#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,
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 = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100);
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);
{
InitGameEngine_SP();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ InitGameEngine_MM();
+ }
else
{
DrawLevel(REDRAW_FIELD);
FadeIn(fade_mask);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ InitGameEngine_MM_AfterFadingIn();
+
#if 1
// full screen redraw is required at this point in the following cases:
// - special editor door undrawn when game was started from level editor
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->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
TimeLeft);
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]);
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();
{
GameActions_SP_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ {
+ GameActions_MM_Main();
+ }
else
{
GameActions_RND_Main();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
- if (options.debug) /* calculate frames per second */
+ if (global.show_frames_per_second)
{
static unsigned int fps_counter = 0;
static int fps_frames = 0;
fps_frames++;
- if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
{
global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
}
}
+void GameActions_MM_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_MM(effective_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)
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()