draw_border_function);
redraw_mask &= ~fade_mask;
+
+ ClearEventQueue();
}
static void SetScreenStates_BeforeFadingIn()
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
+
+ ClearEventQueue();
}
void ShowEnvelope(int envelope_nr)
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
+
+ ClearEventQueue();
}
void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
}
}
+void DrawPreviewPlayers()
+{
+ if (game_status != GAME_MODE_MAIN)
+ return;
+
+ if (!network.enabled && !setup.team_mode)
+ return;
+
+ boolean player_found[MAX_PLAYERS];
+ int num_players = 0;
+ int i, x, y;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ player_found[i] = FALSE;
+
+ /* check which players can be found in the level (simple approach) */
+ for (x = 0; x < lev_fieldx; x++)
+ {
+ for (y = 0; y < lev_fieldy; y++)
+ {
+ int element = level.field[x][y];
+
+ if (ELEM_IS_PLAYER(element))
+ {
+ int player_nr = GET_PLAYER_NR(element);
+
+ player_nr = MIN(MAX(0, player_nr), MAX_PLAYERS - 1);
+
+ if (!player_found[player_nr])
+ num_players++;
+
+ player_found[player_nr] = TRUE;
+ }
+ }
+ }
+
+ struct TextPosInfo *pos = &menu.main.preview_players;
+ int tile_size = pos->tile_size;
+ int border_size = pos->border_size;
+ int player_xoffset_raw = (pos->vertical ? 0 : tile_size + border_size);
+ int player_yoffset_raw = (pos->vertical ? tile_size + border_size : 0);
+ int player_xoffset = (pos->xoffset != -1 ? pos->xoffset : player_xoffset_raw);
+ int player_yoffset = (pos->yoffset != -1 ? pos->yoffset : player_yoffset_raw);
+ int max_players_width = (MAX_PLAYERS - 1) * player_xoffset + tile_size;
+ int max_players_height = (MAX_PLAYERS - 1) * player_yoffset + tile_size;
+ int all_players_width = (num_players - 1) * player_xoffset + tile_size;
+ int all_players_height = (num_players - 1) * player_yoffset + tile_size;
+ int max_xpos = SX + ALIGNED_XPOS(pos->x, max_players_width, pos->align);
+ int max_ypos = SY + ALIGNED_YPOS(pos->y, max_players_height, pos->valign);
+ int xpos = SX + ALIGNED_XPOS(pos->x, all_players_width, pos->align);
+ int ypos = SY + ALIGNED_YPOS(pos->y, all_players_height, pos->valign);
+
+ /* clear area in which the players will be drawn */
+ ClearRectangleOnBackground(drawto, max_xpos, max_ypos,
+ max_players_width, max_players_height);
+
+ /* only draw players if level is suited for team mode */
+ if (num_players < 2)
+ return;
+
+ /* draw all players that were found in the level */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (player_found[i])
+ {
+ int graphic = el2img(EL_PLAYER_1 + i);
+
+ DrawSizedGraphicThruMaskExt(drawto, xpos, ypos, graphic, 0, tile_size);
+
+ xpos += player_xoffset;
+ ypos += player_yoffset;
+ }
+ }
+}
+
void DrawPreviewLevelInitial()
{
DrawPreviewLevelExt(TRUE);
+ DrawPreviewPlayers();
}
void DrawPreviewLevelAnimation()
DrawPreviewLevelExt(FALSE);
}
+static void DrawNetworkPlayer(int x, int y, int player_nr, int tile_size,
+ int border_size, int font_nr)
+{
+ int graphic = el2img(EL_PLAYER_1 + player_nr);
+ int font_height = getFontHeight(font_nr);
+ int player_height = MAX(tile_size, font_height);
+ int xoffset_text = tile_size + border_size;
+ int yoffset_text = (player_height - font_height) / 2;
+ int yoffset_graphic = (player_height - tile_size) / 2;
+ char *player_name = getNetworkPlayerName(player_nr + 1);
+
+ DrawSizedGraphicThruMaskExt(drawto, x, y + yoffset_graphic, graphic, 0,
+ tile_size);
+ DrawText(x + xoffset_text, y + yoffset_text, player_name, font_nr);
+}
+
+void DrawNetworkPlayersExt(boolean force)
+{
+ if (game_status != GAME_MODE_MAIN)
+ return;
+
+ if (!network.connected && !force)
+ return;
+
+ int num_players = 0;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected_network)
+ num_players++;
+
+ struct TextPosInfo *pos = &menu.main.network_players;
+ int tile_size = pos->tile_size;
+ int border_size = pos->border_size;
+ int xoffset_text = tile_size + border_size;
+ int font_nr = pos->font;
+ int font_width = getFontWidth(font_nr);
+ int font_height = getFontHeight(font_nr);
+ int player_height = MAX(tile_size, font_height);
+ int player_yoffset = player_height + border_size;
+ int max_players_width = xoffset_text + MAX_PLAYER_NAME_LEN * font_width;
+ int max_players_height = MAX_PLAYERS * player_yoffset - border_size;
+ int all_players_height = num_players * player_yoffset - border_size;
+ int max_xpos = SX + ALIGNED_XPOS(pos->x, max_players_width, pos->align);
+ int max_ypos = SY + ALIGNED_YPOS(pos->y, max_players_height, pos->valign);
+ int ypos = SY + ALIGNED_YPOS(pos->y, all_players_height, pos->valign);
+
+ ClearRectangleOnBackground(drawto, max_xpos, max_ypos,
+ max_players_width, max_players_height);
+
+ /* first draw local network player ... */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].connected_network &&
+ stored_player[i].connected_locally)
+ {
+ char *player_name = getNetworkPlayerName(i + 1);
+ int player_width = xoffset_text + getTextWidth(player_name, font_nr);
+ int xpos = SX + ALIGNED_XPOS(pos->x, player_width, pos->align);
+
+ DrawNetworkPlayer(xpos, ypos, i, tile_size, border_size, font_nr);
+
+ ypos += player_yoffset;
+ }
+ }
+
+ /* ... then draw all other network players */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].connected_network &&
+ !stored_player[i].connected_locally)
+ {
+ char *player_name = getNetworkPlayerName(i + 1);
+ int player_width = xoffset_text + getTextWidth(player_name, font_nr);
+ int xpos = SX + ALIGNED_XPOS(pos->x, player_width, pos->align);
+
+ DrawNetworkPlayer(xpos, ypos, i, tile_size, border_size, font_nr);
+
+ ypos += player_yoffset;
+ }
+ }
+}
+
+void DrawNetworkPlayers()
+{
+ DrawNetworkPlayersExt(FALSE);
+}
+
+void ClearNetworkPlayers()
+{
+ DrawNetworkPlayersExt(TRUE);
+}
+
inline static void DrawGraphicAnimationExt(DrawBuffer *dst_bitmap, int x, int y,
int graphic, int sync_frame,
int mask_mode)
SetMouseCursor(CURSOR_DEFAULT);
-#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
- if (options.network &&
+ if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
-#endif
old_door_state = GetDoorState();
SetDrawBackgroundMask(REDRAW_FIELD);
}
-#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
- if (options.network &&
+ if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
-#endif
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
SetMouseCursor(CURSOR_DEFAULT);
-#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
- if (options.network &&
+ if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
-#endif
/* simulate releasing mouse button over last gadget, if still pressed */
if (button_status)
SetDrawBackgroundMask(REDRAW_FIELD);
}
-#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
- if (options.network &&
+ if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
-#endif
/* restore deactivated drawing when quick-loading level tape recording */
if (tape.playing && tape.deactivate_display)
DrawMaskedBorder(REDRAW_DOOR_1);
DrawMaskedBorder(REDRAW_DOOR_2);
+ ClearEventQueue();
+
return (door1 | door2);
}