level.game_engine_type == GAME_ENGINE_TYPE_MM ?
MM_HEALTH(game_mm.laser_overload_value) :
game.health);
+ int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
UpdatePlayfieldElementCount();
stored_player[player_nr].num_white_keys;
}
+ // re-arrange keys on game panel, if needed or if defined by style settings
+ for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
+ {
+ int nr = GAME_PANEL_KEY_1 + i;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+ struct TextPosInfo *pos = gpc->pos;
+
+ // skip check if key is not in the player's inventory
+ if (gpc->value == EL_EMPTY)
+ continue;
+
+ // check if keys should be arranged on panel from left to right
+ if (pos->style == STYLE_LEFTMOST_POSITION)
+ {
+ // check previous key positions (left from current key)
+ for (k = 0; k < i; k++)
+ {
+ int nr_new = GAME_PANEL_KEY_1 + k;
+
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+ gpc->value = EL_EMPTY;
+
+ break;
+ }
+ }
+ }
+
+ // check if "undefined" keys can be placed at some other position
+ if (pos->x == -1 && pos->y == -1)
+ {
+ int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
+
+ // 1st try: display key at the same position as normal or EM keys
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+ }
+ else
+ {
+ // 2nd try: display key at the next free position in the key panel
+ for (k = 0; k < STD_NUM_KEYS; k++)
+ {
+ nr_new = GAME_PANEL_KEY_1 + k;
+
+ if (game_panel_controls[nr_new].value == EL_EMPTY)
+ {
+ game_panel_controls[nr_new].value = gpc->value;
+
+ break;
+ }
+ }
+ }
+ }
+ }
+
for (i = 0; i < NUM_PANEL_INVENTORY; i++)
{
game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
int last_anim_random_frame = gfx.anim_random_frame;
int element = gpc->value;
int graphic = el2panelimg(element);
+ int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+ sync_random_frame : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
gpc->gfx_frame = 0;
- gpc->gfx_random = INIT_GFX_RANDOM();
+ gpc->gfx_random = init_gfx_random;
}
else
{
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(gpc->gfx_frame, graphic))
- gpc->gfx_random = INIT_GFX_RANDOM();
+ gpc->gfx_random = init_gfx_random;
}
if (ANIM_MODE(graphic) == ANIM_RANDOM)
if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
gpc->gfx_frame = element_info[element].collect_score;
- gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
- gpc->gfx_frame);
+ gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
if (ANIM_MODE(graphic) == ANIM_RANDOM)
gfx.anim_random_frame = last_anim_random_frame;
{
int last_anim_random_frame = gfx.anim_random_frame;
int graphic = gpc->graphic;
+ int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+ sync_random_frame : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
gpc->gfx_frame = 0;
- gpc->gfx_random = INIT_GFX_RANDOM();
+ gpc->gfx_random = init_gfx_random;
}
else
{
if (ANIM_MODE(graphic) == ANIM_RANDOM &&
IS_NEXT_FRAME(gpc->gfx_frame, graphic))
- gpc->gfx_random = INIT_GFX_RANDOM();
+ gpc->gfx_random = init_gfx_random;
}
if (ANIM_MODE(graphic) == ANIM_RANDOM)
if (PANEL_DEACTIVATED(pos))
continue;
+ if (pos->class == get_hash_from_key("extra_panel_items") &&
+ !setup.prefer_extra_panel_items)
+ continue;
+
gpc->last_value = value;
gpc->last_frame = frame;
InitGameEngine();
InitGameControlValues();
- // initialize tape actions from game when recording tape
if (tape.recording)
{
+ // initialize tape actions from game when recording tape
tape.use_key_actions = game.use_key_actions;
tape.use_mouse_actions = game.use_mouse_actions;
+
+ // initialize visible playfield size when recording tape (for team mode)
+ tape.scr_fieldx = SCR_FIELDX;
+ tape.scr_fieldy = SCR_FIELDY;
}
// don't play tapes over network
game.restart_level = FALSE;
game.restart_game_message = NULL;
+
game.request_active = FALSE;
+ game.request_active_or_moving = FALSE;
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
InitGameActions_MM();
static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
{
int min_x = x, min_y = y, max_x = x, max_y = y;
+ int scr_fieldx = getScreenFieldSizeX();
+ int scr_fieldy = getScreenFieldSizeY();
int i;
for (i = 0; i < MAX_PLAYERS; i++)
max_y = MAX(max_y, jy);
}
- return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+ return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
}
static boolean AllPlayersInVisibleScreen(void)
}
else
{
+ // needed in case of envelope request to close game panel
+ CloseDoor(DOOR_CLOSE_1);
+
SetGameStatus(GAME_MODE_MAIN);
DrawMainMenu();