void DrawHeadline()
{
- int x = SX + (SXSIZE - strlen(GAMETITLE_STRING) * FONT1_XSIZE) / 2;
+ int x = SX + (SXSIZE - strlen(PROGRAM_TITLE_STRING) * FONT1_XSIZE) / 2;
- DrawText(x, SY + 8, GAMETITLE_STRING, FS_BIG, FC_YELLOW);
+ DrawText(x, SY + 8, PROGRAM_TITLE_STRING, FS_BIG, FC_YELLOW);
DrawTextFCentered(46, FC_RED, COPYRIGHT_STRING);
}
return;
}
- /* needed if last screen was the level editor */
- UnmapLevelEditorGadgets();
+ /* unmap gadgets from last screen, map gadgets for main menu screen */
+ UnmapAllGadgets();
+ MapTapeButtons();
FadeSounds();
GetPlayerConfig();
GFX_MORAST_LEER,1,100, HA_NEXT,
GFX_BETON,1,100, HA_NEXT,
GFX_MAUERWERK,1,100, HA_NEXT,
- GFX_MAUER_R1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10,
- GFX_MAUER_L1,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, HA_NEXT,
+ GFX_MAUER_L1, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10,
+ GFX_MAUER_R1, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10,
+ GFX_MAUER_UP, 3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10,
+ GFX_MAUER_DOWN,3,4, GFX_MAUERWERK,1,20, GFX_LEERRAUM,1,10, HA_NEXT,
GFX_UNSICHTBAR,1,100, HA_NEXT,
GFX_FELSBODEN,1,100, HA_NEXT,
GFX_CHAR_A,30,4, GFX_CHAR_AUSRUF,32,4, HA_NEXT,
GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT,
GFX_AUSGANG_AUF+0,4,2, GFX_AUSGANG_AUF+3,1,2,
GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT,
+ GFX_SOKOBAN_OBJEKT,1,100, HA_NEXT,
+ GFX_SOKOBAN_FELD_LEER,1,100, HA_NEXT,
+ GFX_SOKOBAN_FELD_VOLL,1,100, HA_NEXT,
+ GFX_SPEED_PILL,1,100, HA_NEXT,
HA_END
};
static char *helpscreen_eltext[][2] =
{"Quicksand: You cannot pass it,", "but rocks can fall though it"},
{"Massive Wall:", "Nothing can go through it"},
{"Normal Wall: You can't go through", "it, but you can bomb it away"},
- {"Growing Wall: Grows to the left or", "right if there is an empty field"},
+ {"Growing Wall: Grows in several di-", "rections if there is an empty field"},
{"Invisible Wall: Behaves like normal","wall, but is invisible"},
{"Old Wall: Like normal wall, but", "some things can fall down from it"},
{"Letter Wall: Looks like a letter,", "behaves like a normal wall"},
{"Magic Wall (BD style):", "Changes rocks and BD style diamonds"},
{"Exit door: Opens if you have enough","emeralds to finish the level"},
{"Open exit door: Enter here to leave","the level and exit the actual game"},
+ {"Sokoban element: Object which must", "be pushed to an empty field"},
+ {"Sokoban element: Empty field where", "a Sokoban object can be placed on"},
+ {"Sokoban element: Field with object", "which can be pushed away"},
+ {"Speed pill: Lets the player run", "twice as fast as normally"},
};
static int num_helpscreen_els = sizeof(helpscreen_eltext)/(2*sizeof(char *));
{
int i;
+ UnmapAllGadgets();
CloseDoor(DOOR_CLOSE_2);
for(i=0;i<MAX_HELPSCREEN_ELS;i++)
void DrawChooseLevel()
{
+ UnmapAllGadgets();
CloseDoor(DOOR_CLOSE_2);
FadeToFront();
{
strncpy(buffer, leveldir[first_entry + i].name , SCR_FIELDX - 1);
buffer[SCR_FIELDX - 1] = '\0';
- DrawText(SX + 32, SY + (i + 2) * 32, buffer, FS_BIG, FC_YELLOW);
+ DrawText(SX + 32, SY + (i + 2) * 32, buffer,
+ FS_BIG, leveldir[first_entry + i].color);
DrawGraphic(0, i + 2, GFX_KUGEL_BLAU);
}
static void drawChooseLevelInfo(int leveldir_nr)
{
+ int x, last_redraw_mask = redraw_mask;
+
XFillRectangle(display, drawto, gc, SX + 32, SY + 32, SXSIZE - 32, 32);
DrawTextFCentered(40, FC_RED, "%3d levels (%s)",
leveldir[leveldir_nr].levels,
leveldir[leveldir_nr].readonly ? "readonly" : "writable");
+
+ /* let BackToFront() redraw only what is needed */
+ redraw_mask = last_redraw_mask | REDRAW_TILES;
+ for (x=0; x<SCR_FIELDX; x++)
+ MarkTileDirty(x, 1);
}
void HandleChooseLevel(int mx, int my, int dx, int dy, int button)
{
int i;
+ UnmapAllGadgets();
CloseDoor(DOOR_CLOSE_2);
if (highlight_position < 0)
{ NULL, "Save and exit" }
};
+ UnmapAllGadgets();
CloseDoor(DOOR_CLOSE_2);
ClearWindow();
- DrawText(SX+16, SY+16, "SETUP",FS_BIG,FC_YELLOW);
+
+ DrawText(SX + 16, SY + 16, "SETUP",FS_BIG,FC_YELLOW);
for(i=SETUP_SCREEN_POS_START;i<=SETUP_SCREEN_POS_END;i++)
{
void HandleVideoButtons(int mx, int my, int button)
{
+ return;
+
+
+
+
if (game_status != MAINMENU && game_status != PLAYING)
return;
void HandleSoundButtons(int mx, int my, int button)
{
+
+
+
+ return;
+
+
+
if (game_status != PLAYING)
return;
void HandleGameButtons(int mx, int my, int button)
{
+
+
+
+ return;
+
+
+
if (game_status != PLAYING)
return;