player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
- player->actual_frame_counter = 0;
+ player->actual_frame_counter.count = 0;
+ player->actual_frame_counter.value = 1;
player->step_counter = 0;
game.panel.active = TRUE;
game.no_level_time_limit = (level.time == 0);
+ game.time_limit = (leveldir_current->time_limit && setup.time_limit);
game.yamyam_content_nr = 0;
game.robot_wheel_active = FALSE;
static void AmoebaGrowing(int x, int y)
{
- static unsigned int sound_delay = 0;
- static unsigned int sound_delay_value = 0;
+ static DelayCounter sound_delay = { 0 };
if (!MovDelay[x][y]) // start new growing cycle
{
MovDelay[x][y] = 7;
- if (DelayReached(&sound_delay, sound_delay_value))
+ if (DelayReached(&sound_delay))
{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
- sound_delay_value = 30;
+ sound_delay.value = 30;
}
}
static void AmoebaShrinking(int x, int y)
{
- static unsigned int sound_delay = 0;
- static unsigned int sound_delay_value = 0;
+ static DelayCounter sound_delay = { 0 };
if (!MovDelay[x][y]) // start new shrinking cycle
{
MovDelay[x][y] = 7;
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
+ if (DelayReached(&sound_delay))
+ sound_delay.value = 30;
}
if (MovDelay[x][y]) // wait some time before shrinking
DisplayGameControlValues();
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && game.time_limit)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
+ if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
- if (!TimeLeft && setup.time_limit && !game.LevelSolved)
+ if (!TimeLeft && game.time_limit && !game.LevelSolved)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
+ if (TimeLeft <= 10 && game.time_limit)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && game.time_limit)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_em.lev->killed_out_of_time = TRUE;
if (mode == SCROLL_INIT)
{
- player->actual_frame_counter = FrameCounter;
+ player->actual_frame_counter.count = FrameCounter;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
if (player->MovPos != 0) // player has not yet reached destination
return;
}
- else if (!FrameReached(&player->actual_frame_counter, 1))
+ else if (!FrameReached(&player->actual_frame_counter))
return;
if (player->MovPos != 0)
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned int screen_frame_counter = 0;
+ static DelayCounter screen_frame_counter = { 0 };
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
- screen_frame_counter = FrameCounter;
+ screen_frame_counter.count = FrameCounter;
+ screen_frame_counter.value = 1;
+
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
- else if (!FrameReached(&screen_frame_counter, 1))
+ else if (!FrameReached(&screen_frame_counter))
return;
if (ScreenMovPos)