+void DrawGameDoorValues()
+{
+ int i, j;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ for (j=0; j<4; j++)
+ if (stored_player[i].key[j])
+ DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
+ el2edimg(EL_KEY_1 + j));
+
+ DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+ DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
+ int2str(local_player->dynamite, 3), FONT_TEXT_2);
+ DrawText(DX + XX_SCORE, DY + YY_SCORE,
+ int2str(local_player->score, 5), FONT_TEXT_2);
+ DrawText(DX + XX_TIME, DY + YY_TIME,
+ int2str(TimeLeft, 3), FONT_TEXT_2);
+}
+
+
+/*
+ =============================================================================
+ InitGameEngine()
+ -----------------------------------------------------------------------------
+ initialize game engine due to level / tape version number
+ =============================================================================
+*/
+
+static void InitGameEngine()
+{
+ int i;
+
+ /* set game engine from tape file when re-playing, else from level file */
+ game.engine_version = (tape.playing ? tape.engine_version :
+ level.game_version);
+
+ /* dynamically adjust element properties according to game engine version */
+ InitElementPropertiesEngine(game.engine_version);
+
+#if 0
+ printf("level %d: level version == %06d\n", level_nr, level.game_version);
+ printf(" tape version == %06d [%s] [file: %06d]\n",
+ tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+ tape.file_version);
+ printf(" => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+ /* ---------- initialize player's initial move delay --------------------- */
+
+ /* dynamically adjust player properties according to game engine version */
+ game.initial_move_delay =
+ (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+ INITIAL_MOVE_DELAY_OFF);
+
+ /* dynamically adjust player properties according to level information */
+ game.initial_move_delay_value =
+ (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+ /* ---------- initialize changing elements ------------------------------- */
+
+ /* initialize changing elements information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+#if 1
+ element_info[i].change.pre_change_function = NULL;
+ element_info[i].change.change_function = NULL;
+ element_info[i].change.post_change_function = NULL;
+
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].change.target_element = EL_EMPTY_SPACE;
+ element_info[i].change.delay_fixed = 0;
+ element_info[i].change.delay_random = 0;
+ element_info[i].change.delay_frames = 1;
+ }
+
+ changing_element[i] = FALSE;
+#else
+ changing_element[i].base_element = EL_UNDEFINED;
+ changing_element[i].next_element = EL_UNDEFINED;
+ changing_element[i].change_delay = -1;
+ changing_element[i].pre_change_function = NULL;
+ changing_element[i].change_function = NULL;
+ changing_element[i].post_change_function = NULL;
+#endif
+ }
+
+ /* add changing elements from pre-defined list */
+ for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
+ {
+ int element = changing_element_list[i].element;
+ struct ChangingElementInfo *ce = &changing_element_list[i];
+ struct ElementChangeInfo *change = &element_info[element].change;
+
+#if 1
+ change->target_element = ce->target_element;
+ change->delay_fixed = ce->change_delay;
+ change->pre_change_function = ce->pre_change_function;
+ change->change_function = ce->change_function;
+ change->post_change_function = ce->post_change_function;
+
+ changing_element[element] = TRUE;
+#else
+ changing_element[element].base_element = ce->base_element;
+ changing_element[element].next_element = ce->next_element;
+ changing_element[element].change_delay = ce->change_delay;
+ changing_element[element].pre_change_function = ce->pre_change_function;
+ changing_element[element].change_function = ce->change_function;
+ changing_element[element].post_change_function = ce->post_change_function;
+#endif
+ }
+
+ /* add changing elements from custom element configuration */
+ for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+#if 0
+ struct ElementChangeInfo *change = &element_info[element].change;
+#endif
+
+ /* only add custom elements that change after fixed/random frame delay */
+ if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
+ continue;
+
+#if 1
+ changing_element[element] = TRUE;
+#else
+ changing_element[element].base_element = element;
+ changing_element[element].next_element = change->target_element;
+ changing_element[element].change_delay = (change->delay_fixed *
+ change->delay_frames);
+#endif
+ }
+
+ /* ---------- initialize trigger events ---------------------------------- */
+
+ /* initialize trigger events information */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ trigger_events[i] = EP_BITMASK_DEFAULT;
+
+ /* add trigger events from element change event properties */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
+ trigger_events[element_info[i].change.trigger_element] |=
+ element_info[i].change.events;
+
+ /* ---------- initialize push delay -------------------------------------- */
+
+ /* initialize push delay values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ element_info[i].push_delay_fixed = 2;
+ element_info[i].push_delay_random = 8;
+ }
+ }
+
+ /* set push delay value for certain elements from pre-defined list */
+ for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = push_delay_list[i].element;
+
+ element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
+ element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+ }
+
+ /* ---------- initialize move stepsize ----------------------------------- */
+
+ /* initialize move stepsize values to default */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+ /* set move stepsize value for certain elements from pre-defined list */
+ for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+ {
+ int e = move_stepsize_list[i].element;
+
+ element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+ }
+
+ /* ---------- initialize gem count --------------------------------------- */
+
+ /* initialize gem count values for each element */
+ for (i=0; i<MAX_NUM_ELEMENTS; i++)
+ if (!IS_CUSTOM_ELEMENT(i))
+ element_info[i].gem_count = 0;
+
+ /* add gem count values for all elements from pre-defined list */
+ for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
+ element_info[gem_count_list[i].element].gem_count =
+ gem_count_list[i].gem_count;
+}
+
+
+/*
+ =============================================================================
+ InitGame()
+ -----------------------------------------------------------------------------
+ initialize and start new game
+ =============================================================================
+*/
+