#define GAME_PANEL_TIME_HH 32
#define GAME_PANEL_TIME_MM 33
#define GAME_PANEL_TIME_SS 34
-#define GAME_PANEL_FRAME 35
-#define GAME_PANEL_SHIELD_NORMAL 36
-#define GAME_PANEL_SHIELD_NORMAL_TIME 37
-#define GAME_PANEL_SHIELD_DEADLY 38
-#define GAME_PANEL_SHIELD_DEADLY_TIME 39
-#define GAME_PANEL_EXIT 40
-#define GAME_PANEL_EMC_MAGIC_BALL 41
-#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
-#define GAME_PANEL_LIGHT_SWITCH 43
-#define GAME_PANEL_LIGHT_SWITCH_TIME 44
-#define GAME_PANEL_TIMEGATE_SWITCH 45
-#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
-#define GAME_PANEL_SWITCHGATE_SWITCH 47
-#define GAME_PANEL_EMC_LENSES 48
-#define GAME_PANEL_EMC_LENSES_TIME 49
-#define GAME_PANEL_EMC_MAGNIFIER 50
-#define GAME_PANEL_EMC_MAGNIFIER_TIME 51
-#define GAME_PANEL_BALLOON_SWITCH 52
-#define GAME_PANEL_DYNABOMB_NUMBER 53
-#define GAME_PANEL_DYNABOMB_SIZE 54
-#define GAME_PANEL_DYNABOMB_POWER 55
-#define GAME_PANEL_PENGUINS 56
-#define GAME_PANEL_SOKOBAN_OBJECTS 57
-#define GAME_PANEL_SOKOBAN_FIELDS 58
-#define GAME_PANEL_ROBOT_WHEEL 59
-#define GAME_PANEL_CONVEYOR_BELT_1 60
-#define GAME_PANEL_CONVEYOR_BELT_2 61
-#define GAME_PANEL_CONVEYOR_BELT_3 62
-#define GAME_PANEL_CONVEYOR_BELT_4 63
-#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
-#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
-#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
-#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
-#define GAME_PANEL_MAGIC_WALL 68
-#define GAME_PANEL_MAGIC_WALL_TIME 69
-#define GAME_PANEL_GRAVITY_STATE 70
-#define GAME_PANEL_GRAPHIC_1 71
-#define GAME_PANEL_GRAPHIC_2 72
-#define GAME_PANEL_GRAPHIC_3 73
-#define GAME_PANEL_GRAPHIC_4 74
-#define GAME_PANEL_GRAPHIC_5 75
-#define GAME_PANEL_GRAPHIC_6 76
-#define GAME_PANEL_GRAPHIC_7 77
-#define GAME_PANEL_GRAPHIC_8 78
-#define GAME_PANEL_ELEMENT_1 79
-#define GAME_PANEL_ELEMENT_2 80
-#define GAME_PANEL_ELEMENT_3 81
-#define GAME_PANEL_ELEMENT_4 82
-#define GAME_PANEL_ELEMENT_5 83
-#define GAME_PANEL_ELEMENT_6 84
-#define GAME_PANEL_ELEMENT_7 85
-#define GAME_PANEL_ELEMENT_8 86
-#define GAME_PANEL_ELEMENT_COUNT_1 87
-#define GAME_PANEL_ELEMENT_COUNT_2 88
-#define GAME_PANEL_ELEMENT_COUNT_3 89
-#define GAME_PANEL_ELEMENT_COUNT_4 90
-#define GAME_PANEL_ELEMENT_COUNT_5 91
-#define GAME_PANEL_ELEMENT_COUNT_6 92
-#define GAME_PANEL_ELEMENT_COUNT_7 93
-#define GAME_PANEL_ELEMENT_COUNT_8 94
-#define GAME_PANEL_CE_SCORE_1 95
-#define GAME_PANEL_CE_SCORE_2 96
-#define GAME_PANEL_CE_SCORE_3 97
-#define GAME_PANEL_CE_SCORE_4 98
-#define GAME_PANEL_CE_SCORE_5 99
-#define GAME_PANEL_CE_SCORE_6 100
-#define GAME_PANEL_CE_SCORE_7 101
-#define GAME_PANEL_CE_SCORE_8 102
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 103
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 104
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 105
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 106
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 107
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 108
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 109
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 110
-#define GAME_PANEL_PLAYER_NAME 111
-#define GAME_PANEL_LEVEL_NAME 112
-#define GAME_PANEL_LEVEL_AUTHOR 113
-
-#define NUM_GAME_PANEL_CONTROLS 114
+#define GAME_PANEL_TIME_ANIM 35
+#define GAME_PANEL_HEALTH 36
+#define GAME_PANEL_HEALTH_ANIM 37
+#define GAME_PANEL_FRAME 38
+#define GAME_PANEL_SHIELD_NORMAL 39
+#define GAME_PANEL_SHIELD_NORMAL_TIME 40
+#define GAME_PANEL_SHIELD_DEADLY 41
+#define GAME_PANEL_SHIELD_DEADLY_TIME 42
+#define GAME_PANEL_EXIT 43
+#define GAME_PANEL_EMC_MAGIC_BALL 44
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
+#define GAME_PANEL_LIGHT_SWITCH 46
+#define GAME_PANEL_LIGHT_SWITCH_TIME 47
+#define GAME_PANEL_TIMEGATE_SWITCH 48
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
+#define GAME_PANEL_SWITCHGATE_SWITCH 50
+#define GAME_PANEL_EMC_LENSES 51
+#define GAME_PANEL_EMC_LENSES_TIME 52
+#define GAME_PANEL_EMC_MAGNIFIER 53
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 54
+#define GAME_PANEL_BALLOON_SWITCH 55
+#define GAME_PANEL_DYNABOMB_NUMBER 56
+#define GAME_PANEL_DYNABOMB_SIZE 57
+#define GAME_PANEL_DYNABOMB_POWER 58
+#define GAME_PANEL_PENGUINS 59
+#define GAME_PANEL_SOKOBAN_OBJECTS 60
+#define GAME_PANEL_SOKOBAN_FIELDS 61
+#define GAME_PANEL_ROBOT_WHEEL 62
+#define GAME_PANEL_CONVEYOR_BELT_1 63
+#define GAME_PANEL_CONVEYOR_BELT_2 64
+#define GAME_PANEL_CONVEYOR_BELT_3 65
+#define GAME_PANEL_CONVEYOR_BELT_4 66
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
+#define GAME_PANEL_MAGIC_WALL 71
+#define GAME_PANEL_MAGIC_WALL_TIME 72
+#define GAME_PANEL_GRAVITY_STATE 73
+#define GAME_PANEL_GRAPHIC_1 74
+#define GAME_PANEL_GRAPHIC_2 75
+#define GAME_PANEL_GRAPHIC_3 76
+#define GAME_PANEL_GRAPHIC_4 77
+#define GAME_PANEL_GRAPHIC_5 78
+#define GAME_PANEL_GRAPHIC_6 79
+#define GAME_PANEL_GRAPHIC_7 80
+#define GAME_PANEL_GRAPHIC_8 81
+#define GAME_PANEL_ELEMENT_1 82
+#define GAME_PANEL_ELEMENT_2 83
+#define GAME_PANEL_ELEMENT_3 84
+#define GAME_PANEL_ELEMENT_4 85
+#define GAME_PANEL_ELEMENT_5 86
+#define GAME_PANEL_ELEMENT_6 87
+#define GAME_PANEL_ELEMENT_7 88
+#define GAME_PANEL_ELEMENT_8 89
+#define GAME_PANEL_ELEMENT_COUNT_1 90
+#define GAME_PANEL_ELEMENT_COUNT_2 91
+#define GAME_PANEL_ELEMENT_COUNT_3 92
+#define GAME_PANEL_ELEMENT_COUNT_4 93
+#define GAME_PANEL_ELEMENT_COUNT_5 94
+#define GAME_PANEL_ELEMENT_COUNT_6 95
+#define GAME_PANEL_ELEMENT_COUNT_7 96
+#define GAME_PANEL_ELEMENT_COUNT_8 97
+#define GAME_PANEL_CE_SCORE_1 98
+#define GAME_PANEL_CE_SCORE_2 99
+#define GAME_PANEL_CE_SCORE_3 100
+#define GAME_PANEL_CE_SCORE_4 101
+#define GAME_PANEL_CE_SCORE_5 102
+#define GAME_PANEL_CE_SCORE_6 103
+#define GAME_PANEL_CE_SCORE_7 104
+#define GAME_PANEL_CE_SCORE_8 105
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 110
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 111
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 112
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 113
+#define GAME_PANEL_PLAYER_NAME 114
+#define GAME_PANEL_LEVEL_NAME 115
+#define GAME_PANEL_LEVEL_AUTHOR 116
+
+#define NUM_GAME_PANEL_CONTROLS 117
struct GamePanelOrderInfo
{
struct TextPosInfo *pos;
int type;
+ int graphic, graphic_active;
+
int value, last_value;
int frame, last_frame;
int gfx_frame;
&game.panel.time_ss,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_TIME_ANIM,
+ &game.panel.time_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_TIME_ANIM,
+ IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_HEALTH,
+ &game.panel.health,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HEALTH_ANIM,
+ &game.panel.health_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+ },
{
GAME_PANEL_FRAME,
&game.panel.frame,
#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
static void PlayLevelSoundActionIfLoop(int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
+static void FadeLevelSoundsAndMusic();
static void HandleGameButtons(struct GadgetInfo *);
level.native_em_level->lev->time :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->time_played :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.energy_left :
game.no_time_limit ? TimePlayed : TimeLeft);
int score = (local_player->LevelSolved ?
local_player->LevelSolved_CountingScore :
level.native_em_level->lev->score :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
local_player->score);
int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->infotrons_still_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed :
local_player->gems_still_needed);
int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required > 0 :
level.game_engine_type == GAME_ENGINE_TYPE_SP ?
level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed > 0 ||
+ game_mm.lights_still_needed > 0 :
local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
+ 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)
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
+ else
+ game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
+
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
+
game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
gpc->gfx_frame);
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
+ }
+ else if (gpc->type == TYPE_GRAPHIC)
+ {
+ if (gpc->graphic != IMG_UNDEFINED)
+ {
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int graphic = gpc->graphic;
+
+ 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;
+
+ gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
if (ANIM_MODE(graphic) == ANIM_RANDOM)
gfx.anim_random_frame = last_anim_random_frame;
}
dst_x, dst_y);
}
}
+ else if (type == TYPE_GRAPHIC)
+ {
+ int graphic = gpc->graphic;
+ int graphic_active = gpc->graphic_active;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width, height;
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+ boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+ level.game_engine_type != GAME_ENGINE_TYPE_MM);
+
+ if (graphic != IMG_UNDEFINED && !skip)
+ {
+ if (pos->style == STYLE_REVERSE)
+ value = 100 - value;
+
+ getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ width = graphic_info[graphic_active].width * value / 100;
+ height = graphic_info[graphic_active].height;
+
+ if (pos->direction == MV_LEFT)
+ {
+ src_x += graphic_info[graphic_active].width - width;
+ dst_x += graphic_info[graphic_active].width - width;
+ }
+ }
+ else
+ {
+ width = graphic_info[graphic_active].width;
+ height = graphic_info[graphic_active].height * value / 100;
+
+ if (pos->direction == MV_UP)
+ {
+ src_y += graphic_info[graphic_active].height - height;
+ dst_y += graphic_info[graphic_active].height - height;
+ }
+ }
+
+ if (draw_masked)
+ 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);
+
+ getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+
+ if (pos->direction & MV_HORIZONTAL)
+ {
+ if (pos->direction == MV_RIGHT)
+ {
+ src_x += width;
+ dst_x += width;
+ }
+ else
+ {
+ dst_x = PANEL_XPOS(pos);
+ }
+
+ width = graphic_info[graphic].width - width;
+ }
+ else
+ {
+ if (pos->direction == MV_DOWN)
+ {
+ src_y += height;
+ dst_y += height;
+ }
+ else
+ {
+ dst_y = PANEL_YPOS(pos);
+ }
+
+ height = graphic_info[graphic].height - height;
+ }
+
+ if (draw_masked)
+ 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 (type == TYPE_STRING)
{
boolean active = (value != 0);
game_em.use_single_button =
(game.engine_version > VERSION_IDENT(4,0,0,2));
+ game_em.use_snap_key_bug =
+ (game.engine_version < VERSION_IDENT(4,0,1,0));
+
/* ---------------------------------------------------------------------- */
/* set maximal allowed number of custom element changes per game frame */
strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
game.snapshot.save_snapshot = FALSE;
+
+ /* ---------- initialize level time for Supaplex engine ------------------- */
+ /* Supaplex levels with time limit currently unsupported -- should be added */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ level.time = 0;
}
int get_num_special_action(int element, int action_first, int action_last)
if (CheckIfGlobalBorderHasChanged())
fade_mask = REDRAW_ALL;
- FadeSoundsAndMusic();
+ FadeLevelSoundsAndMusic();
ExpireSoundLoops(TRUE);
player->effective_action = 0;
player->programmed_action = 0;
+ player->mouse_action.lx = 0;
+ player->mouse_action.ly = 0;
+ player->mouse_action.button = 0;
+
+ player->effective_mouse_action.lx = 0;
+ player->effective_mouse_action.ly = 0;
+ player->effective_mouse_action.button = 0;
+
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;
}
{
InitGameEngine_SP();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ InitGameEngine_MM();
+ }
else
{
DrawLevel(REDRAW_FIELD);
game.restart_level = FALSE;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ InitGameActions_MM();
+
SaveEngineSnapshotToListInitial();
}
player->GameOver = TRUE;
player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- level.native_em_level->lev->score : player->score);
+ level.native_em_level->lev->score :
+ 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)
- {
- time_final = 0;
- score_final += TimeLeft * level.score[SC_TIME_BONUS];
- }
- else if (game.no_time_limit && TimePlayed < 999)
+ if (level.score[SC_TIME_BONUS] > 0)
{
- 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();
}
static void ResetGfxFrame(int x, int y)
{
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
+
int element = Feld[x][y];
int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
}
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+ byte *tape_action)
+{
+ if (!tape.use_mouse)
+ return;
+
+ mouse_action->lx = tape_action[TAPE_ACTION_LX];
+ mouse_action->ly = tape_action[TAPE_ACTION_LY];
+ mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
+}
+
+static void SetTapeActionFromMouseAction(byte *tape_action,
+ struct MouseActionInfo *mouse_action)
+{
+ if (!tape.use_mouse)
+ return;
+
+ tape_action[TAPE_ACTION_LX] = mouse_action->lx;
+ tape_action[TAPE_ACTION_LY] = mouse_action->ly;
+ tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
+
static void CheckLevelTime()
{
int i;
if (game_sp.GameOver) /* game lost */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (game_mm.level_solved &&
+ !game_mm.game_over) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_mm.game_over = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_mm.game_over) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (TimeFrames >= FRAMES_PER_SECOND)
{
if (game_sp.GameOver) /* game lost */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ if (game_mm.level_solved &&
+ !game_mm.game_over) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_mm.game_over = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_mm.game_over) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
/* when playing tape, read previously recorded player input from tape data */
recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+ local_player->effective_mouse_action = local_player->mouse_action;
+
+ if (recorded_player_action != NULL)
+ SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+ recorded_player_action);
+
/* TapePlayAction() may return NULL when toggling to "pause before death" */
if (tape.pausing)
return;
tape.player_participates[i] = TRUE;
}
+ SetTapeActionFromMouseAction(tape_action,
+ &local_player->effective_mouse_action);
+
/* only record actions from input devices, but not programmed actions */
if (tape.recording)
TapeRecordAction(tape_action);
{
GameActions_SP_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ GameActions_MM_Main();
+ }
else
{
GameActions_RND_Main();
}
}
+void GameActions_MM_Main()
+{
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+
+ GameActions_MM(local_player->effective_mouse_action, warp_mode);
+}
+
void GameActions_RND_Main()
{
GameActions_RND();
StopSound(sound_effect);
}
-static void PlayLevelMusic()
+static int getLevelMusicNr()
{
if (levelset.music[level_nr] != MUS_UNDEFINED)
- PlayMusic(levelset.music[level_nr]); /* from config file */
+ return levelset.music[level_nr]; /* from config file */
else
- PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
+ return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
+}
+
+static void FadeLevelSounds()
+{
+ FadeSounds();
+}
+
+static void FadeLevelMusic()
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic()
+{
+ FadeLevelSounds();
+ FadeLevelMusic();
+}
+
+static void PlayLevelMusic()
+{
+ int music_nr = getLevelMusicNr();
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+ char *next_music = getMusicInfoEntryFilename(music_nr);
+
+ if (!strEqual(curr_music, next_music))
+ PlayMusic(music_nr);
}
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
PlayLevelSoundElementAction(x, y, element, action);
}
+void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
+{
+ int element = map_element_MM_to_RND(element_mm);
+ int action = map_action_MM_to_RND(action_mm);
+ int offset = 0;
+ int x = xx - offset;
+ int y = yy - offset;
+
+ if (!IS_MM_ELEMENT(element))
+ element = EL_MM_DEFAULT;
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlaySound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySound(sound);
+}
+
+void PlaySoundLoop_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ PlaySoundLoop(sound);
+}
+
+void StopSound_MM(int sound_mm)
+{
+ int sound = map_sound_MM_to_RND(sound_mm);
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
+}
+
void RaiseScore(int value)
{
local_player->score += value;
SaveEngineSnapshotValues_EM();
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
SaveEngineSnapshotValues_SP(&buffers);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveEngineSnapshotValues_MM(&buffers);
/* save values stored in special snapshot structure */
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
/* save further RND engine values */
LoadEngineSnapshotValues_EM();
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
LoadEngineSnapshotValues_SP();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_MM();
}
void LoadEngineSnapshotSingle()