#define GAME_CTRL_ID_PANEL_STOP 8
#define GAME_CTRL_ID_PANEL_PAUSE 9
#define GAME_CTRL_ID_PANEL_PLAY 10
-#define SOUND_CTRL_ID_MUSIC 11
-#define SOUND_CTRL_ID_LOOPS 12
-#define SOUND_CTRL_ID_SIMPLE 13
-#define SOUND_CTRL_ID_PANEL_MUSIC 14
-#define SOUND_CTRL_ID_PANEL_LOOPS 15
-#define SOUND_CTRL_ID_PANEL_SIMPLE 16
+#define GAME_CTRL_ID_TOUCH_STOP 11
+#define GAME_CTRL_ID_TOUCH_PAUSE 12
+#define SOUND_CTRL_ID_MUSIC 13
+#define SOUND_CTRL_ID_LOOPS 14
+#define SOUND_CTRL_ID_SIMPLE 15
+#define SOUND_CTRL_ID_PANEL_MUSIC 16
+#define SOUND_CTRL_ID_PANEL_LOOPS 17
+#define SOUND_CTRL_ID_PANEL_SIMPLE 18
-#define NUM_GAME_BUTTONS 17
+#define NUM_GAME_BUTTONS 19
// forward declaration for internal use
SetGameStatus(GAME_MODE_PLAYING);
if (level_editor_test_game)
- FadeSkipNextFadeIn();
+ FadeSkipNextFadeOut();
else
FadeSetEnterScreen();
ExpireSoundLoops(TRUE);
- if (!level_editor_test_game)
- FadeOut(fade_mask);
+ FadeOut(fade_mask);
+
+ if (level_editor_test_game)
+ FadeSkipNextFadeIn();
// needed if different viewport properties defined for playing
ChangeViewportPropertiesIfNeeded();
player->action = 0;
player->effective_action = 0;
player->programmed_action = 0;
+ player->snap_action = 0;
player->mouse_action.lx = 0;
player->mouse_action.ly = 0;
game.belt_dir_nr[i] = 3; // not moving, next moving left
#if USE_NEW_PLAYER_ASSIGNMENTS
+ // use preferred player also in local single-player mode
+ if (!network.enabled && !game.team_mode)
+ {
+ int old_index_nr = local_player->index_nr;
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ stored_player[old_index_nr].connected_locally = FALSE;
+ stored_player[new_index_nr].connected_locally = TRUE;
+ }
+ }
+
for (i = 0; i < MAX_PLAYERS; i++)
{
stored_player[i].connected = FALSE;
while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
{
- int dx = 0, dy = 0;
- int fx = FX, fy = FY;
-
- dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
- dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
+ int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+ int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
if (dx == 0 && dy == 0) // no scrolling needed at all
break;
scroll_x -= dx;
scroll_y -= dy;
- fx += dx * TILEX / 2;
- fy += dy * TILEY / 2;
+ // set values for horizontal/vertical screen scrolling (half tile size)
+ int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
+ int dir_y = (dy != 0 ? MV_VERTICAL : 0);
+ int pos_x = dx * TILEX / 2;
+ int pos_y = dy * TILEY / 2;
+ int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
+ int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
ScrollLevel(dx, dy);
DrawAllPlayers();
// scroll in two steps of half tile size to make things smoother
- BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ BlitScreenToBitmapExt_RND(window, fx, fy);
// scroll second step to align at full tile size
BlitScreenToBitmap(window);
if (!player->is_moving &&
!player->is_pushing &&
!player->is_dropping_pressed)
- {
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); // stop snapping
- }
}
CheckSaveEngineSnapshot(player);
stored_player[map_player_action[local_player->index_nr]].effective_action =
summarized_player_action;
+ // summarize all actions at centered player in local team mode
if (tape.recording &&
- setup.team_mode &&
+ setup.team_mode && !network.enabled &&
setup.input_on_focus &&
game.centered_player_nr != -1)
{
for (i = 0; i < MAX_PLAYERS; i++)
- stored_player[i].effective_action =
+ stored_player[map_player_action[i]].effective_action =
(i == game.centered_player_nr ? summarized_player_action : 0);
}
element == EL_DC_MAGIC_WALL_FULL ||
element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ ABS(x - jx) + ABS(y - jy) <
+ ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
{
magic_wall_x = x;
magic_wall_y = y;
DrawAllPlayers();
PlayAllPlayersSound();
- if (local_player->show_envelope != 0 && (!local_player->active ||
- local_player->MovPos == 0))
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->show_envelope != 0 && (!player->active ||
+ player->MovPos == 0))
+ {
+ ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
- local_player->show_envelope = 0;
+ player->show_envelope = 0;
+ }
}
// use random number generator in every frame to make it less predictable
game.centered_player_nr == -1))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
}
else
{
+ int offset_raw = game.scroll_delay_value;
+
if (jx != old_jx) // player has moved horizontally
{
- if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
- (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
+ int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
+ int new_scroll_x = jx - MIDPOSX + offset_x;
+
+ if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
+ scroll_x = new_scroll_x;
// don't scroll over playfield boundaries
- if (scroll_x < SBX_Left || scroll_x > SBX_Right)
- scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+ scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
// don't scroll more than one field at a time
scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
}
else // player has moved vertically
{
- if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
- (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
+ int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
+ int new_scroll_y = jy - MIDPOSY + offset_y;
+
+ if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
+ scroll_y = new_scroll_y;
// don't scroll over playfield boundaries
- if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
- scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
// don't scroll more than one field at a time
scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
switch (sample)
{
- case SAMPLE_blank:
+ case SOUND_blank:
PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
break;
- case SAMPLE_roll:
+ case SOUND_roll:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_stone:
+ case SOUND_stone:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_nut:
+ case SOUND_nut:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_crack:
+ case SOUND_crack:
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
break;
- case SAMPLE_bug:
+ case SOUND_bug:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_tank:
+ case SOUND_tank:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_android_clone:
+ case SOUND_android_clone:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_android_move:
+ case SOUND_android_move:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_spring:
+ case SOUND_spring:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_slurp:
+ case SOUND_slurp:
PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
- case SAMPLE_eater:
+ case SOUND_eater:
PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
break;
- case SAMPLE_eater_eat:
+ case SOUND_eater_eat:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_alien:
+ case SOUND_alien:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_collect:
+ case SOUND_collect:
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
break;
- case SAMPLE_diamond:
+ case SOUND_diamond:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_squash:
+ case SOUND_squash:
// !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
#endif
break;
- case SAMPLE_wonderfall:
+ case SOUND_wonderfall:
PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
- case SAMPLE_drip:
+ case SOUND_drip:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_push:
+ case SOUND_push:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_dirt:
+ case SOUND_dirt:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_acid:
+ case SOUND_acid:
PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
- case SAMPLE_ball:
+ case SOUND_ball:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_grow:
+ case SOUND_slidewall:
PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
break;
- case SAMPLE_wonder:
+ case SOUND_wonder:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_door:
+ case SOUND_door:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_exit_open:
+ case SOUND_exit_open:
PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
break;
- case SAMPLE_exit_leave:
+ case SOUND_exit_leave:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_dynamite:
+ case SOUND_dynamite:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_tick:
+ case SOUND_tick:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_press:
+ case SOUND_press:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
break;
- case SAMPLE_wheel:
+ case SOUND_wheel:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_boom:
+ case SOUND_boom:
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
- case SAMPLE_die:
+ case SOUND_die:
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
- case SAMPLE_time:
+ case SOUND_time:
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;
int gadget_id;
boolean *setup_value;
boolean allowed_on_tape;
+ boolean is_touch_button;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
{
IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
GAME_CTRL_ID_STOP, NULL,
- TRUE, "stop game"
+ TRUE, FALSE, "stop game"
},
{
IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
GAME_CTRL_ID_PAUSE, NULL,
- TRUE, "pause game"
+ TRUE, FALSE, "pause game"
},
{
IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
GAME_CTRL_ID_PLAY, NULL,
- TRUE, "play game"
+ TRUE, FALSE, "play game"
},
{
IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
GAME_CTRL_ID_UNDO, NULL,
- TRUE, "undo step"
+ TRUE, FALSE, "undo step"
},
{
IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
GAME_CTRL_ID_REDO, NULL,
- TRUE, "redo step"
+ TRUE, FALSE, "redo step"
},
{
IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, NULL,
- TRUE, "save game"
+ TRUE, FALSE, "save game"
},
{
IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
GAME_CTRL_ID_PAUSE2, NULL,
- TRUE, "pause game"
+ TRUE, FALSE, "pause game"
},
{
IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, NULL,
- TRUE, "load game"
+ TRUE, FALSE, "load game"
},
{
IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
GAME_CTRL_ID_PANEL_STOP, NULL,
- FALSE, "stop game"
+ FALSE, FALSE, "stop game"
},
{
IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
GAME_CTRL_ID_PANEL_PAUSE, NULL,
- FALSE, "pause game"
+ FALSE, FALSE, "pause game"
},
{
IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
GAME_CTRL_ID_PANEL_PLAY, NULL,
- FALSE, "play game"
+ FALSE, FALSE, "play game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
+ GAME_CTRL_ID_TOUCH_STOP, NULL,
+ FALSE, TRUE, "stop game"
+ },
+ {
+ IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
+ GAME_CTRL_ID_TOUCH_PAUSE, NULL,
+ FALSE, TRUE, "pause game"
},
{
IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
SOUND_CTRL_ID_MUSIC, &setup.sound_music,
- TRUE, "background music on/off"
+ TRUE, FALSE, "background music on/off"
},
{
IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
- TRUE, "sound loops on/off"
+ TRUE, FALSE, "sound loops on/off"
},
{
IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
- TRUE, "normal sounds on/off"
+ TRUE, FALSE, "normal sounds on/off"
},
{
IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
- FALSE, "background music on/off"
+ FALSE, FALSE, "background music on/off"
},
{
IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
- FALSE, "sound loops on/off"
+ FALSE, FALSE, "sound loops on/off"
},
{
IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
- FALSE, "normal sounds on/off"
+ FALSE, FALSE, "normal sounds on/off"
}
};
int button_type;
boolean checked;
unsigned int event_mask;
+ boolean is_touch_button = gamebutton_info[i].is_touch_button;
boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
- int base_x = (on_tape ? VX : DX);
- int base_y = (on_tape ? VY : DY);
+ int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
+ int base_y = (is_touch_button ? 0 : on_tape ? 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_ya = gfx->src_y + gfx->active_yoffset;
int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
+ int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
+ int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
int id = i;
if (gfx->bitmap == NULL)
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PANEL_STOP ||
+ id == GAME_CTRL_ID_TOUCH_STOP ||
id == GAME_CTRL_ID_PLAY ||
id == GAME_CTRL_ID_PANEL_PLAY ||
id == GAME_CTRL_ID_SAVE ||
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_IMAGE_ID, graphic,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
- GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
- GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+ GDI_X, base_x + x,
+ GDI_Y, base_y + y,
GDI_WIDTH, gfx->width,
GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
GDI_DIRECT_DRAW, FALSE,
+ GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
-
- ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
}
void UnmapUndoRedoButtons(void)
MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
+
+void ModifyPauseButtons(void)
+{
+ static int ids[] =
+ {
+ GAME_CTRL_ID_PAUSE,
+ GAME_CTRL_ID_PAUSE2,
+ GAME_CTRL_ID_PANEL_PAUSE,
+ GAME_CTRL_ID_TOUCH_PAUSE,
+ -1
+ };
+ int i;
- ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+ for (i = 0; ids[i] > -1; i++)
+ ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
}
static void MapGameButtonsExt(boolean on_tape)
for (i = 0; i < NUM_GAME_BUTTONS; i++)
if (!on_tape || gamebutton_info[i].allowed_on_tape)
RedrawGadget(game_gadget[i]);
-
- // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
- redraw_mask &= ~REDRAW_ALL;
}
static void SetGadgetState(struct GadgetInfo *gi, boolean state)
{
case GAME_CTRL_ID_STOP:
case GAME_CTRL_ID_PANEL_STOP:
+ case GAME_CTRL_ID_TOUCH_STOP:
if (game_status == GAME_MODE_MAIN)
break;
case GAME_CTRL_ID_PAUSE:
case GAME_CTRL_ID_PAUSE2:
case GAME_CTRL_ID_PANEL_PAUSE:
+ case GAME_CTRL_ID_TOUCH_PAUSE:
if (network.enabled && game_status == GAME_MODE_PLAYING)
{
if (tape.pausing)