\n";
- }
- }
- #- it doesn't keep ordering (but I don't care)
- sub fastuniq { my %l; @l{@_} = @_; values %l }
- #- ----------- sound related stuff ----------------------------------------
- sub play_sound($) {
- $mixer_enabled && $mixer && !$sfx_disabled && $sound{$_[0]} and $mixer->play_channel(-1, $sound{$_[0]}, 0);
- }
- sub chomp_ { my @l = map { my $l = $_; chomp $l; $l } @_; wantarray() ? @l : $l[0] }
- sub play_music($;$) {
- my ($name, $pos) = @_;
- $mixer_enabled && $mixer && !$music_disabled or return;
- @playlist && $mixer->playing_music and return;
- $app->delay(10) while $mixer->fading_music; #- mikmod will deadlock if we try to fade_out while still fading in
- $mixer->playing_music and $mixer->fade_out_music(500); $app->delay(400);
- $app->delay(10) while $mixer->playing_music; #- mikmod will segfault if we try to load a music while old one is still fading out
- my %musics = (intro => '/snd/introzik.xm', main1p => '/snd/frozen-mainzik-1p.xm', main2p => '/snd/frozen-mainzik-2p.xm');
- my $mus if 0; #- I need to keep a reference on the music or it will be collected at the end of this function, thus I manually collect previous music
- if (@playlist) {
- my $tryanother = sub {
- my $elem = chomp_(shift @playlist);
- $elem or return -1;
- -f $elem or return 0;
- push @playlist, $elem;
- $mus = SDL::Music->new($elem);
- if ($mus->{-data}) {
- print STDERR "[Playlist] playing `$elem'\n";
- $mixer->play_music($mus, 0);
- return 1;
- } else {
- print STDERR "Warning, could not create new music from `$elem' (reason: ", $app->error, ").\n";
- return 0;
- }
- };
- while ($tryanother->() == 0) {};
- } else {
- $mus = SDL::Music->new("$FPATH$musics{$name}");
- $mus->{-data} or print STDERR "Warning, could not create new music from `$FPATH$musics{$name}' (reason: ", $app->error, ").\n";
- if ($pos) {
- fb_c_stuff::fade_in_music_position($mus->{-data}, -1, 500, $pos);
- } else {
- $mixer->play_music($mus, -1);
- }
- }
- }
- sub init_sound() {
- $mixer = eval { SDL::Mixer->new(-frequency => 44100, -channels => 2, -size => 1024); };
- if ($@) {
- $@ =~ s| at \S+ line.*\n||;
- print STDERR "\nWarning: can't initialize sound (reason: $@).\n";
- return 0;
- }
- print "[Sound Init]\n";
- my @sounds = qw(stick destroy_group newroot newroot_solo lose hurry pause menu_change menu_selected rebound launch malus noh snore cancel typewriter applause);
- foreach (@sounds) {
- my $sound_path = "$FPATH/snd/$_.wav";
- $sound{$_} = SDL::Sound->new($sound_path);
- if ($sound{$_}{-data}) {
- $sound{$_}->volume(80);
- } else {
- print STDERR "Warning, could not create new sound from `$sound_path'.\n";
- }
- }
- return 1;
- }
- #- ----------- graphics related stuff --------------------------------------
- sub add_default_rect($) {
- my ($surface) = @_;
- $rects{$surface} = SDL::Rect->new(-width => $surface->width, -height => $surface->height);
- }
- sub put_image($$$) {
- my ($image, $x, $y) = @_;
- $rects{$image} or die "please don't call me with no rects\n".backtrace();
- my $drect = SDL::Rect->new(-width => $image->width, -height => $image->height, -x => $x, '-y' => $y);
- $image->blit($rects{$image}, $app, $drect);
- push @update_rects, $drect;
- }
- sub erase_image_from($$$$) {
- my ($image, $x, $y, $img) = @_;
- my $drect = SDL::Rect->new(-width => $image->width, -height => $image->height, -x => $x, '-y' => $y);
- $img->blit($drect, $app, $drect);
- push @update_rects, $drect;
- }
- sub erase_image($$$) {
- my ($image, $x, $y) = @_;
- erase_image_from($image, $x, $y, $background);
- }
- sub put_image_to_background($$$) {
- my ($image, $x, $y) = @_;
- my $drect;
- ($x == 0 && $y == 0) and print "put_image_to_background: warning, X and Y are 0\n";
- if ($y > 0) {
- $drect = SDL::Rect->new(-width => $image->width, -height => $image->height, -x => $x, '-y' => $y);
- $display_on_app_disabled or $image->blit($rects{$image}, $app, $drect);
- $image->blit($rects{$image}, $background, $drect);
- } else { #- clipping seems to not work when from one Surface to another Surface, so I need to do clipping by hand
- $drect = SDL::Rect->new(-width => $image->width, -height => $image->height + $y, -x => $x, '-y' => 0);
- my $irect = SDL::Rect->new(-width => $image->width, -height => $image->height + $y, '-y' => -$y);
- $display_on_app_disabled or $image->blit($irect, $app, $drect);
- $image->blit($irect, $background, $drect);
- }
- push @update_rects, $drect;
- }
- sub remove_image_from_background($$$) {
- my ($image, $x, $y) = @_;
- ($x == 0 && $y == 0) and print "remove_image_from_background: warning, X and Y are 0\n";
- my $drect = SDL::Rect->new(-width => $image->width, -height => $image->height, -x => $x, '-y' => $y);
- $background_orig->blit($drect, $background, $drect);
- $background_orig->blit($drect, $app, $drect);
- push @update_rects, $drect;
- }
- sub remove_images_from_background {
- my ($player, @images) = @_;
- foreach (@images) {
- ($_->{'x'} == 0 && $_->{'y'} == 0) and print "remove_images_from_background: warning, X and Y are 0\n";
- my $drect = SDL::Rect->new(-width => $_->{img}->width, -height => $_->{img}->height, -x => $_->{'x'}, '-y' => $_->{'y'});
- $background_orig->blit($drect, $background, $drect);
- $background_orig->blit($drect, $app, $drect);
- push @update_rects, $drect;
- }
- }
- sub put_allimages_to_background($) {
- my ($player) = @_;
- put_image_to_background($_->{img}, $_->{'x'}, $_->{'y'}) foreach @{$sticked_bubbles{$player}};
- }
- sub switch_image_on_background($$$;$) {
- my ($image, $x, $y, $save) = @_;
- my $drect = SDL::Rect->new(-width => $image->width, -height => $image->height, -x => $x, '-y' => $y);
- if ($save) {
- $save = SDL::Surface->new(-width => $image->width, -height => $image->height, -depth => 32, -Amask => "0 but true"); #- grrr... this piece of shit of Amask made the surfaces slightly modify along the print/erase of "Hurry" and "Pause".... took me so much time to debug and find that the problem came from a bug when Amask is set to 0xFF000000 (while it's -supposed- to be set to 0xFF000000 with 32-bit graphics!!)
- $background->blit($drect, $save, $rects{$image});
- }
- $image->blit($rects{$image} || SDL::Rect->new(-width => $image->width, -height => $image->height), $background, $drect);
- $background->blit($drect, $app, $drect);
- push @update_rects, $drect;
- return $save;
- }
- sub add_image($) {
- my $file = "$FPATH/gfx/$_[0]";
- my $img = SDL::Surface->new(-name => $file);
- $img->{-surface} or die "FATAL: Couldn't load `$file' into a SDL::Surface.\n";
- add_default_rect($img);
- return $img;
- }
- sub add_bubble_image($) {
- my ($file) = @_;
- my $bubble = add_image($file);
- push @bubbles_images, $bubble;
- }
- #- ----------- generic game stuff -----------------------------------------
- sub iter_players(&) {
- my ($f) = @_;
- local $::p;
- foreach $::p (@PLAYERS) {
- &$f;
- }
- }
- sub iter_players_(&) { #- so that I can do an iter_players_ from within an iter_players
- my ($f) = @_;
- local $::p_;
- foreach $::p_ (@PLAYERS) {
- &$f;
- }
- }
- sub is_1p_game() { @PLAYERS == 1 }
- sub is_2p_game() { @PLAYERS == 2 }
- #- ----------- bubble game stuff ------------------------------------------
- sub calc_real_pos_given_arraypos($$$) {
- my ($cx, $cy, $player) = @_;
- ($POS{$player}{left_limit} + $cx * $BUBBLE_SIZE + odd($cy+$pdata{$player}{oddswap}) * $BUBBLE_SIZE/2,
- $POS{top_limit} + $cy * $ROW_SIZE);
- }
- sub calc_real_pos($$) {
- my ($b, $player) = @_;
- ($b->{'x'}, $b->{'y'}) = calc_real_pos_given_arraypos($b->{cx}, $b->{cy}, $player);
- }
- sub get_array_yclosest($) {
- my ($y) = @_;
- return int(($y-$POS{top_limit}+$ROW_SIZE/2) / $ROW_SIZE);
- }
- sub get_array_closest_pos($$$) { # roughly the opposite than previous function
- my ($x, $y, $player) = @_;
- my $ny = get_array_yclosest($y);
- my $nx = int(($x-$POS{$player}{left_limit}+$BUBBLE_SIZE/2 - odd($ny+$pdata{$player}{oddswap})*$BUBBLE_SIZE/2)/$BUBBLE_SIZE);
- return ($nx, $ny);
- }
- sub is_collision($$$) {
- my ($bub, $x, $y) = @_;
- my $DISTANCE_COLLISION_SQRED = sqr($BUBBLE_SIZE * 0.82);
- my $xs = sqr($bub->{x} - $x);
- ($xs > $DISTANCE_COLLISION_SQRED) and return 0;
- return ($xs + sqr($bub->{'y'} - $y)) < $DISTANCE_COLLISION_SQRED;
- }
- sub create_bubble_given_img($) {
- my ($img) = @_;
- my %bubble;
- ref($img) eq 'SDL::Surface' or die "<$img> seems to not be a valid image\n" . backtrace();
- $bubble{img} = $img;
- return \%bubble;
- }
- sub create_bubble(;$) {
- my ($p) = @_;
- my $b = create_bubble_given_img($bubbles_images[rand(@bubbles_images)]);
- is_1p_game() && $p && !member($b->{img}, map { $_->{img} } @{$sticked_bubbles{$p}})
- and return &create_bubble($p); #- prototype checking pb w/ recursion
- return $b;
- }
- sub iter_rowscols(&$) {
- my ($f, $oddswap) = @_;
- local $::row; local $::col;
- foreach $::row (0 .. 11) {
- foreach $::col (0 .. 7 - odd($::row+$oddswap)) {
- &$f;
- }
- }
- }
- sub each_index(&@) {
- my $f = shift;
- local $::i = 0;
- foreach (@_) {
- &$f($::i);
- $::i++;
- }
- }
- sub img2numb { my ($i, $f) = @_; each_index { $i eq $_ and $f = $::i } @bubbles_images; return defined($f) ? $f : '-' }
- #sub history {
- # foreach my $frame (@{$history{$_[0]}}[-10...1]) {
- # iter_rowscols {
- # if ($::col == 0) {
- # $::row == 0 or print "\n";
- # odd($::row+$frame->{oddswap}) and print " ";
- # }
- # foreach (@{$frame->{sticked}}) {
- # $_->[0] == $::col && $_->[1] == $::row or next;
- # print $_->[2];
- # goto non_void;
- # }
- # if ($frame->{sticking}[0] == $::col && $frame->{sticking}[1] == $::row) {
- # print "\033[D!$frame->{sticking}[2]";
- # goto non_void;
- # }
- # print '-';
- # non_void:
- # $::col+odd($::row+$frame->{oddswap}) < 7 and print " ";
- # } $frame->{oddswap};
- # print "\n\n";
- # }
- #}
- sub bubble_next_to($$$$$) {
- my ($x1, $y1, $x2, $y2, $player) = @_;
- $x1 == $x2 && $y1 == $y2 and die "bubble_next_to: assert failed -- same bubbles ($x1:$y1;$player)" . backtrace();
- # $x1 == $x2 && $y1 == $y2 and history($player), die "bubble_next_to: assert failed -- same bubbles ($x1:$y1;$player)" . backtrace();
- return to_bool((sqr($x1+odd($y1+$pdata{$player}{oddswap})*0.5 - ($x2+odd($y2+$pdata{$player}{oddswap})*0.5)) + sqr($y1 - $y2)) < 3);
- }
- sub next_positions($$) {
- my ($b, $player) = @_;
- my $validate_pos = sub {
- my ($x, $y) = @_;
- if_($x >= 0 && $x+odd($y+$pdata{$player}{oddswap}) <= 7 && $y >= 0 && $y >= $pdata{$player}{newrootlevel} && $y <= 11,
- [ $x, $y ]);
- };
- ($validate_pos->($b->{cx} - 1, $b->{cy}),
- $validate_pos->($b->{cx} + 1, $b->{cy}),
- $validate_pos->($b->{cx} - even($b->{cy}+$pdata{$player}{oddswap}), $b->{cy} - 1),
- $validate_pos->($b->{cx} - even($b->{cy}+$pdata{$player}{oddswap}), $b->{cy} + 1),
- $validate_pos->($b->{cx} - even($b->{cy}+$pdata{$player}{oddswap}) + 1, $b->{cy} - 1),
- $validate_pos->($b->{cx} - even($b->{cy}+$pdata{$player}{oddswap}) + 1, $b->{cy} + 1));
- }
- #- bubble ends its life sticked somewhere
- sub real_stick_bubble {
- my ($bubble, $xpos, $ypos, $player, $neighbours_ok) = @_;
- $bubble->{cx} = $xpos;
- $bubble->{cy} = $ypos;
- foreach (@{$sticked_bubbles{$player}}) {
- if (bubble_next_to($_->{cx}, $_->{cy}, $bubble->{cx}, $bubble->{cy}, $player)) {
- push @{$_->{neighbours}}, $bubble;
- $neighbours_ok or push @{$bubble->{neighbours}}, $_;
- }
- }
- push @{$sticked_bubbles{$player}}, $bubble;
- $bubble->{cy} == $pdata{$player}{newrootlevel} and push @{$root_bubbles{$player}}, $bubble;
- calc_real_pos($bubble, $player);
- put_image_to_background($bubble->{img}, $bubble->{'x'}, $bubble->{'y'});
- }
- sub destroy_bubbles {
- my ($player, @bubz) = @_;
- $graphics_level == 1 and return;
- foreach (@bubz) {
- $_->{speedx} = rand(3)-1.5;
- $_->{speedy} = -rand(4)-2;
- }
- push @{$exploding_bubble{$player}}, @bubz;
- }
- sub find_bubble_group($) {
- my ($b) = @_;
- my @neighbours = $b;
- my @group;
- while (1) {
- push @group, @neighbours;
- @neighbours = grep { $b->{img} eq $_->{img} && !member($_, @group) } fastuniq(map { @{$_->{neighbours}} } @neighbours);
- last if !@neighbours;
- }
- @group;
- }
- sub stick_bubble($$$$$) {
- my ($bubble, $xpos, $ypos, $player, $count_for_root) = @_;
- my @falling;
- my $need_redraw = 0;
- @{$bubble->{neighbours}} = grep { bubble_next_to($_->{cx}, $_->{cy}, $xpos, $ypos, $player) } @{$sticked_bubbles{$player}};
- #- in multiple chain reactions, it's possible that the group doesn't exist anymore in some rare situations :/
- exists $bubble->{chaindestx} && !@{$bubble->{neighbours}} and return;
- my @will_destroy = difference2([ find_bubble_group($bubble) ], [ $bubble ]);
- if (@will_destroy <= 1) {
- #- stick
- play_sound('stick');
- real_stick_bubble($bubble, $xpos, $ypos, $player, 1);
- $sticking_bubble{$player} = $bubble;
- $pdata{$player}{sticking_step} = 0;
- } else {
- #- destroy the group
- play_sound('destroy_group');
- foreach my $b (difference2([ fastuniq(map { @{$_->{neighbours}} } @will_destroy) ], \@will_destroy)) {
- @{$b->{neighbours}} = difference2($b->{neighbours}, \@will_destroy);
- }
- @{$sticked_bubbles{$player}} = difference2($sticked_bubbles{$player}, \@will_destroy);
- @{$root_bubbles{$player}} = difference2($root_bubbles{$player}, \@will_destroy);
- $bubble->{'cx'} = $xpos;
- $bubble->{'cy'} = $ypos;
- calc_real_pos($bubble, $player);
- destroy_bubbles($player, @will_destroy, $bubble);
- #- find falling bubbles
- $_->{mark} = 0 foreach @{$sticked_bubbles{$player}};
- my @still_sticked;
- my @neighbours = @{$root_bubbles{$player}};
- my $distance_to_root;
- while (1) {
- $_->{mark} = ++$distance_to_root foreach @neighbours;
- push @still_sticked, @neighbours;
- @neighbours = grep { $_->{mark} == 0 } map { @{$_->{neighbours}} } @neighbours;
- last if !@neighbours;
- }
- @falling = difference2($sticked_bubbles{$player}, \@still_sticked);
- @{$sticked_bubbles{$player}} = difference2($sticked_bubbles{$player}, \@falling);
- #- chain-reaction on falling bubbles
- if ($chainreaction) {
- my @falling_colors = map { $_->{img} } @falling;
- #- optimize a bit by first calculating bubbles that are next to another bubble of the same color
- my @grouped_bubbles = grep {
- my $b = $_;
- member($b->{img}, @falling_colors) && any { $b->{img} eq $_->{img} } @{$b->{neighbours}}
- } @{$sticked_bubbles{$player}};
- if (@grouped_bubbles) {
- #- all positions on which we can't chain-react
- my @occupied_positions = map { $_->{cy}*8 + $_->{cx} } @{$sticked_bubbles{$player}};
- push @occupied_positions, map { $_->{chaindestcy}*8 + $_->{chaindestcx} } @{$chains{$player}{falling_chained}};
- #- examine groups beginning at the root bubbles, for the case in which
- #- there is a group that will fall from an upper chain-reaction
- foreach my $pos (sort { $a->{mark} <=> $b->{mark} } @grouped_bubbles) {
- #- now examine if there is a free position to chain-react in it
- foreach my $npos (next_positions($pos, $player)) {
- #- we can't chain-react somewhere if it explodes a group already chained
- next if any { $pos->{cx} == $_->{cx} && $pos->{cy} == $_->{cy} }
- map { @{$chains{$player}{chained_bubbles}{$_}}} keys %{$chains{$player}{chained_bubbles}};
- if (!member($npos->[1]*8 + $npos->[0], @occupied_positions)) {
- #- find a suitable falling bubble for that free position
- foreach my $falling (@falling) {
- next if member($falling, @{$chains{$player}{falling_chained}});
- if ($pos->{img} eq $falling->{img}) {
- ($falling->{chaindestcx}, $falling->{chaindestcy}) = ($npos->[0], $npos->[1]);
- ($falling->{chaindestx}, $falling->{chaindesty}) = calc_real_pos_given_arraypos($npos->[0], $npos->[1], $player);
- push @{$chains{$player}{falling_chained}}, $falling;
- push @occupied_positions, $npos->[1]*8 + $npos->[0];
-
- #- next lines will allow not to chain-react on the same group from two different positions,
- #- and even to not chain-react on a group that will itself fall from a chain-reaction
- @{$falling->{neighbours}} = grep { bubble_next_to($_->{cx}, $_->{cy}, $npos->[0], $npos->[1], $player) } @{$sticked_bubbles{$player}};
- my @chained_bubbles = find_bubble_group($falling);
- $_->{mark} = 0 foreach @{$sticked_bubbles{$player}};
- my @still_sticked;
- my @neighbours = difference2($root_bubbles{$player}, \@chained_bubbles);
- while (1) {
- $_->{mark} = 1 foreach @neighbours;
- push @still_sticked, @neighbours;
- @neighbours = difference2([ grep { $_->{mark} == 0 } map { @{$_->{neighbours}} } @neighbours ],
- \@chained_bubbles);
- last if !@neighbours;
- }
- @{$chains{$player}{chained_bubbles}{$falling}} = difference2($sticked_bubbles{$player}, \@still_sticked);
- last;
- }
- }
- }
- }
- }
- }
- }
- #- prepare falling bubbles
- if ($graphics_level > 1) {
- my $max_cy_falling = fold_left { $::b->{cy} > $::a ? $::b->{cy} : $::a } 0, @falling; #- I have a fold_left in my prog! :-)
- my ($shift_on_same_line, $line) = (0, $max_cy_falling);
- foreach (sort { $b->{cy}*8 + $b->{cx} <=> $a->{cy}*8 + $a->{cx} } @falling) { #- sort bottom-to-up / right-to-left
- $line != $_->{cy} and $shift_on_same_line = 0;
- $line = $_->{cy};
- $_->{wait_fall} = ($max_cy_falling - $_->{cy})*5 + $shift_on_same_line;
- $shift_on_same_line++;
- $_->{speed} = 0;
- }
- push @{$falling_bubble{$player}}, @falling;
- }
- remove_images_from_background($player, @will_destroy, @falling);
- #- redraw neighbours because parts of neighbours have been erased by previous statement
- put_image_to_background($_->{img}, $_->{'x'}, $_->{'y'})
- foreach grep { !member($_, @will_destroy) && !member($_, @falling) } fastuniq(map { @{$_->{neighbours}} } @will_destroy, @falling);
- $need_redraw = 1;
- }
- if ($count_for_root) {
- $pdata{$player}{newroot}++;
- if ($pdata{$player}{newroot} == $TIME_APPEARS_NEW_ROOT-1) {
- $pdata{$player}{newroot_prelight} = 2;
- $pdata{$player}{newroot_prelight_step} = 0;
- }
- if ($pdata{$player}{newroot} == $TIME_APPEARS_NEW_ROOT) {
- $pdata{$player}{newroot_prelight} = 1;
- $pdata{$player}{newroot_prelight_step} = 0;
- }
- if ($pdata{$player}{newroot} > $TIME_APPEARS_NEW_ROOT) {
- $need_redraw = 1;
- $pdata{$player}{newroot_prelight} = 0;
- play_sound(is_1p_game() ? 'newroot_solo' : 'newroot');
- $pdata{$player}{newroot} = 0;
- $pdata{$player}{oddswap} = !$pdata{$player}{oddswap};
- remove_images_from_background($player, @{$sticked_bubbles{$player}});
- foreach (@{$sticked_bubbles{$player}}) {
- $_->{'cy'}++;
- calc_real_pos($_, $player);
- }
- foreach (@{$falling_bubble{$player}}) {
- exists $_->{chaindestx} or next;
- $_->{chaindestcy}++;
- $_->{chaindesty} += $ROW_SIZE;
- }
- put_allimages_to_background($player);
- if (is_1p_game()) {
- $pdata{$player}{newrootlevel}++;
- print_compressor();
- } else {
- @{$root_bubbles{$player}} = ();
- real_stick_bubble(create_bubble($player), $_, 0, $player, 0) foreach (0..(7-$pdata{$player}{oddswap}));
- }
- }
- }
- if ($need_redraw) {
- my $malus_val = @will_destroy + @falling - 2;
- $malus_val > 0 and $malus_val += ($player eq 'p1' ? $playermalus : -$playermalus);
- $malus_val < 0 and $malus_val = 0;
- $background->blit($apprects{$player}, $app, $apprects{$player});
- malus_change($malus_val, $player);
- }
- # push @{$history{$player}}, { sticking => [ $xpos, $ypos, img2numb($bubble->{img}) ],
- # oddswap => $pdata{$player}{oddswap},
- # sticked => [ map { [ $_->{cx}, $_->{cy}, img2numb($_->{img}) ] } @{$sticked_bubbles{$player}} ] };
- }
- sub print_next_bubble($$;$) {
- my ($img, $player, $not_on_top_next) = @_;
- put_image_to_background($img, $next_bubble{$player}{'x'}, $next_bubble{$player}{'y'});
- $not_on_top_next or put_image_to_background($bubbles_anim{on_top_next}, $POS{$player}{left_limit}+$POS{next_bubble}{x}-4, $POS{next_bubble}{'y'}-3);
- }
- sub generate_new_bubble {
- my ($player, $img) = @_;
- $tobe_launched{$player} = $next_bubble{$player};
- $tobe_launched{$player}{'x'} = ($POS{$player}{left_limit}+$POS{$player}{right_limit})/2 - $BUBBLE_SIZE/2;
- $tobe_launched{$player}{'y'} = $POS{'initial_bubble_y'};
- $next_bubble{$player} = $img ? create_bubble_given_img($img) : create_bubble($player);
- $next_bubble{$player}{'x'} = $POS{$player}{left_limit}+$POS{next_bubble}{x}; #- necessary to keep coordinates, for verify_if_end
- $next_bubble{$player}{'y'} = $POS{next_bubble}{'y'};
- print_next_bubble($next_bubble{$player}{img}, $player);
- }
- #- ----------- game stuff -------------------------------------------------
- sub handle_graphics($) {
- my ($fun) = @_;
- iter_players {
- #- bubbles
- foreach ($launched_bubble{$::p}, if_($fun ne \&erase_image, $tobe_launched{$::p})) {
- $_ and $fun->($_->{img}, $_->{'x'}, $_->{'y'});
- }
- if ($fun eq \&put_image && $pdata{$::p}{newroot_prelight}) {
- if ($pdata{$::p}{newroot_prelight_step}++ > 30*$pdata{$::p}{newroot_prelight}) {
- $pdata{$::p}{newroot_prelight_step} = 0;
- }
- if ($pdata{$::p}{newroot_prelight_step} <= 8) {
- my $hurry_overwritten = 0;
- foreach my $b (@{$sticked_bubbles{$::p}}) {
- next if ($graphics_level == 1 && $b->{'cy'} > 0); #- in low graphics, only prelight first row
- $b->{'cx'}+1 == $pdata{$::p}{newroot_prelight_step} and put_image($b->{img}, $b->{'x'}, $b->{'y'});
- $b->{'cx'} == $pdata{$::p}{newroot_prelight_step} and put_image($bubbles_anim{white}, $b->{'x'}, $b->{'y'});
- $b->{'cy'} > 6 and $hurry_overwritten = 1;
- }
- $hurry_overwritten && $pdata{$::p}{hurry_save_img} and print_hurry($::p, 1); #- hurry was potentially overwritten
- }
- }
- if ($sticking_bubble{$::p} && $graphics_level > 1) {
- my $b = $sticking_bubble{$::p};
- if ($fun eq \&erase_image) {
- put_image($b->{img}, $b->{'x'}, $b->{'y'});
- } else {
- if ($pdata{$::p}{sticking_step} == @{$bubbles_anim{stick}}) {
- $sticking_bubble{$::p} = undef;
- } else {
- put_image(${$bubbles_anim{stick}}[$pdata{$::p}{sticking_step}], $b->{'x'}, $b->{'y'});
- if ($pdata{$::p}{sticking_step_slowdown}) {
- $pdata{$::p}{sticking_step}++;
- $pdata{$::p}{sticking_step_slowdown} = 0;
- } else {
- $pdata{$::p}{sticking_step_slowdown}++;
- }
- }
- }
- }
- #- shooter
- if ($graphics_level > 1) {
- my $num = int($angle{$::p}*$CANON_ROTATIONS_NB/($PI/2) + 0.5)-$CANON_ROTATIONS_NB;
- $fun->($canon{img}{$num},
- ($POS{$::p}{left_limit}+$POS{$::p}{right_limit})/2 - 50 + $canon{data}{$num}->[0],
- $POS{'initial_bubble_y'} + 16 - 50 + $canon{data}{$num}->[1] ); #- 50/50 stand for half width/height of gfx/shoot/base.png
- } else {
- $fun->($shooter,
- ($POS{$::p}{left_limit}+$POS{$::p}{right_limit})/2 - 1 + 60*cos($angle{$::p}), #- 1 for $shooter->width/2
- $POS{'initial_bubble_y'} + 16 - 1 - 60*sin($angle{$::p})); #- 1/1 stand for half width/height of gfx/shoot/shooter.png
- }
- #- penguins
- if ($graphics_level == 3) {
- $fun->($pinguin{$::p}{$pdata{$::p}{ping_right}{state}}[$pdata{$::p}{ping_right}{img}], $POS{$::p}{left_limit}+$POS{$::p}{pinguin}{x}, $POS{$::p}{pinguin}{'y'});
- }
- #- moving bubbles --> I want them on top of the rest
- foreach (@{$malus_bubble{$::p}}, @{$falling_bubble{$::p}}, @{$exploding_bubble{$::p}}) {
- $fun->($_->{img}, $_->{'x'}, $_->{'y'});
- }
- };
- }
- #- extract it from "handle_graphics" to optimize a bit animations
- sub malus_change($$) {
- my ($numb, $player) = @_;
- return if $numb == 0 || is_1p_game();
- if ($numb >= 0) {
- $player = ($player eq 'p1') ? 'p2' : 'p1';
- }
- my $update_malus = sub($) {
- my ($fun) = @_;
- my $malus = $pdata{$player}{malus};
- my $y_shift = 0;
- while ($malus > 0) {
- my $print = sub($) {
- my ($type) = @_;
- $fun->($type, $POS{$player}{malus_x} - $type->width/2, $POS{'malus_y'} - $y_shift - $type->height);
- $y_shift += $type->height - 1;
- };
- if ($malus >= 7) {
- $print->($malus_gfx{tomate});
- $malus -= 7;
- } else {
- $print->($malus_gfx{banane});
- $malus--;
- }
- }
- };
- $update_malus->(\&remove_image_from_background);
- $pdata{$player}{malus} += $numb;
- $update_malus->(\&put_image_to_background);
- }
- sub print_compressor() {
- my $x = $POS{compressor_xpos};
- my $y = $POS{top_limit} + $pdata{$PLAYERS[0]}{newrootlevel} * $ROW_SIZE;
- my ($comp_main, $comp_ext) = ($imgbin{compressor_main}, $imgbin{compressor_ext});
- my $drect = SDL::Rect->new(-width => $comp_main->width, -height => $y,
- -x => $x - $comp_main->width/2, '-y' => 0);
- $background_orig->blit($drect, $background, $drect);
- $display_on_app_disabled or $background_orig->blit($drect, $app, $drect);
- push @update_rects, $drect;
- put_image_to_background($comp_main, $x - $comp_main->width/2, $y - $comp_main->height);
- $y -= $comp_main->height - 3;
- while ($y > 0) {
- put_image_to_background($comp_ext, $x - $comp_ext->width/2, $y - $comp_ext->height);
- $y -= $comp_ext->height;
- }
- }
- sub handle_game_events() {
- $event->pump;
- if ($event->poll != 0) {
- if ($event->type == SDL_KEYDOWN) {
- my $keypressed = $event->key_sym;
- iter_players {
- my $pkey = is_1p_game() ? 'p2' : $::p;
- foreach (qw(left right fire center)) {
- $keypressed == $KEYS->{$pkey}{$_} and $actions{$::p}{$_} = 1, last;
- }
- };
-
- if ($keypressed == $KEYS->{misc}{fs}) {
- $fullscreen = !$fullscreen;
- $app->fullscreen;
- }
- if ($keypressed == SDLK_PAUSE) {
- play_sound('pause');
- $mixer_enabled && $mixer and $mixer->pause_music;
- my $back_saved = switch_image_on_background($imgbin{back_paused}, 0, 0, 1);
- pause_label:
- while (1) {
- my ($index, $side) = (0, 1);
- while ($index || $side == 1) {
- put_image(${$imgbin{paused}}[$index], $POS_1P{pause_clip}{x}, $POS_1P{pause_clip}{'y'});
- $app->flip;
- foreach (1..80) {
- $app->delay(20);
- $event->pump;
- if ($event->poll != 0 && $event->type == SDL_KEYDOWN) {
- last pause_label if $event->key_sym != $KEYS->{misc}{fs};
- $fullscreen = !$fullscreen;
- $app->fullscreen;
- }
- }
- rand() < 0.2 and play_sound('snore');
- $index += $side;
- if ($index == @{$imgbin{paused}}) {
- $side = -1;
- $index -= 2;
- }
- }
- }
- switch_image_on_background($back_saved, 0, 0);
- iter_players { $actions{$::p}{left} = 0; $actions{$::p}{right} = 0; };
- $mixer_enabled && $mixer and $mixer->resume_music;
- $event->pump while $event->poll != 0;
- $app->flip;
- }
- }
- if ($event->type == SDL_KEYUP) {
- my $keypressed = $event->key_sym;
- iter_players {
- my $pkey = is_1p_game() ? 'p2' : $::p;
- foreach (qw(left right fire center)) {
- $keypressed == $KEYS->{$pkey}{$_} and $actions{$::p}{$_} = 0, last;
- }
- }
- }
- if ($event->type == SDL_QUIT ||
- $event->type == SDL_KEYDOWN && $event->key_sym == SDLK_ESCAPE) {
- die 'quit';
- }
- }
- }
- sub print_scores($) {
- my ($surface) = @_; #- TODO all this function has hardcoded coordinates
- my $drect = SDL::Rect->new(-width => 120, -height => 30, -x => 260, '-y' => 428);
- $background_orig->blit($drect, $surface, $drect);
- push @update_rects, $drect;
- iter_players_ { #- sometimes called from within a iter_players so...
- $surface->print($POS{$::p_}{scoresx}-SDL_TEXTWIDTH($pdata{$::p_}{score})/2, $POS{scoresy}, $pdata{$::p_}{score});
- };
- }
- sub verify_if_end {
- iter_players {
- if (any { $_->{cy} > 11 } @{$sticked_bubbles{$::p}}) {
- $pdata{state} = "lost $::p";
- play_sound('lose');
- $pdata{$::p}{ping_right}{state} = 'lose';
- $pdata{$::p}{ping_right}{img} = 0;
- if (!is_1p_game()) {
- my $won = $::p eq 'p1' ? 'p2' : 'p1';
- $pdata{$won}{score}++;
- $pdata{$won}{ping_right}{state} = 'win';
- $pdata{$won}{ping_right}{img} = 0;
- print_scores($background); print_scores($app);
- }
- foreach ($launched_bubble{$::p}, $tobe_launched{$::p}, @{$malus_bubble{$::p}}) {
- $_ or next;
- $_->{img} = $bubbles_anim{lose};
- $_->{'x'}--;
- $_->{'y'}--;
- }
- iter_players_ {
- remove_hurry($::p_);
- @{$falling_bubble{$::p_}} = grep { !exists $_->{chaindestx} } @{$falling_bubble{$::p_}};
- };
- print_next_bubble($bubbles_anim{lose}, $::p, 1);
- iter_players_ {
- @{$sticked_bubbles{$::p_}} = sort { $b->{'cx'}+$b->{'cy'}*10 <=> $a->{'cx'}+$a->{'cy'}*10 } @{$sticked_bubbles{$::p_}};
- $sticking_bubble{$::p_} = undef;
- $launched_bubble{$::p_} and destroy_bubbles($::p_, $launched_bubble{$::p_});
- $launched_bubble{$::p_} = undef;
- $pdata{$::p_}{newroot_prelight} = 0;
- };
- @{$malus_bubble{$::p}} = ();
- }
- };
- if (is_1p_game() && @{$sticked_bubbles{$PLAYERS[0]}} == 0) {
- put_image_to_background($imgbin{win_panel_1player}, $POS{centerpanel}{x}, $POS{centerpanel}{'y'});
- $pdata{state} = "won $PLAYERS[0]";
- $pdata{$PLAYERS[0]}{ping_right}{state} = 'win';
- $pdata{$PLAYERS[0]}{ping_right}{img} = 0;
- $levels{current} and $levels{current}++;
- if ($levels{current} && !$levels{$levels{current}}) {
- $levels{current} = 'WON';
- @{$falling_bubble{$PLAYERS[0]}} = @{$exploding_bubble{$PLAYERS[0]}} = ();
- die 'quit';
- }
- }
- }
- sub print_hurry($;$) {
- my ($player, $dont_save_background) = @_;
- my $t = switch_image_on_background($imgbin{hurry}{$player}, $POS{$player}{left_limit} + $POS{hurry}{x}, $POS{hurry}{'y'}, 1);
- $dont_save_background or $pdata{$player}{hurry_save_img} = $t;
- }
- sub remove_hurry($) {
- my ($player) = @_;
- $pdata{$player}{hurry_save_img} and
- switch_image_on_background($pdata{$player}{hurry_save_img}, $POS{$player}{left_limit} + $POS{hurry}{x}, $POS{hurry}{'y'});
- $pdata{$player}{hurry_save_img} = undef;
- }
- #- ----------- mainloop helper --------------------------------------------
- sub update_game() {
- if ($pdata{state} eq 'game') {
- handle_game_events();
- iter_players {
- $actions{$::p}{left} and $angle{$::p} += $LAUNCHER_SPEED;
- $actions{$::p}{right} and $angle{$::p} -= $LAUNCHER_SPEED;
- if ($actions{$::p}{center}) {
- if ($angle{$::p} >= $PI/2 - $LAUNCHER_SPEED
- && $angle{$::p} <= $PI/2 + $LAUNCHER_SPEED) {
- $angle{$::p} = $PI/2;
- } else {
- $angle{$::p} += ($angle{$::p} < $PI/2) ? $LAUNCHER_SPEED : -$LAUNCHER_SPEED;
- }
- }
- ($angle{$::p} < 0.1) and $angle{$::p} = 0.1;
- ($angle{$::p} > $PI-0.1) and $angle{$::p} = $PI-0.1;
- $pdata{$::p}{hurry}++;
- if ($pdata{$::p}{hurry} > $TIME_HURRY_WARN) {
- my $oddness = odd(int(($pdata{$::p}{hurry}-$TIME_HURRY_WARN)/(500/$TARGET_ANIM_SPEED))+1);
- if ($pdata{$::p}{hurry_oddness} xor $oddness) {
- if ($oddness) {
- play_sound('hurry');
- print_hurry($::p);
- } else {
- remove_hurry($::p)
- }
- }
- $pdata{$::p}{hurry_oddness} = $oddness;
- }
- if (($actions{$::p}{fire} || $pdata{$::p}{hurry} == $TIME_HURRY_MAX)
- && !$launched_bubble{$::p}
- && !(any { exists $_->{chaindestx} } @{$falling_bubble{$::p}})
- && !@{$malus_bubble{$::p}}) {
- play_sound('launch');
- $launched_bubble{$::p} = $tobe_launched{$::p};
- $launched_bubble{$::p}->{direction} = $angle{$::p};
- $tobe_launched{$::p} = undef;
- $actions{$::p}{fire} = 0;
- $actions{$::p}{hadfire} = 1;
- $pdata{$::p}{hurry} = 0;
- remove_hurry($::p);
- }
- if ($launched_bubble{$::p}) {
- $launched_bubble{$::p}->{'x_old'} = $launched_bubble{$::p}->{'x'}; # save coordinates for potential collision
- $launched_bubble{$::p}->{'y_old'} = $launched_bubble{$::p}->{'y'};
- $launched_bubble{$::p}->{'x'} += $BUBBLE_SPEED * cos($launched_bubble{$::p}->{direction});
- $launched_bubble{$::p}->{'y'} -= $BUBBLE_SPEED * sin($launched_bubble{$::p}->{direction});
- if ($launched_bubble{$::p}->{x} < $POS{$::p}{left_limit}) {
- play_sound('rebound');
- $launched_bubble{$::p}->{x} = 2 * $POS{$::p}{left_limit} - $launched_bubble{$::p}->{x};
- $launched_bubble{$::p}->{direction} -= 2*($launched_bubble{$::p}->{direction}-$PI/2);
- }
- if ($launched_bubble{$::p}->{x} > $POS{$::p}{right_limit} - $BUBBLE_SIZE) {
- play_sound('rebound');
- $launched_bubble{$::p}->{x} = 2 * ($POS{$::p}{right_limit} - $BUBBLE_SIZE) - $launched_bubble{$::p}->{x};
- $launched_bubble{$::p}->{direction} += 2*($PI/2-$launched_bubble{$::p}->{direction});
- }
- if ($launched_bubble{$::p}->{'y'} <= $POS{top_limit} + $pdata{$::p}{newrootlevel} * $ROW_SIZE) {
- my ($cx, $cy) = get_array_closest_pos($launched_bubble{$::p}->{x}, $launched_bubble{$::p}->{'y'}, $::p);
- stick_bubble($launched_bubble{$::p}, $cx, $cy, $::p, 1);
- $launched_bubble{$::p} = undef;
- } else {
- foreach (@{$sticked_bubbles{$::p}}) {
- if (is_collision($launched_bubble{$::p}, $_->{'x'}, $_->{'y'})) {
- my ($cx, $cy) = get_array_closest_pos(($launched_bubble{$::p}->{'x_old'}+$launched_bubble{$::p}->{'x'})/2,
- ($launched_bubble{$::p}->{'y_old'}+$launched_bubble{$::p}->{'y'})/2,
- $::p);
- stick_bubble($launched_bubble{$::p}, $cx, $cy, $::p, 1);
- $launched_bubble{$::p} = undef;
- #- malus generation
- if (!any { $_->{chaindestx} } @{$falling_bubble{$::p}}) {
- $pdata{$::p}{malus} > 0 and play_sound('malus');
- while ($pdata{$::p}{malus} > 0 && @{$malus_bubble{$::p}} < 7) {
- my $b = create_bubble($::p);
- do {
- $b->{'cx'} = int(rand(7));
- } while (member($b->{'cx'}, map { $_->{'cx'} } @{$malus_bubble{$::p}}));
- $b->{'cy'} = 12;
- $b->{'stick_y'} = 0;
- foreach (@{$sticked_bubbles{$::p}}) {
- if ($_->{'cy'} > $b->{'stick_y'}) {
- if ($_->{'cx'} == $b->{'cx'}
- || odd($_->{'cy'}+$pdata{$::p}{oddswap}) && ($_->{'cx'}+1) == $b->{'cx'}) {
- $b->{'stick_y'} = $_->{'cy'};
- }
- }
- }
- $b->{'stick_y'}++;
- calc_real_pos($b, $::p);
- push @{$malus_bubble{$::p}}, $b;
- malus_change(-1, $::p);
- }
- #- sort them and shift them
- @{$malus_bubble{$::p}} = sort { $a->{'cx'} <=> $b->{'cx'} } @{$malus_bubble{$::p}};
- my $shifting = 0;
- $_->{'y'} += ($shifting+=7)+int(rand(20)) foreach @{$malus_bubble{$::p}};
- }
- last;
- }
- }
- }
- }
- !$tobe_launched{$::p} and generate_new_bubble($::p);
- if (!$actions{$::p}{left} && !$actions{$::p}{right} && !$actions{$::p}{hadfire}) {
- $pdata{$::p}{sleeping}++;
- } else {
- $pdata{$::p}{sleeping} = 0;
- $pdata{$::p}{ping_right}{movelatency} = -20;
- }
- if ($pdata{$::p}{sleeping} > $TIMEOUT_PINGUIN_SLEEP) {
- $pdata{$::p}{ping_right}{state} = 'sleep';
- } elsif ($pdata{$::p}{ping_right}{state} eq 'sleep') {
- $pdata{$::p}{ping_right}{state} = 'normal';
- }
- if ($pdata{$::p}{ping_right}{state} eq 'right' && !($actions{$::p}{right})
- || $pdata{$::p}{ping_right}{state} eq 'left' && !($actions{$::p}{left})
- || $pdata{$::p}{ping_right}{state} eq 'action' && ($pdata{$::p}{ping_right}{actionlatency}++ > 5)) {
- $pdata{$::p}{ping_right}{state} = 'normal';
- }
- $actions{$::p}{right} and $pdata{$::p}{ping_right}{state} = 'right';
- $actions{$::p}{left} and $pdata{$::p}{ping_right}{state} = 'left';
- if ($actions{$::p}{hadfire}) {
- $pdata{$::p}{ping_right}{state} = 'action';
- $actions{$::p}{hadfire} = 0;
- $pdata{$::p}{ping_right}{actionlatency} = 0;
- }
- if ($pdata{$::p}{ping_right}{state} eq 'normal' && ($pdata{$::p}{ping_right}{movelatency}++ > 10)) {
- $pdata{$::p}{ping_right}{movelatency} = 0;
- rand() < 0.4 and $pdata{$::p}{ping_right}{img} = int(rand(@{$pinguin{$::p}{normal}}));
- }
- if ($pdata{$::p}{ping_right}{img} >= @{$pinguin{$::p}{$pdata{$::p}{ping_right}{state}}}) {
- $pdata{$::p}{ping_right}{img} = 0;
- }
- };
- verify_if_end();
- } elsif ($pdata{state} =~ /lost (.*)/) {
- my $lost_slowdown if 0; #- ``if 0'' is Perl's way of doing what C calls ``static local variables''
- if ($lost_slowdown++ > 1) {
- $lost_slowdown = 0;
- iter_players {
- if ($::p eq $1) {
- if (@{$sticked_bubbles{$::p}}) {
- my $b = shift @{$sticked_bubbles{$::p}};
- put_image_to_background($bubbles_anim{lose}, --$b->{'x'}, --$b->{'y'});
- # my $line = $b->{'cy'};
- # while (@{$sticked_bubbles{$::p}} && ${$sticked_bubbles{$::p}}[0]->{'cy'} == $line) {
- # my $b = shift @{$sticked_bubbles{$::p}};
- # put_image_to_background($bubbles_anim{lose}, --$b->{'x'}, --$b->{'y'});
- # }
- if (@{$sticked_bubbles{$::p}} == 0) {
- $graphics_level == 1 and put_image($imgbin{win}{$::p eq 'p1' ? 'p2' : 'p1'}, $POS{centerpanel}{x}, $POS{centerpanel}{'y'});
- if (is_1p_game()) {
- put_image($imgbin{lose}, $POS{centerpanel}{'x'}, $POS{centerpanel}{'y'});
- play_sound('noh');
- }
- }
- if (!@{$sticked_bubbles{$::p}}) {
- $event->pump while $event->poll != 0;
- }
- } else {
- $event->pump;
- die 'new_game' if $event->poll != 0 && $event->type == SDL_KEYDOWN;
- }
- } else {
- if (@{$sticked_bubbles{$::p}} && $graphics_level > 1) {
- my $b = shift @{$sticked_bubbles{$::p}};
- destroy_bubbles($::p, $b);
- remove_image_from_background($b->{img}, $b->{'x'}, $b->{'y'});
- #- be sure to redraw at least upper line
- foreach (@{$b->{neighbours}}) {
- next if !member($_, @{$sticked_bubbles{$::p}});
- put_image_to_background($_->{img}, $_->{'x'}, $_->{'y'});
- }
- }
- }
- };
- }
- } elsif ($pdata{state} =~ /won (.*)/) {
- if (@{$exploding_bubble{$1}} == 0) {
- $event->pump;
- die 'new_game' if $event->poll != 0 && $event->type == SDL_KEYDOWN;
- }
- } else {
- die "oops unhandled game state ($pdata{state})\n";
- }
- #- things that need to be updated in all states of the game
- iter_players {
- my $malus_end = [];
- foreach my $b (@{$malus_bubble{$::p}}) {
- $b->{'y'} -= $MALUS_BUBBLE_SPEED;
- if (get_array_yclosest($b->{'y'}) <= $b->{'stick_y'}) {
- real_stick_bubble($b, $b->{'cx'}, $b->{'stick_y'}, $::p, 0);
- push @$malus_end, $b;
- }
- }
- @$malus_end and @{$malus_bubble{$::p}} = difference2($malus_bubble{$::p}, $malus_end);
- my $falling_end = [];
- foreach my $b (@{$falling_bubble{$::p}}) {
- if ($b->{wait_fall}) {
- $b->{wait_fall}--;
- } else {
- if (exists $b->{chaindestx} && ($b->{'y'} > 375 || $b->{chaingoingup})) {
- my $acceleration = $FREE_FALL_CONSTANT*3;
- if (!$b->{chaingoingup}) {
- my $time_to_zero = $b->{speed}/$acceleration;
- my $distance_to_zero = $b->{speed} * ($b->{speed}/$acceleration + 1) / 2;
- my $time_to_destination = (-1 + sqrt(1 + 8/$acceleration*($b->{'y'}-$b->{chaindesty}+$distance_to_zero))) / 2;
- $b->{speedx} = ($b->{chaindestx} - $b->{x}) / ($time_to_zero + $time_to_destination);
- $b->{chaingoingup} = 1;
- }
- $b->{speed} -= $acceleration;
- $b->{x} += $b->{speedx};
- if (abs($b->{x} - $b->{chaindestx}) < abs($b->{speedx})) {
- $b->{'x'} = $b->{chaindestx};
- $b->{speedx} = 0;
- }
- $b->{'y'} += $b->{speed};
- $b->{'y'} < $b->{chaindesty} and push @$falling_end, $b;
- } else {
- $b->{'y'} += $b->{speed};
- $b->{speed} += $FREE_FALL_CONSTANT;
- }
- }
- $b->{'y'} > 470 && !exists $b->{chaindestx} and push @$falling_end, $b;
- }
- @$falling_end and @{$falling_bubble{$::p}} = difference2($falling_bubble{$::p}, $falling_end);
- foreach (@$falling_end) {
- exists $_->{chaindestx} or next;
- @{$chains{$::p}{falling_chained}} = difference2($chains{$::p}{falling_chained}, [ $_ ]);
- delete $chains{$::p}{chained_bubbles}{$_};
- stick_bubble($_, $_->{chaindestcx}, $_->{chaindestcy}, $::p, 0);
- }
- my $exploding_end = [];
- foreach my $b (@{$exploding_bubble{$::p}}) {
- $b->{'x'} += $b->{speedx};
- $b->{'y'} += $b->{speedy};
- $b->{speedy} += $FREE_FALL_CONSTANT;
- push @$exploding_end, $b if $b->{'y'} > 470;
- }
- if (@$exploding_end) {
- @{$exploding_bubble{$::p}} = difference2($exploding_bubble{$::p}, $exploding_end);
- if ($pdata{state} =~ /lost (.*)/ && $::p ne $1 && !is_1p_game()
- && !@{$exploding_bubble{$::p}} && !@{$sticked_bubbles{$::p}}) {
- put_image($imgbin{win}{$::p}, $POS{centerpanel}{'x'}, $POS{centerpanel}{'y'});
- }
- }
- if (member($pdata{$::p}{ping_right}{state}, qw(win lose)) && ($pdata{$::p}{ping_right}{movelatency}++ > 5)) {
- my $state = $pdata{$::p}{ping_right}{state};
- $pdata{$::p}{ping_right}{movelatency} = 0;
- $pdata{$::p}{ping_right}{img}++;
- $pdata{$::p}{ping_right}{img} == @{$pinguin{$::p}{$state}}
- and $pdata{$::p}{ping_right}{img} = $pinguin{$::p}{"$state".'_roll_back_index'};
- }
- };
- #- advance playlist when the current song finished
- $mixer_enabled && $mixer && @playlist && !$mixer->playing_music and play_music('dummy', 0);
- }
- #- ----------- init stuff -------------------------------------------------
- sub restart_app() {
- $app = SDL::App->new(-flags => $sdl_flags | ($fullscreen ? SDL_FULLSCREEN : 0), -title => 'Frozen-Bubble', -width => 640, -height => 480);
- }
- sub print_step($) {
- my ($txt) = @_;
- print $txt;
- my $step if 0; $step ||= 0;
- put_image($imgbin{loading_step}, 100 + $step*12, 10);
- $app->flip;
- $step++;
- }
- sub load_levelset {
- my ($levelset_name) = @_;
- -e $levelset_name or die "No such levelset ($levelset_name).\n";
- $loaded_levelset = $levelset_name;
- my $row_numb = 0;
- my $curr_level = $levels{current};
- %levels = ();
- $levels{current} = $curr_level;
- $lev_number = 1;
- foreach my $line (cat_($levelset_name)) {
- if ($line !~ /\S/) {
- if ($row_numb) {
- $lev_number++;
- $row_numb = 0;
- }
- } else {
- my $col_numb = 0;
- foreach (split ' ', $line) {
- /-/ or push @{$levels{$lev_number}}, { cx => $col_numb, cy => $row_numb, img_num => $_ };
- $col_numb++;
- }
- $row_numb++;
- }
- }
- }
- sub init_game() {
- -r "$FPATH/$_" or die "[*ERROR*] the datafiles seem to be missing! (could not read `$FPATH/$_')\n".
- " The datafiles need to go to `$FPATH'.\n"
- foreach qw(gfx snd data);
- print '[SDL Init] ';
- restart_app();
- $font = SDL::Font->new("$FPATH/gfx/font.png");
- $apprects{main} = SDL::Rect->new(-width => $app->width, -height => $app->height);
- $event = SDL::Event->new;
- $event->set_unicode(1);
- SDL::Cursor::show(0);
- $total_time = $app->ticks;
- $imgbin{loading} = add_image('loading.png');
- put_image($imgbin{loading}, 10, 10);
- $app->print(30, 60, uc("tip! use '-h' on command-line to get more options"));
- $app->flip;
- $imgbin{loading_step} = add_image('loading_step.png');
-
- print_step('[Graphics');
- $imgbin{back_2p} = SDL::Surface->new(-name => "$FPATH/gfx/backgrnd.png");
- $imgbin{back_1p} = SDL::Surface->new(-name => "$FPATH/gfx/back_one_player.png");
- $background = SDL::Surface->new(-width => $app->width, -height => $app->height, -depth => 32, -Amask => '0 but true');
- $background_orig = SDL::Surface->new(-width => $app->width, -height => $app->height, -depth => 32, -Amask => '0 but true');
- $imgbin{backstartfull} = SDL::Surface->new(-name => "$FPATH/gfx/menu/back_start.png");
- print_step('.');
- add_bubble_image('balls/bubble-'.($colourblind && 'colourblind-')."$_.gif") foreach (1..8);
- $bubbles_anim{white} = add_image("balls/bubble_prelight.png");
- $bubbles_anim{lose} = add_image("balls/bubble_lose.png");
- $bubbles_anim{on_top_next} = add_image("on_top_next.png");
- push @{$bubbles_anim{stick}}, add_image("balls/stick_effect_$_.png") foreach (0..6);
- $shooter = add_image("shoot/shooter.png");
- $canon{img}{$_} = add_image("shoot/base_$_.png") foreach (-$CANON_ROTATIONS_NB..$CANON_ROTATIONS_NB);
- /(\S+) (\S+) (\S+)/ and $canon{data}{$1} = [ $2, $3 ] foreach cat_("$FPATH/gfx/shoot/data"); #- quantity of shifting needed (because of crop reduction)
- $malus_gfx{banane} = add_image('banane.png');
- $malus_gfx{tomate} = add_image('tomate.png');
- print_step('.');
- push @{$imgbin{paused}}, add_image("pause_$_.png") foreach 1..5;
- $imgbin{back_paused} = add_image('back_paused.png');
- $imgbin{lose} = add_image('lose_panel.png');
- $imgbin{win_panel_1player} = add_image('win_panel_1player.png');
- $imgbin{compressor_main} = add_image('compressor_main.png');
- $imgbin{compressor_ext} = add_image('compressor_ext.png');
- $imgbin{txt_1pgame_off} = add_image('menu/txt_1pgame_off.png');
- $imgbin{txt_1pgame_over} = add_image('menu/txt_1pgame_over.png');
- $imgbin{txt_2pgame_off} = add_image('menu/txt_2pgame_off.png');
- $imgbin{txt_2pgame_over} = add_image('menu/txt_2pgame_over.png');
- $imgbin{txt_editor_off} = add_image('menu/txt_editor_off.png');
- $imgbin{txt_editor_over} = add_image('menu/txt_editor_over.png');
- $imgbin{txt_fullscreen_off} = add_image('menu/txt_fullscreen_off.png');
- $imgbin{txt_fullscreen_over} = add_image('menu/txt_fullscreen_over.png');
- $imgbin{txt_fullscreen_act_off} = add_image('menu/txt_fullscreen_act_off.png');
- $imgbin{txt_fullscreen_act_over} = add_image('menu/txt_fullscreen_act_over.png');
- $imgbin{txt_keys_off} = add_image('menu/txt_keys_off.png');
- $imgbin{txt_keys_over} = add_image('menu/txt_keys_over.png');
- $imgbin{txt_sound_off} = add_image('menu/txt_sound_off.png');
- $imgbin{txt_sound_over} = add_image('menu/txt_sound_over.png');
- $imgbin{txt_sound_act_off} = add_image('menu/txt_sound_act_off.png');
- $imgbin{txt_sound_act_over} = add_image('menu/txt_sound_act_over.png');
- $imgbin{txt_graphics_1_off} = add_image('menu/txt_graphics_1_off.png');
- $imgbin{txt_graphics_1_over} = add_image('menu/txt_graphics_1_over.png');
- $imgbin{txt_graphics_2_off} = add_image('menu/txt_graphics_2_off.png');
- $imgbin{txt_graphics_2_over} = add_image('menu/txt_graphics_2_over.png');
- $imgbin{txt_graphics_3_off} = add_image('menu/txt_graphics_3_off.png');
- $imgbin{txt_graphics_3_over} = add_image('menu/txt_graphics_3_over.png');
- $imgbin{txt_highscores_off} = add_image('menu/txt_highscores_off.png');
- $imgbin{txt_highscores_over} = add_image('menu/txt_highscores_over.png');
- $imgbin{void_panel} = add_image('menu/void_panel.png');
- $imgbin{version} = add_image('menu/version.png');
- $imgbin{back_hiscores} = add_image('back_hiscores.png');
- $imgbin{hiscore_frame} = add_image('hiscore_frame.png');
- $imgbin{banner_artwork} = add_image('menu/banner_artwork.png');
- $imgbin{banner_soundtrack} = add_image('menu/banner_soundtrack.png');
- $imgbin{banner_cpucontrol} = add_image('menu/banner_cpucontrol.png');
- $imgbin{banner_leveleditor} = add_image('menu/banner_leveleditor.png');
-
- print_step('.');
- #- temporarily desactivate the intro storyboard because it's not finished yet
- #- $imgbin{frozen} = add_image('intro/txt_frozen.png');
- #- $imgbin{bubble} = add_image('intro/txt_bubble.png');
- #- $imgbin{intro_penguin_imgs}->{$_} = add_image("intro/intro_$_.png") foreach 1..19;
- local @PLAYERS = qw(p1 p2); #- load all images even if -so commandline option was passed
- iter_players {
- $imgbin{hurry}{$::p} = add_image("hurry_$::p.png");
- $pinguin{$::p}{normal} = [ map { add_image($_) } ("pinguins/base_$::p.png", map { "pinguins/base_$::p"."_extra_0$_.png" } (1..3)) ];
- $pinguin{$::p}{sleep} = [ add_image("pinguins/sleep_$::p.png") ];
- $pinguin{$::p}{left} = [ add_image("pinguins/move_left_$::p.png") ];
- $pinguin{$::p}{right} = [ add_image("pinguins/move_right_$::p.png") ];
- $pinguin{$::p}{action} = [ add_image("pinguins/action_$::p.png") ];
- $pinguin{$::p}{win} = [ map { add_image("pinguins/$::p"."_win_$_.png") } qw(1 2 3 4 5 6 7 8 6) ];
- $pinguin{$::p}{win_roll_back_index} = 4;
- $pinguin{$::p}{lose} = [ map { add_image("pinguins/$::p"."_loose_$_.png") } qw(1 2 3 4 5 6 7 8 9) ];
- $pinguin{$::p}{lose_roll_back_index} = 5;
- $pinguin{$::p}{win} = [ map { add_image("pinguins/$::p"."_win_$_.png") } qw(1 2 3 4 5 6 7 8 6) ];
- $pinguin{$::p}{walkright} = [ map { add_image("pinguins/$::p"."_dg_walk_0$_.png") } qw(1 2 3 4 5 6) ];
- $imgbin{win}{$::p} = add_image("win_panel_$::p.png");
- $pdata{$::p}{score} = 0;
- };
- print_step('] ');
- $lev_number = 0;
- print_step("[Levels] ");
- load_levelset("$FPATH/data/levels");
- if ($mixer eq 'SOUND_DISABLED') {
- $mixer_enabled = $mixer = undef;
- } else {
- $mixer_enabled = init_sound();
- }
- fb_c_stuff::init_effects($FPATH);
- print "Ready.\n";
- }
- sub open_level($) {
- my ($level) = @_;
- $level eq 'WON' and $level = $lev_number;
- @{$levels{$level}} or die "No such level or void level ($level).\n";
- foreach my $l (@{$levels{$level}}) {
- iter_players {
- my $img = $l->{img_num} =~ /^\d+$/ ? $bubbles_images[$l->{img_num}] : $bubbles_anim{lose};
- real_stick_bubble(create_bubble_given_img($img), $l->{cx}, $l->{cy}, $::p, 0);
- };
- }
- }
- sub grab_key($) {
- my ($unicode) = @_;
- my $keyp;
- do {
- $event->wait;
- if ($event->type == SDL_KEYDOWN) {
- $keyp = $unicode ? ($event->key_unicode || $event->key_sym) : $event->key_sym;
- }
- } while ($event->type != SDL_KEYDOWN);
- do { $event->wait } while ($event->type != SDL_KEYUP);
- return $keyp;
- }
- sub display_highscores() {
- $imgbin{back_hiscores}->blit($apprects{main}, $app, $apprects{main});
- $display_on_app_disabled = 1;
- @PLAYERS = ('p1');
- %POS = %POS_1P;
- $POS{top_limit} = $POS{init_top_limit};
- my $initial_high_posx = 90;
- my ($high_posx, $high_posy) = ($initial_high_posx, 68);
- my $high_rect = SDL::Rect->new('-x' => $POS{p1}{left_limit} & 0xFFFFFFFC, '-y' => $POS{top_limit} & 0xFFFFFFFC,
- '-width' => ($POS{p1}{right_limit}-$POS{p1}{left_limit}) & 0xFFFFFFFC, -height => ($POS{'initial_bubble_y'}-$POS{top_limit}-10) & 0xFFFFFFFC);
- $font = SDL::Font->new("$FPATH/gfx/font-hi.png");
- my $centered_print = sub($$$) {
- my ($x, $y, $txt) = @_;
- $app->print($x+($imgbin{hiscore_frame}->width-SDL_TEXTWIDTH(uc($txt)))/2 - 6,
- $y+$imgbin{hiscore_frame}->height - 8, uc($txt));
- };
- my $old_levelset = $loaded_levelset;
- foreach my $high (ordered_highscores()) {
- iter_players {
- @{$sticked_bubbles{$::p}} = ();
- @{$root_bubbles{$::p}} = ();
- $pdata{$::p}{newrootlevel} = 0;
- $pdata{$::p}{oddswap} = 0;
- };
- $imgbin{back_1p}->blit($high_rect, $background, $high_rect);
- # try to get it from the default-levelset. If we can't, default to the
- # last level in the default levelset
- if (!$high->{piclevel}) {
- $loaded_levelset ne "$FPATH/data/levels" and load_levelset("$FPATH/data/levels");
-
- # handle the case where the user has edited/created a levelset with more levels
- # than the default levelset and then got a high score
- if ($high->{level} > $lev_number) {
- open_level($lev_number);
- } else {
- open_level($high->{level});
- }
- } else {
- # this is the normal case. just load the level that the file tells us
- if ($loaded_levelset ne "$ENV{HOME}/.fbhighlevelshistory") {
- load_levelset("$ENV{HOME}/.fbhighlevelshistory");
- }
- open_level($high->{piclevel});
- }
- put_image($imgbin{hiscore_frame}, $high_posx - 7, $high_posy - 6);
- fb_c_stuff::shrink($app->{-surface}, $background->display_format->{-surface}, $high_posx, $high_posy, $high_rect->{-rect}, 4);
- $centered_print->($high_posx, $high_posy, $high->{name});
- $centered_print->($high_posx, $high_posy+20, $high->{level} eq 'WON' ? "WON!" : "LVL-".$high->{level});
- my $min = int($high->{time}/60);
- my $sec = int($high->{time} - $min*60); length($sec) == 1 and $sec = "0$sec";
- $centered_print->($high_posx, $high_posy+40, "$min'$sec''");
- $high_posx += 98;
- $high_posx > 550 and $high_posx = $initial_high_posx, $high_posy += 175;
- $high_posy > 440 and last;
- }
- load_levelset($old_levelset);
- $app->flip;
- $display_on_app_disabled = 0;
- $font = SDL::Font->new("$FPATH/gfx/font.png");
- $event->pump while ($event->poll != 0);
- grab_key(0);
- }
- sub keysym_to_char($) { my ($key) = @_; eval("$key eq SDLK_$_") and return uc($_) foreach @fbsyms::syms }
- sub ask_from($) {
- my ($w) = @_;
- # $w->{intro} = [ 'text_intro_line1', 'text_intro_line2', ... ]
- # $w->{entries} = [ { q => 'question1?', a => \$var_answer1, f => 'flags' }, {...} ] flags: ONE_CHAR
- # $w->{outro} = 'text_outro_uniline'
- # $w->{erase_background} = $background_right_one
- my $xpos_panel = (640-$imgbin{void_panel}->width)/2;
- my $ypos_panel = (480-$imgbin{void_panel}->height)/2;
- put_image($imgbin{void_panel}, $xpos_panel, $ypos_panel);
- my $xpos;
- my $ypos = $ypos_panel + 5;
- foreach my $i (@{$w->{intro}}) {
- if ($i) {
- my $xpos = (640-SDL_TEXTWIDTH($i))/2;
- $app->print($xpos, $ypos, $i);
- }
- $ypos += 22;
- }
- $ypos += 3;
- my $ok = 1;
- entries:
- foreach my $entry (@{$w->{entries}}) {
- $xpos = (640-$imgbin{void_panel}->width)/2 + 120 - SDL_TEXTWIDTH($entry->{'q'})/2;
- $app->print($xpos, $ypos, $entry->{'q'});
- $app->flip;
- my $srect_mulchar_redraw = SDL::Rect->new(-width => $imgbin{void_panel}->width, -height => 30,
- -x => $xpos + 140 - $xpos_panel, '-y' => $ypos - $ypos_panel);
- my $drect_mulchar_redraw = SDL::Rect->new(-width => $imgbin{void_panel}->width, -height => 30,
- -x => $xpos + 140, '-y' => $ypos);
- my $txt;
- while (1) {
- my $k = grab_key($entry->{f} !~ 'ONE_CHAR');
- $k == SDLK_ESCAPE and $ok = 0, last entries;
- play_sound('typewriter');
- if ($entry->{f} =~ 'ONE_CHAR' || $k != SDLK_RETURN) {
- my $x_echo = (640-$imgbin{void_panel}->width)/2 + 230;
- if ($entry->{f} =~ 'ONE_CHAR') {
- $txt = $k;
- $app->print($x_echo, $ypos, keysym_to_char($k));
- } else {
- $k = keysym_to_char($k);
- length($k) == 1 && length($txt) < 8 and $txt .= $k;
- member($k, qw(BACKSPACE DELETE LEFT)) and $txt =~ s/.$//;
- $imgbin{void_panel}->blit($srect_mulchar_redraw, $app, $drect_mulchar_redraw);
- $app->print($x_echo, $ypos, $txt);
- }
- $app->flip;
- }
- $entry->{f} =~ 'ONE_CHAR' || $k == SDLK_RETURN and last;
- }
- $entry->{answer} = $txt;
- $ypos += 22;
- }
- if ($ok) {
- ${$_->{a}} = $_->{answer} foreach @{$w->{entries}};
- $xpos = (640-SDL_TEXTWIDTH($w->{outro}))/2;
- $ypos = (480+$imgbin{void_panel}->height)/2 - 35;
- $app->print($xpos, $ypos, $w->{outro});
- $app->flip;
- play_sound('menu_selected');
- sleep 1;
- } else {
- play_sound('cancel');
- }
- exists $w->{erase_background} and erase_image_from($imgbin{void_panel}, $xpos_panel, $ypos_panel, $w->{erase_background});
- $app->flip;
- $event->pump while ($event->poll != 0);
- }
- sub new_game() {
- $display_on_app_disabled = 1;
- my $backgr;
- if (is_2p_game()) {
- $backgr = $imgbin{back_2p};
- %POS = %POS_2P;
- $TIME_APPEARS_NEW_ROOT = 11;
- $TIME_HURRY_WARN = 250;
- $TIME_HURRY_MAX = 375;
- } elsif (is_1p_game()) {
- $backgr = $imgbin{back_1p};
- %POS = %POS_1P;
- $TIME_APPEARS_NEW_ROOT = 8;
- $TIME_HURRY_WARN = 400;
- $TIME_HURRY_MAX = 525;
- $POS{top_limit} = $POS{init_top_limit};
- $pdata{$PLAYERS[0]}{score} = $levels{current} || "RANDOM";
- } else {
- die "oops";
- }
- $backgr->blit($apprects{main}, $background_orig, $apprects{main});
- $background_orig->blit($apprects{main}, $background, $apprects{main});
- iter_players {
- $actions{$::p}{$_} = 0 foreach qw(left right fire center);
- $angle{$::p} = $PI/2;
- @{$sticked_bubbles{$::p}} = ();
- @{$malus_bubble{$::p}} = ();
- @{$root_bubbles{$::p}} = ();
- @{$falling_bubble{$::p}} = ();
- @{$exploding_bubble{$::p}} = ();
- @{$chains{$::p}{falling_chained}} = ();
- %{$chains{$::p}{chained_bubbles}} = ();
- $launched_bubble{$::p} = undef;
- $sticking_bubble{$::p} = undef;
- $pdata{$::p}{$_} = 0 foreach qw(newroot newroot_prelight oddswap malus hurry newrootlevel);
- $pdata{$::p}{ping_right}{img} = 0;
- $pdata{$::p}{ping_right}{state} = 'normal';
- $apprects{$::p} = SDL::Rect->new('-x' => $POS{$::p}{left_limit}, '-y' => $POS{top_limit},
- -width => $POS{$::p}{right_limit}-$POS{$::p}{left_limit}, -height => $POS{'initial_bubble_y'}-$POS{top_limit});
- };
- print_scores($background);
- is_1p_game() and print_compressor();
- if ($levels{current}) {
- open_level($levels{current});
- } else {
- foreach my $cy (0 .. 4) {
- foreach my $cx (0 .. (6 + even($cy))) {
- my $b = create_bubble();
- real_stick_bubble($b, $cx, $cy, $PLAYERS[0], 0); #- this doesn't map well to the 'iter_players' subroutine..
- is_2p_game() and real_stick_bubble(create_bubble_given_img($b->{img}), $cx, $cy, $PLAYERS[1], 0);
- }
- }
- }
- $next_bubble{$PLAYERS[0]} = create_bubble($PLAYERS[0]);
- # $next_bubble{$PLAYERS[0]} = create_bubble_given_img($bubbles_images[5]);
- generate_new_bubble($PLAYERS[0]);
- if (is_2p_game()) {
- $next_bubble{$PLAYERS[1]} = create_bubble_given_img($tobe_launched{$PLAYERS[0]}->{img});
- generate_new_bubble($PLAYERS[1], $next_bubble{$PLAYERS[0]}->{img});
- }
- if ($graphics_level == 1) {
- $background->blit($apprects{main}, $app, $apprects{main});
- $app->flip;
- } else {
- fb_c_stuff::effect($app->{-surface}, $background->display_format->{-surface});
- }
- $display_on_app_disabled = 0;
- $event->pump while ($event->poll != 0);
- $pdata{state} = 'game';
- }
- sub new_game_once() {
- is_1p_game() && $levels{current} and choose_levelset();
- if (is_2p_game() && $graphics_level > 1) {
- my $answ;
- ask_from({ intro => [ '2-PLAYER GAME', '', '', 'ENABLE CHAIN-REACTION?', '' ],
- entries => [ { 'q' => 'Y OR N?', 'a' => \$answ, f => 'ONE_CHAR' } ],
- outro => 'ENJOY THE GAME!' });
- $chainreaction = $answ == SDLK_y; #;;
- }
- play_music(is_1p_game() ? 'main1p' : 'main2p');
- }
- sub lvl_cmp($$) { $_[0] eq 'WON' ? ($_[1] eq 'WON' ? 0 : 1) : ($_[1] eq 'WON' ? -1 : $_[0] <=> $_[1]) }
- sub ordered_highscores() { return sort { lvl_cmp($b->{level}, $a->{level}) || $a->{time} <=> $b->{time} } @$HISCORES }
- sub handle_new_hiscores() {
- is_1p_game() && $levels{current} or return;
- my @ordered = ordered_highscores();
- my $worst = pop @ordered;
- my $total_seconds = ($app->ticks - $time_1pgame)/1000;
- if (@$HISCORES == 10 && (lvl_cmp($levels{current}, $worst->{level}) == -1
- || lvl_cmp($levels{current}, $worst->{level}) == 0 && $total_seconds > $worst->{time})) {
- return;
- }
- play_sound('applause');
- append_highscore_level();
- my %new_entry;
- $new_entry{level} = $levels{current};
- $new_entry{time} = $total_seconds;
- $new_entry{piclevel} = count_highscorehistory_levels();
- ask_from({ intro => [ 'CONGRATULATIONS!', "YOU HAVE A HIGHSCORE!", '' ],
- entries => [ { 'q' => 'YOUR NAME?', 'a' => \$new_entry{name} } ],
- outro => 'GREAT GAME!',
- erase_background => $background,
- });
- return if $new_entry{name} eq '';
- push @$HISCORES, \%new_entry;
- if (@$HISCORES == 11) {
- my @high = ordered_highscores();
- pop @high;
- $HISCORES = \@high;
- }
- output($hiscorefile, Data::Dumper->Dump([$HISCORES], [qw(HISCORES)]));
- display_highscores();
- }
- # append the new highscore to the .fbhighlevelshistory
- sub append_highscore_level() {
- my $row_numb = 0;
- my $lvl = 1;
- my @contents;
- foreach my $line (cat_($loaded_levelset)) {
- if ($line !~ /\S/) {
- if ($row_numb) {
- $lvl++;
- $row_numb = 0;
- }
- } else {
- $row_numb++;
- $lvl == ($levels{current} eq 'WON' ? (keys %levels)-1 : $levels{current})
- and push @contents, $line;
- }
- }
- append_to_file("$ENV{HOME}/.fbhighlevelshistory", @contents, "\n\n");
- }
- sub count_highscorehistory_levels() {
- my $cnt = 0;
- my $row_numb = 0;
- foreach my $line (cat_("$ENV{HOME}/.fbhighlevelshistory")) {
- if ($line !~ /\S/) {
- if ($row_numb) {
- $cnt++;
- $row_numb = 0;
- }
- } else {
- $row_numb++;
- }
- }
- return $cnt;
- }
- #- ----------- mainloop ---------------------------------------------------
- sub maingame() {
- my $synchro_ticks = $app->ticks;
- handle_graphics(\&erase_image);
- update_game();
- handle_graphics(\&put_image);
- $app->update(@update_rects);
- @update_rects = ();
- my $to_wait = $TARGET_ANIM_SPEED - ($app->ticks - $synchro_ticks);
- $to_wait > 0 and fb_c_stuff::fbdelay($to_wait);
- }
- #- ----------- intro stuff ------------------------------------------------
- sub intro() {
- my %storyboard = (
- sleeping => {
- start => { type => 'time', value => 0 },
- type => 'penguin',
- animations => [ qw(1 2 3 4 5 6 7 6 5 4 3 2) ],
- },
- music => { start => { type => 'time', value => 1 } },
- bubble_fall1 => { start => { type => 'synchro', value => 0x01 },
- type => 'bubble_falling', img => 2, xpos => 200, xaccel => -1.5 },
- bubble_fall2 => { start => { type => 'synchro', value => 0x02 },
- type => 'bubble_falling', img => 3, xpos => 350, xaccel => 1 },
- bubble_fall3 => { start => { type => 'synchro', value => 0x03 },
- type => 'bubble_falling', img => 4, xpos => 400, xaccel => 2 },
- eyes_moving => {
- start => { type => 'synchro', value => 0x21 },
- type => 'penguin',
- animations => [ qw(8 9 10 11 12 11 10 9) ],
- },
- arms_moving => {
- start => { type => 'synchro', value => 0x22 },
- type => 'penguin',
- animations => [ qw(12 13 14 15 14 13) ],
- },
- fear => {
- start => { type => 'synchro', value => 0x31 },
- type => 'penguin',
- animations => [ qw(15 16 17 18 19 18 17 16) ],
- },
- txt_frozen_arriving => {
- start => { type => 'synchro', value => 0x31 },
- type => 'bitmap_animation',
- img => $imgbin{frozen},
- finalpos => { x => 300, 'y' => 100 },
- factor => 1,
- },
- txt_bubble_arriving => {
- start => { type => 'synchro', value => 0x32 },
- type => 'bitmap_animation',
- img => $imgbin{bubble},
- finalpos => { x => 340, 'y' => 155 },
- factor => 4,
- },
- );
- my %sb_params = (
- animation_speed => 20
- );
- my $start_menu;
- my ($slowdown_number, $slowdown_frame);
- return menu(0); #- temporarily desactivate the intro storyboard because it's not finished yet
- if ($mixer_enabled && $mixer) {
- play_music('intro');
- $mixer->pause_music;
- my $back_start = SDL::Surface->new(-name => "$FPATH/intro/back_intro.png");
- $back_start->blit($apprects{main}, $app, $apprects{main});
- $app->flip;
- my $penguin;
- my @bubbles_falling;
- my @bitmap_animations;
- my $anim_step = -1;
- my $start_time = $app->ticks;
- my $current_time = $start_time;
- while (!$start_menu) {
- my $synchro_ticks = $app->ticks;
- my $current_time_ = int(($app->ticks - $start_time)/1000);
- my $anim_step_ = fb_c_stuff::get_synchro_value();
- if ($anim_step_ != $anim_step || $current_time_ != $current_time) {
- $anim_step = $anim_step_;
- $current_time = $current_time_;
- printf "Anim step: %12s Time: <$current_time>\n", sprintf "<0x%02x>", $anim_step;
- foreach my $evt (keys %storyboard) {
- next if $storyboard{$evt}->{already};
- if ($storyboard{$evt}->{start}->{type} eq 'time' && $storyboard{$evt}->{start}->{value} <= $current_time
- || $storyboard{$evt}->{start}->{type} eq 'synchro' && $storyboard{$evt}->{start}->{value} eq $anim_step) {
- $storyboard{$evt}->{already} = 1;
- print "*** Starting <$evt>\n";
- $evt eq 'music' and $mixer->resume_music;
- if ($storyboard{$evt}->{type} eq 'penguin') {
- $penguin = { animations => $storyboard{$evt}->{animations},
- current_anim => 0,
- anim_step => $sb_params{animation_speed} };
- }
- if ($storyboard{$evt}->{type} eq 'bubble_falling') {
- push @bubbles_falling, { img => $bubbles_images[$storyboard{$evt}->{img}], 'y' => 0, speed => 3,
- x => $storyboard{$evt}->{xpos}, xaccel => $storyboard{$evt}->{xaccel} };
- }
- if ($storyboard{$evt}->{type} eq 'bitmap_animation') {
- push @bitmap_animations, { img => $storyboard{$evt}->{img}, 'y' => 0,
- x => $storyboard{$evt}->{finalpos}->{x},
- finaly => $storyboard{$evt}->{finalpos}->{'y'},
- factor => $storyboard{$evt}->{factor},
- };
- }
- }
- }
- $anim_step == 0x09 and $start_menu = 1;
- }
- if ($penguin) {
- $penguin->{anim_step}++;
- if ($penguin->{anim_step} >= $sb_params{animation_speed}) {
- my $img_number = ${$penguin->{animations}}[$penguin->{current_anim}];
- erase_image_from($imgbin{intro_penguin_imgs}->{$img_number}, 260, 293, $back_start);
- $penguin->{anim_step} = 0;
- $penguin->{current_anim}++;
- $penguin->{current_anim} == @{$penguin->{animations}} and $penguin->{current_anim} = 0;
- $img_number = ${$penguin->{animations}}[$penguin->{current_anim}];
- put_image($imgbin{intro_penguin_imgs}->{$img_number}, 260, 293);
- }
- }
- foreach my $b (@bubbles_falling) {
- erase_image_from($b->{img}, $b->{x}, $b->{'y'}, $back_start);
- $b->{'x'} += $b->{xaccel};
- $b->{'y'} += $b->{speed};
- if ($b->{'y'} >= 360 && !$b->{already_rebound}) {
- $b->{already_rebound} = 1;
- $b->{'y'} = 2*360 - $b->{'y'};
- $b->{speed} *= -0.5;
- }
- $b->{speed} += $FREE_FALL_CONSTANT;
- $b->{kill} = $b->{'y'} > 470;
- $b->{kill} or put_image($b->{img}, $b->{x}, $b->{'y'});
- }
- @bubbles_falling = grep { !$_->{kill} } @bubbles_falling;
- erase_image_from($_->{img}, $_->{x}, $_->{'y'}, $back_start) foreach @bitmap_animations;
- foreach my $b (@bitmap_animations) {
- foreach (0..$slowdown_frame) {
- $b->{'y'} = $b->{'finaly'} - 200*cos(3*$b->{step})/exp($b->{step}*$b->{step});
- $b->{step} += 0.015 * $b->{factor};
- }
- }
- $slowdown_frame = 0;
- put_image($_->{img}, $_->{x}, $_->{'y'}) foreach @bitmap_animations;
- $app->update(@update_rects);
- @update_rects = ();
- my $to_wait = $TARGET_ANIM_SPEED - ($app->ticks - $synchro_ticks);
- if ($to_wait > 0) {
- $app->delay($to_wait);
- } else {
- # print "slow by: <$to_wait>\n";
- $slowdown_number += -$to_wait;
- if ($slowdown_number > $TARGET_ANIM_SPEED) {
- $slowdown_frame = int($slowdown_number / $TARGET_ANIM_SPEED);
- $slowdown_number -= $slowdown_frame * $TARGET_ANIM_SPEED;
- # print "skip frames: <$slowdown_frame>\n";
- }
- }
- $event->pump;
- $event->poll != 0 && $event->type == SDL_KEYDOWN && member($event->key_sym, (SDLK_RETURN, SDLK_SPACE, SDLK_KP_ENTER, SDLK_ESCAPE))
- and $start_menu = 2;
- }
- }
- # if ($start_menu == 1) {
- # my $bkg = SDL::Surface->new(-width => $app->width, -height => $app->height, -depth => 32, -Amask => '0 but true');
- # $app->blit($apprects{main}, $bkg, $apprects{main});
- # menu(1, $bkg);
- # } else {
- menu(1);
- # }
- }
- #- ----------- menu stuff -------------------------------------------------
- sub menu {
- my ($from_intro, $back_from_intro) = @_;
- handle_new_hiscores();
- if (!$from_intro) {
- play_music('intro', 8);
- }
- my $back_start;
- my $display_menu = sub {
- $back_start->blit($apprects{main}, $app, $apprects{main});
- put_image($imgbin{version}, 17, 432);
- };
- if (!$from_intro || !$back_from_intro) {
- $back_start = $imgbin{backstartfull};
- $display_menu->();
- } else {
- $back_start = $back_from_intro;
- }
- my $invalidate_all;
- my $menu_start_sound = sub {
- if (!$mixer_enabled && !$mixer && !init_sound()) {
- return 0;
- } else {
- $mixer_enabled = 1;
- play_music('intro', 8);
- return 1;
- }
- };
- my $menu_stop_sound = sub {
- if ($mixer_enabled && $mixer && $mixer->playing_music) {
- $app->delay(10) while $mixer->fading_music; #- mikmod will deadlock if we try to fade_out while still fading in
- $mixer->playing_music and $mixer->fade_out_music(500); $app->delay(450);
- $app->delay(10) while $mixer->playing_music; #- mikmod will segfault if we try to load a music while old one is still fading out
- }
- $mixer_enabled = undef;
- return 1;
- };
- my $menu_display_highscores = sub {
- display_highscores();
- $display_menu->();
- $app->flip;
- $invalidate_all->();
- };
- my $change_keys = sub {
- ask_from({ intro => [ 'PLEASE ENTER NEW KEYS' ],
- entries => [
- { 'q' => 'RIGHT-PL/LEFT?', 'a' => \$KEYS->{p2}{left}, f => 'ONE_CHAR' },
- { 'q' => 'RIGHT-PL/RIGHT?', 'a' => \$KEYS->{p2}{right}, f => 'ONE_CHAR' },
- { 'q' => 'RIGHT-PL/FIRE?', 'a' => \$KEYS->{p2}{fire}, f => 'ONE_CHAR' },
- { 'q' => 'RIGHT-PL/CENTER?', 'a' => \$KEYS->{p2}{center}, f => 'ONE_CHAR' },
- { 'q' => 'LEFT-PL/LEFT?', 'a' => \$KEYS->{p1}{left}, f => 'ONE_CHAR' },
- { 'q' => 'LEFT-PL/RIGHT?', 'a' => \$KEYS->{p1}{right}, f => 'ONE_CHAR' },
- { 'q' => 'LEFT-PL/FIRE?', 'a' => \$KEYS->{p1}{fire}, f => 'ONE_CHAR' },
- { 'q' => 'LEFT-PL/CENTER?', 'a' => \$KEYS->{p1}{center}, f => 'ONE_CHAR' },
- { 'q' => 'TOGGLE FULLSCREEN?', 'a' => \$KEYS->{misc}{fs}, f => 'ONE_CHAR' },
- ],
- outro => 'THANKS!',
- erase_background => $back_start
- });
- $invalidate_all->();
- };
- my $launch_editor = sub {
- SDL::ShowCursor(1);
- FBLE::init_setup('embedded', $app);
- FBLE::handle_events();
- SDL::ShowCursor(0);
- $back_start->blit($apprects{main}, $app, $apprects{main});
- $app->flip;
- $invalidate_all->();
- };
- my ($MENU_XPOS, $MENU_FIRSTY, $SPACING) = (56, 30, 51);
- my %menu_ypos = ( '1pgame' => $MENU_FIRSTY,
- '2pgame' => $MENU_FIRSTY + $SPACING,
- 'editor' => $MENU_FIRSTY + 2 * $SPACING,
- 'fullscreen' => $MENU_FIRSTY + 3 * $SPACING,
- 'graphics' => $MENU_FIRSTY + 4 * $SPACING,
- 'sound' => $MENU_FIRSTY + 5 * $SPACING,
- 'keys' => $MENU_FIRSTY + 6 * $SPACING,
- 'highscores' => $MENU_FIRSTY + 7 * $SPACING,
- );
- my %menu_entries = ( '1pgame' => { pos => 1, type => 'rungame',
- run => sub { @PLAYERS = ('p1'); $levels{current} = 1; $chainreaction = 0; $time_1pgame = $app->ticks } },
- '2pgame' => { pos => 2, type => 'rungame',
- run => sub { @PLAYERS = qw(p1 p2); $levels{current} = undef; } },
- 'editor' => { pos => 3, type => 'run', run => sub { $launch_editor->(); } },
- 'fullscreen' => { pos => 4, type => 'toggle',
- act => sub { $fullscreen = 1; $app->fullscreen },
- unact => sub { $fullscreen = 0; $app->fullscreen },
- value => $fullscreen },
- 'graphics' => { pos => 5, type => 'range', valuemin => 1, valuemax => 3,
- change => sub { $graphics_level = $_[0] }, value => $graphics_level },
- 'sound' => { pos => 6, type => 'toggle',
- act => sub { $menu_start_sound->() },
- unact => sub { $menu_stop_sound->() },
- value => $mixer_enabled },
- 'keys' => { pos => 7, type => 'run',
- run => sub { $change_keys->() } },
- 'highscores' => { pos => 8, type => 'run',
- run => sub { $menu_display_highscores->() } },
- );
- my $current_pos if 0; $current_pos ||= 1;
- my @menu_invalids;
- $invalidate_all = sub { push @menu_invalids, $menu_entries{$_}->{pos} foreach keys %menu_entries };
- my $menu_update = sub {
- @update_rects = ();
- foreach my $m (keys %menu_entries) {
- member($menu_entries{$m}->{pos}, @menu_invalids) or next;
- my $txt = "txt_$m";
- $menu_entries{$m}->{type} eq 'toggle' && $menu_entries{$m}->{value} and $txt .= "_act";
- $menu_entries{$m}->{type} eq 'range' and $txt .= "_$menu_entries{$m}->{value}";
- $txt .= $menu_entries{$m}->{pos} == $current_pos ? '_over' : '_off';
- erase_image_from($imgbin{$txt}, $MENU_XPOS, $menu_ypos{$m}, $back_start);
- put_image($imgbin{$txt}, $MENU_XPOS, $menu_ypos{$m});
- }
- @menu_invalids = ();
- $app->update(@update_rects);
- };
- $app->flip;
- $invalidate_all->();
- $menu_update->();
- $event->pump while ($event->poll != 0);
- my $start_game = 0;
- my ($BANNER_START, $BANNER_SPACING) = (720, 80);
- my %banners = (artwork => $BANNER_START,
- soundtrack => $BANNER_START + $imgbin{banner_artwork}->width + $BANNER_SPACING,
- cpucontrol => $BANNER_START + $imgbin{banner_artwork}->width + $BANNER_SPACING
- + $imgbin{banner_soundtrack}->width + $BANNER_SPACING,
- leveleditor => $BANNER_START + $imgbin{banner_artwork}->width + $BANNER_SPACING
- + $imgbin{banner_soundtrack}->width + $BANNER_SPACING
- + $imgbin{banner_cpucontrol}->width + $BANNER_SPACING);
- my ($BANNER_MINX, $BANNER_MAXX, $BANNER_Y) = (81, 292, 443);
- my $banners_max = $banners{leveleditor} - (640 - ($BANNER_MAXX - $BANNER_MINX)) + $BANNER_SPACING;
- my $banner_rect = SDL::Rect->new(-width => $BANNER_MAXX-$BANNER_MINX, -height => 30, '-x' => $BANNER_MINX, '-y' => $BANNER_Y);
- while (!$start_game) {
- my $synchro_ticks = $app->ticks;
- $graphics_level > 1 and $back_start->blit($banner_rect, $app, $banner_rect);
- $event->pump;
- if ($event->poll != 0) {
- if ($event->type == SDL_KEYDOWN) {
- my $keypressed = $event->key_sym;
- if (member($keypressed, (SDLK_DOWN, SDLK_RIGHT)) && $current_pos < max(map { $menu_entries{$_}->{pos} } keys %menu_entries)) {
- $current_pos++;
- push @menu_invalids, $current_pos-1, $current_pos;
- play_sound('menu_change');
- }
- if (member($keypressed, (SDLK_UP, SDLK_LEFT)) && $current_pos > 1) {
- $current_pos--;
- push @menu_invalids, $current_pos, $current_pos+1;
- play_sound('menu_change');
- }
- if (member($keypressed, (SDLK_RETURN, SDLK_SPACE, SDLK_KP_ENTER))) {
- play_sound('menu_selected');
- push @menu_invalids, $current_pos;
- foreach my $m (keys %menu_entries) {
- if ($menu_entries{$m}->{pos} == $current_pos) {
- if ($menu_entries{$m}->{type} =~ /^run/) {
- $menu_entries{$m}->{run}->();
- $menu_entries{$m}->{type} eq 'rungame' and $start_game = 1;
- }
- if ($menu_entries{$m}->{type} eq 'toggle') {
- $menu_entries{$m}->{value} = !$menu_entries{$m}->{value};
- if ($menu_entries{$m}->{value}) {
- $menu_entries{$m}->{act}->() or $menu_entries{$m}->{value} = 0;
- } else {
- $menu_entries{$m}->{unact}->() or $menu_entries{$m}->{value} = 1;
- }
- }
- if ($menu_entries{$m}->{type} eq 'range') {
- $menu_entries{$m}->{value}++;
- $menu_entries{$m}->{value} > $menu_entries{$m}->{valuemax}
- and $menu_entries{$m}->{value} = $menu_entries{$m}->{valuemin};
- $menu_entries{$m}->{change}->($menu_entries{$m}->{value});
- }
- }
- }
- }
- if ($keypressed == SDLK_ESCAPE || $event->type == SDL_QUIT) {
- exit 0;
- }
- }
- $menu_update->();
- }
- if ($graphics_level > 1) {
- my $banner_pos if 0;
- $banner_pos ||= 670;
- foreach my $b (keys %banners) {
- my $xpos = $banners{$b} - $banner_pos;
- my $image = $imgbin{"banner_$b"};
- $xpos > $banners_max/2 and $xpos = $banners{$b} - ($banner_pos + $banners_max);
- if ($xpos < $BANNER_MAXX && $xpos + $image->width >= 0) {
- my $irect = SDL::Rect->new(-width => min($image->width+$xpos, $BANNER_MAXX-$BANNER_MINX), -height => $image->height, -x => -$xpos);
- $image->blit($irect, $app, SDL::Rect->new(-x => $BANNER_MINX, '-y' => $BANNER_Y));
- }
- }
- $banner_pos++;
- $banner_pos >= $banners_max and $banner_pos = 1;
- }
- $app->update($banner_rect);
- my $to_wait = $TARGET_ANIM_SPEED - ($app->ticks - $synchro_ticks);
- $to_wait > 0 and $app->delay($to_wait);
- }
- #- for $KEYS, try hard to keep SDLK_<key> instead of integer value in rcfile
- my $KEYS_;
- foreach my $p (keys %$KEYS) {
- foreach my $k (keys %{$KEYS->{$p}}) {
- eval("$KEYS->{$p}->{$k} eq SDLK_$_") and $KEYS_->{$p}->{$k} = "SDLK_$_" foreach @fbsyms::syms;
- }
- }
- my $dump = Data::Dumper->Dump([$fullscreen, $graphics_level, $KEYS_], [qw(fullscreen graphics_level KEYS)]);
- $dump =~ s/'SDLK_(\w+)'/SDLK_$1/g;
- output($rcfile, $dump);
- iter_players {
- !is_1p_game() and $pdata{$::p}{score} = 0;
- };
- }
- #- ----------- editor stuff --------------------------------------------
- sub choose_levelset() {
- my @levelsets = sort glob("$FBLEVELS/*");
- if ($direct_levelset) {
- load_levelset("$FBLEVELS/$direct_levelset");
- $direct_levelset = '';
- } elsif (!@levelsets) {
- # no .fblevels directory or void directory, just return and let the
- # game continue (means that the level editor has never been opened)
- } else {
-
- if (@levelsets <= 1) {
- load_levelset($levelsets[0]);
- } else {
- FBLE::init_app('embedded', $app);
- FBLE::create_play_levelset_dialog();
- SDL::ShowCursor(1);
- my $play_level = FBLE::handle_events();
- load_levelset("$FBLEVELS/$play_level");
- SDL::ShowCursor(0);
- }
- }
- }
- #- ----------- main -------------------------------------------------------
- init_game();
- $direct or intro();
- new_game_once();
- new_game();
- while (1) {
- eval { maingame() };
- if ($@) {
- if ($@ =~ /^new_game/) {
- new_game();
- } elsif ($@ =~ /^quit/) {
- menu();
- new_game_once();
- new_game();
- } else {
- die;
- }
- }
- }