#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
+#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
+
/* for DigField() */
#define DF_NO_PUSH 0
#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
-#define PANEL_DEACTIVATED(p) ((p).x < 0 || (p).y < 0)
-#define PANEL_XPOS(p) (ALIGNED_XPOS((p).x, (p).width, (p).align))
-#define PANEL_YPOS(p) ((p).y)
+#define PANEL_OFF() (local_player->LevelSolved_PanelOff)
+#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
/* special positions in the game control window (relative to control window) */
#define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
+#if 0
+/* game panel display and control definitions */
+
+#define GAME_CONTROL_LEVEL 0
+#define GAME_CONTROL_GEMS 1
+#define GAME_CONTROL_INVENTORY 2
+#define GAME_CONTROL_KEY_1 3
+#define GAME_CONTROL_KEY_2 4
+#define GAME_CONTROL_KEY_3 5
+#define GAME_CONTROL_KEY_4 6
+#define GAME_CONTROL_KEY_5 7
+#define GAME_CONTROL_KEY_6 8
+#define GAME_CONTROL_KEY_7 9
+#define GAME_CONTROL_KEY_8 10
+#define GAME_CONTROL_KEY_WHITE 11
+#define GAME_CONTROL_KEY_WHITE_COUNT 12
+#define GAME_CONTROL_SCORE 13
+#define GAME_CONTROL_TIME 14
+#define GAME_CONTROL_TIME_HH 15
+#define GAME_CONTROL_TIME_MM 16
+#define GAME_CONTROL_TIME_SS 17
+#define GAME_CONTROL_DROP_NEXT_1 18
+#define GAME_CONTROL_DROP_NEXT_2 19
+#define GAME_CONTROL_DROP_NEXT_3 20
+#define GAME_CONTROL_DROP_NEXT_4 21
+#define GAME_CONTROL_DROP_NEXT_5 22
+#define GAME_CONTROL_DROP_NEXT_6 23
+#define GAME_CONTROL_DROP_NEXT_7 24
+#define GAME_CONTROL_DROP_NEXT_8 25
+#define GAME_CONTROL_SHIELD_NORMAL 26
+#define GAME_CONTROL_SHIELD_NORMAL_TIME 27
+#define GAME_CONTROL_SHIELD_DEADLY 28
+#define GAME_CONTROL_SHIELD_DEADLY_TIME 29
+#define GAME_CONTROL_EXIT 30
+#define GAME_CONTROL_EM_EXIT 31
+#define GAME_CONTROL_SP_EXIT 32
+#define GAME_CONTROL_STEEL_EXIT 33
+#define GAME_CONTROL_EM_STEEL_EXIT 34
+#define GAME_CONTROL_EMC_MAGIC_BALL 35
+#define GAME_CONTROL_EMC_MAGIC_BALL_TIME 36
+#define GAME_CONTROL_LIGHT_SWITCH 37
+#define GAME_CONTROL_LIGHT_SWITCH_TIME 38
+#define GAME_CONTROL_TIMEGATE_SWITCH 39
+#define GAME_CONTROL_TIMEGATE_SWITCH_TIME 40
+#define GAME_CONTROL_SWITCHGATE_SWITCH 41
+#define GAME_CONTROL_EMC_LENSES 42
+#define GAME_CONTROL_EMC_LENSES_TIME 43
+#define GAME_CONTROL_EMC_MAGNIFIER 44
+#define GAME_CONTROL_EMC_MAGNIFIER_TIME 45
+#define GAME_CONTROL_BALLOON_SWITCH 46
+#define GAME_CONTROL_DYNABOMB_NUMBER 47
+#define GAME_CONTROL_DYNABOMB_SIZE 48
+#define GAME_CONTROL_DYNABOMB_POWER 49
+#define GAME_CONTROL_PENGUINS 50
+#define GAME_CONTROL_SOKOBAN_OBJECTS 51
+#define GAME_CONTROL_SOKOBAN_FIELDS 52
+#define GAME_CONTROL_ROBOT_WHEEL 53
+#define GAME_CONTROL_CONVEYOR_BELT_1 54
+#define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH 55
+#define GAME_CONTROL_CONVEYOR_BELT_2 56
+#define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH 57
+#define GAME_CONTROL_CONVEYOR_BELT_3 58
+#define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH 59
+#define GAME_CONTROL_CONVEYOR_BELT_4 60
+#define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH 61
+#define GAME_CONTROL_MAGIC_WALL 62
+#define GAME_CONTROL_MAGIC_WALL_TIME 63
+#define GAME_CONTROL_BD_MAGIC_WALL 64
+#define GAME_CONTROL_DC_MAGIC_WALL 65
+#define GAME_CONTROL_PLAYER_NAME 66
+#define GAME_CONTROL_LEVEL_NAME 67
+#define GAME_CONTROL_LEVEL_AUTHOR 68
+
+struct GameControlInfo
+{
+ int nr;
+
+ struct TextPosInfo *pos_text;
+ int type;
+ void *ptr;
+};
+
+static struct GameControlInfo game_controls[] =
+{
+ {
+ GAME_CONTROL_LEVEL,
+ &game.panel.level,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_GEMS,
+ &game.panel.gems,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_INVENTORY,
+ &game.panel.inventory,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEYS,
+ &game.panel.keys,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SCORE,
+ &game.panel.score,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIME,
+ &game.panel.time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIME_HH,
+ &game.panel.time_hh,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIME_MM,
+ &game.panel.time_mm,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIME_SS,
+ &game.panel.time_ss,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_1,
+ &game.panel.drop_next_1,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_2,
+ &game.panel.drop_next_2,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_3,
+ &game.panel.drop_next_3,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_4,
+ &game.panel.drop_next_4,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_5,
+ &game.panel.drop_next_5,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_6,
+ &game.panel.drop_next_6,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_7,
+ &game.panel.drop_next_7,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DROP_NEXT_8,
+ &game.panel.drop_next_8,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_KEYS,
+ &game.panel.emc_keys,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_1,
+ &game.panel.key_1,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_2,
+ &game.panel.key_2,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_3,
+ &game.panel.key_3,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_4,
+ &game.panel.key_4,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_5,
+ &game.panel.key_5,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_6,
+ &game.panel.key_6,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_7,
+ &game.panel.key_7,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_8,
+ &game.panel.key_8,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_WHITE,
+ &game.panel.key_white,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_KEY_WHITE_COUNT,
+ &game.panel.key_white_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SHIELD_NORMAL,
+ &game.panel.shield_normal,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SHIELD_NORMAL_TIME,
+ &game.panel.shield_normal_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SHIELD_DEADLY,
+ &game.panel.shield_deadly,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SHIELD_DEADLY_TIME,
+ &game.panel.shield_deadly_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EXIT,
+ &game.panel.exit,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EM_EXIT,
+ &game.panel.em_exit,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SP_EXIT,
+ &game.panel.sp_exit,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_STEEL_EXIT,
+ &game.panel.steel_exit,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EM_STEEL_EXIT,
+ &game.panel.em_steel_exit,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_MAGIC_BALL,
+ &game.panel.emc_magic_ball,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_MAGIC_BALL_TIME,
+ &game.panel.emc_magic_ball_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_LIGHT_SWITCH,
+ &game.panel.light_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_LIGHT_SWITCH_TIME,
+ &game.panel.light_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIMEGATE_SWITCH,
+ &game.panel.timegate_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_TIMEGATE_SWITCH_TIME,
+ &game.panel.timegate_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SWITCHGATE_SWITCH,
+ &game.panel.switchgate_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_LENSES,
+ &game.panel.emc_lenses,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_LENSES_TIME,
+ &game.panel.emc_lenses_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_MAGNIFIER,
+ &game.panel.emc_magnifier,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_EMC_MAGNIFIER_TIME,
+ &game.panel.emc_magnifier_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_BALLOON_SWITCH,
+ &game.panel.balloon_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DYNABOMB_NUMBER,
+ &game.panel.dynabomb_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DYNABOMB_SIZE,
+ &game.panel.dynabomb_size,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DYNABOMB_POWER,
+ &game.panel.dynabomb_power,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_PENGUINS,
+ &game.panel.penguins,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SOKOBAN_OBJECTS,
+ &game.panel.sokoban_objects,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_SOKOBAN_FIELDS,
+ &game.panel.sokoban_fields,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_ROBOT_WHEEL,
+ &game.panel.robot_wheel,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt_1,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_1_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt_2,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_2_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt_3,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_3_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt_4,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_4_switch,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_MAGIC_WALL,
+ &game.panel.magic_wall,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_MAGIC_WALL_TIME,
+ &game.panel.magic_wall_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_BD_MAGIC_WALL,
+ &game.panel.bd_magic_wall,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_DC_MAGIC_WALL,
+ &game.panel.dc_magic_wall,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_PLAYER_NAME,
+ &game.panel.player_name,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_LEVEL_NAME,
+ &game.panel.level_name,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_CONTROL_LEVEL_AUTHOR,
+ &game.panel.level_author,
+ TYPE_INTEGER,
+ },
+
+ {
+ -1,
+ NULL,
+ -1,
+ NULL
+ }
+};
+#endif
+
+
/* values for delayed check of falling and moving elements and for collision */
#define CHECK_DELAY_MOVING 3
#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
(y) += playfield_scan_delta_y) \
for ((x) = playfield_scan_start_x; \
(x) >= 0 && (x) <= lev_fieldx - 1; \
- (x) += playfield_scan_delta_x) \
+ (x) += playfield_scan_delta_x)
#ifdef DEBUG
void DEBUG_SetMaximumDynamite()
void GetPlayerConfig()
{
+ GameFrameDelay = setup.game_frame_delay;
+
if (!audio.sound_available)
setup.sound_simple = FALSE;
InitJoysticks();
}
-static int getBeltNrFromBeltElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
- element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
- element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
- return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
- element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
- element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
- static int belt_base_element[4] =
- {
- EL_CONVEYOR_BELT_1_SWITCH_LEFT,
- EL_CONVEYOR_BELT_2_SWITCH_LEFT,
- EL_CONVEYOR_BELT_3_SWITCH_LEFT,
- EL_CONVEYOR_BELT_4_SWITCH_LEFT
- };
-
- int belt_nr = getBeltNrFromBeltSwitchElement(element);
- int belt_dir_nr = element - belt_base_element[belt_nr];
-
- return (belt_dir_nr % 3);
-}
-
-static int getBeltDirFromBeltSwitchElement(int element)
-{
- static int belt_move_dir[3] =
- {
- MV_LEFT,
- MV_NONE,
- MV_RIGHT
- };
-
- int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
-
- return belt_move_dir[belt_dir_nr];
-}
-
-static int get_element_from_group_element(int element)
+int GetElementFromGroupElement(int element)
{
if (IS_GROUP_ELEMENT(element))
{
}
else if (IS_GROUP_ELEMENT(element))
{
- Feld[x][y] = get_element_from_group_element(element);
+ Feld[x][y] = GetElementFromGroupElement(element);
InitField(x, y, init_game);
}
#if 1
-inline void DrawGameValue_Emeralds(int value)
+void DrawGameValue_Emeralds(int value)
{
+ struct TextPosInfo *pos = &game.panel.gems;
+#if 1
+ int font_nr = pos->font;
+#else
int font_nr = FONT_TEXT_2;
+#endif
int font_width = getFontWidth(font_nr);
- int xpos = (3 * 14 - 3 * font_width) / 2;
+ int chars = pos->chars;
- if (PANEL_DEACTIVATED(game.panel.gems))
+ if (PANEL_DEACTIVATED(pos))
return;
- game.panel.gems.width = game.panel.gems.chars * font_width;
- xpos = 0;
+ pos->width = chars * font_width;
- DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
+ DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}
-inline void DrawGameValue_Dynamite(int value)
+void DrawGameValue_Dynamite(int value)
{
+ struct TextPosInfo *pos = &game.panel.inventory;
+#if 1
+ int font_nr = pos->font;
+#else
int font_nr = FONT_TEXT_2;
+#endif
int font_width = getFontWidth(font_nr);
- int xpos = (3 * 14 - 3 * font_width) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.inventory))
- return;
+ int chars = pos->chars;
- game.panel.inventory.width = game.panel.inventory.chars * font_width;
- xpos = 0;
-
- DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
-}
-
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
- int base_key_graphic = EL_KEY_1;
- int i;
-
- if (PANEL_DEACTIVATED(game.panel.keys))
+ if (PANEL_DEACTIVATED(pos))
return;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- base_key_graphic = EL_EM_KEY_1;
-
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- {
- int x = XX_KEYS + i * MINI_TILEX;
- int y = YY_KEYS;
+ pos->width = chars * font_width;
- if (key[i])
- DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
- }
+ DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}
-inline void DrawGameValue_Score(int value)
+void DrawGameValue_Score(int value)
{
+ struct TextPosInfo *pos = &game.panel.score;
+#if 1
+ int font_nr = pos->font;
+#else
int font_nr = FONT_TEXT_2;
+#endif
int font_width = getFontWidth(font_nr);
- int xpos = (5 * 14 - 5 * font_width) / 2;
+ int chars = pos->chars;
- if (PANEL_DEACTIVATED(game.panel.score))
+ if (PANEL_DEACTIVATED(pos))
return;
- game.panel.score.width = game.panel.score.chars * font_width;
- xpos = 0;
+ pos->width = chars * font_width;
- DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
+ DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}
-inline void DrawGameValue_Time(int value)
+void DrawGameValue_Time(int value)
{
+ struct TextPosInfo *pos = &game.panel.time;
static int last_value = -1;
- int num_digits1 = 3;
- int num_digits2 = 4;
- int num_digits = game.panel.time.chars;
+ int chars1 = 3;
+ int chars2 = 4;
+ int chars = pos->chars;
+#if 1
+ int font1_nr = pos->font;
+ int font2_nr = pos->font_alt;
+#else
int font1_nr = FONT_TEXT_2;
int font2_nr = FONT_TEXT_1;
+#endif
int font_nr = font1_nr;
- int font1_width = getFontWidth(font1_nr);
- int font2_width = getFontWidth(font2_nr);
- int xpos3 = (3 * 14 - 3 * font1_width) / 2;
- int xpos4 = (4 * 10 - 4 * font2_width) / 2;
+ boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
- if (PANEL_DEACTIVATED(game.panel.time))
+ if (PANEL_DEACTIVATED(pos))
return;
- if (num_digits == -1) /* use dynamic number of digits */
+ if (use_dynamic_chars) /* use dynamic number of chars */
{
- num_digits = (value < 1000 ? num_digits1 : num_digits2);
- font_nr = (value < 1000 ? font1_nr : font2_nr);
+ chars = (value < 1000 ? chars1 : chars2);
+ font_nr = (value < 1000 ? font1_nr : font2_nr);
}
- xpos3 = 0;
- xpos4 = 0;
-
- /* clear background if value just changed its size (dynamic digits only) */
- if (game.panel.time.chars == -1 && (last_value < 1000) != (value < 1000))
+ /* clear background if value just changed its size (dynamic chars only) */
+ if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
{
- int width1 = num_digits1 * getFontWidth(font1_nr);
- int width2 = num_digits2 * getFontWidth(font2_nr);
+ int width1 = chars1 * getFontWidth(font1_nr);
+ int width2 = chars2 * getFontWidth(font2_nr);
int max_width = MAX(width1, width2);
int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
- game.panel.time.width = max_width;
+ pos->width = max_width;
- ClearRectangleOnBackground(drawto, DX_TIME, DY_TIME, max_width, max_height);
+ ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ max_width, max_height);
}
- game.panel.time.width = num_digits * getFontWidth(font_nr);
+ pos->width = chars * getFontWidth(font_nr);
- DrawText(DX_TIME, DY_TIME, int2str(value, num_digits), font_nr);
+ DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
last_value = value;
}
-inline void DrawGameValue_Level(int value)
+void DrawGameValue_Level(int value)
{
- int num_digits1 = 2;
- int num_digits2 = 3;
- int num_digits = game.panel.level.chars;
+ struct TextPosInfo *pos = &game.panel.level_number;
+ int chars1 = 2;
+ int chars2 = 3;
+ int chars = pos->chars;
+#if 1
+ int font1_nr = pos->font;
+ int font2_nr = pos->font_alt;
+#else
int font1_nr = FONT_TEXT_2;
int font2_nr = FONT_TEXT_1;
+#endif
int font_nr = font1_nr;
+ boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
- if (PANEL_DEACTIVATED(game.panel.level))
+ if (PANEL_DEACTIVATED(pos))
return;
- if (num_digits == -1) /* use dynamic number of digits */
+ if (use_dynamic_chars) /* use dynamic number of chars */
{
- num_digits = (level_nr < 100 ? num_digits1 : num_digits2);
- font_nr = (level_nr < 100 ? font1_nr : font2_nr);
+ chars = (level_nr < 100 ? chars1 : chars2);
+ font_nr = (level_nr < 100 ? font1_nr : font2_nr);
}
- game.panel.level.width = num_digits * getFontWidth(font_nr);
+ pos->width = chars * getFontWidth(font_nr);
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, num_digits), font_nr);
+ DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}
-#else
-
-inline void DrawGameValue_Emeralds(int value)
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
{
- int font_nr = FONT_TEXT_2;
- int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
+#if 0
+ struct TextPosInfo *pos = &game.panel.keys;
+#endif
+#if 0
+ int base_key_graphic = EL_KEY_1;
+#endif
+ int i;
- if (PANEL_DEACTIVATED(game.panel.gems))
+#if 0
+ if (PANEL_DEACTIVATED(pos))
return;
+#endif
- DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
+#if 0
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ base_key_graphic = EL_EM_KEY_1;
+#endif
+
+#if 0
+ pos->width = 4 * MINI_TILEX;
+#endif
+
+#if 1
+ for (i = 0; i < MAX_NUM_KEYS; i++)
+#else
+ /* currently only 4 of 8 possible keys are displayed */
+ for (i = 0; i < STD_NUM_KEYS; i++)
+#endif
+ {
+#if 1
+ struct TextPosInfo *pos = &game.panel.key[i];
+#endif
+ int src_x = DOOR_GFX_PAGEX5 + 18;
+ int src_y = DOOR_GFX_PAGEY1 + 123;
+#if 1
+ int dst_x = PANEL_XPOS(pos);
+ int dst_y = PANEL_YPOS(pos);
+#else
+ int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
+ int dst_y = PANEL_YPOS(pos);
+#endif
+
+#if 1
+ int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
+ EL_KEY_1) + i;
+ int graphic = el2edimg(element);
+#endif
+
+#if 1
+ if (PANEL_DEACTIVATED(pos))
+ continue;
+#endif
+
+#if 0
+ /* masked blit with tiles from half-size scaled bitmap does not work yet
+ (no mask bitmap created for these sizes after loading and scaling) --
+ solution: load without creating mask, scale, then create final mask */
+
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+ MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+
+ if (key[i])
+ {
+#if 0
+ int graphic = el2edimg(base_key_graphic + i);
+#endif
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+
+ getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
+
+ SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+ dst_x - src_x, dst_y - src_y);
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
+ dst_x, dst_y);
+ }
+#else
+#if 1
+ if (key[i])
+ DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
+ else
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+ MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#else
+ if (key[i])
+ DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
+ else
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+ MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+#endif
+ }
}
-inline void DrawGameValue_Dynamite(int value)
+#else
+
+void DrawGameValue_Emeralds(int value)
{
int font_nr = FONT_TEXT_2;
int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
- if (PANEL_DEACTIVATED(game.panel.inventory))
+ if (PANEL_DEACTIVATED(game.panel.gems))
return;
- DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
+ DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
}
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+void DrawGameValue_Dynamite(int value)
{
- int base_key_graphic = EL_KEY_1;
- int i;
+ int font_nr = FONT_TEXT_2;
+ int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
- if (PANEL_DEACTIVATED(game.panel.keys))
+ if (PANEL_DEACTIVATED(game.panel.inventory))
return;
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- base_key_graphic = EL_EM_KEY_1;
-
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- {
- int x = XX_KEYS + i * MINI_TILEX;
- int y = YY_KEYS;
-
- if (key[i])
- DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
- }
+ DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
}
-inline void DrawGameValue_Score(int value)
+void DrawGameValue_Score(int value)
{
int font_nr = FONT_TEXT_2;
int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
}
-inline void DrawGameValue_Time(int value)
+void DrawGameValue_Time(int value)
{
int font1_nr = FONT_TEXT_2;
#if 1
DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
}
-inline void DrawGameValue_Level(int value)
+void DrawGameValue_Level(int value)
{
int font1_nr = FONT_TEXT_2;
#if 1
DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
}
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+ int base_key_graphic = EL_KEY_1;
+ int i;
+
+ if (PANEL_DEACTIVATED(game.panel.keys))
+ return;
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ base_key_graphic = EL_EM_KEY_1;
+
+ /* currently only 4 of 8 possible keys are displayed */
+ for (i = 0; i < STD_NUM_KEYS; i++)
+ {
+ int x = XX_KEYS + i * MINI_TILEX;
+ int y = YY_KEYS;
+
+ if (key[i])
+ DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
+ else
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
+ }
+}
+
#endif
void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
player->LevelSolved = FALSE;
player->GameOver = FALSE;
+ player->LevelSolved_GameWon = FALSE;
player->LevelSolved_GameEnd = FALSE;
+ player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
}
{
static int time, time_final;
static int score, score_final;
- static int game_over_delay = 0;
- int game_over_delay_value = 50;
+ static int game_over_delay_1 = 0;
+ static int game_over_delay_2 = 0;
+ int game_over_delay_value_1 = 50;
+ int game_over_delay_value_2 = 50;
- if (!local_player->LevelSolved_GameEnd)
+ if (!local_player->LevelSolved_GameWon)
{
int i;
if (local_player->MovPos)
return;
- local_player->LevelSolved_GameEnd = TRUE;
+ local_player->LevelSolved_GameWon = TRUE;
local_player->LevelSolved_SaveTape = tape.recording;
local_player->LevelSolved_SaveScore = !tape.playing;
TapeStop();
#endif
- game_over_delay = game_over_delay_value;
+ game_over_delay_1 = game_over_delay_value_1;
+ game_over_delay_2 = game_over_delay_value_2;
time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
score = score_final = local_player->score_final;
PlaySound(SND_GAME_WINNING);
}
- if (game_over_delay > 0)
+ if (game_over_delay_1 > 0)
{
- game_over_delay--;
+ game_over_delay_1--;
return;
}
PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
else
PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+ return;
+ }
+
+ local_player->LevelSolved_PanelOff = TRUE;
+
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
+
+ return;
}
+
+#if 1
+ GameEnd();
+#endif
}
void GameEnd()
int hi_pos;
boolean raise_level = FALSE;
+ local_player->LevelSolved_GameEnd = TRUE;
+
CloseDoor(DOOR_CLOSE_1);
if (local_player->LevelSolved_SaveTape)
/* check if element was/is moving or being moved before/after mode change */
#if 1
+#if 1
+ is_moving_before = (WasJustMoving[x][y] != 0);
+#else
+ /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
is_moving_before = WasJustMoving[x][y];
+#endif
#else
is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
#endif
if (ABS(MovPos[x][y]) < TILEX)
{
+#if 0
+ int ee = Feld[x][y];
+ int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+ int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
+
+ printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
+ x, y, ABS(MovPos[x][y]),
+ ee, gg, ff,
+ GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
+#endif
+
DrawLevelField(x, y);
return; /* element is still moving */
static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
int old_element = Feld[x][y];
- int new_element = get_element_from_group_element(element);
+ int new_element = GetElementFromGroupElement(element);
int previous_move_direction = MovDir[x][y];
#if USE_NEW_CUSTOM_VALUE
int last_ce_value = CustomValue[x][y];
if (change->can_change)
{
- ResetGfxAnimation(x, y);
- ResetRandomAnimationValue(x, y);
+#if 1
+ /* !!! not clear why graphic animation should be reset at all here !!! */
+ /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+ /* when a custom element is about to change (for example by change delay),
+ do not reset graphic animation when the custom element is moving */
+ if (!IS_MOVING(x, y))
+#endif
+ {
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+ }
+#endif
if (change->pre_change_function)
change->pre_change_function(x, y);
AllPlayersGone = TRUE;
}
- if (local_player->LevelSolved)
+ if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
/* continue moving after pushing (this is actually a bug) */
if (!IS_MOVING(x, y))
- {
Stop[x][y] = FALSE;
- }
}
}
}
+#if 0
+ debug_print_timestamp(0, "start main loop profiling");
+#endif
+
SCAN_PLAYFIELD(x, y)
{
ChangeCount[x][y] = 0;
#endif
}
+#if 0
+ debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0 // -------------------- !!! TEST ONLY !!! --------------------
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+#if 1
+ {
+#if 1
+ int element2 = element;
+ int graphic2 = graphic;
+#else
+ int element2 = Feld[x][y];
+ int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic2].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element2].collect_score;
+ else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic2);
+ }
+#else
+ ResetGfxFrame(x, y, TRUE);
+#endif
+
+#if 1
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+ SetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+ }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+ debug_print_timestamp(0, "- time for TEST loop: -->");
+#endif
+
SCAN_PLAYFIELD(x, y)
{
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
+#if 0 // ---------------------------------------------------------------------
+
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
+ StartMoving(x, y);
+
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ DrawTwinkleOnField(x, y);
+ }
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else
+ {
+ switch (element)
+ {
+ case EL_ACID:
+ case EL_EXIT_OPEN:
+ case EL_EM_EXIT_OPEN:
+ case EL_SP_EXIT_OPEN:
+ case EL_STEEL_EXIT_OPEN:
+ case EL_EM_STEEL_EXIT_OPEN:
+ case EL_SP_TERMINAL:
+ case EL_SP_TERMINAL_ACTIVE:
+ case EL_EXTRA_TIME:
+ case EL_SHIELD_NORMAL:
+ case EL_SHIELD_DEADLY:
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+
+ case EL_DYNAMITE_ACTIVE:
+ case EL_EM_DYNAMITE_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ CheckDynamite(x, y);
+ break;
+
+ case EL_AMOEBA_GROWING:
+ AmoebeWaechst(x, y);
+ break;
+
+ case EL_AMOEBA_SHRINKING:
+ AmoebaDisappearing(x, y);
+ break;
+
+#if !USE_NEW_AMOEBA_CODE
+ case EL_AMOEBA_WET:
+ case EL_AMOEBA_DRY:
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
+ case EL_EMC_DRIPPER:
+ AmoebeAbleger(x, y);
+ break;
+#endif
+
+ case EL_GAME_OF_LIFE:
+ case EL_BIOMAZE:
+ Life(x, y);
+ break;
+
+ case EL_EXIT_CLOSED:
+ CheckExit(x, y);
+ break;
+
+ case EL_EM_EXIT_CLOSED:
+ CheckExitEM(x, y);
+ break;
+
+ case EL_STEEL_EXIT_CLOSED:
+ CheckExitSteel(x, y);
+ break;
+
+ case EL_EM_STEEL_EXIT_CLOSED:
+ CheckExitSteelEM(x, y);
+ break;
+
+ case EL_SP_EXIT_CLOSED:
+ CheckExitSP(x, y);
+ break;
+
+ case EL_EXPANDABLE_WALL_GROWING:
+ case EL_EXPANDABLE_STEELWALL_GROWING:
+ MauerWaechst(x, y);
+ break;
+
+ case EL_EXPANDABLE_WALL:
+ case EL_EXPANDABLE_WALL_HORIZONTAL:
+ case EL_EXPANDABLE_WALL_VERTICAL:
+ case EL_EXPANDABLE_WALL_ANY:
+ case EL_BD_EXPANDABLE_WALL:
+ MauerAbleger(x, y);
+ break;
+
+ case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+ case EL_EXPANDABLE_STEELWALL_VERTICAL:
+ case EL_EXPANDABLE_STEELWALL_ANY:
+ MauerAblegerStahl(x, y);
+ break;
+
+ case EL_FLAMES:
+ CheckForDragon(x, y);
+ break;
+
+ case EL_EXPLOSION:
+ break;
+
+ case EL_ELEMENT_SNAPPING:
+ case EL_DIAGONAL_SHRINKING:
+ case EL_DIAGONAL_GROWING:
+ {
+ graphic =
+ el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+ }
+
+ default:
+ if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+ }
+ }
+
+#else // ---------------------------------------------------------------------
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif // ---------------------------------------------------------------------
+
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
}
}
+#if 0
+ debug_print_timestamp(0, "- time for MAIN loop: -->");
+#endif
+
#if USE_NEW_AMOEBA_CODE
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
local_player->show_envelope = 0;
}
+#if 0
+ debug_print_timestamp(0, "stop main loop profiling ");
+ printf("----------------------------------------------------------\n");
+#endif
+
/* use random number generator in every frame to make it less predictable */
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);
void ScrollLevel(int dx, int dy)
{
+#if 1
+ static Bitmap *bitmap_db_field2 = NULL;
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x, y;
+#else
+ int i, x, y;
+#endif
+
+#if 0
+ /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
+ /* only horizontal XOR vertical scroll direction allowed */
+ if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
+ return;
+#endif
+
+#if 1
+ if (bitmap_db_field2 == NULL)
+ bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
+
+ /* needed when blitting directly to same bitmap -- should not be needed with
+ recent SDL libraries, but apparently does not work in 1.2.11 directly */
+ BlitBitmap(drawto_field, bitmap_db_field2,
+ FX + TILEX * (dx == -1) - softscroll_offset,
+ FY + TILEY * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
+ BlitBitmap(bitmap_db_field2, drawto_field,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset,
+ SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+ FX + TILEX * (dx == 1) - softscroll_offset,
+ FY + TILEY * (dy == 1) - softscroll_offset);
+
+#else
+
+#if 1
+ /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
+ int xsize = (BX2 - BX1 + 1);
+ int ysize = (BY2 - BY1 + 1);
+ int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
+ int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
+ int step = (start < end ? +1 : -1);
+
+ for (i = start; i != end; i += step)
+ {
+ BlitBitmap(drawto_field, drawto_field,
+ FX + TILEX * (dx != 0 ? i + step : 0),
+ FY + TILEY * (dy != 0 ? i + step : 0),
+ TILEX * (dx != 0 ? 1 : xsize),
+ TILEY * (dy != 0 ? 1 : ysize),
+ FX + TILEX * (dx != 0 ? i : 0),
+ FY + TILEY * (dy != 0 ? i : 0));
+ }
+
+#else
+
+ int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
BlitBitmap(drawto_field, drawto_field,
FX + TILEX * (dx == -1) - softscroll_offset,
FY + TILEY * (dy == -1) - softscroll_offset,
- SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
- SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+ SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+ SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
FX + TILEX * (dx == 1) - softscroll_offset,
FY + TILEY * (dy == 1) - softscroll_offset);
+#endif
+#endif
- if (dx)
+ if (dx != 0)
{
x = (dx == 1 ? BX1 : BX2);
for (y = BY1; y <= BY2; y++)
DrawScreenField(x, y);
}
- if (dy)
+ if (dy != 0)
{
y = (dy == 1 ? BY1 : BY2);
for (x = BX1; x <= BX2; x++)
if (game.num_random_calls != num_random_calls)
{
- Error(ERR_RETURN, "number of random calls out of sync");
- Error(ERR_RETURN, "number of random calls should be %d", num_random_calls);
- Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls);
+ Error(ERR_INFO, "number of random calls out of sync");
+ Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+ Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
Error(ERR_EXIT, "this should not happen -- please debug");
}
}
static struct
{
- int x, y;
+ int *x, *y;
+ int gd_x, gd_y;
int gadget_id;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
+#if 1
+ {
+ &game.button.stop.x, &game.button.stop.y,
+ GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_STOP,
+ "stop game"
+ },
+ {
+ &game.button.pause.x, &game.button.pause.y,
+ GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PAUSE,
+ "pause game"
+ },
+ {
+ &game.button.play.x, &game.button.play.y,
+ GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PLAY,
+ "play game"
+ },
+ {
+ &game.button.sound_music.x, &game.button.sound_music.y,
+ SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_MUSIC,
+ "background music on/off"
+ },
+ {
+ &game.button.sound_loops.x, &game.button.sound_loops.y,
+ SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_LOOPS,
+ "sound loops on/off"
+ },
+ {
+ &game.button.sound_simple.x,&game.button.sound_simple.y,
+ SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_SIMPLE,
+ "normal sounds on/off"
+ }
+#else
{
GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
GAME_CTRL_ID_STOP,
SOUND_CTRL_ID_SIMPLE,
"normal sounds on/off"
}
+#endif
};
void CreateGameButtons()
int button_type;
boolean checked;
unsigned long event_mask;
+ int x, y;
int gd_xoffset, gd_yoffset;
int gd_x1, gd_x2, gd_y1, gd_y2;
int id = i;
- gd_xoffset = gamebutton_info[i].x;
- gd_yoffset = gamebutton_info[i].y;
+ x = DX + *gamebutton_info[i].x;
+ y = DY + *gamebutton_info[i].y;
+ gd_xoffset = gamebutton_info[i].gd_x;
+ gd_yoffset = gamebutton_info[i].gd_y;
gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
+#if 1
+ GDI_X, x,
+ GDI_Y, y,
+#else
GDI_X, DX + gd_xoffset,
GDI_Y, DY + gd_yoffset,
+#endif
GDI_WIDTH, GAME_BUTTON_XSIZE,
GDI_HEIGHT, GAME_BUTTON_YSIZE,
GDI_TYPE, button_type,