#define SOUND_CTRL_ID_MUSIC 3
#define SOUND_CTRL_ID_LOOPS 4
#define SOUND_CTRL_ID_SIMPLE 5
+#define GAME_CTRL_ID_SAVE 6
+#define GAME_CTRL_ID_LOAD 7
-#define NUM_GAME_BUTTONS 6
+#define NUM_GAME_BUTTONS 8
/* forward declaration for internal use */
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
-static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
int AmoebeNachbarNr(int, int);
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
+#if 1
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
+#else
BlitBitmap(drawto, bitmap_db_door,
DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+#endif
OpenDoor(DOOR_OPEN_ALL);
{
IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, "save game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, "load game"
}
};
int button_type;
boolean checked;
unsigned int event_mask;
+ int base_x = (tape.show_game_buttons ? VX : DX);
+ int base_y = (tape.show_game_buttons ? VY : DY);
int gd_x = gfx->src_x;
int gd_y = gfx->src_y;
int gd_xp = gfx->src_x + gfx->pressed_xoffset;
int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
int id = i;
+ if (gfx->bitmap == NULL)
+ {
+ game_gadget[id] = NULL;
+
+ continue;
+ }
+
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PAUSE ||
- id == GAME_CTRL_ID_PLAY)
+ id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_SAVE ||
+ id == GAME_CTRL_ID_LOAD)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, DX + GDI_ACTIVE_POS(pos->x),
- GDI_Y, DY + GDI_ACTIVE_POS(pos->y),
+ GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+ GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
GDI_WIDTH, gfx->width,
GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
FreeGadget(game_gadget[i]);
}
-static void MapGameButtons()
+void MapGameButtons()
{
int i;
static void HandleGameButtonsExt(int id)
{
- if (game_status != GAME_MODE_PLAYING)
+ boolean handle_game_buttons =
+ (game_status == GAME_MODE_PLAYING ||
+ (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
+
+ if (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
if (tape.playing)
TapeStop();
else
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
break;
case GAME_CTRL_ID_PLAY:
- if (tape.pausing)
+ if (game_status == GAME_MODE_MAIN)
+ {
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ }
+ else if (tape.pausing)
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
}
break;
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
default:
break;
}