#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
#define GAME_CTRL_ID_SAVE 5
#define GAME_CTRL_ID_PAUSE2 6
#define GAME_CTRL_ID_LOAD 7
-#define SOUND_CTRL_ID_MUSIC 8
-#define SOUND_CTRL_ID_LOOPS 9
-#define SOUND_CTRL_ID_SIMPLE 10
+#define GAME_CTRL_ID_PANEL_STOP 8
+#define GAME_CTRL_ID_PANEL_PAUSE 9
+#define GAME_CTRL_ID_PANEL_PLAY 10
+#define SOUND_CTRL_ID_MUSIC 11
+#define SOUND_CTRL_ID_LOOPS 12
+#define SOUND_CTRL_ID_SIMPLE 13
+#define SOUND_CTRL_ID_PANEL_MUSIC 14
+#define SOUND_CTRL_ID_PANEL_LOOPS 15
+#define SOUND_CTRL_ID_PANEL_SIMPLE 16
-#define NUM_GAME_BUTTONS 11
+#define NUM_GAME_BUTTONS 17
/* forward declaration for internal use */
local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
- int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100);
+ int health = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingHealth :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ local_player->health);
UpdatePlayfieldElementCount();
game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
- if (game.no_time_limit)
+ if (level.time == 0)
game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
else
game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
else
FadeSetEnterScreen();
- if (CheckIfGlobalBorderHasChanged())
+ if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
fade_mask = REDRAW_ALL;
FadeLevelSoundsAndMusic();
player->score = 0;
player->score_final = 0;
+ player->health = MAX_HEALTH;
+ player->health_final = MAX_HEALTH;
+
player->gems_still_needed = level.gems_needed;
player->sokobanfields_still_needed = 0;
player->lights_still_needed = 0;
player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
+
player->LevelSolved_CountingTime = 0;
player->LevelSolved_CountingScore = 0;
+ player->LevelSolved_CountingHealth = 0;
map_player_action[i] = i;
}
FreeGameButtons();
CreateGameButtons();
- game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
- game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
- game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-
MapGameButtons();
MapTapeButtons();
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.score :
player->score);
+ player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ player->health);
player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
TimeLeft);
player->LevelSolved_CountingScore = player->score_final;
+ player->LevelSolved_CountingHealth = player->health_final;
}
void GameWon()
{
+ static int time_count_steps;
static int time, time_final;
static int score, score_final;
+ static int health, health_final;
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
+ static int game_over_delay_3 = 0;
int game_over_delay_value_1 = 50;
- int game_over_delay_value_2 = 50;
+ int game_over_delay_value_2 = 25;
+ int game_over_delay_value_3 = 50;
if (!local_player->LevelSolved_GameWon)
{
TapeStop();
- game_over_delay_1 = game_over_delay_value_1;
- game_over_delay_2 = game_over_delay_value_2;
+ game_over_delay_1 = 0;
+ game_over_delay_2 = 0;
+ game_over_delay_3 = game_over_delay_value_3;
time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
score = score_final = local_player->score_final;
+ health = health_final = local_player->health_final;
- if (TimeLeft > 0)
+ if (level.score[SC_TIME_BONUS] > 0)
{
- time_final = 0;
- score_final += TimeLeft * level.score[SC_TIME_BONUS];
- }
- else if (game.no_time_limit && TimePlayed < 999)
- {
- time_final = 999;
- score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
- }
+ if (TimeLeft > 0)
+ {
+ time_final = 0;
+ score_final += TimeLeft * level.score[SC_TIME_BONUS];
+ }
+ else if (game.no_time_limit && TimePlayed < 999)
+ {
+ time_final = 999;
+ score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+ }
+
+ time_count_steps = MAX(1, ABS(time_final - time) / 100);
- local_player->score_final = score_final;
+ game_over_delay_1 = game_over_delay_value_1;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ health_final = 0;
+ score_final += health * level.score[SC_TIME_BONUS];
+
+ game_over_delay_2 = game_over_delay_value_2;
+ }
+
+ local_player->score_final = score_final;
+ local_player->health_final = health_final;
+ }
if (level_editor_test_game)
{
{
int time_to_go = ABS(time_final - time);
int time_count_dir = (time < time_final ? +1 : -1);
- int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
+
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
time += time_count_steps * time_count_dir;
score += time_count_steps * level.score[SC_TIME_BONUS];
return;
}
- local_player->LevelSolved_PanelOff = TRUE;
-
if (game_over_delay_2 > 0)
{
game_over_delay_2--;
return;
}
+ if (health != health_final)
+ {
+ int health_count_dir = (health < health_final ? +1 : -1);
+
+ health += health_count_dir;
+ score += level.score[SC_TIME_BONUS];
+
+ local_player->LevelSolved_CountingHealth = health;
+ local_player->LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+ DisplayGameControlValues();
+
+ if (health == health_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
+ }
+
+ local_player->LevelSolved_PanelOff = TRUE;
+
+ if (game_over_delay_3 > 0)
+ {
+ game_over_delay_3--;
+
+ return;
+ }
+
GameEnd();
}
local_player->LevelSolved_GameEnd = TRUE;
- if (!global.use_envelope_request)
- CloseDoor(DOOR_CLOSE_1);
-
if (local_player->LevelSolved_SaveTape)
{
+ /* make sure that request dialog to save tape does not open door again */
+ if (!global.use_envelope_request)
+ CloseDoor(DOOR_CLOSE_1);
+
SaveTapeChecked(tape.level_nr); /* ask to save tape */
}
+ /* if no tape is to be saved, close both doors simultaneously */
CloseDoor(DOOR_CLOSE_ALL);
if (level_editor_test_game)
LoadEngineSnapshotValues_EM();
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
LoadEngineSnapshotValues_SP();
- if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
LoadEngineSnapshotValues_MM();
}
int graphic;
struct XY *pos;
int gadget_id;
+ boolean *setup_value;
+ boolean allowed_on_tape;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
- IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
- GAME_CTRL_ID_STOP, "stop game"
+ IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, NULL,
+ TRUE, "stop game"
},
{
- IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
- GAME_CTRL_ID_PAUSE, "pause game"
+ IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, NULL,
+ TRUE, "pause game"
},
{
- IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
- GAME_CTRL_ID_PLAY, "play game"
+ IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, NULL,
+ TRUE, "play game"
},
{
- IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
- GAME_CTRL_ID_UNDO, "undo step"
+ IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
+ GAME_CTRL_ID_UNDO, NULL,
+ TRUE, "undo step"
},
{
- IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
- GAME_CTRL_ID_REDO, "redo step"
+ IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
+ GAME_CTRL_ID_REDO, NULL,
+ TRUE, "redo step"
},
{
- IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
- GAME_CTRL_ID_SAVE, "save game"
+ IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, NULL,
+ TRUE, "save game"
},
{
- IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
- GAME_CTRL_ID_PAUSE2, "pause game"
+ IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, NULL,
+ TRUE, "pause game"
},
{
- IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
- GAME_CTRL_ID_LOAD, "load game"
+ IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, NULL,
+ TRUE, "load game"
},
{
- IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
- SOUND_CTRL_ID_MUSIC, "background music on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
+ GAME_CTRL_ID_PANEL_STOP, NULL,
+ FALSE, "stop game"
},
{
- IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
- SOUND_CTRL_ID_LOOPS, "sound loops on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
+ GAME_CTRL_ID_PANEL_PAUSE, NULL,
+ FALSE, "pause game"
},
{
- IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
- SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
+ IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
+ GAME_CTRL_ID_PANEL_PLAY, NULL,
+ FALSE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, &setup.sound_music,
+ TRUE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
+ TRUE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
+ TRUE, "normal sounds on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
+ SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
+ FALSE, "background music on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
+ SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
+ FALSE, "sound loops on/off"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
+ SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
+ FALSE, "normal sounds on/off"
}
};
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);
+ boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+ boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+ int base_x = (on_tape ? VX : DX);
+ int base_y = (on_tape ? VY : DY);
int gd_x = gfx->src_x;
int gd_y = gfx->src_y;
int gd_xp = gfx->src_x + gfx->pressed_xoffset;
}
if (id == GAME_CTRL_ID_STOP ||
+ id == GAME_CTRL_ID_PANEL_STOP ||
id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_PANEL_PLAY ||
id == GAME_CTRL_ID_SAVE ||
id == GAME_CTRL_ID_LOAD)
{
else
{
button_type = GD_TYPE_CHECK_BUTTON;
- checked =
- ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
- (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
- (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+ checked = (gamebutton_info[i].setup_value != NULL ?
+ *gamebutton_info[i].setup_value : FALSE);
event_mask = GD_EVENT_PRESSED;
}
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
}
}
ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
}
-void MapGameButtons()
+void MapGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- if (i != GAME_CTRL_ID_UNDO &&
+ if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
+ i != GAME_CTRL_ID_UNDO &&
i != GAME_CTRL_ID_REDO)
MapGadget(game_gadget[i]);
RedrawGameButtons();
}
-void UnmapGameButtons()
+void UnmapGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- UnmapGadget(game_gadget[i]);
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ UnmapGadget(game_gadget[i]);
}
-void RedrawGameButtons()
+void RedrawGameButtonsExt(boolean on_tape)
{
int i;
for (i = 0; i < NUM_GAME_BUTTONS; i++)
- RedrawGadget(game_gadget[i]);
+ if (!on_tape || gamebutton_info[i].allowed_on_tape)
+ RedrawGadget(game_gadget[i]);
// RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
redraw_mask &= ~REDRAW_ALL;
}
+void SetGadgetState(struct GadgetInfo *gi, boolean state)
+{
+ if (gi == NULL)
+ return;
+
+ gi->checked = state;
+}
+
+void RedrawSoundButtonGadget(int id)
+{
+ int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
+ id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
+ id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
+ id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
+ id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
+ id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
+ id);
+
+ SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
+ RedrawGadget(game_gadget[id2]);
+}
+
+void MapGameButtons()
+{
+ MapGameButtonsExt(FALSE);
+}
+
+void UnmapGameButtons()
+{
+ UnmapGameButtonsExt(FALSE);
+}
+
+void RedrawGameButtons()
+{
+ RedrawGameButtonsExt(FALSE);
+}
+
+void MapGameButtonsOnTape()
+{
+ MapGameButtonsExt(TRUE);
+}
+
+void UnmapGameButtonsOnTape()
+{
+ UnmapGameButtonsExt(TRUE);
+}
+
+void RedrawGameButtonsOnTape()
+{
+ RedrawGameButtonsExt(TRUE);
+}
+
void GameUndoRedoExt()
{
ClearPlayerAction();
switch (id)
{
case GAME_CTRL_ID_STOP:
+ case GAME_CTRL_ID_PANEL_STOP:
if (game_status == GAME_MODE_MAIN)
break;
case GAME_CTRL_ID_PAUSE:
case GAME_CTRL_ID_PAUSE2:
+ case GAME_CTRL_ID_PANEL_PAUSE:
if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
break;
case GAME_CTRL_ID_PLAY:
+ case GAME_CTRL_ID_PANEL_PLAY:
if (game_status == GAME_MODE_MAIN)
{
StartGameActions(options.network, setup.autorecord, level.random_seed);
break;
case SOUND_CTRL_ID_MUSIC:
+ case SOUND_CTRL_ID_PANEL_MUSIC:
if (setup.sound_music)
{
setup.sound_music = FALSE;
SetAudioMode(setup.sound);
- PlayLevelMusic();
+ if (game_status == GAME_MODE_PLAYING)
+ PlayLevelMusic();
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_LOOPS:
+ case SOUND_CTRL_ID_PANEL_LOOPS:
if (setup.sound_loops)
setup.sound_loops = FALSE;
else if (audio.loops_available)
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
case SOUND_CTRL_ID_SIMPLE:
+ case SOUND_CTRL_ID_PANEL_SIMPLE:
if (setup.sound_simple)
setup.sound_simple = FALSE;
else if (audio.sound_available)
SetAudioMode(setup.sound);
}
+
+ RedrawSoundButtonGadget(id);
+
break;
default:
void HandleSoundButtonKeys(Key key)
{
-
if (key == setup.shortcut.sound_simple)
ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
else if (key == setup.shortcut.sound_loops)