#if USE_DELAYED_GFX_REDRAW
#define TEST_DrawLevelField(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE
-#define TEST_DrawLevelFieldCrumbledSand(x, y) \
+#define TEST_DrawLevelFieldCrumbled(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
#define TEST_DrawTwinkleOnField(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
#else
#define TEST_DrawLevelField(x, y) \
DrawLevelField(x, y)
-#define TEST_DrawLevelFieldCrumbledSand(x, y) \
- DrawLevelFieldCrumbledSand(x, y)
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
- DrawLevelFieldCrumbledSandNeighbours(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
#define TEST_DrawTwinkleOnField(x, y) \
DrawTwinkleOnField(x, y)
#endif
#define GAME_PANEL_TIME_HH 32
#define GAME_PANEL_TIME_MM 33
#define GAME_PANEL_TIME_SS 34
-#define GAME_PANEL_SHIELD_NORMAL 35
-#define GAME_PANEL_SHIELD_NORMAL_TIME 36
-#define GAME_PANEL_SHIELD_DEADLY 37
-#define GAME_PANEL_SHIELD_DEADLY_TIME 38
-#define GAME_PANEL_EXIT 39
-#define GAME_PANEL_EMC_MAGIC_BALL 40
-#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
-#define GAME_PANEL_LIGHT_SWITCH 42
-#define GAME_PANEL_LIGHT_SWITCH_TIME 43
-#define GAME_PANEL_TIMEGATE_SWITCH 44
-#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
-#define GAME_PANEL_SWITCHGATE_SWITCH 46
-#define GAME_PANEL_EMC_LENSES 47
-#define GAME_PANEL_EMC_LENSES_TIME 48
-#define GAME_PANEL_EMC_MAGNIFIER 49
-#define GAME_PANEL_EMC_MAGNIFIER_TIME 50
-#define GAME_PANEL_BALLOON_SWITCH 51
-#define GAME_PANEL_DYNABOMB_NUMBER 52
-#define GAME_PANEL_DYNABOMB_SIZE 53
-#define GAME_PANEL_DYNABOMB_POWER 54
-#define GAME_PANEL_PENGUINS 55
-#define GAME_PANEL_SOKOBAN_OBJECTS 56
-#define GAME_PANEL_SOKOBAN_FIELDS 57
-#define GAME_PANEL_ROBOT_WHEEL 58
-#define GAME_PANEL_CONVEYOR_BELT_1 59
-#define GAME_PANEL_CONVEYOR_BELT_2 60
-#define GAME_PANEL_CONVEYOR_BELT_3 61
-#define GAME_PANEL_CONVEYOR_BELT_4 62
-#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
-#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
-#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
-#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
-#define GAME_PANEL_MAGIC_WALL 67
-#define GAME_PANEL_MAGIC_WALL_TIME 68
-#define GAME_PANEL_GRAVITY_STATE 69
-#define GAME_PANEL_GRAPHIC_1 70
-#define GAME_PANEL_GRAPHIC_2 71
-#define GAME_PANEL_GRAPHIC_3 72
-#define GAME_PANEL_GRAPHIC_4 73
-#define GAME_PANEL_GRAPHIC_5 74
-#define GAME_PANEL_GRAPHIC_6 75
-#define GAME_PANEL_GRAPHIC_7 76
-#define GAME_PANEL_GRAPHIC_8 77
-#define GAME_PANEL_ELEMENT_1 78
-#define GAME_PANEL_ELEMENT_2 79
-#define GAME_PANEL_ELEMENT_3 80
-#define GAME_PANEL_ELEMENT_4 81
-#define GAME_PANEL_ELEMENT_5 82
-#define GAME_PANEL_ELEMENT_6 83
-#define GAME_PANEL_ELEMENT_7 84
-#define GAME_PANEL_ELEMENT_8 85
-#define GAME_PANEL_ELEMENT_COUNT_1 86
-#define GAME_PANEL_ELEMENT_COUNT_2 87
-#define GAME_PANEL_ELEMENT_COUNT_3 88
-#define GAME_PANEL_ELEMENT_COUNT_4 89
-#define GAME_PANEL_ELEMENT_COUNT_5 90
-#define GAME_PANEL_ELEMENT_COUNT_6 91
-#define GAME_PANEL_ELEMENT_COUNT_7 92
-#define GAME_PANEL_ELEMENT_COUNT_8 93
-#define GAME_PANEL_CE_SCORE_1 94
-#define GAME_PANEL_CE_SCORE_2 95
-#define GAME_PANEL_CE_SCORE_3 96
-#define GAME_PANEL_CE_SCORE_4 97
-#define GAME_PANEL_CE_SCORE_5 98
-#define GAME_PANEL_CE_SCORE_6 99
-#define GAME_PANEL_CE_SCORE_7 100
-#define GAME_PANEL_CE_SCORE_8 101
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 102
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 103
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 104
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 105
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 106
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 107
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 108
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 109
-#define GAME_PANEL_PLAYER_NAME 110
-#define GAME_PANEL_LEVEL_NAME 111
-#define GAME_PANEL_LEVEL_AUTHOR 112
-
-#define NUM_GAME_PANEL_CONTROLS 113
+#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
struct GamePanelOrderInfo
{
&game.panel.time_ss,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
{
GAME_PANEL_SHIELD_NORMAL,
&game.panel.shield_normal,
local_player->LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
level.time == 0 ? TimePlayed : TimeLeft);
int score = (local_player->LevelSolved ?
local_player->LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->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 :
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 :
local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
{
for (i = 0; i < MAX_PLAYERS; i++)
{
+ /* only one player in Supaplex game engine */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
+
for (k = 0; k < MAX_NUM_KEYS; k++)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
level.native_em_level->ply[i]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
else
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
stored_player[i].inventory_size;
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
else
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
stored_player[player_nr].inventory_size;
game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
(local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
EL_EMPTY);
game_status = GAME_MODE_PLAYING;
+#if 1
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+#endif
+
InitGameEngine();
InitGameControlValues();
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_EM(backbuffer);
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap_SP(backbuffer);
+ }
else
{
DrawLevel();
Feld[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
+ /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+ possible that the relocation target field did not contain a player element,
+ but a walkable element, to which the new player was relocated -- in this
+ case, restore that (already initialized!) element on the player field */
if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
{
- Feld[jx][jy] = element;
+ Feld[jx][jy] = element; /* restore previously existing element */
+#if 0
+ /* !!! do not initialize already initialized element a second time !!! */
+ /* (this causes at least problems with "element creation" CE trigger for
+ already existing elements, and existing Sokoban fields counted twice) */
InitField(jx, jy, FALSE);
+#endif
}
/* only visually relocate centered player */
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
- TEST_DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
if (IN_SCR_FIELD(sx, sy))
{
- TEST_DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbled(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
Feld[x][y] = EL_SAND;
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- TEST_DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
}
static int getSpecialActionElement(int element, int number, int base_element)
TEST_DrawLevelField(x, y);
if (GFX_CRUMBLED(new_element))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
#if 1
if (tape.single_step && tape.recording && !tape.pausing)
{
+#if 1
+ /* as it is called "single step mode", just return to pause mode when the
+ player stopped moving after one tile (or never starts moving at all) */
+ if (!player->is_moving)
+#else
+ /* this is buggy: there are quite some cases where the single step mode
+ does not return to pause mode (like pushing things that don't move
+ or simply by trying to run against a wall) */
if (button1 || (dropped && !moved))
+#endif
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
SnapField(player, 0, 0); /* stop snapping */
{
int i;
+ /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (TimeFrames >= FRAMES_PER_SECOND)
{
if (game.restart_level)
StartGameActions(options.network, setup.autorecord, level.random_seed);
+ /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
{
GameActions_EM_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
else
{
GameActions_RND();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
+void GameActions_SP_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_SP(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
void GameActions_RND()
{
int magic_wall_x = 0, magic_wall_y = 0;
DrawLevelField(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
- DrawLevelFieldCrumbledSand(x, y);
+ DrawLevelFieldCrumbled(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ DrawLevelFieldCrumbledNeighbours(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
DrawTwinkleOnField(x, y);
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
+#if 1
+ if (local_player->sokobanfields_still_needed == 0 &&
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+#else
if (local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
+#endif
{
PlayerWins(player);
}
}
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
+
+#if 0
+ printf("::: %d -> %d\n", element_sp, action_sp);
+#endif
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
#if 0
void ChangeTime(int value)
{
/* game engine snapshot handling functions */
/* ------------------------------------------------------------------------- */
-#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
-
struct EngineSnapshotInfo
{
/* runtime values for custom element collect score */
int choice_pos[NUM_GROUP_ELEMENTS];
/* runtime values for belt position animations */
- int belt_graphic[4 * NUM_BELT_PARTS];
- int belt_anim_mode[4 * NUM_BELT_PARTS];
-};
-
-struct EngineSnapshotNodeInfo
-{
- void *buffer_orig;
- void *buffer_copy;
- int size;
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
};
static struct EngineSnapshotInfo engine_snapshot_rnd;
-static ListNode *engine_snapshot_list = NULL;
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;
-void FreeEngineSnapshot()
-{
- while (engine_snapshot_list != NULL)
- deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
- checked_free);
-
- setString(&snapshot_level_identifier, NULL);
- snapshot_level_nr = -1;
-}
-
static void SaveEngineSnapshotValues_RND()
{
static int belt_base_active_element[4] =
int graphic = el2img(element);
int anim_mode = graphic_info[graphic].anim_mode;
- engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
- engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
}
}
}
{
for (j = 0; j < NUM_BELT_PARTS; j++)
{
- int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
- int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
graphic_info[graphic].anim_mode = anim_mode;
}
}
}
-static void SaveEngineSnapshotBuffer(void *buffer, int size)
-{
- struct EngineSnapshotNodeInfo *bi =
- checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
-
- bi->buffer_orig = buffer;
- bi->buffer_copy = checked_malloc(size);
- bi->size = size;
-
- memcpy(bi->buffer_copy, buffer, size);
-
- addNodeToList(&engine_snapshot_list, NULL, bi);
-}
-
void SaveEngineSnapshot()
{
- FreeEngineSnapshot(); /* free previous snapshot, if needed */
-
- if (level_editor_test_game) /* do not save snapshots from editor */
+ /* do not save snapshots from editor */
+ if (level_editor_test_game)
return;
+ /* free previous snapshot buffers, if needed */
+ FreeEngineSnapshotBuffers();
+
/* copy some special values to a structure better suited for the snapshot */
SaveEngineSnapshotValues_RND();
SaveEngineSnapshotValues_EM();
+ SaveEngineSnapshotValues_SP();
/* save values stored in special snapshot structure */
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
/* save further RND engine values */
snapshot_level_nr = level_nr;
#if 0
- ListNode *node = engine_snapshot_list;
+ ListNode *node = engine_snapshot_list_rnd;
int num_bytes = 0;
while (node != NULL)
#endif
}
-static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
-{
- memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
-}
-
void LoadEngineSnapshot()
{
- ListNode *node = engine_snapshot_list;
-
- if (engine_snapshot_list == NULL)
- return;
+ /* restore generically stored snapshot buffers */
- while (node != NULL)
- {
- LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
-
- node = node->next;
- }
+ LoadEngineSnapshotBuffers();
/* restore special values from snapshot structure */
LoadEngineSnapshotValues_RND();
LoadEngineSnapshotValues_EM();
+ LoadEngineSnapshotValues_SP();
}
boolean CheckEngineSnapshot()
RedrawGadget(game_gadget[i]);
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+static void HandleGameButtonsExt(int id)
{
- int id = gi->custom_id;
-
if (game_status != GAME_MODE_PLAYING)
return;
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
break;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
break;
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+#if 1
+ if (key == setup.shortcut.sound_simple)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_loops)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+#else
+ if (key == setup.shortcut.sound_simple)
+ HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
+ else if (key == setup.shortcut.sound_loops)
+ HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
+ else if (key == setup.shortcut.sound_music)
+ HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
+#endif
+}