#define SOUND_CTRL_ID_MUSIC 3
#define SOUND_CTRL_ID_LOOPS 4
#define SOUND_CTRL_ID_SIMPLE 5
+#define GAME_CTRL_ID_SAVE 6
+#define GAME_CTRL_ID_LOAD 7
-#define NUM_GAME_BUTTONS 6
+#define NUM_GAME_BUTTONS 8
/* forward declaration for internal use */
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();
-static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
int AmoebeNachbarNr(int, int);
static int map_player_action[MAX_PLAYERS];
-static boolean TEST_game_team_mode;
-
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
game.engine_version = (tape.playing ? tape.engine_version :
level.game_version);
+ /* set single or multi-player game mode (needed for re-playing tapes) */
+ game.team_mode = setup.team_mode;
+
+ if (tape.playing)
+ {
+ int num_players = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ /* multi-player tapes contain input data for more than one player */
+ game.team_mode = (num_players > 1);
+ }
+
/* ---------------------------------------------------------------------- */
/* set flags for bugs and changes according to active game engine version */
/* ---------------------------------------------------------------------- */
void InitGame()
{
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+
boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
#endif
int i, j, x, y;
+#if 1
game_status = GAME_MODE_PLAYING;
+#endif
+
+#if 1
+
+ StopAnimation();
+
+ if (!game.restart_level)
+ CloseDoor(DOOR_CLOSE_1);
+
+#if 1
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
+ else
+ FadeSetEnterScreen();
+#else
+ if (level_editor_test_game)
+ fading = fading_none;
+ else
+ fading = menu.destination;
+#endif
+
+#if 1
+ FadeOut(REDRAW_FIELD);
+#else
+ if (do_fading)
+ FadeOut(REDRAW_FIELD);
+#endif
+
+#endif
+
+#if 0
+ printf("::: FADING OUT: DONE\n");
+ Delay(1000);
+#endif
+
+#if 0
+ game_status = GAME_MODE_PLAYING;
+#endif
#if 1
/* needed if different viewport properties defined for playing */
local_player->connected = TRUE;
/* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
- TEST_game_team_mode = setup.team_mode;
+#if 0
+ printf("::: TEAM MODE: %d\n", game.team_mode);
+#endif
if (tape.playing)
{
-#if 1
- int num_players = 0;
-
- for (i = 0; i < MAX_PLAYERS; i++)
- if (tape.player_participates[i])
- num_players++;
-
- TEST_game_team_mode = (num_players > 1);
-
- printf("::: TAPE TEAM MODE: %s (%d)\n",
- (TEST_game_team_mode ? "true" : "false"), num_players);
-#endif
-
#if 1
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected = tape.player_participates[i];
stored_player[i].connected = TRUE;
#endif
}
- else if (setup.team_mode && !options.network)
+ else if (game.team_mode && !options.network)
{
/* try to guess locally connected team mode players (needed for correct
assignment of player figures from level to locally playing players) */
#if USE_NEW_PLAYER_ASSIGNMENTS
#if 1
- // if (!setup.team_mode)
- if (!TEST_game_team_mode)
+ if (!game.team_mode)
#endif
for (i = 0; i < MAX_PLAYERS; i++)
Feld[jx][jy] = EL_EMPTY;
}
}
+
#else
+
for (i = 0; i < MAX_PLAYERS; i++)
{
if (stored_player[i].active &&
}
#endif
}
- else if (!options.network && !setup.team_mode) /* && !tape.playing */
+ else if (!options.network && !game.team_mode) /* && !tape.playing */
{
/* when in single player mode, eliminate all but the first active player */
#if NEW_TILESIZE
+ // printf("::: START-0: %d, %d\n", lev_fieldx, SCR_FIELDX);
+ // printf("::: START-1: %d, %d\n", SBX_Left, SBX_Right);
+
+#if 1
+ if (full_lev_fieldx <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+ if (full_lev_fieldy <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#else
if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
+ /*
+ printf("::: START-2: %d, %d (%d)\n", SBX_Left, SBX_Right,
+ SBX_Right - SBX_Left + 1);
+ */
+
+#if 1
+ if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+ SBY_Upper--;
+#else
if (EVEN(SCR_FIELDX))
SBX_Left--;
if (EVEN(SCR_FIELDY))
SBY_Upper--;
+#endif
+
+#if 0
+ printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right);
+ printf("\n");
+#endif
#else
game_status = GAME_MODE_MAIN;
#endif
+#if 0
+
StopAnimation();
if (!game.restart_level)
FadeOut(REDRAW_FIELD);
#endif
+#endif
+
#if 0
game_status = GAME_MODE_PLAYING;
#endif
{
InitGameEngine_EM();
+#if 0
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_EM(backbuffer);
+#endif
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
InitGameEngine_SP();
+#if 0
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_SP(backbuffer);
+#endif
}
else
{
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+#if 0
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
#if NEW_TILESIZE
BlitScreenToBitmap(backbuffer);
#else
- /* blit playfield from scroll buffer to normal back buffer for fading in */
if (setup.soft_scrolling)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
#endif
+#endif
+#if 0
redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
}
+#if 1
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap(backbuffer);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
/* !!! FIX THIS (END) !!! */
#if 1
MapTapeButtons();
/* copy actual game door content to door double buffer for OpenDoor() */
+#if 1
+ BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
+#else
BlitBitmap(drawto, bitmap_db_door,
DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+#endif
OpenDoor(DOOR_OPEN_ALL);
summarized_player_action |= stored_player[i].action;
#if 1
- if (!network_playing && (setup.team_mode || tape.playing))
+ if (!network_playing && (game.team_mode || tape.playing))
stored_player[i].effective_action = stored_player[i].action;
#else
if (!network_playing)
SendToServer_MovePlayer(summarized_player_action);
#endif
- if (!options.network && !setup.team_mode)
+ if (!options.network && !game.team_mode)
local_player->effective_action = summarized_player_action;
- if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+ if (tape.recording &&
+ setup.team_mode &&
+ setup.input_on_focus &&
+ game.centered_player_nr != -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
tape_action[i] = stored_player[i].effective_action;
#if 1
- /* (this can only happen in the R'n'D game engine) */
- if (setup.team_mode &&
- tape.recording &&
+ /* (this may happen in the RND game engine if a player was not present on
+ the playfield on level start, but appeared later from a custom element */
+ if (tape.recording &&
+ setup.team_mode &&
tape_action[i] &&
!tape.player_participates[i])
- tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ tape.player_participates[i] = TRUE;
#else
/* (this can only happen in the R'n'D game engine) */
if (tape.recording && tape_action[i] && !tape.player_participates[i])
#if USE_NEW_PLAYER_ASSIGNMENTS
#if 1
- // if (setup.team_mode)
- if (TEST_game_team_mode)
+ if (game.team_mode)
#endif
{
byte mapped_action[MAX_PLAYERS];
#endif
#endif
-#if 0
- if (!options.network && !setup.team_mode)
- local_player->effective_action = summarized_player_action;
-#endif
-
#if 0
printf("::: summarized_player_action == %d\n",
local_player->effective_action);
{
if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
+#if 1
+ /* closing door required in case of envelope style request dialogs */
+ if (!skip_request)
+ CloseDoor(DOOR_CLOSE_1);
+#endif
+
#if defined(NETWORK_AVALIABLE)
if (options.network)
SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
}
}
+void FreeEngineSnapshot()
+{
+ FreeEngineSnapshotBuffers();
+
+ setString(&snapshot_level_identifier, NULL);
+ snapshot_level_nr = -1;
+}
+
void SaveEngineSnapshot()
{
/* do not save snapshots from editor */
/* free previous snapshot buffers, if needed */
FreeEngineSnapshotBuffers();
+#if 1
+ /* copy some special values to a structure better suited for the snapshot */
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotValues_SP();
+
+ /* save values stored in special snapshot structure */
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+#else
/* copy some special values to a structure better suited for the snapshot */
SaveEngineSnapshotValues_RND();
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+#endif
/* save further RND engine values */
/* restore special values from snapshot structure */
+#if 1
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ LoadEngineSnapshotValues_RND();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ LoadEngineSnapshotValues_EM();
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ LoadEngineSnapshotValues_SP();
+#else
LoadEngineSnapshotValues_RND();
LoadEngineSnapshotValues_EM();
LoadEngineSnapshotValues_SP();
+#endif
+
+#if 0
+ printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
+
+#if 0
+ // needed if tile size was different when saving and loading engine snapshot
+ if (local_player->present)
+ {
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+ }
+#endif
+
+#if 0
+ printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
}
boolean CheckEngineSnapshot()
{
IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
+ GAME_CTRL_ID_SAVE, "save game"
+ },
+ {
+ IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
+ GAME_CTRL_ID_LOAD, "load game"
}
};
int button_type;
boolean checked;
unsigned int event_mask;
+ int base_x = (tape.show_game_buttons ? VX : DX);
+ int base_y = (tape.show_game_buttons ? VY : DY);
int gd_x = gfx->src_x;
int gd_y = gfx->src_y;
int gd_xp = gfx->src_x + gfx->pressed_xoffset;
int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
int id = i;
+ if (gfx->bitmap == NULL)
+ {
+ game_gadget[id] = NULL;
+
+ continue;
+ }
+
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PAUSE ||
- id == GAME_CTRL_ID_PLAY)
+ id == GAME_CTRL_ID_PLAY ||
+ id == GAME_CTRL_ID_SAVE ||
+ id == GAME_CTRL_ID_LOAD)
{
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, DX + pos->x,
- GDI_Y, DY + pos->y,
+ GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+ GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
GDI_WIDTH, gfx->width,
GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
FreeGadget(game_gadget[i]);
}
-static void MapGameButtons()
+void MapGameButtons()
{
int i;
static void HandleGameButtonsExt(int id)
{
- if (game_status != GAME_MODE_PLAYING)
+ boolean handle_game_buttons =
+ (game_status == GAME_MODE_PLAYING ||
+ (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
+
+ if (!handle_game_buttons)
return;
switch (id)
{
case GAME_CTRL_ID_STOP:
+ if (game_status == GAME_MODE_MAIN)
+ break;
+
if (tape.playing)
TapeStop();
else
RequestQuitGame(TRUE);
+
break;
case GAME_CTRL_ID_PAUSE:
- if (options.network)
+ if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
break;
case GAME_CTRL_ID_PLAY:
- if (tape.pausing)
+ if (game_status == GAME_MODE_MAIN)
+ {
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ }
+ else if (tape.pausing)
{
#if defined(NETWORK_AVALIABLE)
if (options.network)
}
break;
+ case GAME_CTRL_ID_SAVE:
+ TapeQuickSave();
+ break;
+
+ case GAME_CTRL_ID_LOAD:
+ TapeQuickLoad();
+ break;
+
default:
break;
}