#if 1
/* game panel display and control definitions */
-#define GAME_CONTROL_LEVEL_NUMBER 0
-#define GAME_CONTROL_GEMS 1
-#define GAME_CONTROL_INVENTORY_COUNT 2
-#define GAME_CONTROL_INVENTORY_FIRST_1 3
-#define GAME_CONTROL_INVENTORY_FIRST_2 4
-#define GAME_CONTROL_INVENTORY_FIRST_3 5
-#define GAME_CONTROL_INVENTORY_FIRST_4 6
-#define GAME_CONTROL_INVENTORY_FIRST_5 7
-#define GAME_CONTROL_INVENTORY_FIRST_6 8
-#define GAME_CONTROL_INVENTORY_FIRST_7 9
-#define GAME_CONTROL_INVENTORY_FIRST_8 10
-#define GAME_CONTROL_INVENTORY_LAST_1 11
-#define GAME_CONTROL_INVENTORY_LAST_2 12
-#define GAME_CONTROL_INVENTORY_LAST_3 13
-#define GAME_CONTROL_INVENTORY_LAST_4 14
-#define GAME_CONTROL_INVENTORY_LAST_5 15
-#define GAME_CONTROL_INVENTORY_LAST_6 16
-#define GAME_CONTROL_INVENTORY_LAST_7 17
-#define GAME_CONTROL_INVENTORY_LAST_8 18
-#define GAME_CONTROL_KEY_1 19
-#define GAME_CONTROL_KEY_2 20
-#define GAME_CONTROL_KEY_3 21
-#define GAME_CONTROL_KEY_4 22
-#define GAME_CONTROL_KEY_5 23
-#define GAME_CONTROL_KEY_6 24
-#define GAME_CONTROL_KEY_7 25
-#define GAME_CONTROL_KEY_8 26
-#define GAME_CONTROL_KEY_WHITE 27
-#define GAME_CONTROL_KEY_WHITE_COUNT 28
-#define GAME_CONTROL_SCORE 29
-#define GAME_CONTROL_TIME 30
-#define GAME_CONTROL_TIME_HH 31
-#define GAME_CONTROL_TIME_MM 32
-#define GAME_CONTROL_TIME_SS 33
-#define GAME_CONTROL_SHIELD_NORMAL 34
-#define GAME_CONTROL_SHIELD_NORMAL_TIME 35
-#define GAME_CONTROL_SHIELD_DEADLY 36
-#define GAME_CONTROL_SHIELD_DEADLY_TIME 37
-#define GAME_CONTROL_EXIT 38
-#define GAME_CONTROL_EM_EXIT 39
-#define GAME_CONTROL_SP_EXIT 40
-#define GAME_CONTROL_STEEL_EXIT 41
-#define GAME_CONTROL_EM_STEEL_EXIT 42
-#define GAME_CONTROL_EMC_MAGIC_BALL 43
-#define GAME_CONTROL_EMC_MAGIC_BALL_SWITCH 44
-#define GAME_CONTROL_LIGHT_SWITCH 45
-#define GAME_CONTROL_LIGHT_SWITCH_TIME 46
-#define GAME_CONTROL_TIMEGATE_SWITCH 47
-#define GAME_CONTROL_TIMEGATE_SWITCH_TIME 48
-#define GAME_CONTROL_SWITCHGATE_SWITCH 49
-#define GAME_CONTROL_EMC_LENSES 50
-#define GAME_CONTROL_EMC_LENSES_TIME 51
-#define GAME_CONTROL_EMC_MAGNIFIER 52
-#define GAME_CONTROL_EMC_MAGNIFIER_TIME 53
-#define GAME_CONTROL_BALLOON_SWITCH 54
-#define GAME_CONTROL_DYNABOMB_NUMBER 55
-#define GAME_CONTROL_DYNABOMB_SIZE 56
-#define GAME_CONTROL_DYNABOMB_POWER 57
-#define GAME_CONTROL_PENGUINS 58
-#define GAME_CONTROL_SOKOBAN_OBJECTS 59
-#define GAME_CONTROL_SOKOBAN_FIELDS 60
-#define GAME_CONTROL_ROBOT_WHEEL 61
-#define GAME_CONTROL_CONVEYOR_BELT_1 62
-#define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH 63
-#define GAME_CONTROL_CONVEYOR_BELT_2 64
-#define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH 65
-#define GAME_CONTROL_CONVEYOR_BELT_3 66
-#define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH 67
-#define GAME_CONTROL_CONVEYOR_BELT_4 68
-#define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH 69
-#define GAME_CONTROL_MAGIC_WALL 70
-#define GAME_CONTROL_MAGIC_WALL_TIME 71
-#define GAME_CONTROL_BD_MAGIC_WALL 72
-#define GAME_CONTROL_DC_MAGIC_WALL 73
-#define GAME_CONTROL_PLAYER_NAME 74
-#define GAME_CONTROL_LEVEL_NAME 75
-#define GAME_CONTROL_LEVEL_AUTHOR 76
-
-#define NUM_GAME_CONTROLS 77
-
-int game_control_value[NUM_GAME_CONTROLS];
-int last_game_control_value[NUM_GAME_CONTROLS];
-
-struct GameControlInfo
+#define GAME_PANEL_LEVEL_NUMBER 0
+#define GAME_PANEL_GEMS 1
+#define GAME_PANEL_INVENTORY_COUNT 2
+#define GAME_PANEL_INVENTORY_FIRST_1 3
+#define GAME_PANEL_INVENTORY_FIRST_2 4
+#define GAME_PANEL_INVENTORY_FIRST_3 5
+#define GAME_PANEL_INVENTORY_FIRST_4 6
+#define GAME_PANEL_INVENTORY_FIRST_5 7
+#define GAME_PANEL_INVENTORY_FIRST_6 8
+#define GAME_PANEL_INVENTORY_FIRST_7 9
+#define GAME_PANEL_INVENTORY_FIRST_8 10
+#define GAME_PANEL_INVENTORY_LAST_1 11
+#define GAME_PANEL_INVENTORY_LAST_2 12
+#define GAME_PANEL_INVENTORY_LAST_3 13
+#define GAME_PANEL_INVENTORY_LAST_4 14
+#define GAME_PANEL_INVENTORY_LAST_5 15
+#define GAME_PANEL_INVENTORY_LAST_6 16
+#define GAME_PANEL_INVENTORY_LAST_7 17
+#define GAME_PANEL_INVENTORY_LAST_8 18
+#define GAME_PANEL_KEY_1 19
+#define GAME_PANEL_KEY_2 20
+#define GAME_PANEL_KEY_3 21
+#define GAME_PANEL_KEY_4 22
+#define GAME_PANEL_KEY_5 23
+#define GAME_PANEL_KEY_6 24
+#define GAME_PANEL_KEY_7 25
+#define GAME_PANEL_KEY_8 26
+#define GAME_PANEL_KEY_WHITE 27
+#define GAME_PANEL_KEY_WHITE_COUNT 28
+#define GAME_PANEL_SCORE 29
+#define GAME_PANEL_HIGHSCORE 30
+#define GAME_PANEL_TIME 31
+#define GAME_PANEL_TIME_HH 32
+#define GAME_PANEL_TIME_MM 33
+#define GAME_PANEL_TIME_SS 34
+#define GAME_PANEL_SHIELD_NORMAL 35
+#define GAME_PANEL_SHIELD_NORMAL_TIME 36
+#define GAME_PANEL_SHIELD_DEADLY 37
+#define GAME_PANEL_SHIELD_DEADLY_TIME 38
+#define GAME_PANEL_EXIT 39
+#define GAME_PANEL_EMC_MAGIC_BALL 40
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
+#define GAME_PANEL_LIGHT_SWITCH 42
+#define GAME_PANEL_LIGHT_SWITCH_TIME 43
+#define GAME_PANEL_TIMEGATE_SWITCH 44
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
+#define GAME_PANEL_SWITCHGATE_SWITCH 46
+#define GAME_PANEL_EMC_LENSES 47
+#define GAME_PANEL_EMC_LENSES_TIME 48
+#define GAME_PANEL_EMC_MAGNIFIER 49
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 50
+#define GAME_PANEL_BALLOON_SWITCH 51
+#define GAME_PANEL_DYNABOMB_NUMBER 52
+#define GAME_PANEL_DYNABOMB_SIZE 53
+#define GAME_PANEL_DYNABOMB_POWER 54
+#define GAME_PANEL_PENGUINS 55
+#define GAME_PANEL_SOKOBAN_OBJECTS 56
+#define GAME_PANEL_SOKOBAN_FIELDS 57
+#define GAME_PANEL_ROBOT_WHEEL 58
+#define GAME_PANEL_CONVEYOR_BELT_1 59
+#define GAME_PANEL_CONVEYOR_BELT_2 60
+#define GAME_PANEL_CONVEYOR_BELT_3 61
+#define GAME_PANEL_CONVEYOR_BELT_4 62
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
+#define GAME_PANEL_MAGIC_WALL 67
+#define GAME_PANEL_MAGIC_WALL_TIME 68
+#define GAME_PANEL_GRAVITY_STATE 69
+#define GAME_PANEL_GRAPHIC_1 70
+#define GAME_PANEL_GRAPHIC_2 71
+#define GAME_PANEL_GRAPHIC_3 72
+#define GAME_PANEL_GRAPHIC_4 73
+#define GAME_PANEL_GRAPHIC_5 74
+#define GAME_PANEL_GRAPHIC_6 75
+#define GAME_PANEL_GRAPHIC_7 76
+#define GAME_PANEL_GRAPHIC_8 77
+#define GAME_PANEL_ELEMENT_1 78
+#define GAME_PANEL_ELEMENT_2 79
+#define GAME_PANEL_ELEMENT_3 80
+#define GAME_PANEL_ELEMENT_4 81
+#define GAME_PANEL_ELEMENT_5 82
+#define GAME_PANEL_ELEMENT_6 83
+#define GAME_PANEL_ELEMENT_7 84
+#define GAME_PANEL_ELEMENT_8 85
+#define GAME_PANEL_ELEMENT_COUNT_1 86
+#define GAME_PANEL_ELEMENT_COUNT_2 87
+#define GAME_PANEL_ELEMENT_COUNT_3 88
+#define GAME_PANEL_ELEMENT_COUNT_4 89
+#define GAME_PANEL_ELEMENT_COUNT_5 90
+#define GAME_PANEL_ELEMENT_COUNT_6 91
+#define GAME_PANEL_ELEMENT_COUNT_7 92
+#define GAME_PANEL_ELEMENT_COUNT_8 93
+#define GAME_PANEL_CE_SCORE_1 94
+#define GAME_PANEL_CE_SCORE_2 95
+#define GAME_PANEL_CE_SCORE_3 96
+#define GAME_PANEL_CE_SCORE_4 97
+#define GAME_PANEL_CE_SCORE_5 98
+#define GAME_PANEL_CE_SCORE_6 99
+#define GAME_PANEL_CE_SCORE_7 100
+#define GAME_PANEL_CE_SCORE_8 101
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 102
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 103
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 104
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 105
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 109
+#define GAME_PANEL_PLAYER_NAME 110
+#define GAME_PANEL_LEVEL_NAME 111
+#define GAME_PANEL_LEVEL_AUTHOR 112
+
+#define NUM_GAME_PANEL_CONTROLS 113
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
+
+struct GamePanelControlInfo
{
int nr;
struct TextPosInfo *pos;
int type;
+
+ int value, last_value;
+ int frame, last_frame;
+ int gfx_frame;
+ int gfx_random;
};
-static struct GameControlInfo game_controls[] =
+static struct GamePanelControlInfo game_panel_controls[] =
{
{
- GAME_CONTROL_LEVEL_NUMBER,
+ GAME_PANEL_LEVEL_NUMBER,
&game.panel.level_number,
TYPE_INTEGER,
},
{
- GAME_CONTROL_GEMS,
+ GAME_PANEL_GEMS,
&game.panel.gems,
TYPE_INTEGER,
},
{
- GAME_CONTROL_INVENTORY_COUNT,
+ GAME_PANEL_INVENTORY_COUNT,
&game.panel.inventory_count,
TYPE_INTEGER,
},
{
- GAME_CONTROL_INVENTORY_FIRST_1,
- &game.panel.inventory_first_1,
+ GAME_PANEL_INVENTORY_FIRST_1,
+ &game.panel.inventory_first[0],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_2,
- &game.panel.inventory_first_2,
+ GAME_PANEL_INVENTORY_FIRST_2,
+ &game.panel.inventory_first[1],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_3,
- &game.panel.inventory_first_3,
+ GAME_PANEL_INVENTORY_FIRST_3,
+ &game.panel.inventory_first[2],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_4,
- &game.panel.inventory_first_4,
+ GAME_PANEL_INVENTORY_FIRST_4,
+ &game.panel.inventory_first[3],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_5,
- &game.panel.inventory_first_5,
+ GAME_PANEL_INVENTORY_FIRST_5,
+ &game.panel.inventory_first[4],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_6,
- &game.panel.inventory_first_6,
+ GAME_PANEL_INVENTORY_FIRST_6,
+ &game.panel.inventory_first[5],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_7,
- &game.panel.inventory_first_7,
+ GAME_PANEL_INVENTORY_FIRST_7,
+ &game.panel.inventory_first[6],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_FIRST_8,
- &game.panel.inventory_first_8,
+ GAME_PANEL_INVENTORY_FIRST_8,
+ &game.panel.inventory_first[7],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_1,
- &game.panel.inventory_last_1,
+ GAME_PANEL_INVENTORY_LAST_1,
+ &game.panel.inventory_last[0],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_2,
- &game.panel.inventory_last_2,
+ GAME_PANEL_INVENTORY_LAST_2,
+ &game.panel.inventory_last[1],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_3,
- &game.panel.inventory_last_3,
+ GAME_PANEL_INVENTORY_LAST_3,
+ &game.panel.inventory_last[2],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_4,
- &game.panel.inventory_last_4,
+ GAME_PANEL_INVENTORY_LAST_4,
+ &game.panel.inventory_last[3],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_5,
- &game.panel.inventory_last_5,
+ GAME_PANEL_INVENTORY_LAST_5,
+ &game.panel.inventory_last[4],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_6,
- &game.panel.inventory_last_6,
+ GAME_PANEL_INVENTORY_LAST_6,
+ &game.panel.inventory_last[5],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_7,
- &game.panel.inventory_last_7,
+ GAME_PANEL_INVENTORY_LAST_7,
+ &game.panel.inventory_last[6],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_INVENTORY_LAST_8,
- &game.panel.inventory_last_8,
+ GAME_PANEL_INVENTORY_LAST_8,
+ &game.panel.inventory_last[7],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_1,
+ GAME_PANEL_KEY_1,
&game.panel.key[0],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_2,
+ GAME_PANEL_KEY_2,
&game.panel.key[1],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_3,
+ GAME_PANEL_KEY_3,
&game.panel.key[2],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_4,
+ GAME_PANEL_KEY_4,
&game.panel.key[3],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_5,
+ GAME_PANEL_KEY_5,
&game.panel.key[4],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_6,
+ GAME_PANEL_KEY_6,
&game.panel.key[5],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_7,
+ GAME_PANEL_KEY_7,
&game.panel.key[6],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_8,
+ GAME_PANEL_KEY_8,
&game.panel.key[7],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_WHITE,
+ GAME_PANEL_KEY_WHITE,
&game.panel.key_white,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_KEY_WHITE_COUNT,
+ GAME_PANEL_KEY_WHITE_COUNT,
&game.panel.key_white_count,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SCORE,
+ GAME_PANEL_SCORE,
&game.panel.score,
TYPE_INTEGER,
},
{
- GAME_CONTROL_TIME,
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME,
&game.panel.time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_TIME_HH,
+ GAME_PANEL_TIME_HH,
&game.panel.time_hh,
TYPE_INTEGER,
},
{
- GAME_CONTROL_TIME_MM,
+ GAME_PANEL_TIME_MM,
&game.panel.time_mm,
TYPE_INTEGER,
},
{
- GAME_CONTROL_TIME_SS,
+ GAME_PANEL_TIME_SS,
&game.panel.time_ss,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SHIELD_NORMAL,
+ GAME_PANEL_SHIELD_NORMAL,
&game.panel.shield_normal,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_SHIELD_NORMAL_TIME,
+ GAME_PANEL_SHIELD_NORMAL_TIME,
&game.panel.shield_normal_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SHIELD_DEADLY,
+ GAME_PANEL_SHIELD_DEADLY,
&game.panel.shield_deadly,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_SHIELD_DEADLY_TIME,
+ GAME_PANEL_SHIELD_DEADLY_TIME,
&game.panel.shield_deadly_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_EXIT,
+ GAME_PANEL_EXIT,
&game.panel.exit,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_EM_EXIT,
- &game.panel.em_exit,
- TYPE_ELEMENT,
- },
- {
- GAME_CONTROL_SP_EXIT,
- &game.panel.sp_exit,
- TYPE_ELEMENT,
- },
- {
- GAME_CONTROL_STEEL_EXIT,
- &game.panel.steel_exit,
- TYPE_ELEMENT,
- },
- {
- GAME_CONTROL_EM_STEEL_EXIT,
- &game.panel.em_steel_exit,
- TYPE_ELEMENT,
- },
- {
- GAME_CONTROL_EMC_MAGIC_BALL,
+ GAME_PANEL_EMC_MAGIC_BALL,
&game.panel.emc_magic_ball,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_EMC_MAGIC_BALL_SWITCH,
+ GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
&game.panel.emc_magic_ball_switch,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_LIGHT_SWITCH,
+ GAME_PANEL_LIGHT_SWITCH,
&game.panel.light_switch,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_LIGHT_SWITCH_TIME,
+ GAME_PANEL_LIGHT_SWITCH_TIME,
&game.panel.light_switch_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_TIMEGATE_SWITCH,
+ GAME_PANEL_TIMEGATE_SWITCH,
&game.panel.timegate_switch,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_TIMEGATE_SWITCH_TIME,
+ GAME_PANEL_TIMEGATE_SWITCH_TIME,
&game.panel.timegate_switch_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SWITCHGATE_SWITCH,
+ GAME_PANEL_SWITCHGATE_SWITCH,
&game.panel.switchgate_switch,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_EMC_LENSES,
+ GAME_PANEL_EMC_LENSES,
&game.panel.emc_lenses,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_EMC_LENSES_TIME,
+ GAME_PANEL_EMC_LENSES_TIME,
&game.panel.emc_lenses_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_EMC_MAGNIFIER,
+ GAME_PANEL_EMC_MAGNIFIER,
&game.panel.emc_magnifier,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_EMC_MAGNIFIER_TIME,
+ GAME_PANEL_EMC_MAGNIFIER_TIME,
&game.panel.emc_magnifier_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_BALLOON_SWITCH,
+ GAME_PANEL_BALLOON_SWITCH,
&game.panel.balloon_switch,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_DYNABOMB_NUMBER,
+ GAME_PANEL_DYNABOMB_NUMBER,
&game.panel.dynabomb_number,
TYPE_INTEGER,
},
{
- GAME_CONTROL_DYNABOMB_SIZE,
+ GAME_PANEL_DYNABOMB_SIZE,
&game.panel.dynabomb_size,
TYPE_INTEGER,
},
{
- GAME_CONTROL_DYNABOMB_POWER,
+ GAME_PANEL_DYNABOMB_POWER,
&game.panel.dynabomb_power,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_PENGUINS,
+ GAME_PANEL_PENGUINS,
&game.panel.penguins,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SOKOBAN_OBJECTS,
+ GAME_PANEL_SOKOBAN_OBJECTS,
&game.panel.sokoban_objects,
TYPE_INTEGER,
},
{
- GAME_CONTROL_SOKOBAN_FIELDS,
+ GAME_PANEL_SOKOBAN_FIELDS,
&game.panel.sokoban_fields,
TYPE_INTEGER,
},
{
- GAME_CONTROL_ROBOT_WHEEL,
+ GAME_PANEL_ROBOT_WHEEL,
&game.panel.robot_wheel,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_1,
- &game.panel.conveyor_belt_1,
+ GAME_PANEL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt[0],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
- &game.panel.conveyor_belt_1_switch,
+ GAME_PANEL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt[1],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_2,
- &game.panel.conveyor_belt_2,
+ GAME_PANEL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt[2],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
- &game.panel.conveyor_belt_2_switch,
+ GAME_PANEL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt[3],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_3,
- &game.panel.conveyor_belt_3,
+ GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_switch[0],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
- &game.panel.conveyor_belt_3_switch,
+ GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_switch[1],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_4,
- &game.panel.conveyor_belt_4,
+ GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_switch[2],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
- &game.panel.conveyor_belt_4_switch,
+ GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_switch[3],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_MAGIC_WALL,
+ GAME_PANEL_MAGIC_WALL,
&game.panel.magic_wall,
TYPE_ELEMENT,
},
{
- GAME_CONTROL_MAGIC_WALL_TIME,
+ GAME_PANEL_MAGIC_WALL_TIME,
&game.panel.magic_wall_time,
TYPE_INTEGER,
},
{
- GAME_CONTROL_BD_MAGIC_WALL,
- &game.panel.bd_magic_wall,
+ GAME_PANEL_GRAVITY_STATE,
+ &game.panel.gravity_state,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1,
+ &game.panel.ce_score[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2,
+ &game.panel.ce_score[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3,
+ &game.panel.ce_score[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4,
+ &game.panel.ce_score[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5,
+ &game.panel.ce_score[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6,
+ &game.panel.ce_score[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7,
+ &game.panel.ce_score[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8,
+ &game.panel.ce_score[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1_ELEMENT,
+ &game.panel.ce_score_element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2_ELEMENT,
+ &game.panel.ce_score_element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3_ELEMENT,
+ &game.panel.ce_score_element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4_ELEMENT,
+ &game.panel.ce_score_element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5_ELEMENT,
+ &game.panel.ce_score_element[4],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_DC_MAGIC_WALL,
- &game.panel.dc_magic_wall,
+ GAME_PANEL_CE_SCORE_6_ELEMENT,
+ &game.panel.ce_score_element[5],
TYPE_ELEMENT,
},
{
- GAME_CONTROL_PLAYER_NAME,
+ GAME_PANEL_CE_SCORE_7_ELEMENT,
+ &game.panel.ce_score_element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8_ELEMENT,
+ &game.panel.ce_score_element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PLAYER_NAME,
&game.panel.player_name,
TYPE_STRING,
},
{
- GAME_CONTROL_LEVEL_NAME,
+ GAME_PANEL_LEVEL_NAME,
&game.panel.level_name,
TYPE_STRING,
},
{
- GAME_CONTROL_LEVEL_AUTHOR,
+ GAME_PANEL_LEVEL_AUTHOR,
&game.panel.level_author,
TYPE_STRING,
},
(be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
(be) + (e) - EL_SELF)
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
(e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
static void CreateField(int, int, int);
+static void ResetGfxAnimation(int, int);
+
static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
return key_base_element + key_nr;
}
-static int get_next_drop_element(struct PlayerInfo *player)
+static int get_next_dropped_element(struct PlayerInfo *player)
{
return (player->inventory_size > 0 ?
player->inventory_element[player->inventory_size - 1] :
EL_UNDEFINED);
}
-static int get_drop_element_from_pos(struct PlayerInfo *player, int pos)
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
/* pos >= 0: get element from bottom of the stack;
pos < 0: get element from top of the stack */
player->inventory_infinite_element != EL_UNDEFINED ?
player->inventory_infinite_element :
player->dynabombs_left >= min_dynabombs_left ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
EL_UNDEFINED);
}
else
return (player->inventory_infinite_element != EL_UNDEFINED ?
player->inventory_infinite_element :
player->dynabombs_left >= min_dynabombs_left ?
- EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
player->inventory_size >= min_inventory_size ?
player->inventory_element[inventory_pos] :
EL_UNDEFINED);
}
}
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
+ else
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
+}
+
void InitGameControlValues()
{
int i;
- for (i = 0; game_controls[i].nr != -1; i++)
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
{
- int nr = game_controls[i].nr;
- int type = game_controls[i].type;
- struct TextPosInfo *pos = game_controls[i].pos;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
+ int nr = gpc->nr;
+ int type = gpc->type;
+
+ if (nr != i)
+ {
+ Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+ Error(ERR_EXIT, "this should not happen -- please debug");
+ }
/* force update of game controls after initialization */
- game_control_value[nr] = last_game_control_value[nr] = -1;
+ gpc->value = gpc->last_value = -1;
+ gpc->frame = gpc->last_frame = -1;
+ gpc->gfx_frame = -1;
/* determine panel value width for later calculation of alignment */
if (type == TYPE_INTEGER || type == TYPE_STRING)
pos->width = pos->size;
pos->height = pos->size;
}
+
+ /* fill structure for game panel draw order */
+ gpo->nr = gpc->nr;
+ gpo->sort_priority = pos->sort_priority;
}
+
+ /* sort game panel controls according to sort_priority and control number */
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
+}
+
+void UpdatePlayfieldElementCount()
+{
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ /* first check if it is needed at all to calculate playfield element count */
+ for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+ if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+ use_element_count = TRUE;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Feld[x][y]].element_count++;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
}
void UpdateGameControlValues()
{
int i, k;
- int time = (level.time == 0 ? TimePlayed : TimeLeft);
- int score = (local_player->LevelSolved ? local_player->score_final :
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ level.time == 0 ? TimePlayed : TimeLeft);
+ int score = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score :
local_player->score);
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required :
+ local_player->gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required > 0 :
+ local_player->gems_still_needed > 0 ||
+ local_player->sokobanfields_still_needed > 0 ||
+ local_player->lights_still_needed > 0);
+
+ UpdatePlayfieldElementCount();
+
+ /* update game panel control values */
- game_control_value[GAME_CONTROL_LEVEL_NUMBER] = level_nr;
- game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
- game_control_value[GAME_CONTROL_INVENTORY_COUNT] = 0;
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
for (i = 0; i < MAX_NUM_KEYS; i++)
- game_control_value[GAME_CONTROL_KEY_1 + i] = EL_EMPTY;
- game_control_value[GAME_CONTROL_KEY_WHITE] = EL_EMPTY;
- game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] = 0;
+ game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
if (game.centered_player_nr == -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
{
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[i].key[k])
- game_control_value[GAME_CONTROL_KEY_1 + k] =
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- game_control_value[GAME_CONTROL_INVENTORY_COUNT] +=
- stored_player[i].inventory_size;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[i]->dynamite;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[i].inventory_size;
if (stored_player[i].num_white_keys > 0)
- game_control_value[GAME_CONTROL_KEY_WHITE] = EL_DC_KEY_WHITE;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+ EL_DC_KEY_WHITE;
- game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
stored_player[i].num_white_keys;
}
}
int player_nr = game.centered_player_nr;
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[player_nr].key[k])
- game_control_value[GAME_CONTROL_KEY_1 + k] =
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- game_control_value[GAME_CONTROL_INVENTORY_COUNT] +=
- stored_player[player_nr].inventory_size;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[player_nr]->dynamite;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[player_nr].inventory_size;
if (stored_player[player_nr].num_white_keys > 0)
- game_control_value[GAME_CONTROL_KEY_WHITE] = EL_DC_KEY_WHITE;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
- game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
stored_player[player_nr].num_white_keys;
}
- for (i = 0; i < 8; i++)
+ for (i = 0; i < NUM_PANEL_INVENTORY; i++)
{
- game_control_value[GAME_CONTROL_INVENTORY_FIRST_1 + i] =
- get_drop_element_from_pos(local_player, i);
- game_control_value[GAME_CONTROL_INVENTORY_LAST_1 + i] =
- get_drop_element_from_pos(local_player, -i - 1);
+ game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+ get_inventory_element_from_pos(local_player, i);
+ game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+ get_inventory_element_from_pos(local_player, -i - 1);
}
- game_control_value[GAME_CONTROL_SCORE] = score;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
- game_control_value[GAME_CONTROL_TIME] = time;
+ game_panel_controls[GAME_PANEL_TIME].value = time;
- game_control_value[GAME_CONTROL_TIME_HH] = time / 3600;
- game_control_value[GAME_CONTROL_TIME_MM] = (time / 60) % 60;
- game_control_value[GAME_CONTROL_TIME_SS] = time % 60;
+ game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+ game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+ game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
- game_control_value[GAME_CONTROL_SHIELD_NORMAL] =
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
(local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
EL_EMPTY);
- game_control_value[GAME_CONTROL_SHIELD_NORMAL_TIME] =
+ game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
local_player->shield_normal_time_left;
- game_control_value[GAME_CONTROL_SHIELD_DEADLY] =
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
(local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
EL_EMPTY);
- game_control_value[GAME_CONTROL_SHIELD_DEADLY_TIME] =
+ game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
local_player->shield_deadly_time_left;
- if (local_player->gems_still_needed > 0 ||
- local_player->sokobanfields_still_needed > 0 ||
- local_player->lights_still_needed > 0)
- {
- game_control_value[GAME_CONTROL_EXIT] = EL_EXIT_CLOSED;
- game_control_value[GAME_CONTROL_EM_EXIT] = EL_EM_EXIT_CLOSED;
- game_control_value[GAME_CONTROL_SP_EXIT] = EL_SP_EXIT_CLOSED;
- game_control_value[GAME_CONTROL_STEEL_EXIT] = EL_STEEL_EXIT_CLOSED;
- game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_CLOSED;
- }
- else
- {
- game_control_value[GAME_CONTROL_EXIT] = EL_EXIT_OPEN;
- game_control_value[GAME_CONTROL_EM_EXIT] = EL_EM_EXIT_OPEN;
- game_control_value[GAME_CONTROL_SP_EXIT] = EL_SP_EXIT_OPEN;
- game_control_value[GAME_CONTROL_STEEL_EXIT] = EL_STEEL_EXIT_OPEN;
- game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_OPEN;
- }
+ game_panel_controls[GAME_PANEL_EXIT].value =
+ (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
- /* !!! TODO !!! */
- game_control_value[GAME_CONTROL_EMC_MAGIC_BALL] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_EMC_MAGIC_BALL_SWITCH] = EL_UNDEFINED;
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+ (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+ (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ EL_EMC_MAGIC_BALL_SWITCH);
- game_control_value[GAME_CONTROL_LIGHT_SWITCH] =
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
(game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
- game_control_value[GAME_CONTROL_LIGHT_SWITCH_TIME] = game.light_time_left;
+ game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+ game.light_time_left;
- game_control_value[GAME_CONTROL_TIMEGATE_SWITCH] =
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
(game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
- game_control_value[GAME_CONTROL_TIMEGATE_SWITCH_TIME] =
+ game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
game.timegate_time_left;
- /* !!! TODO !!! */
- game_control_value[GAME_CONTROL_SWITCHGATE_SWITCH] = EL_UNDEFINED;
+ game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+ EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- game_control_value[GAME_CONTROL_EMC_LENSES] =
+ game_panel_controls[GAME_PANEL_EMC_LENSES].value =
(game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
- game_control_value[GAME_CONTROL_EMC_LENSES_TIME] = game.lenses_time_left;
+ game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+ game.lenses_time_left;
- game_control_value[GAME_CONTROL_EMC_MAGNIFIER] =
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
(game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
- game_control_value[GAME_CONTROL_EMC_MAGNIFIER_TIME] = game.magnify_time_left;
+ game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+ game.magnify_time_left;
- game_control_value[GAME_CONTROL_BALLOON_SWITCH] =
+ game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
(game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
EL_BALLOON_SWITCH_NONE);
- game_control_value[GAME_CONTROL_DYNABOMB_NUMBER] =
+ game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
local_player->dynabomb_count;
- game_control_value[GAME_CONTROL_DYNABOMB_SIZE] =
+ game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
local_player->dynabomb_size;
- game_control_value[GAME_CONTROL_DYNABOMB_POWER] =
+ game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
(local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
- game_control_value[GAME_CONTROL_PENGUINS] =
+ game_panel_controls[GAME_PANEL_PENGUINS].value =
local_player->friends_still_needed;
- game_control_value[GAME_CONTROL_SOKOBAN_OBJECTS] =
+ game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
local_player->sokobanfields_still_needed;
- game_control_value[GAME_CONTROL_SOKOBAN_FIELDS] =
+ game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
local_player->sokobanfields_still_needed;
- /* !!! TODO !!! */
- game_control_value[GAME_CONTROL_ROBOT_WHEEL] = EL_UNDEFINED;
-
- /* !!! TODO !!! */
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_1] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_1_SWITCH] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_2] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_2_SWITCH] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_3] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_3_SWITCH] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_4] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_CONVEYOR_BELT_4_SWITCH] = EL_UNDEFINED;
-
- /* !!! TODO !!! */
- game_control_value[GAME_CONTROL_MAGIC_WALL] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_MAGIC_WALL_TIME] =
+ game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+ (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+ for (i = 0; i < NUM_BELTS; i++)
+ {
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+ (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+ EL_CONVEYOR_BELT_1_MIDDLE) + i;
+ game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+ getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+ }
+
+ game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+ (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+ game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
game.magic_wall_time_left;
- game_control_value[GAME_CONTROL_BD_MAGIC_WALL] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_DC_MAGIC_WALL] = EL_UNDEFINED;
- game_control_value[GAME_CONTROL_PLAYER_NAME] = 0;
- game_control_value[GAME_CONTROL_LEVEL_NAME] = 0;
- game_control_value[GAME_CONTROL_LEVEL_AUTHOR] = 0;
+#if USE_PLAYER_GRAVITY
+ game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+ local_player->gravity;
+#else
+ game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
+#endif
+
+ for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+ game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+ (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+ game.panel.element[i].id : EL_UNDEFINED);
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+ (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+ element_info[game.panel.element_count[i].id].element_count : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
+
+ game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+ game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+ /* update game panel control frames */
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (gpc->type == TYPE_ELEMENT)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
+
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
+
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
+
+ gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+ gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
}
void DisplayGameControlValues()
{
+ boolean redraw_panel = FALSE;
int i;
- for (i = 0; game_controls[i].nr != -1; i++)
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
{
- int nr = game_controls[i].nr;
- int type = game_controls[i].type;
- struct TextPosInfo *pos = game_controls[i].pos;
- int value = game_control_value[nr];
- int last_value = last_game_control_value[nr];
- int size = pos->size;
- int font = pos->font;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
- if (value == last_value)
+ if (PANEL_DEACTIVATED(gpc->pos))
continue;
- last_game_control_value[nr] = value;
+ if (gpc->value == gpc->last_value &&
+ gpc->frame == gpc->last_frame)
+ continue;
+
+ redraw_panel = TRUE;
+ }
+ if (!redraw_panel)
+ return;
+
+ /* copy default game door content to main double buffer */
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+ /* redraw game control buttons */
+#if 1
+ RedrawGameButtons();
+#else
+ UnmapGameButtons();
+ MapGameButtons();
+#endif
+
+ game_status = GAME_MODE_PSEUDO_PANEL;
+
+#if 1
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
+ {
+#if 1
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ int nr = gpc->nr;
+#endif
+ struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
+ int value = gpc->value;
+ int frame = gpc->frame;
#if 0
- printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+ int last_value = gpc->last_value;
+ int last_frame = gpc->last_frame;
#endif
+ int size = pos->size;
+ int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
if (PANEL_DEACTIVATED(pos))
continue;
+#if 0
+ if (value == last_value && frame == last_frame)
+ continue;
+#endif
+
+ gpc->last_value = value;
+ gpc->last_frame = frame;
+
+#if 0
+ printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+#endif
+
if (type == TYPE_INTEGER)
{
- if (nr == GAME_CONTROL_LEVEL_NUMBER || nr == GAME_CONTROL_TIME)
+ if (nr == GAME_PANEL_LEVEL_NUMBER ||
+ nr == GAME_PANEL_TIME)
{
boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
if (use_dynamic_size) /* use dynamic number of digits */
{
- int value_change = (nr == GAME_CONTROL_LEVEL_NUMBER ? 100 : 1000);
- int size1 = (nr == GAME_CONTROL_LEVEL_NUMBER ? 2 : 3);
+ int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+ int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
int size2 = size1 + 1;
int font1 = pos->font;
int font2 = pos->font_alt;
size = (value < value_change ? size1 : size2);
font = (value < value_change ? font1 : font2);
+#if 0
/* clear background if value just changed its size (dynamic digits) */
if ((last_value < value_change) != (value < value_change))
{
ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
max_width, max_height);
}
+#endif
}
-
- pos->width = size * getFontWidth(font);
}
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, size), font);
+#if 1
+ /* correct text size if "digits" is zero or less */
+ if (size <= 0)
+ size = strlen(int2str(value, size));
+
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+#endif
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
}
else if (type == TYPE_ELEMENT)
{
+ int element, graphic;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
+#if 1
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+#if 1
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+#endif
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ if (draw_masked)
+ {
+ SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+ dst_x - src_x, dst_y - src_y);
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ else
+ {
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+#else
if (value == EL_UNDEFINED || value == EL_EMPTY)
{
- int src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
- int src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
+ element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
+ graphic = el2panelimg(element);
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
- size, size, dst_x, dst_y);
+ src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
+ src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
}
else
{
- int graphic = el2doorimg(value);
+ element = value;
+ graphic = el2panelimg(value);
- DrawSizedGraphicExt(drawto, dst_x, dst_y, graphic, size);
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
}
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
}
else if (type == TYPE_STRING)
{
- char *s = (nr == GAME_CONTROL_PLAYER_NAME ? setup.player_name :
- nr == GAME_CONTROL_LEVEL_NAME ? level.name :
- nr == GAME_CONTROL_LEVEL_AUTHOR ? level.author : NULL);
+ boolean active = (value != 0);
+ char *state_normal = "off";
+ char *state_active = "on";
+ char *state = (active ? state_active : state_normal);
+ char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+ nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
+ nr == GAME_PANEL_LEVEL_NAME ? level.name :
+ nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
+
+ if (nr == GAME_PANEL_GRAVITY_STATE)
+ {
+ int font1 = pos->font; /* (used for normal state) */
+ int font2 = pos->font_alt; /* (used for active state) */
+#if 0
+ int size1 = strlen(state_normal);
+ int size2 = strlen(state_active);
+ int width1 = size1 * getFontWidth(font1);
+ int width2 = size2 * getFontWidth(font2);
+ int max_width = MAX(width1, width2);
+ int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
+
+ pos->width = max_width;
+
+ /* clear background for values that may have changed its size */
+ ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ max_width, max_height);
+#endif
+
+ font = (active ? font2 : font1);
+ }
if (s != NULL)
{
- char *s_cut = getStringCopyN(s, size);
+ char *s_cut;
+
+#if 1
+ if (size <= 0)
+ {
+ /* don't truncate output if "chars" is zero or less */
+ size = strlen(s);
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), s_cut, font);
+ /* dynamically correct text alignment */
+ pos->width = size * getFontWidth(font);
+ }
+#endif
+
+ s_cut = getStringCopyN(s, size);
+
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
free(s_cut);
}
redraw_mask |= REDRAW_DOOR_1;
}
+
+ game_status = GAME_MODE_PLAYING;
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+ if (tape.warp_forward)
+ return;
+
+ UpdateGameControlValues();
+ DisplayGameControlValues();
}
void DrawGameValue_Emeralds(int value)
DrawGameValue_Keys(key);
}
-void DrawGameDoorValues()
+void UpdateGameDoorValues()
{
UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
DisplayGameControlValues();
}
{
ei->change_page[j].actual_trigger_element = EL_EMPTY;
ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
ei->change_page[j].actual_trigger_ce_score = 0;
player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
+ player->LevelSolved_CountingTime = 0;
+ player->LevelSolved_CountingScore = 0;
}
network_player_action_received = FALSE;
AllPlayersGone = FALSE;
game.yamyam_content_nr = 0;
+ game.robot_wheel_active = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
emulate_sp = FALSE;
InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
}
InitBeltMovement();
local_player->jy - MIDPOSY);
}
+#if 0
+ /* do not use PLAYING mask for fading out from main screen */
+ game_status = GAME_MODE_MAIN;
+#endif
+
StopAnimation();
if (!game.restart_level)
FadeOut(REDRAW_FIELD);
#endif
+#if 0
+ game_status = GAME_MODE_PLAYING;
+#endif
+
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
SetPanelBackground();
SetDrawBackgroundMask(REDRAW_DOOR_1);
+#if 1
+ UpdateAndDisplayGameControlValues();
+#else
+ UpdateGameDoorValues();
DrawGameDoorValues();
+#endif
if (!game.restart_level)
{
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_CountingScore = player->score_final;
}
void GameWon()
score = score_final;
#if 1
- game_control_value[GAME_CONTROL_TIME] = time;
- game_control_value[GAME_CONTROL_SCORE] = score;
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
DisplayGameControlValues();
#else
score += time_count_steps * level.score[SC_TIME_BONUS];
#if 1
- game_control_value[GAME_CONTROL_TIME] = time;
- game_control_value[GAME_CONTROL_SCORE] = score;
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
DisplayGameControlValues();
#else
for (j = 0; j < NUM_BELT_PARTS; j++)
{
int element = belt_base_active_element[belt_nr] + j;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (game.belt_dir[i] == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
}
for (i = 0; i < NUM_BELT_PARTS; i++)
{
int element = belt_base_active_element[belt_nr] + i;
- int graphic = el2img(element);
+ int graphic_1 = el2img(element);
+ int graphic_2 = el2panelimg(element);
if (belt_dir == MV_LEFT)
- graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+ }
else
- graphic_info[graphic].anim_mode |= ANIM_REVERSE;
+ {
+ graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
+ graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
+ }
}
SCAN_PLAYFIELD(xx, yy)
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
}
else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
{
if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
+ Store[x][y + 1] = Store[x][y];
+ Store[x][y] = 0;
+
PlayLevelSoundAction(x, y, ACTION_FILLING);
}
}
}
#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
+ CustomValue[newx][newy] = CustomValue[x][y];
#endif
ChangeDelay[x][y] = 0;
static void StopRobotWheel(int x, int y)
{
if (ZX == x && ZY == y)
+ {
ZX = ZY = -1;
+
+ game.robot_wheel_active = FALSE;
+ }
}
static void InitTimegateWheel(int x, int y)
{
MovDelay[x][y]--;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
DrawLevelElementAnimation(x, y, Feld[x][y]);
if (MovDelay[x][y] != 0)
10 - MovDelay[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
}
}
}
element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
((links_massiv && rechts_massiv) ||
element == EL_EXPANDABLE_STEELWALL_VERTICAL))
- Feld[ax][ay] = EL_WALL;
+ Feld[ax][ay] = EL_STEELWALL;
if (new_wall)
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
action_mode, action_arg_number,
action_arg_number_min, action_arg_number_max);
+#if 1
+ int trigger_player_bits = change->actual_trigger_player_bits;
+#else
int trigger_player_bits =
(change->actual_trigger_player >= EL_PLAYER_1 &&
change->actual_trigger_player <= EL_PLAYER_4 ?
(1 << (change->actual_trigger_player - EL_PLAYER_1)) :
PLAYER_BITS_ANY);
+#endif
int action_arg_player_bits =
(action_arg >= CA_ARG_PLAYER_1 &&
TimeLeft = action_arg_number_new;
#if 1
- game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
#else
local_player->score = action_arg_number_new;
#if 1
- game_control_value[GAME_CONTROL_SCORE] = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
DisplayGameControlValues();
#else
local_player->gems_still_needed = action_arg_number_new;
#if 1
- game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
DisplayGameControlValues();
#else
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_player_bits = CH_PLAYER_1;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
change->actual_trigger_ce_score = 0;
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[x][y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
#if 1
- game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
#else
#if 1
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
{
- game_control_value[GAME_CONTROL_TIME] = TimePlayed;
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
DisplayGameControlValues();
}
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
+#if 1
+ UpdateAndDisplayGameControlValues();
+#else
+ UpdateGameDoorValues();
DrawGameDoorValues();
+#endif
}
void AdvanceFrameAndPlayerCounters(int player_nr)
if (game.magic_wall_time_left > 0)
{
game.magic_wall_time_left--;
+
if (!game.magic_wall_time_left)
{
SCAN_PLAYFIELD(x, y)
#else
-#if 1
+#if 0
/* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
int xsize = (BX2 - BX1 + 1);
int ysize = (BY2 - BY1 + 1);
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
#if 1
- game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
#else
#if 1
else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
{
- game_control_value[GAME_CONTROL_TIME] = TimePlayed;
+ game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
DisplayGameControlValues();
}
TimeLeft += level.extra_time;
#if 1
- game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
#else
local_player->gems_still_needed = 0;
#if 1
- game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
DisplayGameControlValues();
#else
ZX = x;
ZY = y;
+ game.robot_wheel_active = TRUE;
+
DrawLevelField(x, y);
}
else if (element == EL_SP_TERMINAL)
TimeLeft += level.time_orb_time;
#if 1
- game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+ game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
#else
int drop_direction = player->MovDir;
int drop_side = drop_direction;
#if 1
- int drop_element = get_next_drop_element(player);
+ int drop_element = get_next_dropped_element(player);
#else
int drop_element = (player->inventory_size > 0 ?
player->inventory_element[player->inventory_size - 1] :
local_player->score += value;
#if 1
- game_control_value[GAME_CONTROL_SCORE] = local_player->score;
+ game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
DisplayGameControlValues();
#else
GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
UnmapGadget(game_gadget[i]);
}
+void RedrawGameButtons()
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ RedrawGadget(game_gadget[i]);
+}
+
static void HandleGameButtons(struct GadgetInfo *gi)
{
int id = gi->custom_id;