void UpdateGameControlValues()
{
int i, k;
+#if 1
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
+ game.no_time_limit ? TimePlayed : TimeLeft);
+#else
int time = (local_player->LevelSolved ?
local_player->LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->time_played :
level.time == 0 ? TimePlayed : TimeLeft);
+#endif
int score = (local_player->LevelSolved ?
local_player->LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
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;
SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
}
+#if NEW_TILESIZE
+
+ if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+ if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
+ if (EVEN(SCR_FIELDX))
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY))
+ SBY_Upper--;
+
+#else
+
if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
/* if local player not found, look for custom element that might create
the player (make some assumptions about the right custom element) */
local_player->jy - MIDPOSY);
}
+#if 0
+ printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
+#endif
+
#if 0
/* do not use PLAYING mask for fading out from main screen */
game_status = GAME_MODE_MAIN;
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+#if NEW_TILESIZE
+ BlitScreenToBitmap(backbuffer);
+#else
/* blit playfield from scroll buffer to normal back buffer for fading in */
if (setup.soft_scrolling)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+#endif
redraw_mask |= REDRAW_FROM_BACKBUFFER;
}
MapTapeButtons();
#endif
+ if (!game.restart_level && !tape.playing)
+ {
+ LevelStats_incPlayed(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+
+#if 0
+ printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
+#endif
+ }
+
game.restart_level = 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;
}
local_player->LevelSolved_SaveTape = tape.recording;
local_player->LevelSolved_SaveScore = !tape.playing;
+ if (!tape.playing)
+ {
+ LevelStats_incSolved(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+
+#if 0
+ printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
+#endif
+ }
+
if (tape.auto_play) /* tape might already be stopped here */
tape.auto_play_level_solved = TRUE;
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];
if (level_nr == leveldir_current->handicap_level)
{
leveldir_current->handicap_level++;
+
SaveLevelSetup_SeriesInfo();
}
void AmoebeWaechst(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
void AmoebaDisappearing(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new shrinking cycle */
{
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();
}
}
#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
level.native_em_level->lev->time =
- (level.time == 0 ? TimePlayed : TimeLeft);
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
}
void StartGameActions(boolean init_network_game, boolean record_tape,
- long random_seed)
+ int random_seed)
{
- unsigned long new_random_seed = InitRND(random_seed);
+ unsigned int new_random_seed = InitRND(random_seed);
if (record_tape)
TapeStartRecording(new_random_seed);
void GameActions()
{
- static unsigned long game_frame_delay = 0;
- unsigned long game_frame_delay_value;
+ static unsigned int game_frame_delay = 0;
+ unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
byte tape_action[MAX_PLAYERS];
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
{
- static unsigned long random = 1684108901;
+ static unsigned int random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
if (options.debug) /* calculate frames per second */
{
- static unsigned long fps_counter = 0;
+ static unsigned int fps_counter = 0;
static int fps_frames = 0;
- unsigned long fps_delay_ms = Counter() - fps_counter;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
fps_frames++;
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
tape.counter);
#endif
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
}
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned long screen_frame_counter = 0;
+ static unsigned int screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{
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;
#if 0
void ChangeTime(int value)
{
- int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
+ int *time = (game.no_time_limit ? &TimePlayed : &TimeLeft);
*time += value;
/* random generator functions */
/* ------------------------------------------------------------------------- */
-unsigned int InitEngineRandom_RND(long seed)
+unsigned int InitEngineRandom_RND(int seed)
{
game.num_random_calls = 0;
static void LoadEngineSnapshotValues_RND()
{
- unsigned long num_random_calls = game.num_random_calls;
+ unsigned int num_random_calls = game.num_random_calls;
int i, j;
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
struct GadgetInfo *gi;
int button_type;
boolean checked;
- unsigned long event_mask;
+ unsigned int event_mask;
int gd_x = gfx->src_x;
int gd_y = gfx->src_y;
int gd_xp = gfx->src_x + gfx->pressed_xoffset;