#define GAME_PANEL_MAGIC_WALL 66
#define GAME_PANEL_MAGIC_WALL_TIME 67
#define GAME_PANEL_GRAVITY_STATE 68
-#define GAME_PANEL_CE_SCORE_1 69
-#define GAME_PANEL_CE_SCORE_2 70
-#define GAME_PANEL_CE_SCORE_3 71
-#define GAME_PANEL_CE_SCORE_4 72
-#define GAME_PANEL_CE_SCORE_5 73
-#define GAME_PANEL_CE_SCORE_6 74
-#define GAME_PANEL_CE_SCORE_7 75
-#define GAME_PANEL_CE_SCORE_8 76
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 77
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 78
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 79
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 80
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 81
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 82
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 83
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 84
-#define GAME_PANEL_PLAYER_NAME 85
-#define GAME_PANEL_LEVEL_NAME 86
-#define GAME_PANEL_LEVEL_AUTHOR 87
-
-#define NUM_GAME_PANEL_CONTROLS 88
+#define GAME_PANEL_GRAPHIC_1 69
+#define GAME_PANEL_GRAPHIC_2 70
+#define GAME_PANEL_GRAPHIC_3 71
+#define GAME_PANEL_GRAPHIC_4 72
+#define GAME_PANEL_GRAPHIC_5 73
+#define GAME_PANEL_GRAPHIC_6 74
+#define GAME_PANEL_GRAPHIC_7 75
+#define GAME_PANEL_GRAPHIC_8 76
+#define GAME_PANEL_ELEMENT_1 77
+#define GAME_PANEL_ELEMENT_2 78
+#define GAME_PANEL_ELEMENT_3 79
+#define GAME_PANEL_ELEMENT_4 80
+#define GAME_PANEL_ELEMENT_5 81
+#define GAME_PANEL_ELEMENT_6 82
+#define GAME_PANEL_ELEMENT_7 83
+#define GAME_PANEL_ELEMENT_8 84
+#define GAME_PANEL_ELEMENT_COUNT_1 85
+#define GAME_PANEL_ELEMENT_COUNT_2 86
+#define GAME_PANEL_ELEMENT_COUNT_3 87
+#define GAME_PANEL_ELEMENT_COUNT_4 88
+#define GAME_PANEL_ELEMENT_COUNT_5 89
+#define GAME_PANEL_ELEMENT_COUNT_6 90
+#define GAME_PANEL_ELEMENT_COUNT_7 91
+#define GAME_PANEL_ELEMENT_COUNT_8 92
+#define GAME_PANEL_CE_SCORE_1 93
+#define GAME_PANEL_CE_SCORE_2 94
+#define GAME_PANEL_CE_SCORE_3 95
+#define GAME_PANEL_CE_SCORE_4 96
+#define GAME_PANEL_CE_SCORE_5 97
+#define GAME_PANEL_CE_SCORE_6 98
+#define GAME_PANEL_CE_SCORE_7 99
+#define GAME_PANEL_CE_SCORE_8 100
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 101
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 102
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 103
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 104
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 105
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 108
+#define GAME_PANEL_PLAYER_NAME 109
+#define GAME_PANEL_LEVEL_NAME 110
+#define GAME_PANEL_LEVEL_AUTHOR 111
+
+#define NUM_GAME_PANEL_CONTROLS 112
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
struct GamePanelControlInfo
{
int value, last_value;
int frame, last_frame;
int gfx_frame;
+ int gfx_random;
};
static struct GamePanelControlInfo game_panel_controls[] =
&game.panel.gravity_state,
TYPE_STRING,
},
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
{
GAME_PANEL_CE_SCORE_1,
&game.panel.ce_score[0],
(be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
(be) + (e) - EL_SELF)
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
(e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
static void CreateField(int, int, int);
+static void ResetGfxAnimation(int, int);
+
static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
}
}
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
+ else
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
+}
+
void InitGameControlValues()
{
int i;
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
int nr = gpc->nr;
int type = gpc->type;
- struct TextPosInfo *pos = gpc->pos;
if (nr != i)
{
pos->width = pos->size;
pos->height = pos->size;
}
+
+ /* fill structure for game panel draw order */
+ gpo->nr = gpc->nr;
+ gpo->sort_priority = pos->sort_priority;
}
+
+ /* sort game panel controls according to sort_priority and control number */
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
+}
+
+void UpdatePlayfieldElementCount()
+{
+ int i, j, x, y;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Feld[x][y]].element_count++;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
}
void UpdateGameControlValues()
{
int i, k;
- int time = (level.time == 0 ? TimePlayed : TimeLeft);
- int score = (local_player->LevelSolved ? local_player->score_final :
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ 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 :
local_player->score);
- int exit_closed = (local_player->gems_still_needed > 0 ||
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required :
+ local_player->gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required > 0 :
+ local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
+ UpdatePlayfieldElementCount();
+
+ /* update game panel control values */
+
game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
- game_panel_controls[GAME_PANEL_GEMS].value =
- local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
for (i = 0; i < MAX_NUM_KEYS; i++)
for (i = 0; i < MAX_PLAYERS; i++)
{
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[i].key[k])
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- 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[i]->dynamite;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[i].inventory_size;
if (stored_player[i].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value =
int player_nr = game.centered_player_nr;
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[player_nr].key[k])
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[player_nr].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
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[player_nr].inventory_size;
if (stored_player[player_nr].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
#endif
+ for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+ game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+ (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+ game.panel.element[i].id : EL_UNDEFINED);
+
+ for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+ game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+ (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+ element_info[game.panel.element_count[i].id].element_count :
+ EL_UNDEFINED);
+
for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
- {
- if (game.panel.ce_score[i].id != EL_UNDEFINED)
- {
- int ce_score = element_info[game.panel.ce_score[i].id].collect_score;
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
- game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = ce_score;
- game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = ce_score;
- }
- else
- {
- game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = 0;
- game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = 0;
- }
- }
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+ /* update game panel control frames */
+
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
if (gpc->type == TYPE_ELEMENT)
{
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
+
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;
+
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
+
gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
gpc->gfx_frame);
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
}
}
}
void DisplayGameControlValues()
{
+ boolean redraw_panel = FALSE;
int i;
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+ if (PANEL_DEACTIVATED(gpc->pos))
+ continue;
+
+ if (gpc->value == gpc->last_value &&
+ gpc->frame == gpc->last_frame)
+ continue;
+
+ redraw_panel = TRUE;
+ }
+
+ if (!redraw_panel)
+ return;
+
+ /* copy default game door content to main double buffer */
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+ /* redraw game control buttons */
+#if 1
+ RedrawGameButtons();
+#else
+ UnmapGameButtons();
+ MapGameButtons();
+#endif
+
game_status = GAME_MODE_PSEUDO_PANEL;
+#if 1
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
{
+#if 1
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
int nr = gpc->nr;
- int type = gpc->type;
+#endif
struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
int value = gpc->value;
int frame = gpc->frame;
+#if 0
int last_value = gpc->last_value;
int last_frame = gpc->last_frame;
+#endif
int size = pos->size;
int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+ if (PANEL_DEACTIVATED(pos))
+ continue;
+
+#if 0
if (value == last_value && frame == last_frame)
continue;
+#endif
gpc->last_value = value;
gpc->last_frame = frame;
printf("::: value %d changed from %d to %d\n", nr, last_value, value);
#endif
- if (PANEL_DEACTIVATED(pos))
- continue;
-
if (type == TYPE_INTEGER)
{
if (nr == GAME_PANEL_LEVEL_NUMBER ||
size = (value < value_change ? size1 : size2);
font = (value < value_change ? font1 : font2);
+#if 0
/* clear background if value just changed its size (dynamic digits) */
if ((last_value < value_change) != (value < value_change))
{
ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
max_width, max_height);
}
+#endif
}
}
pos->width = size * getFontWidth(font);
#endif
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, size), font);
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
}
else if (type == TYPE_ELEMENT)
{
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
+#if 1
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+#if 1
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+#endif
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ if (draw_masked)
+ {
+ SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+ dst_x - src_x, dst_y - src_y);
+ 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 (value == EL_UNDEFINED || value == EL_EMPTY)
{
element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
height = graphic_info[graphic].height * size / TILESIZE;
BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
}
else if (type == TYPE_STRING)
{
{
int font1 = pos->font; /* (used for normal state) */
int font2 = pos->font_alt; /* (used for active state) */
+#if 0
int size1 = strlen(state_normal);
int size2 = strlen(state_active);
int width1 = size1 * getFontWidth(font1);
/* clear background for values that may have changed its size */
ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
max_width, max_height);
+#endif
font = (active ? font2 : font1);
}
s_cut = getStringCopyN(s, size);
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), s_cut, font);
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
free(s_cut);
}
{
ei->change_page[j].actual_trigger_element = EL_EMPTY;
ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
ei->change_page[j].actual_trigger_ce_score = 0;
player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
+ player->LevelSolved_CountingTime = 0;
+ player->LevelSolved_CountingScore = 0;
}
network_player_action_received = FALSE;
emulate_sp = FALSE;
InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
}
InitBeltMovement();
local_player->jy - MIDPOSY);
}
+#if 0
/* do not use PLAYING mask for fading out from main screen */
game_status = GAME_MODE_MAIN;
+#endif
StopAnimation();
FadeOut(REDRAW_FIELD);
#endif
+#if 0
game_status = GAME_MODE_PLAYING;
+#endif
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score : player->score);
+
+ player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
+ player->LevelSolved_CountingScore = player->score_final;
}
void GameWon()
score = score_final;
#if 1
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
score += time_count_steps * level.score[SC_TIME_BONUS];
#if 1
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
{
MovDelay[x][y]--;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
DrawLevelElementAnimation(x, y, Feld[x][y]);
if (MovDelay[x][y] != 0)
10 - MovDelay[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
}
}
}
action_mode, action_arg_number,
action_arg_number_min, action_arg_number_max);
+#if 1
+ int trigger_player_bits = change->actual_trigger_player_bits;
+#else
int trigger_player_bits =
(change->actual_trigger_player >= EL_PLAYER_1 &&
change->actual_trigger_player <= EL_PLAYER_4 ?
(1 << (change->actual_trigger_player - EL_PLAYER_1)) :
PLAYER_BITS_ANY);
+#endif
int action_arg_player_bits =
(action_arg >= CA_ARG_PLAYER_1 &&
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_player_bits = CH_PLAYER_1;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
change->actual_trigger_ce_score = 0;
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
{
change->actual_trigger_element = trigger_element;
- change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+ change->actual_trigger_player_bits = trigger_player;
change->actual_trigger_side = trigger_side;
change->actual_trigger_ce_value = CustomValue[x][y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
UnmapGadget(game_gadget[i]);
}
+void RedrawGameButtons()
+{
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ RedrawGadget(game_gadget[i]);
+}
+
static void HandleGameButtons(struct GadgetInfo *gi)
{
int id = gi->custom_id;