X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=7d83c63f8800dca7c19354af58e6c83de955348f;hb=7e7bea870822b12f26c2266d0bcc23db6a1684f4;hp=d0afc792ca8270df465b41cefcac6177eab172d9;hpb=1ca582ff344bd825e03229636cee6d006e19251f;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index d0afc792..7d83c63f 100644 --- a/src/game.c +++ b/src/game.c @@ -59,6 +59,8 @@ #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1) #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1) +#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1) + /* for DigField() */ #define DF_NO_PUSH 0 @@ -85,27 +87,33 @@ #define EX_TYPE_DYNA (1 << 4) #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) -#define PANEL_DEACTIVATED(p) ((p).x < 0 || (p).y < 0) +#define PANEL_OFF() (local_player->LevelSolved_PanelOff) +#define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF()) +#define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p)) +#define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p)) /* special positions in the game control window (relative to control window) */ -#define XX_LEVEL1 (game.panel.level.x) -#define XX_LEVEL2 (game.panel.level.x - 1) -#define YY_LEVEL (game.panel.level.y) -#define XX_EMERALDS (game.panel.gems.x) -#define YY_EMERALDS (game.panel.gems.y) -#define XX_DYNAMITE (game.panel.inventory.x) -#define YY_DYNAMITE (game.panel.inventory.y) -#define XX_KEYS (game.panel.keys.x) -#define YY_KEYS (game.panel.keys.y) -#define XX_SCORE (game.panel.score.x) -#define YY_SCORE (game.panel.score.y) -#define XX_TIME1 (game.panel.time.x) -#define XX_TIME2 (game.panel.time.x + 1) -#define YY_TIME (game.panel.time.y) +#define XX_LEVEL1 (PANEL_XPOS(game.panel.level)) +#define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1) +#define XX_LEVEL (PANEL_XPOS(game.panel.level)) +#define YY_LEVEL (PANEL_YPOS(game.panel.level)) +#define XX_EMERALDS (PANEL_XPOS(game.panel.gems)) +#define YY_EMERALDS (PANEL_YPOS(game.panel.gems)) +#define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory)) +#define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory)) +#define XX_KEYS (PANEL_XPOS(game.panel.keys)) +#define YY_KEYS (PANEL_YPOS(game.panel.keys)) +#define XX_SCORE (PANEL_XPOS(game.panel.score)) +#define YY_SCORE (PANEL_YPOS(game.panel.score)) +#define XX_TIME1 (PANEL_XPOS(game.panel.time)) +#define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1) +#define XX_TIME (PANEL_XPOS(game.panel.time)) +#define YY_TIME (PANEL_YPOS(game.panel.time)) /* special positions in the game control window (relative to main window) */ #define DX_LEVEL1 (DX + XX_LEVEL1) #define DX_LEVEL2 (DX + XX_LEVEL2) +#define DX_LEVEL (DX + XX_LEVEL) #define DY_LEVEL (DY + YY_LEVEL) #define DX_EMERALDS (DX + XX_EMERALDS) #define DY_EMERALDS (DY + YY_EMERALDS) @@ -117,8 +125,720 @@ #define DY_SCORE (DY + YY_SCORE) #define DX_TIME1 (DX + XX_TIME1) #define DX_TIME2 (DX + XX_TIME2) +#define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) +#if 1 +/* game panel display and control definitions */ + +#define GAME_PANEL_LEVEL_NUMBER 0 +#define GAME_PANEL_GEMS 1 +#define GAME_PANEL_INVENTORY_COUNT 2 +#define GAME_PANEL_INVENTORY_FIRST_1 3 +#define GAME_PANEL_INVENTORY_FIRST_2 4 +#define GAME_PANEL_INVENTORY_FIRST_3 5 +#define GAME_PANEL_INVENTORY_FIRST_4 6 +#define GAME_PANEL_INVENTORY_FIRST_5 7 +#define GAME_PANEL_INVENTORY_FIRST_6 8 +#define GAME_PANEL_INVENTORY_FIRST_7 9 +#define GAME_PANEL_INVENTORY_FIRST_8 10 +#define GAME_PANEL_INVENTORY_LAST_1 11 +#define GAME_PANEL_INVENTORY_LAST_2 12 +#define GAME_PANEL_INVENTORY_LAST_3 13 +#define GAME_PANEL_INVENTORY_LAST_4 14 +#define GAME_PANEL_INVENTORY_LAST_5 15 +#define GAME_PANEL_INVENTORY_LAST_6 16 +#define GAME_PANEL_INVENTORY_LAST_7 17 +#define GAME_PANEL_INVENTORY_LAST_8 18 +#define GAME_PANEL_KEY_1 19 +#define GAME_PANEL_KEY_2 20 +#define GAME_PANEL_KEY_3 21 +#define GAME_PANEL_KEY_4 22 +#define GAME_PANEL_KEY_5 23 +#define GAME_PANEL_KEY_6 24 +#define GAME_PANEL_KEY_7 25 +#define GAME_PANEL_KEY_8 26 +#define GAME_PANEL_KEY_WHITE 27 +#define GAME_PANEL_KEY_WHITE_COUNT 28 +#define GAME_PANEL_SCORE 29 +#define GAME_PANEL_TIME 30 +#define GAME_PANEL_TIME_HH 31 +#define GAME_PANEL_TIME_MM 32 +#define GAME_PANEL_TIME_SS 33 +#define GAME_PANEL_SHIELD_NORMAL 34 +#define GAME_PANEL_SHIELD_NORMAL_TIME 35 +#define GAME_PANEL_SHIELD_DEADLY 36 +#define GAME_PANEL_SHIELD_DEADLY_TIME 37 +#define GAME_PANEL_EXIT 38 +#define GAME_PANEL_EMC_MAGIC_BALL 39 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 40 +#define GAME_PANEL_LIGHT_SWITCH 41 +#define GAME_PANEL_LIGHT_SWITCH_TIME 42 +#define GAME_PANEL_TIMEGATE_SWITCH 43 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 44 +#define GAME_PANEL_SWITCHGATE_SWITCH 45 +#define GAME_PANEL_EMC_LENSES 46 +#define GAME_PANEL_EMC_LENSES_TIME 47 +#define GAME_PANEL_EMC_MAGNIFIER 48 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 49 +#define GAME_PANEL_BALLOON_SWITCH 50 +#define GAME_PANEL_DYNABOMB_NUMBER 51 +#define GAME_PANEL_DYNABOMB_SIZE 52 +#define GAME_PANEL_DYNABOMB_POWER 53 +#define GAME_PANEL_PENGUINS 54 +#define GAME_PANEL_SOKOBAN_OBJECTS 55 +#define GAME_PANEL_SOKOBAN_FIELDS 56 +#define GAME_PANEL_ROBOT_WHEEL 57 +#define GAME_PANEL_CONVEYOR_BELT_1 58 +#define GAME_PANEL_CONVEYOR_BELT_2 59 +#define GAME_PANEL_CONVEYOR_BELT_3 60 +#define GAME_PANEL_CONVEYOR_BELT_4 61 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 62 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 63 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 64 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 65 +#define GAME_PANEL_MAGIC_WALL 66 +#define GAME_PANEL_MAGIC_WALL_TIME 67 +#define GAME_PANEL_GRAVITY_STATE 68 +#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 nr; + + struct TextPosInfo *pos; + int type; + + int value, last_value; + int frame, last_frame; + int gfx_frame; + int gfx_random; +}; + +static struct GamePanelControlInfo game_panel_controls[] = +{ + { + GAME_PANEL_LEVEL_NUMBER, + &game.panel.level_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_GEMS, + &game.panel.gems, + TYPE_INTEGER, + }, + { + GAME_PANEL_INVENTORY_COUNT, + &game.panel.inventory_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_INVENTORY_FIRST_1, + &game.panel.inventory_first[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_2, + &game.panel.inventory_first[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_3, + &game.panel.inventory_first[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_4, + &game.panel.inventory_first[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_5, + &game.panel.inventory_first[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_6, + &game.panel.inventory_first[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_7, + &game.panel.inventory_first[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_FIRST_8, + &game.panel.inventory_first[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_1, + &game.panel.inventory_last[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_2, + &game.panel.inventory_last[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_3, + &game.panel.inventory_last[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_4, + &game.panel.inventory_last[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_5, + &game.panel.inventory_last[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_6, + &game.panel.inventory_last[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_7, + &game.panel.inventory_last[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_INVENTORY_LAST_8, + &game.panel.inventory_last[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_1, + &game.panel.key[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_2, + &game.panel.key[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_3, + &game.panel.key[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_4, + &game.panel.key[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_5, + &game.panel.key[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_6, + &game.panel.key[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_7, + &game.panel.key[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_8, + &game.panel.key[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE, + &game.panel.key_white, + TYPE_ELEMENT, + }, + { + GAME_PANEL_KEY_WHITE_COUNT, + &game.panel.key_white_count, + TYPE_INTEGER, + }, + { + GAME_PANEL_SCORE, + &game.panel.score, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME, + &game.panel.time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_HH, + &game.panel.time_hh, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_MM, + &game.panel.time_mm, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIME_SS, + &game.panel.time_ss, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_NORMAL, + &game.panel.shield_normal, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_NORMAL_TIME, + &game.panel.shield_normal_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SHIELD_DEADLY, + &game.panel.shield_deadly, + TYPE_ELEMENT, + }, + { + GAME_PANEL_SHIELD_DEADLY_TIME, + &game.panel.shield_deadly_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EXIT, + &game.panel.exit, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL, + &game.panel.emc_magic_ball, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGIC_BALL_SWITCH, + &game.panel.emc_magic_ball_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH, + &game.panel.light_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_LIGHT_SWITCH_TIME, + &game.panel.light_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_TIMEGATE_SWITCH, + &game.panel.timegate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_TIMEGATE_SWITCH_TIME, + &game.panel.timegate_switch_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_SWITCHGATE_SWITCH, + &game.panel.switchgate_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES, + &game.panel.emc_lenses, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_LENSES_TIME, + &game.panel.emc_lenses_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_EMC_MAGNIFIER, + &game.panel.emc_magnifier, + TYPE_ELEMENT, + }, + { + GAME_PANEL_EMC_MAGNIFIER_TIME, + &game.panel.emc_magnifier_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_BALLOON_SWITCH, + &game.panel.balloon_switch, + TYPE_ELEMENT, + }, + { + GAME_PANEL_DYNABOMB_NUMBER, + &game.panel.dynabomb_number, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_SIZE, + &game.panel.dynabomb_size, + TYPE_INTEGER, + }, + { + GAME_PANEL_DYNABOMB_POWER, + &game.panel.dynabomb_power, + TYPE_ELEMENT, + }, + { + GAME_PANEL_PENGUINS, + &game.panel.penguins, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_OBJECTS, + &game.panel.sokoban_objects, + TYPE_INTEGER, + }, + { + GAME_PANEL_SOKOBAN_FIELDS, + &game.panel.sokoban_fields, + TYPE_INTEGER, + }, + { + GAME_PANEL_ROBOT_WHEEL, + &game.panel.robot_wheel, + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1, + &game.panel.conveyor_belt[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2, + &game.panel.conveyor_belt[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3, + &game.panel.conveyor_belt[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4, + &game.panel.conveyor_belt[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_1_SWITCH, + &game.panel.conveyor_belt_switch[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_2_SWITCH, + &game.panel.conveyor_belt_switch[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_3_SWITCH, + &game.panel.conveyor_belt_switch[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CONVEYOR_BELT_4_SWITCH, + &game.panel.conveyor_belt_switch[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL, + &game.panel.magic_wall, + TYPE_ELEMENT, + }, + { + GAME_PANEL_MAGIC_WALL_TIME, + &game.panel.magic_wall_time, + TYPE_INTEGER, + }, + { + GAME_PANEL_GRAVITY_STATE, + &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], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_2, + &game.panel.ce_score[1], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_3, + &game.panel.ce_score[2], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_4, + &game.panel.ce_score[3], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_5, + &game.panel.ce_score[4], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_6, + &game.panel.ce_score[5], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_7, + &game.panel.ce_score[6], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_8, + &game.panel.ce_score[7], + TYPE_INTEGER, + }, + { + GAME_PANEL_CE_SCORE_1_ELEMENT, + &game.panel.ce_score_element[0], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_2_ELEMENT, + &game.panel.ce_score_element[1], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_3_ELEMENT, + &game.panel.ce_score_element[2], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_4_ELEMENT, + &game.panel.ce_score_element[3], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_5_ELEMENT, + &game.panel.ce_score_element[4], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_6_ELEMENT, + &game.panel.ce_score_element[5], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_7_ELEMENT, + &game.panel.ce_score_element[6], + TYPE_ELEMENT, + }, + { + GAME_PANEL_CE_SCORE_8_ELEMENT, + &game.panel.ce_score_element[7], + TYPE_ELEMENT, + }, + { + GAME_PANEL_PLAYER_NAME, + &game.panel.player_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_NAME, + &game.panel.level_name, + TYPE_STRING, + }, + { + GAME_PANEL_LEVEL_AUTHOR, + &game.panel.level_author, + TYPE_STRING, + }, + + { + -1, + NULL, + -1, + } +}; +#endif + + /* values for delayed check of falling and moving elements and for collision */ #define CHECK_DELAY_MOVING 3 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING @@ -176,6 +896,9 @@ (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 : \ @@ -294,6 +1017,8 @@ static void CreateField(int, int, int); +static void ResetGfxAnimation(int, int); + static void SetPlayerWaiting(struct PlayerInfo *, boolean); static void AdvanceFrameAndPlayerCounters(int); @@ -734,10 +1459,14 @@ move_stepsize_list[] = { EL_AMOEBA_DROPPING, 2 }, { EL_QUICKSAND_FILLING, 1 }, { EL_QUICKSAND_EMPTYING, 1 }, + { EL_QUICKSAND_FAST_FILLING, 2 }, + { EL_QUICKSAND_FAST_EMPTYING, 2 }, { EL_MAGIC_WALL_FILLING, 2 }, - { EL_BD_MAGIC_WALL_FILLING, 2 }, { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + { EL_DC_MAGIC_WALL_FILLING, 2 }, + { EL_DC_MAGIC_WALL_EMPTYING, 2 }, { EL_UNDEFINED, 0 }, }; @@ -824,7 +1553,7 @@ static int playfield_scan_delta_y = 1; (y) += playfield_scan_delta_y) \ for ((x) = playfield_scan_start_x; \ (x) >= 0 && (x) <= lev_fieldx - 1; \ - (x) += playfield_scan_delta_x) \ + (x) += playfield_scan_delta_x) #ifdef DEBUG void DEBUG_SetMaximumDynamite() @@ -903,6 +1632,8 @@ static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize, void GetPlayerConfig() { + GameFrameDelay = setup.game_frame_delay; + if (!audio.sound_available) setup.sound_simple = FALSE; @@ -921,64 +1652,13 @@ void GetPlayerConfig() InitJoysticks(); } -static int getBeltNrFromBeltElement(int element) +int GetElementFromGroupElement(int element) { - return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3); -} - -static int getBeltNrFromBeltActiveElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 : - element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 : - element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3); -} - -static int getBeltNrFromBeltSwitchElement(int element) -{ - return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 : - element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 : - element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3); -} - -static int getBeltDirNrFromBeltSwitchElement(int element) -{ - static int belt_base_element[4] = - { - EL_CONVEYOR_BELT_1_SWITCH_LEFT, - EL_CONVEYOR_BELT_2_SWITCH_LEFT, - EL_CONVEYOR_BELT_3_SWITCH_LEFT, - EL_CONVEYOR_BELT_4_SWITCH_LEFT - }; - - int belt_nr = getBeltNrFromBeltSwitchElement(element); - int belt_dir_nr = element - belt_base_element[belt_nr]; - - return (belt_dir_nr % 3); -} - -static int getBeltDirFromBeltSwitchElement(int element) -{ - static int belt_move_dir[3] = - { - MV_LEFT, - MV_NONE, - MV_RIGHT - }; - - int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element); - - return belt_move_dir[belt_dir_nr]; -} - -static int get_element_from_group_element(int element) -{ - if (IS_GROUP_ELEMENT(element)) - { - struct ElementGroupInfo *group = element_info[element].group; - int last_anim_random_frame = gfx.anim_random_frame; - int element_pos; + if (IS_GROUP_ELEMENT(element)) + { + struct ElementGroupInfo *group = element_info[element].group; + int last_anim_random_frame = gfx.anim_random_frame; + int element_pos; if (group->choice_mode == ANIM_RANDOM) gfx.anim_random_frame = RND(group->num_elements_resolved); @@ -1270,7 +1950,7 @@ static void InitField(int x, int y, boolean init_game) } else if (IS_GROUP_ELEMENT(element)) { - Feld[x][y] = get_element_from_group_element(element); + Feld[x][y] = GetElementFromGroupElement(element); InitField(x, y, init_game); } @@ -1313,27 +1993,1000 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game) */ } -inline void DrawGameValue_Emeralds(int value) +#if 1 + +static int get_key_element_from_nr(int key_nr) +{ + int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? + EL_EM_KEY_1 : EL_KEY_1); + + return key_base_element + key_nr; +} + +static int get_next_dropped_element(struct PlayerInfo *player) +{ + return (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); +} + +static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos) { - int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; + /* pos >= 0: get element from bottom of the stack; + pos < 0: get element from top of the stack */ + + if (pos < 0) + { + int min_inventory_size = -pos; + int inventory_pos = player->inventory_size - min_inventory_size; + int min_dynabombs_left = min_inventory_size - player->inventory_size; + + return (player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + EL_UNDEFINED); + } + else + { + int min_dynabombs_left = pos + 1; + int min_inventory_size = pos + 1 - player->dynabombs_left; + int inventory_pos = pos - player->dynabombs_left; + + return (player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left >= min_dynabombs_left ? + EL_DYNABOMB_PLAYER_1 + player->index_nr : + player->inventory_size >= min_inventory_size ? + player->inventory_element[inventory_pos] : + EL_UNDEFINED); + } +} + +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; + + if (nr != i) + { + Error(ERR_INFO, "'game_panel_controls' structure corrupted"); + Error(ERR_EXIT, "this should not happen -- please debug"); + } + + /* force update of game controls after initialization */ + gpc->value = gpc->last_value = -1; + gpc->frame = gpc->last_frame = -1; + gpc->gfx_frame = -1; + + /* determine panel value width for later calculation of alignment */ + if (type == TYPE_INTEGER || type == TYPE_STRING) + { + pos->width = pos->size * getFontWidth(pos->font); + pos->height = getFontHeight(pos->font); + } + else if (type == TYPE_ELEMENT) + { + 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 = (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 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 = gems; + + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0; + for (i = 0; i < MAX_NUM_KEYS; i++) + game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY; + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0; + + if (game.centered_player_nr == -1) + { + for (i = 0; i < MAX_PLAYERS; i++) + { + for (k = 0; k < MAX_NUM_KEYS; 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); + } + + 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 = + EL_DC_KEY_WHITE; + + game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value += + stored_player[i].num_white_keys; + } + } + else + { + int player_nr = game.centered_player_nr; + + for (k = 0; k < MAX_NUM_KEYS; 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); + } + + 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_KEY_WHITE_COUNT].value += + stored_player[player_nr].num_white_keys; + } + + for (i = 0; i < NUM_PANEL_INVENTORY; i++) + { + game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value = + get_inventory_element_from_pos(local_player, i); + game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value = + get_inventory_element_from_pos(local_player, -i - 1); + } + + game_panel_controls[GAME_PANEL_SCORE].value = score; + + game_panel_controls[GAME_PANEL_TIME].value = time; + + game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600; + 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_SHIELD_NORMAL].value = + (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value = + local_player->shield_normal_time_left; + game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value = + (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE : + EL_EMPTY); + game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value = + local_player->shield_deadly_time_left; + + game_panel_controls[GAME_PANEL_EXIT].value = + (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN); + + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL); + game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value = + (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE : + EL_EMC_MAGIC_BALL_SWITCH); + + game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value = + (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH); + game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value = + game.light_time_left; + + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value = + (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED); + game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value = + game.timegate_time_left; + + game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value = + EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos; + + game_panel_controls[GAME_PANEL_EMC_LENSES].value = + (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value = + game.lenses_time_left; + + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value = + (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY); + game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value = + game.magnify_time_left; + + game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value = + (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT : + game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT : + game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP : + game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN : + EL_BALLOON_SWITCH_NONE); + + game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value = + local_player->dynabomb_count; + game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value = + local_player->dynabomb_size; + game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value = + (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY); + + game_panel_controls[GAME_PANEL_PENGUINS].value = + local_player->friends_still_needed; + + game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value = + local_player->sokobanfields_still_needed; + game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value = + local_player->sokobanfields_still_needed; + + game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value = + (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL); + + for (i = 0; i < NUM_BELTS; i++) + { + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value = + (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE : + EL_CONVEYOR_BELT_1_MIDDLE) + i; + game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value = + getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]); + } + + game_panel_controls[GAME_PANEL_MAGIC_WALL].value = + (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL); + game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value = + game.magic_wall_time_left; + +#if USE_PLAYER_GRAVITY + game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = + local_player->gravity; +#else + 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++) + 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); + + 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; +#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; + +#if 0 + printf("::: value %d changed from %d to %d\n", nr, last_value, value); +#endif + + if (type == TYPE_INTEGER) + { + if (nr == GAME_PANEL_LEVEL_NUMBER || + nr == GAME_PANEL_TIME) + { + boolean use_dynamic_size = (size == -1 ? TRUE : FALSE); + + if (use_dynamic_size) /* use dynamic number of digits */ + { + int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000); + int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3); + int size2 = size1 + 1; + int font1 = pos->font; + int font2 = pos->font_alt; + + 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)) + { + int width1 = size1 * getFontWidth(font1); + int width2 = size2 * getFontWidth(font2); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1), getFontHeight(font2)); + + pos->width = max_width; + + ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + max_width, max_height); + } +#endif + } + } + +#if 1 + /* correct text size if "digits" is zero or less */ + if (size <= 0) + size = strlen(int2str(value, size)); + + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); +#endif + + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + int2str(value, size), font, mask_mode); + } + else if (type == TYPE_ELEMENT) + { + int element, graphic; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + 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); + graphic = el2panelimg(element); + + src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos); + src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos); + } + else + { + element = value; + graphic = el2panelimg(value); + + getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y); + } + + width = graphic_info[graphic].width * size / TILESIZE; + 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) + { + boolean active = (value != 0); + char *state_normal = "off"; + char *state_active = "on"; + char *state = (active ? state_active : state_normal); + char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state : + nr == GAME_PANEL_PLAYER_NAME ? setup.player_name : + nr == GAME_PANEL_LEVEL_NAME ? level.name : + nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL); + + if (nr == GAME_PANEL_GRAVITY_STATE) + { + 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); + int width2 = size2 * getFontWidth(font2); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1), getFontHeight(font2)); + + pos->width = max_width; + + /* 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); + } + + if (s != NULL) + { + char *s_cut; + +#if 1 + if (size <= 0) + { + /* don't truncate output if "chars" is zero or less */ + size = strlen(s); + + /* dynamically correct text alignment */ + pos->width = size * getFontWidth(font); + } +#endif + + s_cut = getStringCopyN(s, size); + + DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + s_cut, font, mask_mode); + + free(s_cut); + } + } + + redraw_mask |= REDRAW_DOOR_1; + } + + game_status = GAME_MODE_PLAYING; +} + +void DrawGameValue_Emeralds(int value) +{ + struct TextPosInfo *pos = &game.panel.gems; +#if 1 + int font_nr = pos->font; +#else + int font_nr = FONT_TEXT_2; +#endif + int font_width = getFontWidth(font_nr); + int chars = pos->size; + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + + if (PANEL_DEACTIVATED(pos)) + return; + + pos->width = chars * font_width; + + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} + +void DrawGameValue_Dynamite(int value) +{ + struct TextPosInfo *pos = &game.panel.inventory_count; +#if 1 + int font_nr = pos->font; +#else + int font_nr = FONT_TEXT_2; +#endif + int font_width = getFontWidth(font_nr); + int chars = pos->size; + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + + if (PANEL_DEACTIVATED(pos)) + return; + + pos->width = chars * font_width; + + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} + +void DrawGameValue_Score(int value) +{ + struct TextPosInfo *pos = &game.panel.score; +#if 1 + int font_nr = pos->font; +#else + int font_nr = FONT_TEXT_2; +#endif + int font_width = getFontWidth(font_nr); + int chars = pos->size; + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + + if (PANEL_DEACTIVATED(pos)) + return; + + pos->width = chars * font_width; + + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} + +void DrawGameValue_Time(int value) +{ + struct TextPosInfo *pos = &game.panel.time; + static int last_value = -1; + int chars1 = 3; + int chars2 = 4; + int chars = pos->size; +#if 1 + int font1_nr = pos->font; + int font2_nr = pos->font_alt; +#else + int font1_nr = FONT_TEXT_2; + int font2_nr = FONT_TEXT_1; +#endif + int font_nr = font1_nr; + boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE); + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + + if (PANEL_DEACTIVATED(pos)) + return; + + if (use_dynamic_chars) /* use dynamic number of chars */ + { + chars = (value < 1000 ? chars1 : chars2); + font_nr = (value < 1000 ? font1_nr : font2_nr); + } + + /* clear background if value just changed its size (dynamic chars only) */ + if (use_dynamic_chars && (last_value < 1000) != (value < 1000)) + { + int width1 = chars1 * getFontWidth(font1_nr); + int width2 = chars2 * getFontWidth(font2_nr); + int max_width = MAX(width1, width2); + int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr)); + + pos->width = max_width; + + ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos), + max_width, max_height); + } + + pos->width = chars * getFontWidth(font_nr); + + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); + + last_value = value; +} + +void DrawGameValue_Level(int value) +{ + struct TextPosInfo *pos = &game.panel.level_number; + int chars1 = 2; + int chars2 = 3; + int chars = pos->size; +#if 1 + int font1_nr = pos->font; + int font2_nr = pos->font_alt; +#else + int font1_nr = FONT_TEXT_2; + int font2_nr = FONT_TEXT_1; +#endif + int font_nr = font1_nr; + boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE); + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + + if (PANEL_DEACTIVATED(pos)) + return; + + if (use_dynamic_chars) /* use dynamic number of chars */ + { + chars = (level_nr < 100 ? chars1 : chars2); + font_nr = (level_nr < 100 ? font1_nr : font2_nr); + } + + pos->width = chars * getFontWidth(font_nr); + + DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr); +} + +void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +{ +#if 0 + struct TextPosInfo *pos = &game.panel.keys; +#endif +#if 0 + int base_key_graphic = EL_KEY_1; +#endif + int i; + +#if 1 + return; /* !!! USE NEW STUFF !!! */ +#endif + +#if 0 + if (PANEL_DEACTIVATED(pos)) + return; +#endif + +#if 0 + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + base_key_graphic = EL_EM_KEY_1; +#endif + +#if 0 + pos->width = 4 * MINI_TILEX; +#endif + +#if 1 + for (i = 0; i < MAX_NUM_KEYS; i++) +#else + /* currently only 4 of 8 possible keys are displayed */ + for (i = 0; i < STD_NUM_KEYS; i++) +#endif + { +#if 1 + struct TextPosInfo *pos = &game.panel.key[i]; +#endif + int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX; + int src_y = DOOR_GFX_PAGEY1 + 123; +#if 1 + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); +#else + int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX; + int dst_y = PANEL_YPOS(pos); +#endif + +#if 1 + int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 : + level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 : + EL_KEY_1) + i; + int graphic = el2edimg(element); +#endif + +#if 1 + if (PANEL_DEACTIVATED(pos)) + continue; +#endif + +#if 0 + /* masked blit with tiles from half-size scaled bitmap does not work yet + (no mask bitmap created for these sizes after loading and scaling) -- + solution: load without creating mask, scale, then create final mask */ + + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y, + MINI_TILEX, MINI_TILEY, dst_x, dst_y); + + if (key[i]) + { +#if 0 + int graphic = el2edimg(base_key_graphic + i); +#endif + Bitmap *src_bitmap; + int src_x, src_y; + + getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y); + + SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc, + dst_x - src_x, dst_y - src_y); + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY, + dst_x, dst_y); + } +#else +#if 1 + if (key[i]) + DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y, + MINI_TILEX, MINI_TILEY, dst_x, dst_y); +#else + if (key[i]) + DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i)); + else + BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y, + MINI_TILEX, MINI_TILEY, dst_x, dst_y); +#endif +#endif + } +} + +#else + +void DrawGameValue_Emeralds(int value) +{ + int font_nr = FONT_TEXT_2; + int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2; if (PANEL_DEACTIVATED(game.panel.gems)) return; - DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2); + DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr); } -inline void DrawGameValue_Dynamite(int value) +void DrawGameValue_Dynamite(int value) { - int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; + int font_nr = FONT_TEXT_2; + int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2; - if (PANEL_DEACTIVATED(game.panel.inventory)) + if (PANEL_DEACTIVATED(game.panel.inventory_count)) return; - DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2); + DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr); +} + +void DrawGameValue_Score(int value) +{ + int font_nr = FONT_TEXT_2; + int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2; + + if (PANEL_DEACTIVATED(game.panel.score)) + return; + + DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr); +} + +void DrawGameValue_Time(int value) +{ + int font1_nr = FONT_TEXT_2; +#if 1 + int font2_nr = FONT_TEXT_1; +#else + int font2_nr = FONT_LEVEL_NUMBER; +#endif + int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2; + int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2; + + if (PANEL_DEACTIVATED(game.panel.time)) + return; + + /* clear background if value just changed its size */ + if (value == 999 || value == 1000) + ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14); + + if (value < 1000) + DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr); + else + DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr); +} + +void DrawGameValue_Level(int value) +{ + int font1_nr = FONT_TEXT_2; +#if 1 + int font2_nr = FONT_TEXT_1; +#else + int font2_nr = FONT_LEVEL_NUMBER; +#endif + + if (PANEL_DEACTIVATED(game.panel.level)) + return; + + if (level_nr < 100) + DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr); + else + DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr); } -inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) +void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) { int base_key_graphic = EL_KEY_1; int i; @@ -1358,44 +3011,7 @@ inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) } } -inline void DrawGameValue_Score(int value) -{ - int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2; - - if (PANEL_DEACTIVATED(game.panel.score)) - return; - - DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2); -} - -inline void DrawGameValue_Time(int value) -{ - int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2; - int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2; - - if (PANEL_DEACTIVATED(game.panel.time)) - return; - - /* clear background if value just changed its size */ - if (value == 999 || value == 1000) - ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14); - - if (value < 1000) - DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2); - else - DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER); -} - -inline void DrawGameValue_Level(int value) -{ - if (PANEL_DEACTIVATED(game.panel.level)) - return; - - if (level_nr < 100) - DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), FONT_TEXT_2); - else - DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), FONT_LEVEL_NUMBER); -} +#endif void DrawAllGameValues(int emeralds, int dynamite, int score, int time, int key_bits) @@ -1421,7 +3037,17 @@ void DrawAllGameValues(int emeralds, int dynamite, int score, int time, DrawGameValue_Keys(key); } +void UpdateGameDoorValues() +{ + UpdateGameControlValues(); +} + void DrawGameDoorValues() +{ + DisplayGameControlValues(); +} + +void DrawGameDoorValues_OLD() { int time_value = (level.time == 0 ? TimePlayed : TimeLeft); int dynamite_value = 0; @@ -1711,6 +3337,7 @@ static void InitGameEngine() { 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; @@ -1890,6 +3517,13 @@ static void InitGameEngine() recursion_loop_depth = 0; recursion_loop_detected = FALSE; recursion_loop_element = EL_UNDEFINED; + + /* ---------- initialize graphics engine ---------------------------------- */ + game.scroll_delay_value = + (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value : + setup.scroll_delay ? setup.scroll_delay_value : 0); + game.scroll_delay_value = + MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY); } int get_num_special_action(int element, int action_first, int action_last) @@ -1929,12 +3563,15 @@ void InitGame() boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ +#if 0 boolean do_fading = (game_status == GAME_MODE_MAIN); +#endif int i, j, x, y; game_status = GAME_MODE_PLAYING; InitGameEngine(); + InitGameControlValues(); /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -1966,6 +3603,8 @@ void InitGame() for (j = 0; j < MAX_NUM_KEYS; j++) player->key[j] = FALSE; + player->num_white_keys = 0; + player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -2058,9 +3697,13 @@ void InitGame() player->LevelSolved = FALSE; player->GameOver = FALSE; + player->LevelSolved_GameWon = FALSE; player->LevelSolved_GameEnd = FALSE; + 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; @@ -2089,6 +3732,7 @@ void InitGame() AllPlayersGone = FALSE; game.yamyam_content_nr = 0; + game.robot_wheel_active = FALSE; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; game.light_time_left = 0; @@ -2175,6 +3819,8 @@ void InitGame() emulate_sp = FALSE; InitField(x, y, TRUE); + + ResetGfxAnimation(x, y); } InitBeltMovement(); @@ -2411,7 +4057,8 @@ void InitGame() content = element_info[element].change_page[i].target_element; is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 3 || element < found_element)) + if (is_player && (found_rating < 3 || + (found_rating == 3 && element < found_element))) { start_x = x; start_y = y; @@ -2428,7 +4075,8 @@ void InitGame() content = element_info[element].content.e[xx][yy]; is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 2 || element < found_element)) + if (is_player && (found_rating < 2 || + (found_rating == 2 && element < found_element))) { start_x = x + xx - 1; start_y = y + yy - 1; @@ -2448,7 +4096,8 @@ void InitGame() is_player = ELEM_IS_PLAYER(content); - if (is_player && (found_rating < 1 || element < found_element)) + if (is_player && (found_rating < 1 || + (found_rating == 1 && element < found_element))) { start_x = x + xx - 1; start_y = y + yy - 1; @@ -2479,13 +4128,38 @@ void InitGame() local_player->jy - MIDPOSY); } +#if 0 + /* do not use PLAYING mask for fading out from main screen */ + game_status = GAME_MODE_MAIN; +#endif + StopAnimation(); if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); +#if 1 + if (level_editor_test_game) + FadeSkipNextFadeIn(); + else + FadeSetEnterScreen(); +#else + if (level_editor_test_game) + fading = fading_none; + else + fading = menu.destination; +#endif + +#if 1 + FadeOut(REDRAW_FIELD); +#else if (do_fading) FadeOut(REDRAW_FIELD); +#endif + +#if 0 + game_status = GAME_MODE_PLAYING; +#endif /* !!! FIX THIS (START) !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) @@ -2512,10 +4186,14 @@ void InitGame() } /* !!! FIX THIS (END) !!! */ +#if 1 + FadeIn(REDRAW_FIELD); +#else if (do_fading) FadeIn(REDRAW_FIELD); BackToFront(); +#endif if (!game.restart_level) { @@ -2527,6 +4205,7 @@ void InitGame() SetPanelBackground(); SetDrawBackgroundMask(REDRAW_DOOR_1); + UpdateGameDoorValues(); DrawGameDoorValues(); if (!game.restart_level) @@ -2784,16 +4463,21 @@ static void PlayerWins(struct PlayerInfo *player) 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() { static int time, time_final; static int score, score_final; - static int game_over_delay = 0; - int game_over_delay_value = 50; + static int game_over_delay_1 = 0; + static int game_over_delay_2 = 0; + int game_over_delay_value_1 = 50; + int game_over_delay_value_2 = 50; - if (!local_player->LevelSolved_GameEnd) + if (!local_player->LevelSolved_GameWon) { int i; @@ -2801,7 +4485,7 @@ void GameWon() if (local_player->MovPos) return; - local_player->LevelSolved_GameEnd = TRUE; + local_player->LevelSolved_GameWon = TRUE; local_player->LevelSolved_SaveTape = tape.recording; local_player->LevelSolved_SaveScore = !tape.playing; @@ -2812,7 +4496,8 @@ void GameWon() TapeStop(); #endif - game_over_delay = game_over_delay_value; + game_over_delay_1 = game_over_delay_value_1; + game_over_delay_2 = game_over_delay_value_2; time = time_final = (level.time == 0 ? TimePlayed : TimeLeft); score = score_final = local_player->score_final; @@ -2835,8 +4520,18 @@ void GameWon() time = time_final; 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; + + DisplayGameControlValues(); +#else DrawGameValue_Time(time); DrawGameValue_Score(score); +#endif } if (level.game_engine_type == GAME_ENGINE_TYPE_RND) @@ -2894,9 +4589,9 @@ void GameWon() PlaySound(SND_GAME_WINNING); } - if (game_over_delay > 0) + if (game_over_delay_1 > 0) { - game_over_delay--; + game_over_delay_1--; return; } @@ -2910,8 +4605,18 @@ void GameWon() time += time_count_steps * time_count_dir; 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; + + DisplayGameControlValues(); +#else DrawGameValue_Time(time); DrawGameValue_Score(score); +#endif if (time == time_final) StopSound(SND_GAME_LEVELTIME_BONUS); @@ -2919,7 +4624,22 @@ void GameWon() PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); else PlaySound(SND_GAME_LEVELTIME_BONUS); + + return; + } + + local_player->LevelSolved_PanelOff = TRUE; + + if (game_over_delay_2 > 0) + { + game_over_delay_2--; + + return; } + +#if 1 + GameEnd(); +#endif } void GameEnd() @@ -2927,6 +4647,8 @@ void GameEnd() int hi_pos; boolean raise_level = FALSE; + local_player->LevelSolved_GameEnd = TRUE; + CloseDoor(DOOR_CLOSE_1); if (local_player->LevelSolved_SaveTape) @@ -2946,14 +4668,20 @@ void GameEnd() { game_status = GAME_MODE_MAIN; +#if 1 + DrawAndFadeInMainMenu(REDRAW_FIELD); +#else DrawMainMenu(); +#endif return; } if (!local_player->LevelSolved_SaveScore) { +#if 1 FadeOut(REDRAW_FIELD); +#endif game_status = GAME_MODE_MAIN; @@ -2985,7 +4713,9 @@ void GameEnd() } else { +#if 1 FadeOut(REDRAW_FIELD); +#endif game_status = GAME_MODE_MAIN; @@ -3153,7 +4883,12 @@ void InitMovingField(int x, int y, int direction) /* check if element was/is moving or being moved before/after mode change */ #if 1 +#if 1 + is_moving_before = (WasJustMoving[x][y] != 0); +#else + /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */ is_moving_before = WasJustMoving[x][y]; +#endif #else is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0); #endif @@ -3337,8 +5072,10 @@ void RemoveMovingField(int x, int y) if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || + Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || + Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) next_element = get_next_element(Feld[oldx][oldy]); @@ -3459,12 +5196,14 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, if (quick_relocation) { - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) { - if (center_screen) + if (!level.shifted_relocation || center_screen) { + /* quick relocation (without scrolling), with centering of screen */ + scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : x > SBX_Right + MIDPOSX ? SBX_Right : x - MIDPOSX); @@ -3499,6 +5238,8 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } else { + /* quick relocation (without scrolling), inside visible screen area */ + if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) || (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset)) scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset); @@ -3520,6 +5261,49 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } else { +#if 1 + int scroll_xx, scroll_yy; + + if (!level.shifted_relocation || center_screen) + { + /* visible relocation (with scrolling), with centering of screen */ + + scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : + x > SBX_Right + MIDPOSX ? SBX_Right : + x - MIDPOSX); + + scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : + y > SBY_Lower + MIDPOSY ? SBY_Lower : + y - MIDPOSY); + } + else + { + /* visible relocation (with scrolling), but do not center screen */ + + int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : + old_x > SBX_Right + MIDPOSX ? SBX_Right : + old_x - MIDPOSX); + + int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : + old_y > SBY_Lower + MIDPOSY ? SBY_Lower : + old_y - MIDPOSY); + + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); + + scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : + offset_x > SBX_Right + MIDPOSX ? SBX_Right : + offset_x - MIDPOSX); + + scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : + offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : + offset_y - MIDPOSY); + } + +#else + + /* visible relocation (with scrolling), with centering of screen */ + int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : x > SBX_Right + MIDPOSX ? SBX_Right : x - MIDPOSX); @@ -3527,6 +5311,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : y > SBY_Lower + MIDPOSY ? SBY_Lower : y - MIDPOSY); +#endif ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ @@ -4174,12 +5959,19 @@ static void InitBeltMovement() for (j = 0; j < NUM_BELT_PARTS; j++) { int element = belt_base_active_element[belt_nr] + j; - int graphic = el2img(element); + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); if (game.belt_dir[i] == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } } @@ -4255,12 +6047,19 @@ static void ToggleBeltSwitch(int x, int y) for (i = 0; i < NUM_BELT_PARTS; i++) { int element = belt_base_active_element[belt_nr] + i; - int graphic = el2img(element); + int graphic_1 = el2img(element); + int graphic_2 = el2panelimg(element); if (belt_dir == MV_LEFT) - graphic_info[graphic].anim_mode &= ~ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE; + graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE; + } else - graphic_info[graphic].anim_mode |= ANIM_REVERSE; + { + graphic_info[graphic_1].anim_mode |= ANIM_REVERSE; + graphic_info[graphic_2].anim_mode |= ANIM_REVERSE; + } } SCAN_PLAYFIELD(xx, yy) @@ -4617,6 +6416,16 @@ void Impact(int x, int y) object_hit = TRUE; } + + if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE) + { + RemoveMovingField(x, y + 1); + Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 2] = EL_ROCK; + DrawLevelField(x, y + 2); + + object_hit = TRUE; + } #endif if (object_hit) @@ -4645,7 +6454,8 @@ void Impact(int x, int y) Bang(x, y); return; } - else if (impact && element == EL_PEARL) + else if (impact && element == EL_PEARL && + smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE) { ResetGfxAnimation(x, y); @@ -4678,26 +6488,33 @@ void Impact(int x, int y) if (object_hit) /* check which object was hit */ { - if (CAN_PASS_MAGIC_WALL(element) && - (smashed == EL_MAGIC_WALL || - smashed == EL_BD_MAGIC_WALL)) + if ((CAN_PASS_MAGIC_WALL(element) && + (smashed == EL_MAGIC_WALL || + smashed == EL_BD_MAGIC_WALL)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + smashed == EL_DC_MAGIC_WALL)) { int xx, yy; int activated_magic_wall = (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE : - EL_BD_MAGIC_WALL_ACTIVE); + smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE : + EL_DC_MAGIC_WALL_ACTIVE); /* activate magic wall / mill */ SCAN_PLAYFIELD(xx, yy) + { if (Feld[xx][yy] == smashed) Feld[xx][yy] = activated_magic_wall; + } game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND; game.magic_wall_active = TRUE; PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ? SND_MAGIC_WALL_ACTIVATING : - SND_BD_MAGIC_WALL_ACTIVATING)); + smashed == EL_BD_MAGIC_WALL ? + SND_BD_MAGIC_WALL_ACTIVATING : + SND_DC_MAGIC_WALL_ACTIVATING)); } if (IS_PLAYER(x, y + 1)) @@ -4812,12 +6629,15 @@ void Impact(int x, int y) /* play sound of magic wall / mill */ if (!last_line && (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)) { if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING); else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING); + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING); return; } @@ -5734,6 +7554,43 @@ void StartMoving(int x, int y) PlayLevelSoundAction(x, y, ACTION_FILLING); } } + else if (element == EL_QUICKSAND_FAST_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING; +#if USE_QUICKSAND_BD_ROCK_BUGFIX + if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK) + Store[x][y] = EL_ROCK; +#else + Store[x][y] = EL_ROCK; +#endif + + PlayLevelSoundAction(x, y, ACTION_EMPTYING); + } + else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_QUICKSAND_FAST_EMPTY; + Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL; + Store[x][y + 1] = Store[x][y]; + Store[x][y] = 0; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } + } else if ((element == EL_ROCK || element == EL_BD_ROCK) && Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { @@ -5745,6 +7602,17 @@ void StartMoving(int x, int y) PlayLevelSoundAction(x, y, ACTION_FILLING); } + else if ((element == EL_ROCK || element == EL_BD_ROCK) && + Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_QUICKSAND_FAST_FILLING; + Store[x][y] = element; + + PlayLevelSoundAction(x, y, ACTION_FILLING); + } else if (element == EL_MAGIC_WALL_FULL) { if (IS_FREE(x, y + 1)) @@ -5781,7 +7649,7 @@ void StartMoving(int x, int y) started_moving = TRUE; Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; - Store[x][y] = EL_CHANGED2(Store[x][y]); + Store[x][y] = EL_CHANGED_BD(Store[x][y]); } else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { @@ -5797,20 +7665,52 @@ void StartMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y + 1] = EL_CHANGED2(Store[x][y]); + Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]); + Store[x][y] = 0; + } + } + else if (element == EL_DC_MAGIC_WALL_FULL) + { + if (IS_FREE(x, y + 1)) + { + InitMovingField(x, y, MV_DOWN); + started_moving = TRUE; + + Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING; + Store[x][y] = EL_CHANGED_DC(Store[x][y]); + } + else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) + { + if (!MovDelay[x][y]) + MovDelay[x][y] = TILEY/4 + 1; + + if (MovDelay[x][y]) + { + MovDelay[x][y]--; + if (MovDelay[x][y]) + return; + } + + Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE; + Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]); Store[x][y] = 0; } } - else if (CAN_PASS_MAGIC_WALL(element) && - (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) + else if ((CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) || + (CAN_PASS_DC_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))) + { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : - EL_BD_MAGIC_WALL_FILLING); + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING : + EL_DC_MAGIC_WALL_FILLING); Store[x][y] = element; } else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) @@ -6595,6 +8495,17 @@ void ContinueMoving(int x, int y) if (ABS(MovPos[x][y]) < TILEX) { +#if 0 + int ee = Feld[x][y]; + int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]); + + printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n", + x, y, ABS(MovPos[x][y]), + ee, gg, ff, + GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]); +#endif + DrawLevelField(x, y); return; /* element is still moving */ @@ -6626,6 +8537,16 @@ void ContinueMoving(int x, int y) Feld[x][y] = get_next_element(element); element = Feld[newx][newy] = Store[x][y]; } + else if (element == EL_QUICKSAND_FAST_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_QUICKSAND_FAST_EMPTYING) + { + Feld[x][y] = get_next_element(element); + element = Feld[newx][newy] = Store[x][y]; + } else if (element == EL_MAGIC_WALL_FILLING) { element = Feld[newx][newy] = get_next_element(element); @@ -6658,6 +8579,24 @@ void ContinueMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; element = Feld[newx][newy] = Store[x][y]; +#if USE_NEW_CUSTOM_VALUE + InitField(newx, newy, FALSE); +#endif + } + else if (element == EL_DC_MAGIC_WALL_FILLING) + { + element = Feld[newx][newy] = get_next_element(element); + if (!game.magic_wall_active) + element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD; + Store[newx][newy] = Store[x][y]; + } + else if (element == EL_DC_MAGIC_WALL_EMPTYING) + { + Feld[x][y] = get_next_element(element); + if (!game.magic_wall_active) + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + element = Feld[newx][newy] = Store[x][y]; + #if USE_NEW_CUSTOM_VALUE InitField(newx, newy, FALSE); #endif @@ -7161,7 +9100,8 @@ void AmoebeAbleger(int ax, int ay) if (IS_FREE(x, y) || CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) { newax = x; neway = y; @@ -7186,7 +9126,8 @@ void AmoebeAbleger(int ax, int ay) if (IS_FREE(x, y) || CAN_GROW_INTO(Feld[x][y]) || - Feld[x][y] == EL_QUICKSAND_EMPTY) + Feld[x][y] == EL_QUICKSAND_EMPTY || + Feld[x][y] == EL_QUICKSAND_FAST_EMPTY) { newax = x; neway = y; @@ -7361,7 +9302,11 @@ static void RunRobotWheel(int x, int y) static void StopRobotWheel(int x, int y) { if (ZX == x && ZY == y) + { ZX = ZY = -1; + + game.robot_wheel_active = FALSE; + } } static void InitTimegateWheel(int x, int y) @@ -8076,11 +10021,15 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) 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 && @@ -8123,7 +10072,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { TimeLeft = action_arg_number_new; +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif if (!TimeLeft && setup.time_limit) for (i = 0; i < MAX_PLAYERS; i++) @@ -8137,7 +10092,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { local_player->score = action_arg_number_new; +#if 1 + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); +#else DrawGameValue_Score(local_player->score); +#endif break; } @@ -8146,7 +10107,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { local_player->gems_still_needed = action_arg_number_new; +#if 1 + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); +#else DrawGameValue_Emeralds(local_player->gems_still_needed); +#endif break; } @@ -8425,7 +10392,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) static void CreateFieldExt(int x, int y, int element, boolean is_change) { int old_element = Feld[x][y]; - int new_element = get_element_from_group_element(element); + int new_element = GetElementFromGroupElement(element); int previous_move_direction = MovDir[x][y]; #if USE_NEW_CUSTOM_VALUE int last_ce_value = CustomValue[x][y]; @@ -8568,6 +10535,7 @@ static boolean ChangeElement(int x, int y, int element, int page) /* 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; @@ -8757,8 +10725,19 @@ static void HandleElementChange(int x, int y, int page) if (change->can_change) { - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); +#if 1 + /* !!! not clear why graphic animation should be reset at all here !!! */ + /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ +#if USE_GFX_RESET_WHEN_NOT_MOVING + /* when a custom element is about to change (for example by change delay), + do not reset graphic animation when the custom element is moving */ + if (!IS_MOVING(x, y)) +#endif + { + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + } +#endif if (change->pre_change_function) change->pre_change_function(x, y); @@ -8937,7 +10916,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y, 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); @@ -9056,7 +11036,8 @@ static boolean CheckElementChangeExt(int x, int y, 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); @@ -9410,7 +11391,13 @@ static void CheckLevelTime() if (TimeLeft <= 10 && setup.time_limit) PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif if (!TimeLeft && setup.time_limit) { @@ -9421,8 +11408,17 @@ static void CheckLevelTime() KillPlayer(&stored_player[i]); } } +#if 1 + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + + DisplayGameControlValues(); + } +#else else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ DrawGameValue_Time(TimePlayed); +#endif level.native_em_level->lev->time = (level.time == 0 ? TimePlayed : TimeLeft); @@ -9431,6 +11427,9 @@ static void CheckLevelTime() if (tape.recording || tape.playing) DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); } + + UpdateGameDoorValues(); + DrawGameDoorValues(); } void AdvanceFrameAndPlayerCounters(int player_nr) @@ -9553,7 +11552,7 @@ void GameActions() AllPlayersGone = TRUE; } - if (local_player->LevelSolved) + if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); if (AllPlayersGone && !TAPE_IS_STOPPED(tape)) @@ -9790,13 +11789,15 @@ void GameActions_RND() /* continue moving after pushing (this is actually a bug) */ if (!IS_MOVING(x, y)) - { Stop[x][y] = FALSE; - } } } } +#if 0 + debug_print_timestamp(0, "start main loop profiling"); +#endif + SCAN_PLAYFIELD(x, y) { ChangeCount[x][y] = 0; @@ -9871,6 +11872,63 @@ void GameActions_RND() #endif } +#if 0 + debug_print_timestamp(0, "- time for pre-main loop:"); +#endif + +#if 0 // -------------------- !!! TEST ONLY !!! -------------------- + SCAN_PLAYFIELD(x, y) + { + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + +#if 1 + { +#if 1 + int element2 = element; + int graphic2 = graphic; +#else + int element2 = Feld[x][y]; + int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]); +#endif + int last_gfx_frame = GfxFrame[x][y]; + + if (graphic_info[graphic2].anim_global_sync) + GfxFrame[x][y] = FrameCounter; + else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE) + GfxFrame[x][y] = CustomValue[x][y]; + else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE) + GfxFrame[x][y] = element_info[element2].collect_score; + else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY) + GfxFrame[x][y] = ChangeDelay[x][y]; + + if (redraw && GfxFrame[x][y] != last_gfx_frame) + DrawLevelGraphicAnimation(x, y, graphic2); + } +#else + ResetGfxFrame(x, y, TRUE); +#endif + +#if 1 + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(GfxFrame[x][y], graphic)) + ResetRandomAnimationValue(x, y); +#endif + +#if 1 + SetRandomAnimationValue(x, y); +#endif + +#if 1 + PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]); +#endif + } +#endif // -------------------- !!! TEST ONLY !!! -------------------- + +#if 0 + debug_print_timestamp(0, "- time for TEST loop: -->"); +#endif + SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -9914,6 +11972,143 @@ void GameActions_RND() graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); } +#if 0 // --------------------------------------------------------------------- + + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) + { + StartMoving(x, y); + + element = Feld[x][y]; + graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + + if (IS_ANIMATED(graphic) && + !IS_MOVING(x, y) && + !Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (IS_GEM(element) || element == EL_SP_INFOTRON) + DrawTwinkleOnField(x, y); + } + else if (IS_MOVING(x, y)) + ContinueMoving(x, y); + else + { + switch (element) + { + case EL_ACID: + case EL_EXIT_OPEN: + case EL_EM_EXIT_OPEN: + case EL_SP_EXIT_OPEN: + case EL_STEEL_EXIT_OPEN: + case EL_EM_STEEL_EXIT_OPEN: + case EL_SP_TERMINAL: + case EL_SP_TERMINAL_ACTIVE: + case EL_EXTRA_TIME: + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; + + case EL_DYNAMITE_ACTIVE: + case EL_EM_DYNAMITE_ACTIVE: + case EL_DYNABOMB_PLAYER_1_ACTIVE: + case EL_DYNABOMB_PLAYER_2_ACTIVE: + case EL_DYNABOMB_PLAYER_3_ACTIVE: + case EL_DYNABOMB_PLAYER_4_ACTIVE: + case EL_SP_DISK_RED_ACTIVE: + CheckDynamite(x, y); + break; + + case EL_AMOEBA_GROWING: + AmoebeWaechst(x, y); + break; + + case EL_AMOEBA_SHRINKING: + AmoebaDisappearing(x, y); + break; + +#if !USE_NEW_AMOEBA_CODE + case EL_AMOEBA_WET: + case EL_AMOEBA_DRY: + case EL_AMOEBA_FULL: + case EL_BD_AMOEBA: + case EL_EMC_DRIPPER: + AmoebeAbleger(x, y); + break; +#endif + + case EL_GAME_OF_LIFE: + case EL_BIOMAZE: + Life(x, y); + break; + + case EL_EXIT_CLOSED: + CheckExit(x, y); + break; + + case EL_EM_EXIT_CLOSED: + CheckExitEM(x, y); + break; + + case EL_STEEL_EXIT_CLOSED: + CheckExitSteel(x, y); + break; + + case EL_EM_STEEL_EXIT_CLOSED: + CheckExitSteelEM(x, y); + break; + + case EL_SP_EXIT_CLOSED: + CheckExitSP(x, y); + break; + + case EL_EXPANDABLE_WALL_GROWING: + case EL_EXPANDABLE_STEELWALL_GROWING: + MauerWaechst(x, y); + break; + + case EL_EXPANDABLE_WALL: + case EL_EXPANDABLE_WALL_HORIZONTAL: + case EL_EXPANDABLE_WALL_VERTICAL: + case EL_EXPANDABLE_WALL_ANY: + case EL_BD_EXPANDABLE_WALL: + MauerAbleger(x, y); + break; + + case EL_EXPANDABLE_STEELWALL_HORIZONTAL: + case EL_EXPANDABLE_STEELWALL_VERTICAL: + case EL_EXPANDABLE_STEELWALL_ANY: + MauerAblegerStahl(x, y); + break; + + case EL_FLAMES: + CheckForDragon(x, y); + break; + + case EL_EXPLOSION: + break; + + case EL_ELEMENT_SNAPPING: + case EL_DIAGONAL_SHRINKING: + case EL_DIAGONAL_GROWING: + { + graphic = + el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]); + + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; + } + + default: + if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + break; + } + } + +#else // --------------------------------------------------------------------- + if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element))) { StartMoving(x, y); @@ -9996,6 +12191,8 @@ void GameActions_RND() else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y)) DrawLevelGraphicAnimationIfNeeded(x, y, graphic); +#endif // --------------------------------------------------------------------- + if (IS_BELT_ACTIVE(element)) PlayLevelSoundAction(x, y, ACTION_ACTIVE); @@ -10009,7 +12206,10 @@ void GameActions_RND() element == EL_MAGIC_WALL_EMPTYING || element == EL_BD_MAGIC_WALL_FULL || element == EL_BD_MAGIC_WALL_ACTIVE || - element == EL_BD_MAGIC_WALL_EMPTYING) && + element == EL_BD_MAGIC_WALL_EMPTYING || + 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)) { magic_wall_x = x; @@ -10018,6 +12218,10 @@ void GameActions_RND() } } +#if 0 + debug_print_timestamp(0, "- time for MAIN loop: -->"); +#endif + #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ if (!(FrameCounter % 8)) @@ -10034,6 +12238,7 @@ void GameActions_RND() (element == EL_EMPTY || CAN_GROW_INTO(element) || element == EL_QUICKSAND_EMPTY || + element == EL_QUICKSAND_FAST_EMPTY || element == EL_ACID_SPLASH_LEFT || element == EL_ACID_SPLASH_RIGHT)) { @@ -10080,6 +12285,10 @@ void GameActions_RND() element == EL_BD_MAGIC_WALL_ACTIVE || element == EL_BD_MAGIC_WALL_EMPTYING) PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE); + else if (element == EL_DC_MAGIC_WALL_FULL || + element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_EMPTYING) + PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE); else PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE); } @@ -10087,6 +12296,7 @@ void GameActions_RND() if (game.magic_wall_time_left > 0) { game.magic_wall_time_left--; + if (!game.magic_wall_time_left) { SCAN_PLAYFIELD(x, y) @@ -10105,6 +12315,12 @@ void GameActions_RND() Feld[x][y] = EL_BD_MAGIC_WALL_DEAD; DrawLevelField(x, y); } + else if (element == EL_DC_MAGIC_WALL_ACTIVE || + element == EL_DC_MAGIC_WALL_FULL) + { + Feld[x][y] = EL_DC_MAGIC_WALL_DEAD; + DrawLevelField(x, y); + } } game.magic_wall_active = FALSE; @@ -10190,6 +12406,11 @@ void GameActions_RND() local_player->show_envelope = 0; } +#if 0 + debug_print_timestamp(0, "stop main loop profiling "); + printf("----------------------------------------------------------\n"); +#endif + /* use random number generator in every frame to make it less predictable */ if (game.engine_version >= VERSION_IDENT(3,1,1,0)) RND(1); @@ -10236,25 +12457,85 @@ static boolean AllPlayersInVisibleScreen() void ScrollLevel(int dx, int dy) { +#if 1 + static Bitmap *bitmap_db_field2 = NULL; int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); int x, y; +#else + int i, x, y; +#endif + +#if 0 + /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */ + /* only horizontal XOR vertical scroll direction allowed */ + if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0)) + return; +#endif + +#if 1 + if (bitmap_db_field2 == NULL) + bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH); + + /* needed when blitting directly to same bitmap -- should not be needed with + recent SDL libraries, but apparently does not work in 1.2.11 directly */ + BlitBitmap(drawto_field, bitmap_db_field2, + FX + TILEX * (dx == -1) - softscroll_offset, + FY + TILEY * (dy == -1) - softscroll_offset, + SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset, + SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset, + FX + TILEX * (dx == 1) - softscroll_offset, + FY + TILEY * (dy == 1) - softscroll_offset); + BlitBitmap(bitmap_db_field2, drawto_field, + FX + TILEX * (dx == 1) - softscroll_offset, + FY + TILEY * (dy == 1) - softscroll_offset, + SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset, + SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset, + FX + TILEX * (dx == 1) - softscroll_offset, + FY + TILEY * (dy == 1) - softscroll_offset); + +#else + +#if 1 + /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */ + int xsize = (BX2 - BX1 + 1); + int ysize = (BY2 - BY1 + 1); + int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2)); + int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1)); + int step = (start < end ? +1 : -1); + + for (i = start; i != end; i += step) + { + BlitBitmap(drawto_field, drawto_field, + FX + TILEX * (dx != 0 ? i + step : 0), + FY + TILEY * (dy != 0 ? i + step : 0), + TILEX * (dx != 0 ? 1 : xsize), + TILEY * (dy != 0 ? 1 : ysize), + FX + TILEX * (dx != 0 ? i : 0), + FY + TILEY * (dy != 0 ? i : 0)); + } + +#else + + int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); BlitBitmap(drawto_field, drawto_field, FX + TILEX * (dx == -1) - softscroll_offset, FY + TILEY * (dy == -1) - softscroll_offset, - SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset, - SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset, + SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset, + SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset, FX + TILEX * (dx == 1) - softscroll_offset, FY + TILEY * (dy == 1) - softscroll_offset); +#endif +#endif - if (dx) + if (dx != 0) { x = (dx == 1 ? BX1 : BX2); for (y = BY1; y <= BY2; y++) DrawScreenField(x, y); } - if (dy) + if (dy != 0) { y = (dy == 1 ? BY1 : BY2); for (x = BX1; x <= BX2; x++) @@ -10565,7 +12846,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) #endif { int old_scroll_x = scroll_x, old_scroll_y = scroll_y; - int offset = (setup.scroll_delay ? 3 : 0); + int offset = game.scroll_delay_value; if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy))) { @@ -10865,14 +13146,29 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) if (TimeLeft <= 10 && setup.time_limit) PlaySound(SND_GAME_RUNNING_OUT_OF_TIME); +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif if (!TimeLeft && setup.time_limit) for (i = 0; i < MAX_PLAYERS; i++) KillPlayer(&stored_player[i]); } +#if 1 + else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ + { + game_panel_controls[GAME_PANEL_TIME].value = TimePlayed; + + DisplayGameControlValues(); + } +#else else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */ DrawGameValue_Time(TimePlayed); +#endif } if (tape.single_step && tape.recording && !tape.pausing && @@ -11822,6 +14118,15 @@ int DigField(struct PlayerInfo *player, if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)]) return MP_NO_ACTION; } + else if (element == EL_DC_GATE_WHITE || + element == EL_DC_GATE_WHITE_GRAY || + element == EL_DC_GATE_WHITE_GRAY_ACTIVE) + { + if (player->num_white_keys == 0) + return MP_NO_ACTION; + + player->num_white_keys--; + } else if (IS_SP_PORT(element)) { if (element == EL_SP_GRAVITY_PORT_LEFT || @@ -11912,7 +14217,14 @@ int DigField(struct PlayerInfo *player, else if (element == EL_EXTRA_TIME && level.time > 0) { TimeLeft += level.extra_time; + +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif } else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) { @@ -11948,6 +14260,13 @@ int DigField(struct PlayerInfo *player, DrawGameDoorValues(); } + else if (element == EL_DC_KEY_WHITE) + { + player->num_white_keys++; + + /* display white keys? */ + /* DrawGameDoorValues(); */ + } else if (IS_ENVELOPE(element)) { player->show_envelope = element; @@ -11984,7 +14303,13 @@ int DigField(struct PlayerInfo *player, if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; +#if 1 + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; + + DisplayGameControlValues(); +#else DrawGameValue_Emeralds(local_player->gems_still_needed); +#endif } RaiseScoreElement(element); @@ -12164,6 +14489,8 @@ int DigField(struct PlayerInfo *player, ZX = x; ZY = y; + game.robot_wheel_active = TRUE; + DrawLevelField(x, y); } else if (element == EL_SP_TERMINAL) @@ -12228,7 +14555,14 @@ int DigField(struct PlayerInfo *player, if (level.time > 0 || level.use_time_orb_bug) { TimeLeft += level.time_orb_time; + +#if 1 + game_panel_controls[GAME_PANEL_TIME].value = TimeLeft; + + DisplayGameControlValues(); +#else DrawGameValue_Time(TimeLeft); +#endif } ResetGfxAnimation(x, y); @@ -12400,6 +14734,9 @@ boolean DropElement(struct PlayerInfo *player) int dropx = player->jx, dropy = player->jy; int drop_direction = player->MovDir; int drop_side = drop_direction; +#if 1 + int drop_element = get_next_dropped_element(player); +#else int drop_element = (player->inventory_size > 0 ? player->inventory_element[player->inventory_size - 1] : player->inventory_infinite_element != EL_UNDEFINED ? @@ -12407,6 +14744,7 @@ boolean DropElement(struct PlayerInfo *player) player->dynabombs_left > 0 ? EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : EL_UNDEFINED); +#endif player->is_dropping_pressed = TRUE; @@ -12850,7 +15188,13 @@ void RaiseScore(int value) { local_player->score += value; +#if 1 + game_panel_controls[GAME_PANEL_SCORE].value = local_player->score; + + DisplayGameControlValues(); +#else DrawGameValue_Score(local_player->score); +#endif } void RaiseScoreElement(int element) @@ -12924,6 +15268,7 @@ void RaiseScoreElement(int element) case EL_EMC_KEY_6: case EL_EMC_KEY_7: case EL_EMC_KEY_8: + case EL_DC_KEY_WHITE: RaiseScore(level.score[SC_KEY]); break; default: @@ -12944,13 +15289,31 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) { if (quick_quit) { +#if 1 + +#if 1 + FadeSkipNextFadeIn(); +#else + fading = fading_none; +#endif + +#else + OpenDoor(DOOR_CLOSE_1); +#endif + game_status = GAME_MODE_MAIN; +#if 1 + DrawAndFadeInMainMenu(REDRAW_FIELD); +#else DrawMainMenu(); +#endif } else { +#if 0 FadeOut(REDRAW_FIELD); +#endif game_status = GAME_MODE_MAIN; @@ -13134,9 +15497,9 @@ static void LoadEngineSnapshotValues_RND() if (game.num_random_calls != num_random_calls) { - Error(ERR_RETURN, "number of random calls out of sync"); - Error(ERR_RETURN, "number of random calls should be %d", num_random_calls); - Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls); + Error(ERR_INFO, "number of random calls out of sync"); + Error(ERR_INFO, "number of random calls should be %d", num_random_calls); + Error(ERR_INFO, "number of random calls is %d", game.num_random_calls); Error(ERR_EXIT, "this should not happen -- please debug"); } } @@ -13309,11 +15672,50 @@ boolean CheckEngineSnapshot() static struct { - int x, y; + int *x, *y; + int gd_x, gd_y; int gadget_id; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { +#if 1 + { + &game.button.stop.x, &game.button.stop.y, + GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_STOP, + "stop game" + }, + { + &game.button.pause.x, &game.button.pause.y, + GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PAUSE, + "pause game" + }, + { + &game.button.play.x, &game.button.play.y, + GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, + GAME_CTRL_ID_PLAY, + "play game" + }, + { + &game.button.sound_music.x, &game.button.sound_music.y, + SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_MUSIC, + "background music on/off" + }, + { + &game.button.sound_loops.x, &game.button.sound_loops.y, + SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_LOOPS, + "sound loops on/off" + }, + { + &game.button.sound_simple.x,&game.button.sound_simple.y, + SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, + SOUND_CTRL_ID_SIMPLE, + "normal sounds on/off" + } +#else { GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, GAME_CTRL_ID_STOP, @@ -13344,6 +15746,7 @@ static struct SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" } +#endif }; void CreateGameButtons() @@ -13357,12 +15760,15 @@ void CreateGameButtons() int button_type; boolean checked; unsigned long event_mask; + int x, y; int gd_xoffset, gd_yoffset; int gd_x1, gd_x2, gd_y1, gd_y2; int id = i; - gd_xoffset = gamebutton_info[i].x; - gd_yoffset = gamebutton_info[i].y; + x = DX + *gamebutton_info[i].x; + y = DY + *gamebutton_info[i].y; + gd_xoffset = gamebutton_info[i].gd_x; + gd_yoffset = gamebutton_info[i].gd_y; gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset; gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset; @@ -13390,8 +15796,13 @@ void CreateGameButtons() gi = CreateGadget(GDI_CUSTOM_ID, id, GDI_INFO_TEXT, gamebutton_info[i].infotext, +#if 1 + GDI_X, x, + GDI_Y, y, +#else GDI_X, DX + gd_xoffset, GDI_Y, DY + gd_yoffset, +#endif GDI_WIDTH, GAME_BUTTON_XSIZE, GDI_HEIGHT, GAME_BUTTON_YSIZE, GDI_TYPE, button_type, @@ -13401,6 +15812,7 @@ void CreateGameButtons() 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); @@ -13436,6 +15848,14 @@ void UnmapGameButtons() 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;