#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
-#define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
-#define XX_LEVEL (PANEL_XPOS(game.panel.level))
-#define YY_LEVEL (PANEL_YPOS(game.panel.level))
-#define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
-#define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
-#define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
-#define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
-#define XX_KEYS (PANEL_XPOS(game.panel.keys))
-#define YY_KEYS (PANEL_YPOS(game.panel.keys))
-#define XX_SCORE (PANEL_XPOS(game.panel.score))
-#define YY_SCORE (PANEL_YPOS(game.panel.score))
-#define XX_TIME1 (PANEL_XPOS(game.panel.time))
-#define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
-#define XX_TIME (PANEL_XPOS(game.panel.time))
-#define YY_TIME (PANEL_YPOS(game.panel.time))
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL1 (DX + XX_LEVEL1)
-#define DX_LEVEL2 (DX + XX_LEVEL2)
-#define DX_LEVEL (DX + XX_LEVEL)
-#define DY_LEVEL (DY + YY_LEVEL)
-#define DX_EMERALDS (DX + XX_EMERALDS)
-#define DY_EMERALDS (DY + YY_EMERALDS)
-#define DX_DYNAMITE (DX + XX_DYNAMITE)
-#define DY_DYNAMITE (DY + YY_DYNAMITE)
-#define DX_KEYS (DX + XX_KEYS)
-#define DY_KEYS (DY + YY_KEYS)
-#define DX_SCORE (DX + XX_SCORE)
-#define DY_SCORE (DY + YY_SCORE)
-#define DX_TIME1 (DX + XX_TIME1)
-#define DX_TIME2 (DX + XX_TIME2)
-#define DX_TIME (DX + XX_TIME)
-#define DY_TIME (DY + YY_TIME)
-
-#if 1
/* game panel display and control definitions */
-
#define GAME_PANEL_LEVEL_NUMBER 0
#define GAME_PANEL_GEMS 1
#define GAME_PANEL_INVENTORY_COUNT 2
-1,
}
};
-#endif
-
/* values for delayed check of falling and moving elements and for collision */
#define CHECK_DELAY_MOVING 3
*/
}
-#if 1
-
static int get_key_element_from_nr(int key_nr)
{
int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
level.native_em_level->lev->time :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->time_played :
- level.time == 0 ? TimePlayed : TimeLeft);
+ game.no_time_limit ? TimePlayed : TimeLeft);
int score = (local_player->LevelSolved ?
local_player->LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
void DrawGameValue_Emeralds(int value)
{
struct TextPosInfo *pos = &game.panel.gems;
-#if 1
int font_nr = pos->font;
-#else
- int font_nr = FONT_TEXT_2;
-#endif
int font_width = getFontWidth(font_nr);
int chars = pos->size;
void DrawGameValue_Dynamite(int value)
{
struct TextPosInfo *pos = &game.panel.inventory_count;
-#if 1
int font_nr = pos->font;
-#else
- int font_nr = FONT_TEXT_2;
-#endif
int font_width = getFontWidth(font_nr);
int chars = pos->size;
void DrawGameValue_Score(int value)
{
struct TextPosInfo *pos = &game.panel.score;
-#if 1
int font_nr = pos->font;
-#else
- int font_nr = FONT_TEXT_2;
-#endif
int font_width = getFontWidth(font_nr);
int chars = pos->size;
int chars1 = 3;
int chars2 = 4;
int chars = pos->size;
-#if 1
int font1_nr = pos->font;
int font2_nr = pos->font_alt;
-#else
- int font1_nr = FONT_TEXT_2;
- int font2_nr = FONT_TEXT_1;
-#endif
int font_nr = font1_nr;
boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
int chars1 = 2;
int chars2 = 3;
int chars = pos->size;
-#if 1
int font1_nr = pos->font;
int font2_nr = pos->font_alt;
-#else
- int font1_nr = FONT_TEXT_2;
- int font2_nr = FONT_TEXT_1;
-#endif
int font_nr = font1_nr;
boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
{
-#if 0
- struct TextPosInfo *pos = &game.panel.keys;
-#endif
-#if 0
- int base_key_graphic = EL_KEY_1;
-#endif
int i;
#if 1
return; /* !!! USE NEW STUFF !!! */
#endif
-#if 0
- if (PANEL_DEACTIVATED(pos))
- return;
-#endif
-
-#if 0
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- base_key_graphic = EL_EM_KEY_1;
-#endif
-
-#if 0
- pos->width = 4 * MINI_TILEX;
-#endif
-
-#if 1
for (i = 0; i < MAX_NUM_KEYS; i++)
-#else
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
-#endif
{
-#if 1
struct TextPosInfo *pos = &game.panel.key[i];
-#endif
int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
int src_y = DOOR_GFX_PAGEY1 + 123;
-#if 1
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
-#else
- int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
- int dst_y = PANEL_YPOS(pos);
-#endif
-#if 1
int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
EL_KEY_1) + i;
int graphic = el2edimg(element);
-#endif
-#if 1
if (PANEL_DEACTIVATED(pos))
continue;
-#endif
#if 0
/* masked blit with tiles from half-size scaled bitmap does not work yet
if (key[i])
{
-#if 0
- int graphic = el2edimg(base_key_graphic + i);
-#endif
Bitmap *src_bitmap;
int src_x, src_y;
dst_x, dst_y);
}
#else
-#if 1
if (key[i])
DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
else
BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
MINI_TILEX, MINI_TILEY, dst_x, dst_y);
-#else
- if (key[i])
- DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
- MINI_TILEX, MINI_TILEY, dst_x, dst_y);
-#endif
#endif
}
}
-#else
-
-void DrawGameValue_Emeralds(int value)
-{
- int font_nr = FONT_TEXT_2;
- int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.gems))
- return;
-
- DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
-}
-
-void DrawGameValue_Dynamite(int value)
-{
- int font_nr = FONT_TEXT_2;
- int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.inventory_count))
- return;
-
- DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
-}
-
-void DrawGameValue_Score(int value)
-{
- int font_nr = FONT_TEXT_2;
- int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.score))
- return;
-
- DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
-}
-
-void DrawGameValue_Time(int value)
-{
- int font1_nr = FONT_TEXT_2;
-#if 1
- int font2_nr = FONT_TEXT_1;
-#else
- int font2_nr = FONT_LEVEL_NUMBER;
-#endif
- int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
- int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.time))
- return;
-
- /* clear background if value just changed its size */
- if (value == 999 || value == 1000)
- ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
-
- if (value < 1000)
- DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
- else
- DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
-}
-
-void DrawGameValue_Level(int value)
-{
- int font1_nr = FONT_TEXT_2;
-#if 1
- int font2_nr = FONT_TEXT_1;
-#else
- int font2_nr = FONT_LEVEL_NUMBER;
-#endif
-
- if (PANEL_DEACTIVATED(game.panel.level))
- return;
-
- if (level_nr < 100)
- DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
- else
- DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
-}
-
-void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
- int base_key_graphic = EL_KEY_1;
- int i;
-
- if (PANEL_DEACTIVATED(game.panel.keys))
- return;
-
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- base_key_graphic = EL_EM_KEY_1;
-
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- {
- int x = XX_KEYS + i * MINI_TILEX;
- int y = YY_KEYS;
-
- if (key[i])
- DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
- }
-}
-
-#endif
-
void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
int key_bits)
{
void DrawGameDoorValues_OLD()
{
- int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
+ int time_value = (game.no_time_limit ? TimePlayed : TimeLeft);
int dynamite_value = 0;
int score_value = (local_player->LevelSolved ? local_player->score_final :
local_player->score);
AllPlayersGone = FALSE;
+ game.no_time_limit = (level.time == 0);
+
game.yamyam_content_nr = 0;
game.robot_wheel_active = FALSE;
game.magic_wall_active = FALSE;
player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score : player->score);
- player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
+ player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+ TimeLeft);
player->LevelSolved_CountingScore = player->score_final;
}
game_over_delay_1 = game_over_delay_value_1;
game_over_delay_2 = game_over_delay_value_2;
- time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
+ time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
score = score_final = local_player->score_final;
if (TimeLeft > 0)
time_final = 0;
score_final += TimeLeft * level.score[SC_TIME_BONUS];
}
- else if (level.time == 0 && TimePlayed < 999)
+ else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
#if 1
+ /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+ is reset from other values in UpdateGameDoorValues() -- FIX THIS */
+
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
#else
DrawGameValue_Time(TimeLeft);
#endif
}
}
#if 1
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
}
#else
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
#endif
level.native_em_level->lev->time =
- (level.time == 0 ? TimePlayed : TimeLeft);
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
KillPlayer(&stored_player[i]);
}
#if 1
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
DisplayGameControlValues();
}
#else
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
#endif
}
if (level.time > 0 || level.use_time_orb_bug)
{
TimeLeft += level.time_orb_time;
+ game.no_time_limit = FALSE;
#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
PlayLevelSoundElementAction(x, y, element, action);
}
-#if 0
-void ChangeTime(int value)
-{
- int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
-
- *time += value;
-
- /* EMC game engine uses value from time counter of RND game engine */
- level.native_em_level->lev->time = *time;
-
- DrawGameValue_Time(*time);
-}
-
-void RaiseScore(int value)
-{
- /* EMC game engine and RND game engine have separate score counters */
- int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- &level.native_em_level->lev->score : &local_player->score);
-
- *score += value;
-
- DrawGameValue_Score(*score);
-}
-#endif
-
void RaiseScore(int value)
{
local_player->score += value;