#include "tape.h"
#include "network.h"
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER 1
+#define DEBUG_PLAYER_ACTIONS 0
+
/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE FALSE
#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
+#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
+
+#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
+
+#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y) \
+ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y) \
+ DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y) \
+ DrawTwinkleOnField(x, y)
+#endif
+
/* for DigField() */
#define DF_NO_PUSH 0
#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 (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)
-#define DX_DYNAMITE (DX + XX_DYNAMITE)
-#define DY_DYNAMITE (DY + YY_DYNAMITE)
-#define DX_KEYS (DX + XX_KEYS)
-#define DY_KEYS (DY + YY_KEYS)
-#define DX_SCORE (DX + XX_SCORE)
-#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_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_CE_SCORE_1 69
-#define GAME_PANEL_CE_SCORE_2 70
-#define GAME_PANEL_CE_SCORE_3 71
-#define GAME_PANEL_CE_SCORE_4 72
-#define GAME_PANEL_CE_SCORE_5 73
-#define GAME_PANEL_CE_SCORE_6 74
-#define GAME_PANEL_CE_SCORE_7 75
-#define GAME_PANEL_CE_SCORE_8 76
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 77
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 78
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 79
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 80
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 81
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 82
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 83
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 84
-#define GAME_PANEL_PLAYER_NAME 85
-#define GAME_PANEL_LEVEL_NAME 86
-#define GAME_PANEL_LEVEL_AUTHOR 87
-
-#define NUM_GAME_PANEL_CONTROLS 88
+#define GAME_PANEL_HIGHSCORE 30
+#define GAME_PANEL_TIME 31
+#define GAME_PANEL_TIME_HH 32
+#define GAME_PANEL_TIME_MM 33
+#define GAME_PANEL_TIME_SS 34
+#define GAME_PANEL_FRAME 35
+#define GAME_PANEL_SHIELD_NORMAL 36
+#define GAME_PANEL_SHIELD_NORMAL_TIME 37
+#define GAME_PANEL_SHIELD_DEADLY 38
+#define GAME_PANEL_SHIELD_DEADLY_TIME 39
+#define GAME_PANEL_EXIT 40
+#define GAME_PANEL_EMC_MAGIC_BALL 41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
+#define GAME_PANEL_LIGHT_SWITCH 43
+#define GAME_PANEL_LIGHT_SWITCH_TIME 44
+#define GAME_PANEL_TIMEGATE_SWITCH 45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
+#define GAME_PANEL_SWITCHGATE_SWITCH 47
+#define GAME_PANEL_EMC_LENSES 48
+#define GAME_PANEL_EMC_LENSES_TIME 49
+#define GAME_PANEL_EMC_MAGNIFIER 50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 51
+#define GAME_PANEL_BALLOON_SWITCH 52
+#define GAME_PANEL_DYNABOMB_NUMBER 53
+#define GAME_PANEL_DYNABOMB_SIZE 54
+#define GAME_PANEL_DYNABOMB_POWER 55
+#define GAME_PANEL_PENGUINS 56
+#define GAME_PANEL_SOKOBAN_OBJECTS 57
+#define GAME_PANEL_SOKOBAN_FIELDS 58
+#define GAME_PANEL_ROBOT_WHEEL 59
+#define GAME_PANEL_CONVEYOR_BELT_1 60
+#define GAME_PANEL_CONVEYOR_BELT_2 61
+#define GAME_PANEL_CONVEYOR_BELT_3 62
+#define GAME_PANEL_CONVEYOR_BELT_4 63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
+#define GAME_PANEL_MAGIC_WALL 68
+#define GAME_PANEL_MAGIC_WALL_TIME 69
+#define GAME_PANEL_GRAVITY_STATE 70
+#define GAME_PANEL_GRAPHIC_1 71
+#define GAME_PANEL_GRAPHIC_2 72
+#define GAME_PANEL_GRAPHIC_3 73
+#define GAME_PANEL_GRAPHIC_4 74
+#define GAME_PANEL_GRAPHIC_5 75
+#define GAME_PANEL_GRAPHIC_6 76
+#define GAME_PANEL_GRAPHIC_7 77
+#define GAME_PANEL_GRAPHIC_8 78
+#define GAME_PANEL_ELEMENT_1 79
+#define GAME_PANEL_ELEMENT_2 80
+#define GAME_PANEL_ELEMENT_3 81
+#define GAME_PANEL_ELEMENT_4 82
+#define GAME_PANEL_ELEMENT_5 83
+#define GAME_PANEL_ELEMENT_6 84
+#define GAME_PANEL_ELEMENT_7 85
+#define GAME_PANEL_ELEMENT_8 86
+#define GAME_PANEL_ELEMENT_COUNT_1 87
+#define GAME_PANEL_ELEMENT_COUNT_2 88
+#define GAME_PANEL_ELEMENT_COUNT_3 89
+#define GAME_PANEL_ELEMENT_COUNT_4 90
+#define GAME_PANEL_ELEMENT_COUNT_5 91
+#define GAME_PANEL_ELEMENT_COUNT_6 92
+#define GAME_PANEL_ELEMENT_COUNT_7 93
+#define GAME_PANEL_ELEMENT_COUNT_8 94
+#define GAME_PANEL_CE_SCORE_1 95
+#define GAME_PANEL_CE_SCORE_2 96
+#define GAME_PANEL_CE_SCORE_3 97
+#define GAME_PANEL_CE_SCORE_4 98
+#define GAME_PANEL_CE_SCORE_5 99
+#define GAME_PANEL_CE_SCORE_6 100
+#define GAME_PANEL_CE_SCORE_7 101
+#define GAME_PANEL_CE_SCORE_8 102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 110
+#define GAME_PANEL_PLAYER_NAME 111
+#define GAME_PANEL_LEVEL_NAME 112
+#define GAME_PANEL_LEVEL_AUTHOR 113
+
+#define NUM_GAME_PANEL_CONTROLS 114
+
+struct GamePanelOrderInfo
+{
+ int nr;
+ int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
struct GamePanelControlInfo
{
int value, last_value;
int frame, last_frame;
int gfx_frame;
+ int gfx_random;
};
static struct GamePanelControlInfo game_panel_controls[] =
&game.panel.score,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
{
GAME_PANEL_TIME,
&game.panel.time,
&game.panel.time_ss,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
{
GAME_PANEL_SHIELD_NORMAL,
&game.panel.shield_normal,
&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],
-1,
}
};
-#endif
-
/* values for delayed check of falling and moving elements and for collision */
#define CHECK_DELAY_MOVING 3
(be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
(be) + (e) - EL_SELF)
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
(e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
static void CreateField(int, int, int);
+static void ResetGfxAnimation(int, int);
+
static void SetPlayerWaiting(struct PlayerInfo *, boolean);
static void AdvanceFrameAndPlayerCounters(int);
static void ScrollPlayer(struct PlayerInfo *, int);
static void ScrollScreen(struct PlayerInfo *, int);
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
void RemovePlayer(struct PlayerInfo *);
-boolean SnapField(struct PlayerInfo *, int, int);
-boolean DropElement(struct PlayerInfo *);
-
static int getInvisibleActiveFromInvisibleElement(int);
static int getInvisibleFromInvisibleActiveElement(int);
static boolean recursion_loop_detected;
static boolean recursion_loop_element;
+static int map_player_action[MAX_PLAYERS];
+
+static boolean TEST_game_team_mode;
+
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
}
else
{
+ stored_player[0].initial_element = element;
stored_player[0].use_murphy = TRUE;
if (!level.use_artwork_element[0])
StorePlayer[x][y] = Feld[x][y];
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
- printf("Player %d activated.\n", player->element_nr);
- printf("[Local player is %d and currently %s.]\n",
+ printf("- player element %d activated", player->element_nr);
+ printf(" (local player is %d and currently %s)\n",
local_player->element_nr,
local_player->active ? "active" : "not active");
}
}
+#endif
Feld[x][y] = EL_EMPTY;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
+
+#if USE_PLAYER_REANIMATION
+ if (!init_game)
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ }
+#endif
}
static void InitField(int x, int y, boolean init_game)
Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
break;
+ case EL_TRIGGER_PLAYER:
+ case EL_TRIGGER_ELEMENT:
+ case EL_TRIGGER_CE_VALUE:
+ case EL_TRIGGER_CE_SCORE:
+ case EL_SELF:
+ case EL_ANY_ELEMENT:
+ case EL_CURRENT_CE_VALUE:
+ case EL_CURRENT_CE_SCORE:
+ case EL_PREV_CE_1:
+ case EL_PREV_CE_2:
+ case EL_PREV_CE_3:
+ case EL_PREV_CE_4:
+ case EL_PREV_CE_5:
+ case EL_PREV_CE_6:
+ case EL_PREV_CE_7:
+ case EL_PREV_CE_8:
+ case EL_NEXT_CE_1:
+ case EL_NEXT_CE_2:
+ case EL_NEXT_CE_3:
+ case EL_NEXT_CE_4:
+ case EL_NEXT_CE_5:
+ case EL_NEXT_CE_6:
+ case EL_NEXT_CE_7:
+ case EL_NEXT_CE_8:
+ /* reference elements should not be used on the playfield */
+ Feld[x][y] = EL_EMPTY;
+ break;
+
default:
if (IS_CUSTOM_ELEMENT(element))
{
*/
}
-#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 :
}
}
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
+ else
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
+}
+
void InitGameControlValues()
{
int i;
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
int nr = gpc->nr;
int type = gpc->type;
- struct TextPosInfo *pos = gpc->pos;
if (nr != i)
{
- Error(ERR_INFO, "'game_panel_controls' structure corrupted");
+ Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
Error(ERR_EXIT, "this should not happen -- please debug");
}
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()
+{
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ /* first check if it is needed at all to calculate playfield element count */
+ for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+ if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+ use_element_count = TRUE;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Feld[x][y]].element_count++;
}
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
}
void UpdateGameControlValues()
{
int i, k;
- int time = (level.time == 0 ? TimePlayed : TimeLeft);
- int score = (local_player->LevelSolved ? local_player->score_final :
+ int time = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
+ game.no_time_limit ? TimePlayed : TimeLeft);
+ int score = (local_player->LevelSolved ?
+ local_player->LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->score :
local_player->score);
- int exit_closed = (local_player->gems_still_needed > 0 ||
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed :
+ local_player->gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ level.native_em_level->lev->required > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+ local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
+ UpdatePlayfieldElementCount();
+
+ /* update game panel control values */
+
game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
- game_panel_controls[GAME_PANEL_GEMS].value =
- local_player->gems_still_needed;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
for (i = 0; i < MAX_NUM_KEYS; i++)
{
for (i = 0; i < MAX_PLAYERS; i++)
{
+ /* only one player in Supaplex game engine */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
+
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[i].key[k])
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[i].inventory_size;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[i]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[i].inventory_size;
if (stored_player[i].num_white_keys > 0)
game_panel_controls[GAME_PANEL_KEY_WHITE].value =
int player_nr = game.centered_player_nr;
for (k = 0; k < MAX_NUM_KEYS; k++)
- if (stored_player[player_nr].key[k])
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[player_nr].key[k])
game_panel_controls[GAME_PANEL_KEY_1 + k].value =
get_key_element_from_nr(k);
+ }
- game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
- stored_player[player_nr].inventory_size;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
+ else
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ stored_player[player_nr].inventory_size;
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_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
(local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
EL_EMPTY);
game_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 : 0);
+
for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
- {
- if (game.panel.ce_score[i].id != EL_UNDEFINED)
- {
- int ce_score = element_info[game.panel.ce_score[i].id].collect_score;
+ game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+ element_info[game.panel.ce_score[i].id].collect_score : 0);
- game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = ce_score;
- game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = ce_score;
- }
- else
- {
- game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = 0;
- game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = 0;
- }
- }
+ for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+ game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+ (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+ element_info[game.panel.ce_score_element[i].id].collect_score :
+ EL_UNDEFINED);
game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+ /* update game panel control frames */
+
for (i = 0; game_panel_controls[i].nr != -1; i++)
{
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
if (gpc->type == TYPE_ELEMENT)
{
- if (gpc->value != gpc->last_value)
- gpc->gfx_frame = 0;
- else
- gpc->gfx_frame++;
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+ {
+ 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;
- gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
- gpc->gfx_frame);
+ 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 */
+#if 1
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
+#else
+ BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+ DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+#endif
+
+ /* redraw game control buttons */
+#if 1
+ RedrawGameButtons();
+#else
+ UnmapGameButtons();
+ MapGameButtons();
+#endif
+
game_status = GAME_MODE_PSEUDO_PANEL;
+#if 1
+ for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
{
+#if 1
+ int nr = game_panel_order[i].nr;
+ struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
struct GamePanelControlInfo *gpc = &game_panel_controls[i];
int nr = gpc->nr;
- int type = gpc->type;
+#endif
struct TextPosInfo *pos = gpc->pos;
+ int type = gpc->type;
int value = gpc->value;
int frame = gpc->frame;
+#if 0
int last_value = gpc->last_value;
int last_frame = gpc->last_frame;
+#endif
int size = pos->size;
int font = pos->font;
+ boolean draw_masked = pos->draw_masked;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+ if (PANEL_DEACTIVATED(pos))
+ continue;
+#if 0
if (value == last_value && frame == last_frame)
continue;
+#endif
gpc->last_value = value;
gpc->last_frame = frame;
printf("::: value %d changed from %d to %d\n", nr, last_value, value);
#endif
- if (PANEL_DEACTIVATED(pos))
- continue;
-
if (type == TYPE_INTEGER)
{
if (nr == GAME_PANEL_LEVEL_NUMBER ||
size = (value < value_change ? size1 : size2);
font = (value < value_change ? font1 : font2);
+#if 0
/* clear background if value just changed its size (dynamic digits) */
if ((last_value < value_change) != (value < value_change))
{
ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
max_width, max_height);
}
+#endif
}
}
pos->width = size * getFontWidth(font);
#endif
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, size), font);
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ int2str(value, size), font, mask_mode);
}
else if (type == TYPE_ELEMENT)
{
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
+#if 1
+ if (value != EL_UNDEFINED && value != EL_EMPTY)
+ {
+ element = value;
+ graphic = el2panelimg(value);
+
+ // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+#if 1
+ if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+ size = TILESIZE;
+#endif
+
+ getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+ &src_x, &src_y);
+
+ width = graphic_info[graphic].width * size / TILESIZE;
+ height = graphic_info[graphic].height * size / TILESIZE;
+
+ if (draw_masked)
+ {
+ SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+ dst_x - src_x, dst_y - src_y);
+ BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ else
+ {
+ BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+#else
if (value == EL_UNDEFINED || value == EL_EMPTY)
{
element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
height = graphic_info[graphic].height * size / TILESIZE;
BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
}
else if (type == TYPE_STRING)
{
{
int font1 = pos->font; /* (used for normal state) */
int font2 = pos->font_alt; /* (used for active state) */
+#if 0
int size1 = strlen(state_normal);
int size2 = strlen(state_active);
int width1 = size1 * getFontWidth(font1);
/* clear background for values that may have changed its size */
ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
max_width, max_height);
+#endif
font = (active ? font2 : font1);
}
s_cut = getStringCopyN(s, size);
- DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), s_cut, font);
+ DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+ s_cut, font, mask_mode);
free(s_cut);
}
game_status = GAME_MODE_PLAYING;
}
+void UpdateAndDisplayGameControlValues()
+{
+ if (tape.warp_forward)
+ return;
+
+ UpdateGameControlValues();
+ DisplayGameControlValues();
+}
+
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;
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;
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;
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);
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);
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
if (key[i])
{
-#if 0
- int graphic = el2edimg(base_key_graphic + i);
-#endif
Bitmap *src_bitmap;
int src_x, src_y;
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_nr);
-}
-
-void DrawGameValue_Dynamite(int value)
-{
- int font_nr = FONT_TEXT_2;
- int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
-
- if (PANEL_DEACTIVATED(game.panel.inventory_count))
- return;
-
- 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);
-}
-
-void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
- int base_key_graphic = EL_KEY_1;
- int i;
-
- if (PANEL_DEACTIVATED(game.panel.keys))
- return;
-
- if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- base_key_graphic = EL_EM_KEY_1;
-
- /* currently only 4 of 8 possible keys are displayed */
- for (i = 0; i < STD_NUM_KEYS; i++)
- {
- int x = XX_KEYS + i * MINI_TILEX;
- int y = YY_KEYS;
-
- if (key[i])
- DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
- else
- BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
}
}
-#endif
-
void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
int key_bits)
{
void DrawGameDoorValues_OLD()
{
- int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
+ int time_value = (game.no_time_limit ? TimePlayed : TimeLeft);
int dynamite_value = 0;
int score_value = (local_player->LevelSolved ? local_player->score_final :
local_player->score);
SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
}
- /* ---------- initialize internal run-time variables ------------- */
+ /* ---------- initialize internal run-time variables --------------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
}
}
+#if 1
+ /* ---------- initialize reference elements in change conditions --------- */
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ int trigger_element = ei->change_page[j].initial_trigger_element;
+
+ if (trigger_element >= EL_PREV_CE_8 &&
+ trigger_element <= EL_NEXT_CE_8)
+ trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+ ei->change_page[j].trigger_element = trigger_element;
+ }
+ }
+#endif
+
/* ---------- initialize run-time trigger player and element ------------- */
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
for (j = 0; j < ei->num_change_pages; j++)
{
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 = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
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;
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
#if 0
boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+ int initial_move_dir = MV_DOWN;
+#else
+ int initial_move_dir = MV_NONE;
#endif
int i, j, x, y;
game_status = GAME_MODE_PLAYING;
+#if 1
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+#endif
+
+#if 1
+ DrawCompleteVideoDisplay();
+#endif
+
InitGameEngine();
InitGameControlValues();
player->present = FALSE;
player->active = FALSE;
+ player->mapped = FALSE;
+
player->killed = FALSE;
+ player->reanimated = FALSE;
player->action = 0;
player->effective_action = 0;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NONE;
+ player->MovDir = initial_move_dir;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NONE;
+ player->GfxDir = initial_move_dir;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy = FALSE;
+ player->initial_element = player->element_nr;
player->artwork_element =
(level.use_artwork_element[i] ? level.artwork_element[i] :
player->element_nr);
+ player->use_murphy = FALSE;
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
player->step_counter = 0;
- player->last_move_dir = MV_NONE;
+ player->last_move_dir = initial_move_dir;
player->is_active = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
- player->dir_waiting = MV_NONE;
+ player->dir_waiting = initial_move_dir;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
player->LevelSolved_PanelOff = FALSE;
player->LevelSolved_SaveTape = FALSE;
player->LevelSolved_SaveScore = FALSE;
+ player->LevelSolved_CountingTime = 0;
+ player->LevelSolved_CountingScore = 0;
+
+ map_player_action[i] = i;
}
network_player_action_received = FALSE;
AllPlayersGone = FALSE;
+ game.no_time_limit = (level.time == 0);
+
game.yamyam_content_nr = 0;
game.robot_wheel_active = FALSE;
game.magic_wall_active = FALSE;
for (i = 0; i < MAX_NUM_AMOEBA; i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status at level initialization:\n");
+ }
+#endif
+
SCAN_PLAYFIELD(x, y)
{
Feld[x][y] = level.field[x][y];
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
}
SCAN_PLAYFIELD(x, y)
emulate_sp = FALSE;
InitField(x, y, TRUE);
+
+ ResetGfxAnimation(x, y);
}
InitBeltMovement();
ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
}
- game.emulation = (emulate_bd ? EMU_BOULDERDASH :
- emulate_sb ? EMU_SOKOBAN :
- emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+ game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+ emulate_sb ? EMU_SOKOBAN :
+ emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
+#if USE_NEW_ALL_SLIPPERY
+ /* initialize type of slippery elements */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ /* default: elements slip down either to the left or right randomly */
+ element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+ /* SP style elements prefer to slip down on the left side */
+ if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+ /* BD style elements prefer to slip down on the left side */
+ if (game.emulation == EMU_BOULDERDASH)
+ element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ }
+ }
+#endif
+
+ /* initialize explosion and ignition delay */
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ {
+ if (!IS_CUSTOM_ELEMENT(i))
+ {
+ int num_phase = 8;
+ int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+ game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+ game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = (num_phase + 1) * delay;
+ int half_phase = (num_phase / 2) * delay;
+
+ element_info[i].explosion_delay = last_phase - 1;
+ element_info[i].ignition_delay = half_phase;
+
+ if (i == EL_BLACK_ORB)
+ element_info[i].ignition_delay = 1;
+ }
+
+#if 0
+ if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
+ element_info[i].explosion_delay = 1;
+
+ if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
+ element_info[i].ignition_delay = 1;
+#endif
+ }
+
+ /* correct non-moving belts to start moving left */
+ for (i = 0; i < NUM_BELTS; i++)
+ if (game.belt_dir[i] == MV_NONE)
+ game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ /* choose default local player */
+ local_player = &stored_player[0];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = FALSE;
+
+ local_player->connected = TRUE;
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+ TEST_game_team_mode = setup.team_mode;
+
+ if (tape.playing)
+ {
+#if 1
+ int num_players = 0;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ num_players++;
+
+ TEST_game_team_mode = (num_players > 1);
+
+ printf("::: TAPE TEAM MODE: %s (%d)\n",
+ (TEST_game_team_mode ? "true" : "false"), num_players);
+#endif
+
+#if 1
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = tape.player_participates[i];
+#else
+ /* try to guess locally connected team mode players (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ stored_player[i].connected = TRUE;
+#endif
+ }
+ else if (setup.team_mode && !options.network)
+ {
+ /* try to guess locally connected team mode players (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
+ }
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status after level initialization:\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+ }
+#endif
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("Reassigning players ...\n");
+#endif
+
+ /* check if any connected player was not found in playfield */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- looking for field player for player %d ...\n", i + 1);
+#endif
+
+ /* assign first free player found that is present in the playfield */
+
+#if 1
+ /* first try: look for unmapped playfield player that is not connected */
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
+
+ /* second try: look for *any* unmapped playfield player */
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (field_player == NULL &&
+ stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
+#else
+ /* first try: look for unmapped playfield player that is not connected */
+ if (field_player == NULL)
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (stored_player[j].present &&
+ !stored_player[j].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
+
+ /* second try: look for *any* unmapped playfield player */
+ if (field_player == NULL)
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
+#endif
+
+ if (field_player != NULL)
+ {
+ int jx = field_player->jx, jy = field_player->jy;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- found player %d\n", field_player->index_nr + 1);
+#endif
+
+ player->present = FALSE;
+ player->active = FALSE;
+
+ field_player->present = TRUE;
+ field_player->active = TRUE;
+
+ /*
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
+
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+ */
+
+ StorePlayer[jx][jy] = field_player->element_nr;
-#if USE_NEW_ALL_SLIPPERY
- /* initialize type of slippery elements */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
- {
- if (!IS_CUSTOM_ELEMENT(i))
- {
- /* default: elements slip down either to the left or right randomly */
- element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+ field_player->jx = field_player->last_jx = jx;
+ field_player->jy = field_player->last_jy = jy;
- /* SP style elements prefer to slip down on the left side */
- if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
- element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ if (local_player == player)
+ local_player = field_player;
- /* BD style elements prefer to slip down on the left side */
- if (game.emulation == EMU_BOULDERDASH)
- element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+ map_player_action[field_player->index_nr] = i;
+
+ field_player->mapped = TRUE;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("- map_player_action[%d] == %d\n",
+ field_player->index_nr + 1, i + 1);
+#endif
+ }
}
+
+ if (player->connected && player->present)
+ player->mapped = TRUE;
}
-#endif
- /* initialize explosion and ignition delay */
- for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
{
- if (!IS_CUSTOM_ELEMENT(i))
- {
- int num_phase = 8;
- int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
- game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
- game.emulation == EMU_SUPAPLEX ? 3 : 2);
- int last_phase = (num_phase + 1) * delay;
- int half_phase = (num_phase / 2) * delay;
+ printf("Player status after player assignment (first stage):\n");
- element_info[i].explosion_delay = last_phase - 1;
- element_info[i].ignition_delay = half_phase;
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
- if (i == EL_BLACK_ORB)
- element_info[i].ignition_delay = 1;
- }
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
-#if 0
- if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
- element_info[i].explosion_delay = 1;
+ if (local_player == player)
+ printf(" (local player)");
- if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
- element_info[i].ignition_delay = 1;
-#endif
+ printf("\n");
+ }
}
+#endif
- /* correct non-moving belts to start moving left */
- for (i = 0; i < NUM_BELTS; i++)
- if (game.belt_dir[i] == MV_NONE)
- game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+#else
/* check if any connected player was not found in playfield */
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
- struct PlayerInfo *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
+ struct PlayerInfo *field_player = &stored_player[j];
+ int jx = field_player->jx, jy = field_player->jy;
/* assign first free player found that is present in the playfield */
- if (some_player->present && !some_player->connected)
+ if (field_player->present && !field_player->connected)
{
player->present = TRUE;
player->active = TRUE;
- some_player->present = FALSE;
- some_player->active = FALSE;
+ field_player->present = FALSE;
+ field_player->active = FALSE;
- player->artwork_element = some_player->artwork_element;
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
- player->block_last_field = some_player->block_last_field;
- player->block_delay_adjustment = some_player->block_delay_adjustment;
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
StorePlayer[jx][jy] = player->element_nr;
+
player->jx = player->last_jx = jx;
player->jy = player->last_jy = jy;
}
}
}
+#endif
+
+#if 0
+ printf("::: local_player->present == %d\n", local_player->present);
+#endif
if (tape.playing)
{
/* when playing a tape, eliminate all players who do not participate */
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+#if 1
+ // if (!setup.team_mode)
+ if (!TEST_game_team_mode)
+#endif
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+#else
for (i = 0; i < MAX_PLAYERS; i++)
{
- if (stored_player[i].active && !tape.player_participates[i])
+ if (stored_player[i].active &&
+ !tape.player_participates[i])
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
Feld[jx][jy] = EL_EMPTY;
}
}
+#endif
}
else if (!options.network && !setup.team_mode) /* && !tape.playing */
{
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected)
+ tape.player_participates[i] = TRUE;
+#else
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
tape.player_participates[i] = TRUE;
+#endif
}
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
+ printf("Player status after player assignment (final stage):\n");
+
for (i = 0; i < MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
- printf("Player %d: present == %d, connected == %d, active == %d.\n",
- i+1,
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
player->present,
player->connected,
player->active);
+
if (local_player == player)
- printf("Player %d is local player.\n", i+1);
+ printf(" (local player)");
+
+ printf("\n");
}
}
+#endif
if (BorderElement == EL_EMPTY)
{
SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
}
+#if NEW_TILESIZE
+
+ if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+ if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
+ if (EVEN(SCR_FIELDX))
+ SBX_Left--;
+ if (EVEN(SCR_FIELDY))
+ SBY_Upper--;
+
+#else
+
if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
/* if local player not found, look for custom element that might create
the player (make some assumptions about the right custom element) */
local_player->jy - MIDPOSY);
}
+#if 0
+ printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
+#endif
+
+#if 0
/* do not use PLAYING mask for fading out from main screen */
game_status = GAME_MODE_MAIN;
+#endif
StopAnimation();
FadeOut(REDRAW_FIELD);
#endif
+#if 0
game_status = GAME_MODE_PLAYING;
+#endif
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_EM(backbuffer);
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap_SP(backbuffer);
+ }
else
{
DrawLevel();
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+#if NEW_TILESIZE
+ BlitScreenToBitmap(backbuffer);
+#else
/* blit playfield from scroll buffer to normal back buffer for fading in */
if (setup.soft_scrolling)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+#endif
redraw_mask |= REDRAW_FROM_BACKBUFFER;
}
if (!game.restart_level)
{
/* copy default game door content to main double buffer */
+#if 1
+#if 1
+ /* !!! CHECK AGAIN !!! */
+ SetPanelBackground();
+ // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+ DrawBackground(DX, DY, DXSIZE, DYSIZE);
+#else
+ struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
+
+ /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
+ ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
+ BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
+ MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
+#endif
+#else
BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+#endif
}
SetPanelBackground();
SetDrawBackgroundMask(REDRAW_DOOR_1);
+#if 1
+ UpdateAndDisplayGameControlValues();
+#else
UpdateGameDoorValues();
DrawGameDoorValues();
+#endif
if (!game.restart_level)
{
KeyboardAutoRepeatOffUnlessAutoplay();
+#if DEBUG_INIT_PLAYER
if (options.debug)
{
+ printf("Player status (final):\n");
+
for (i = 0; i < MAX_PLAYERS; i++)
- printf("Player %d %sactive.\n",
- i + 1, (stored_player[i].active ? "" : "not "));
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
}
+#endif
}
#if 1
MapTapeButtons();
#endif
+ if (!game.restart_level && !tape.playing)
+ {
+ LevelStats_incPlayed(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+
+#if 0
+ printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
+#endif
+ }
+
game.restart_level = FALSE;
}
player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score : player->score);
+
+ player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+ TimeLeft);
+ player->LevelSolved_CountingScore = player->score_final;
}
void GameWon()
local_player->LevelSolved_SaveTape = tape.recording;
local_player->LevelSolved_SaveScore = !tape.playing;
+ if (!tape.playing)
+ {
+ LevelStats_incSolved(level_nr);
+
+ SaveLevelSetup_SeriesInfo();
+
+#if 0
+ printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
+#endif
+ }
+
if (tape.auto_play) /* tape might already be stopped here */
tape.auto_play_level_solved = TRUE;
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);
+ time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
score = score_final = local_player->score_final;
if (TimeLeft > 0)
time_final = 0;
score_final += TimeLeft * level.score[SC_TIME_BONUS];
}
- else if (level.time == 0 && TimePlayed < 999)
+ else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
score = score_final;
#if 1
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
score += time_count_steps * level.score[SC_TIME_BONUS];
#if 1
+ local_player->LevelSolved_CountingTime = time;
+ local_player->LevelSolved_CountingScore = score;
+
game_panel_controls[GAME_PANEL_TIME].value = time;
game_panel_controls[GAME_PANEL_SCORE].value = score;
if (level_nr == leveldir_current->handicap_level)
{
leveldir_current->handicap_level++;
+
SaveLevelSetup_SeriesInfo();
}
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+#if 0
+ /* !!! this would prevent the removed tile from being redrawn !!! */
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
}
void RemoveMovingField(int x, int y)
Store[oldx][oldy] = Store2[oldx][oldy] = 0;
- DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(oldx, oldy);
return;
}
if (next_element != EL_UNDEFINED)
Feld[oldx][oldy] = next_element;
- DrawLevelField(oldx, oldy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(oldx, oldy);
+ TEST_DrawLevelField(newx, newy);
}
void DrawDynamite(int x, int y)
if (quick_relocation)
{
- int offset = game.scroll_delay_value;
-
if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
if (!level.shifted_relocation || center_screen)
}
else
{
+#if 1
+ 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);
+
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* quick relocation (without 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_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
+
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
+#else
/* quick relocation (without scrolling), inside visible screen area */
+ int offset = game.scroll_delay_value;
+
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);
/* don't scroll over playfield boundaries */
if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
}
RedrawPlayfield(TRUE, 0,0,0,0);
Feld[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
+ /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+ possible that the relocation target field did not contain a player element,
+ but a walkable element, to which the new player was relocated -- in this
+ case, restore that (already initialized!) element on the player field */
if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
{
- Feld[jx][jy] = element;
+ Feld[jx][jy] = element; /* restore previously existing element */
+#if 0
+ /* !!! do not initialize already initialized element a second time !!! */
+ /* (this causes at least problems with "element creation" CE trigger for
+ already existing elements, and existing Sokoban fields counted twice) */
InitField(jx, jy, FALSE);
+#endif
}
/* only visually relocate centered player */
CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+
+#if 1
+ if (player->is_switching)
+ {
+ /* ensure that relocation while still switching an element does not cause
+ a new element to be treated as also switched directly after relocation
+ (this is important for teleporter switches that teleport the player to
+ a place where another teleporter switch is in the same direction, which
+ would then incorrectly be treated as immediately switched before the
+ direction key that caused the switch was released) */
+
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
+ }
+#endif
}
void Explode(int ex, int ey, int phase, int mode)
InitField_WithBug2(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
{
struct PlayerInfo *player = PLAYERINFO(x, y);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ element = Feld[x][y] = player->initial_element;
+#else
element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
player->element_nr);
+#endif
if (level.use_explosion_element[player->index_nr])
{
if (e_belt_nr == belt_nr)
{
Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT(element) && belt_dir != MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
#else
if (element == EL_SWITCHGATE_SWITCH_UP)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
{
Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
#endif
else if (element == EL_SWITCHGATE_OPEN ||
game.light_time_left > 0)
{
Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_LIGHT_SWITCH;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER &&
game.light_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.light_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.light_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.light_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
game.lenses_time_left > 0)
{
Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_DRIPPER_ACTIVE &&
game.lenses_time_left == 0)
{
Feld[x][y] = EL_EMC_DRIPPER;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL ||
element == EL_INVISIBLE_WALL ||
if (game.lenses_time_left > 0)
Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
if (game.lenses_time_left == 0)
Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
game.magnify_time_left > 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
game.magnify_time_left == 0)
{
Feld[x][y] = EL_EMC_FAKE_GRASS;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY(element) &&
game.magnify_time_left > 0)
element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
IS_EMC_GATE_GRAY(element) ?
element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (IS_GATE_GRAY_ACTIVE(element) &&
game.magnify_time_left == 0)
element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
IS_EMC_GATE_GRAY_ACTIVE(element) ?
element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
element);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
{
Feld[xx][yy] = EL_TIMEGATE_SWITCH;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
*/
RemoveMovingField(x, y + 1);
Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
RemoveMovingField(x, y + 1);
Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
Feld[x][y + 2] = EL_ROCK;
- DrawLevelField(x, y + 2);
+ TEST_DrawLevelField(x, y + 2);
object_hit = TRUE;
}
el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
if (impact && CAN_EXPLODE_IMPACT(element))
{
Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
ResetGfxAnimation(move_x, move_y);
- DrawLevelField(move_x, move_y);
+ TEST_DrawLevelField(move_x, move_y);
MovDir[x][y] = back_dir;
}
else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
+ PlayLevelSoundAction(x, y, ACTION_FILLING);
+ }
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ return;
+ }
+
+ Feld[x][y] = EL_QUICKSAND_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);
}
}
PlayLevelSoundAction(x, y, ACTION_EMPTYING);
}
- else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+ {
+ if (!MovDelay[x][y])
+ {
+ MovDelay[x][y] = TILEY + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
+ if (MovDelay[x][y])
+ {
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+ 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 (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
{
if (!MovDelay[x][y])
+ {
MovDelay[x][y] = TILEY + 1;
+ ResetGfxAnimation(x, y);
+ ResetGfxAnimation(x, y + 1);
+ }
+
if (MovDelay[x][y])
{
+ DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+ DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
MovDelay[x][y]--;
if (MovDelay[x][y])
return;
}
Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
- Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+ Feld[x][y + 1] = EL_QUICKSAND_FULL;
Store[x][y + 1] = Store[x][y];
Store[x][y] = 0;
else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = TILEY/4 + 1;
+ MovDelay[x][y] = TILEY / 4 + 1;
if (MovDelay[x][y])
{
element == EL_SP_SNIKSNAK ||
element == EL_SP_ELECTRON ||
element == EL_MOLE))
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
if (IN_SCR_FIELD(sx, sy))
{
- DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbled(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
if (Feld[xx][yy] == EL_FLAMES)
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
}
}
Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
{
if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
else
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_PIG_DIGGING);
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSoundAction(x, y, ACTION_DIGGING);
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
#endif
return;
else if (IS_CUSTOM_ELEMENT(element) &&
CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
{
+#if 1
+ if (!DigFieldByCE(newx, newy, element))
+ return;
+#else
int new_element = Feld[newx][newy];
if (!IS_FREE(newx, newy))
else
{
RemoveField(newx, newy);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
/* if digged element was about to explode, prevent the explosion */
}
Store[newx][newy] = EL_EMPTY;
+
#if 1
/* this makes it possible to leave the removed element again */
if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
new_element : move_leave_element);
}
+#endif
+
#endif
if (move_pattern & MV_MAZE_RUNNER_STYLE)
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return;
}
if (IS_PLAYER(x, y))
DrawPlayerField(x, y);
else
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
else
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
}
PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
ResetGfxAnimation(x, y);
GfxAction[x][y] = ACTION_DIGGING;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
else /* element == EL_PACMAN */
{
Feld[newx][newy] = EL_EMPTY;
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(newx, newy);
PlayLevelSound(x, y, SND_PACMAN_DIGGING);
}
}
GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
#endif
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return; /* element is still moving */
}
{
Feld[x][y] = EL_SAND;
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
}
#if USE_NEW_CUSTOM_VALUE
- CustomValue[newx][newy] = CustomValue[x][y];
+ CustomValue[newx][newy] = CustomValue[x][y];
#endif
ChangeDelay[x][y] = 0;
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
element_info[element].move_pattern == MV_WHEN_DROPPED)))
GfxDir[x][y] = MovDir[newx][newy] = 0;
- DrawLevelField(x, y);
- DrawLevelField(newx, newy);
+ TEST_DrawLevelField(x, y);
+ TEST_DrawLevelField(newx, newy);
Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
+
/* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
(last_line || (!IS_FREE(x, newy + 1) &&
AmoebaNr[x][y] = 0;
Feld[x][y] = new_element;
InitField(x, y, FALSE);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
done = TRUE;
}
}
void AmoebeWaechst(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new growing cycle */
{
{
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
void AmoebaDisappearing(int x, int y)
{
- static unsigned long sound_delay = 0;
- static unsigned long sound_delay_value = 0;
+ static unsigned int sound_delay = 0;
+ static unsigned int sound_delay_value = 0;
if (!MovDelay[x][y]) /* start new shrinking cycle */
{
if (!MovDelay[x][y])
{
Feld[x][y] = EL_EMPTY;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
/* don't let mole enter this field in this cycle;
(give priority to objects falling to this field from above) */
if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
return;
}
if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
{
Feld[ax][ay] = EL_AMOEBA_DEAD;
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
AmoebaCnt[AmoebaNr[ax][ay]]--;
if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
return;
}
- DrawLevelField(newax, neway);
+ TEST_DrawLevelField(newax, neway);
}
void Life(int ax, int ay)
{
Feld[xx][yy] = EL_EMPTY;
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
changed = TRUE;
}
{
MovDelay[x][y]--;
- if (setup.direct_draw && MovDelay[x][y])
- SetDrawtoField(DRAW_BUFFERED);
-
DrawLevelElementAnimation(x, y, Feld[x][y]);
if (MovDelay[x][y] != 0)
10 - MovDelay[x][y]);
DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
- if (setup.direct_draw)
- {
- int dest_x, dest_y;
-
- dest_x = FX + SCREENX(x) * TILEX;
- dest_y = FY + SCREENY(y) * TILEY;
-
- BlitBitmap(drawto_field, window,
- dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
- SetDrawtoField(DRAW_DIRECT);
- }
}
}
}
if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
- DrawLevelField(x - 1, y);
+ TEST_DrawLevelField(x - 1, y);
}
else if (MovDir[x][y] == MV_RIGHT)
{
if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
- DrawLevelField(x + 1, y);
+ TEST_DrawLevelField(x + 1, y);
}
else if (MovDir[x][y] == MV_UP)
{
if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
- DrawLevelField(x, y - 1);
+ TEST_DrawLevelField(x, y - 1);
}
else
{
if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
- DrawLevelField(x, y + 1);
+ TEST_DrawLevelField(x, y + 1);
}
Feld[x][y] = Store[x][y];
Store[x][y] = 0;
GfxDir[x][y] = MovDir[x][y] = MV_NONE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
}
}
}
if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
- DrawLevelField(ax, ay);
+ TEST_DrawLevelField(ax, ay);
if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
oben_massiv = TRUE;
element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
((links_massiv && rechts_massiv) ||
element == EL_EXPANDABLE_STEELWALL_VERTICAL))
- Feld[ax][ay] = EL_WALL;
+ Feld[ax][ay] = EL_STEELWALL;
if (new_wall)
PlayLevelSoundAction(ax, ay, ACTION_GROWING);
if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
{
Feld[xx][yy] = EL_EMPTY;
- DrawLevelField(xx, yy);
+ TEST_DrawLevelField(xx, yy);
}
else
break;
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
}
static int getSpecialActionElement(int element, int number, int base_element)
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
+ int action_element = change->action_element;
int i;
if (!change->has_action)
(level.time > 0 ? TimeLeft :
TimePlayed);
- int action_arg_element =
+ int action_arg_element_raw =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+#if 0
+ if (action_arg_element_raw == EL_GROUP_START)
+ printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
-1);
int action_arg_number_old =
action_mode, action_arg_number,
action_arg_number_min, action_arg_number_max);
+#if 1
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
+#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 &&
action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
/* ---------- execute action -------------------------------------------- */
break;
}
+ case CA_SET_LEVEL_RANDOM_SEED:
+ {
+#if 1
+ /* ensure that setting a new random seed while playing is predictable */
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+#else
+ InitRND(action_arg_number_new);
+#endif
+
+#if 0
+ printf("::: %d -> %d\n", action_arg_number_new, RND(10));
+#endif
+
+#if 0
+ {
+ int i;
+
+ printf("::: ");
+ for (i = 0; i < 9; i++)
+ printf("%d, ", RND(2));
+ printf("\n");
+ }
+#endif
+
+ break;
+ }
+
/* ---------- player actions ------------------------------------------ */
case CA_MOVE_PLAYER:
case CA_SET_PLAYER_SPEED:
{
+#if 0
+ printf("::: trigger_player_bits == %d\n", trigger_player_bits);
+#endif
+
for (i = 0; i < MAX_PLAYERS; i++)
{
if (trigger_player_bits & (1 << i))
break;
}
+ case CA_SET_PLAYER_INVENTORY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
+
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
+
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
+
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
+
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
+
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
+
+ break;
+ }
+
/* ---------- CE actions ---------------------------------------------- */
case CA_SET_CE_VALUE:
break;
}
+ case CA_SET_CE_ARTWORK:
+ {
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
+
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
+
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
+
+ ei->gfx_element = artwork_element;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
+
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+
+ break;
+ }
+
/* ---------- engine actions ------------------------------------------ */
case CA_SET_ENGINE_SCAN_MODE:
ResetRandomAnimationValue(x, y);
#endif
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
if (GFX_CRUMBLED(new_element))
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
#if 1
{
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
change->actual_trigger_ce_score = 0;
int element = MovingOrBlocked2Element(x, y);
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
#ifdef DEBUG
if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
return;
}
+#if 1
+ /* special case: set new level random seed before changing element */
+ if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+ handle_action_before_change = TRUE;
+
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+#endif
+
if (change->can_change)
{
if (ChangeElement(x, y, element, page))
}
}
- if (change->has_action)
+ if (change->has_action && !handle_action_before_change)
ExecuteCustomElementAction(x, y, element, page);
}
}
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);
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+ element, EL_NAME(element), p);
+#endif
+
if ((change->can_change && !change_done) || change->has_action)
{
int x, y;
{
if (change->can_change && !change_done)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+ element, EL_NAME(element), p);
+#endif
+
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+ element, EL_NAME(element), p);
+#endif
+
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
{
change_done = TRUE;
change_done_any = TRUE;
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+ element, EL_NAME(element), p);
+#endif
+
}
}
}
RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+#if 0
+ printf("::: X: trigger_player_bits == %d\n", trigger_player);
+#endif
+
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
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);
}
}
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ /* as it is called "single step mode", just return to pause mode when the
+ player stopped moving after one tile (or never starts moving at all) */
+ if (!player->is_moving && !player->is_pushing)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+}
+
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
- boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int up = player_action & JOY_UP;
if (player_action)
{
if (button1)
- snapped = SnapField(player, dx, dy);
+ SnapField(player, dx, dy);
else
{
if (button2)
- dropped = DropElement(player);
+ DropElement(player);
- moved = MovePlayer(player, dx, dy);
+ MovePlayer(player, dx, dy);
}
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ CheckSingleStepMode(player);
SetPlayerWaiting(player, FALSE);
player->is_dropping_pressed = FALSE;
player->drop_pressed_delay = 0;
+ CheckSingleStepMode(player);
+
return 0;
}
}
{
int i;
+ /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (TimeFrames >= FRAMES_PER_SECOND)
{
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
#if 1
+ /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+ is reset from other values in UpdateGameDoorValues() -- FIX THIS */
+
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
#else
DrawGameValue_Time(TimeLeft);
#endif
}
}
#if 1
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
}
#else
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
#endif
level.native_em_level->lev->time =
- (level.time == 0 ? TimePlayed : TimeLeft);
+ (game.no_time_limit ? TimePlayed : TimeLeft);
}
if (tape.recording || tape.playing)
DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
}
+#if 1
+ UpdateAndDisplayGameControlValues();
+#else
UpdateGameDoorValues();
DrawGameDoorValues();
+#endif
}
void AdvanceFrameAndPlayerCounters(int player_nr)
}
void StartGameActions(boolean init_network_game, boolean record_tape,
- long random_seed)
+ int random_seed)
{
- unsigned long new_random_seed = InitRND(random_seed);
+ unsigned int new_random_seed = InitRND(random_seed);
if (record_tape)
TapeStartRecording(new_random_seed);
void GameActions()
{
- static unsigned long game_frame_delay = 0;
- unsigned long game_frame_delay_value;
+ static unsigned int game_frame_delay = 0;
+ unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
byte tape_action[MAX_PLAYERS];
/* detect endless loops, caused by custom element programming */
if (recursion_loop_detected && recursion_loop_depth == 0)
{
- char *message = getStringCat3("Internal Error ! Element ",
+ char *message = getStringCat3("Internal Error! Element ",
EL_NAME(recursion_loop_element),
- " caused endless loop ! Quit the game ?");
+ " caused endless loop! Quit the game?");
Error(ERR_WARN, "element '%s' caused endless loop in game engine",
EL_NAME(recursion_loop_element));
}
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
{
summarized_player_action |= stored_player[i].action;
+#if 1
+ if (!network_playing && (setup.team_mode || tape.playing))
+ stored_player[i].effective_action = stored_player[i].action;
+#else
if (!network_playing)
stored_player[i].effective_action = stored_player[i].action;
+#endif
}
#if defined(NETWORK_AVALIABLE)
{
tape_action[i] = stored_player[i].effective_action;
+#if 1
+ /* (this can only happen in the R'n'D game engine) */
+ if (setup.team_mode &&
+ tape.recording &&
+ tape_action[i] &&
+ !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+#else
/* (this can only happen in the R'n'D game engine) */
if (tape.recording && tape_action[i] && !tape.player_participates[i])
tape.player_participates[i] = TRUE; /* player just appeared from CE */
+#endif
}
/* only record actions from input devices, but not programmed actions */
if (tape.recording)
TapeRecordAction(tape_action);
+#if USE_NEW_PLAYER_ASSIGNMENTS
+#if 1
+ // if (setup.team_mode)
+ if (TEST_game_team_mode)
+#endif
+ {
+ byte mapped_action[MAX_PLAYERS];
+
+#if DEBUG_PLAYER_ACTIONS
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+#endif
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
+
+#if DEBUG_PLAYER_ACTIONS
+ printf(" =>");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+#endif
+ }
+#if DEBUG_PLAYER_ACTIONS
+ else
+ {
+ printf(":::");
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf(" %d, ", stored_player[i].effective_action);
+ printf("\n");
+ }
+#endif
+#endif
+
+#if 0
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
+#endif
+
+#if 0
+ printf("::: summarized_player_action == %d\n",
+ local_player->effective_action);
+#endif
+
+
+
+
+#if 0
+#if DEBUG_INIT_PLAYER
+ if (options.debug)
+ {
+ printf("Player status (final):\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d, active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
+ }
+#endif
+#endif
+
+
+
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
else
{
GameActions_RND();
}
}
-void GameActions_EM_Main()
+void GameActions_EM_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_EM(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
+void GameActions_SP_Main()
{
byte effective_action[MAX_PLAYERS];
boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
- GameActions_EM(effective_action, warp_mode);
+ GameActions_SP(effective_action, warp_mode);
CheckLevelTime();
if (MovDelay[x][y] <= 0)
{
RemoveField(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
TestIfElementTouchesCustomElement(x, y); /* for empty space */
}
if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
{
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
#if DEBUG
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- DrawTwinkleOnField(x, y);
+ TEST_DrawTwinkleOnField(x, y);
}
else if (IS_MOVING(x, y))
ContinueMoving(x, y);
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
if (IS_GEM(element) || element == EL_SP_INFOTRON)
- DrawTwinkleOnField(x, y);
+ TEST_DrawTwinkleOnField(x, y);
}
else if ((element == EL_ACID ||
element == EL_EXIT_OPEN ||
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
{
- static unsigned long random = 1684108901;
+ static unsigned int random = 1684108901;
for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
{
element == EL_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
element == EL_BD_MAGIC_WALL_FULL)
{
Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
- DrawLevelField(x, y);
+ TEST_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);
+ TEST_DrawLevelField(x, y);
}
}
}
}
+#if USE_DELAYED_GFX_REDRAW
+ SCAN_PLAYFIELD(x, y)
+ {
+#if 1
+ if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#else
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
+ GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#endif
+ {
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+ DrawLevelField(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+ DrawLevelFieldCrumbled(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+ DrawLevelFieldCrumbledNeighbours(x, y);
+
+ if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+ DrawTwinkleOnField(x, y);
+ }
+
+ GfxRedraw[x][y] = GFX_REDRAW_NONE;
+ }
+#endif
+
CheckLevelTime();
DrawAllPlayers();
if (options.debug) /* calculate frames per second */
{
- static unsigned long fps_counter = 0;
+ static unsigned int fps_counter = 0;
static int fps_frames = 0;
- unsigned long fps_delay_ms = Counter() - fps_counter;
+ unsigned int fps_delay_ms = Counter() - fps_counter;
fps_frames++;
void ScrollLevel(int dx, int dy)
{
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
static Bitmap *bitmap_db_field2 = NULL;
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x, y;
#else
- int i, x, y;
+ int x, y;
#endif
#if 0
return;
#endif
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
if (bitmap_db_field2 == NULL)
bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
#else
-#if 1
+#if 0
/* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
int xsize = (BX2 - BX1 + 1);
int ysize = (BY2 - BY1 + 1);
#else
+#if NEW_TILESIZE
+#if NEW_SCROLL
+ int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
+#else
+ int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
+#endif
+#else
+#if NEW_SCROLL
+ int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
+#else
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+#endif
+#endif
+#if NEW_TILESIZE
+ BlitBitmap(drawto_field, drawto_field,
+ FX + TILEX_VAR * (dx == -1) - softscroll_offset,
+ FY + TILEY_VAR * (dy == -1) - softscroll_offset,
+ SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
+ SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
+ FX + TILEX_VAR * (dx == 1) - softscroll_offset,
+ FY + TILEY_VAR * (dy == 1) - softscroll_offset);
+#else
BlitBitmap(drawto_field, drawto_field,
FX + TILEX * (dx == -1) - softscroll_offset,
FY + TILEY * (dy == -1) - softscroll_offset,
FX + TILEX * (dx == 1) - softscroll_offset,
FY + TILEY * (dy == 1) - softscroll_offset);
#endif
+
+#endif
#endif
if (dx != 0)
int original_move_delay_value = player->move_delay_value;
#if DEBUG
- printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
tape.counter);
#endif
else if (old_jx == jx && old_jy != jy)
player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(jx, jy); /* for "crumbled sand" */
+ TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
player->last_move_dir = player->MovDir;
player->is_moving = TRUE;
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+#if 1
+ Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+#endif
Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+#endif
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+ CE_MOVE_OF_X, move_direction);
+#else
CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
CE_MOVE_OF_X, move_direction);
+#endif
}
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
KillPlayer(&stored_player[i]);
}
#if 1
- else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ else if (game.no_time_limit && !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 */
+ else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
DrawGameValue_Time(TimePlayed);
#endif
}
void ScrollScreen(struct PlayerInfo *player, int mode)
{
- static unsigned long screen_frame_counter = 0;
+ static unsigned int screen_frame_counter = 0;
if (mode == SCROLL_INIT)
{
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(x, y)) /* player found at center element */
{
struct PlayerInfo *player = PLAYERINFO(x, y);
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
- else if (IS_PLAYER(xx, yy))
+ else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
CheckTriggeredElementChangeByPlayer(x, y, center_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
+#endif
+
break;
}
}
/* check for change of border element */
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
+
+ /* (center element cannot be player, so we dont have to check this here) */
}
for (i = 0; i < NUM_DIRECTIONS; i++)
{
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
int border_side = trigger_sides[i][1];
int border_element = border_element_old[i];
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(xx, yy))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
}
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_X, touched_side);
- CheckElementChangeBySide(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, hitting_side);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
+ }
+#endif
}
}
test_x = bad_x + test_xy[i][0];
test_y = bad_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
kill_x = test_x;
kill_y = test_y;
+
break;
}
else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
+
break;
}
}
}
}
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[bad_x][bad_y];
+ int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+ int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
+ int test_x = bad_x + dx, test_y = bad_y + dy;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
+
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+ test_element = Feld[test_x][test_y];
+
+ if (test_move_dir != bad_move_dir)
+ {
+ /* good thing can be player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ player as being hit when he is moving towards the bad thing, because
+ the "get hit by" condition would be lost after the player stops) */
+ if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+ return; /* player moves away from bad thing */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NONE);
if (!player->active)
return;
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
/* the following code was introduced to prevent an infinite loop when calling
-> Bang()
-> CheckTriggeredElementChangeExt()
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+#if 0
+ printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
Bang(jx, jy);
+
+#if 0
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
+#if USE_PLAYER_REANIMATION
+#if 1
+ if (player->reanimated) /* killed player may have been reanimated */
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
+#else
+ if (player->killed) /* player may have been reanimated */
+ BuryPlayer(player);
+#endif
+#else
BuryPlayer(player);
+#endif
}
static void KillPlayerUnlessEnemyProtected(int x, int y)
StorePlayer[jx][jy] = 0;
if (player->is_moving)
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
=============================================================================
*/
-int DigField(struct PlayerInfo *player,
- int oldx, int oldy, int x, int y,
- int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+ int oldx, int oldy, int x, int y,
+ int real_dx, int real_dy, int mode)
{
boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
boolean player_was_pushing = player->is_pushing;
}
else if (element == EL_EXIT_OPEN ||
element == EL_EM_EXIT_OPEN ||
+#if 1
+ element == EL_EM_EXIT_OPENING ||
+#endif
element == EL_STEEL_EXIT_OPEN ||
element == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+ element == EL_EM_STEEL_EXIT_OPENING ||
+#endif
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
if (!(IN_LEV_FIELD(nextx, nexty) &&
(IS_FREE(nextx, nexty) ||
- (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
- IS_SB_ELEMENT(element)))))
+ (IS_SB_ELEMENT(element) &&
+ Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+ (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
return MP_NO_ACTION;
if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
return MP_NO_ACTION;
}
+ if (IS_CUSTOM_ELEMENT(element) &&
+ CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+ {
+ if (!DigFieldByCE(nextx, nexty, element))
+ return MP_NO_ACTION;
+ }
+
if (IS_SB_ELEMENT(element))
{
if (element == EL_SOKOBAN_FIELD_FULL)
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
+#if 1
+ if (local_player->sokobanfields_still_needed == 0 &&
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+#else
if (local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
+#endif
{
PlayerWins(player);
game.robot_wheel_active = TRUE;
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_SP_TERMINAL)
{
local_player->lights_still_needed--;
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_TIME_ORB_FULL)
{
if (level.time > 0 || level.use_time_orb_bug)
{
TimeLeft += level.time_orb_time;
+ game.no_time_limit = FALSE;
#if 1
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
}
ResetGfxAnimation(x, y);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
}
else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
return MP_MOVING;
}
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+ int element = Feld[x][y];
+
+ if (!IS_FREE(x, y))
+ {
+ int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+ IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+ ACTION_BREAKING);
+
+ /* no element can dig solid indestructible elements */
+ if (IS_INDESTRUCTIBLE(element) &&
+ !IS_DIGGABLE(element) &&
+ !IS_COLLECTIBLE(element))
+ return FALSE;
+
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ if (IS_MOVING(x, y))
+ RemoveMovingField(x, y);
+ else
+ {
+ RemoveField(x, y);
+ TEST_DrawLevelField(x, y);
+ }
+
+ /* if digged element was about to explode, prevent the explosion */
+ ExplodeField[x][y] = EX_TYPE_NONE;
+
+ PlayLevelSoundAction(x, y, action);
+ }
+
+ Store[x][y] = EL_EMPTY;
+
+#if 1
+ /* this makes it possible to leave the removed element again */
+ if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+ Store[x][y] = element;
+#else
+ if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+ {
+ int move_leave_element = element_info[digging_element].move_leave_element;
+
+ /* this makes it possible to leave the removed element again */
+ Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+ element : move_leave_element);
+ }
+#endif
+
+ return TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
}
if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
- DrawLevelField(player->last_jx, player->last_jy);
+ TEST_DrawLevelField(player->last_jx, player->last_jy);
- DrawLevelField(x, y);
+ TEST_DrawLevelField(x, y);
return TRUE;
}
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
{
int old_element, new_element;
int dropx = player->jx, dropy = player->jy;
if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
element_info[new_element].move_pattern == MV_WHEN_DROPPED)
{
- int move_direction, nextx, nexty;
+#if 0
+ int move_direction;
+ int nextx, nexty;
+#endif
if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
MovDir[dropx][dropy] = drop_direction;
+#if 0
move_direction = MovDir[dropx][dropy];
nextx = dropx + GET_DX_FROM_DIR(move_direction);
nexty = dropy + GET_DY_FROM_DIR(move_direction);
+#endif
ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
}
}
-#if 0
-void ChangeTime(int value)
-{
- int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
-
- *time += value;
-
- /* EMC game engine uses value from time counter of RND game engine */
- level.native_em_level->lev->time = *time;
-
- DrawGameValue_Time(*time);
-}
-
-void RaiseScore(int value)
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
{
- /* EMC game engine and RND game engine have separate score counters */
- int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- &level.native_em_level->lev->score : &local_player->score);
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
- *score += value;
+#if 0
+ printf("::: %d -> %d\n", element_sp, action_sp);
+#endif
- DrawGameValue_Score(*score);
+ PlayLevelSoundElementAction(x, y, element, action);
}
-#endif
void RaiseScore(int value)
{
boolean skip_request = AllPlayersGone || quick_quit;
RequestQuitGameExt(skip_request, quick_quit,
- "Do you really want to quit the game ?");
+ "Do you really want to quit the game?");
}
/* random generator functions */
/* ------------------------------------------------------------------------- */
-unsigned int InitEngineRandom_RND(long seed)
+unsigned int InitEngineRandom_RND(int seed)
{
game.num_random_calls = 0;
/* game engine snapshot handling functions */
/* ------------------------------------------------------------------------- */
-#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
-
struct EngineSnapshotInfo
{
/* runtime values for custom element collect score */
int choice_pos[NUM_GROUP_ELEMENTS];
/* runtime values for belt position animations */
- int belt_graphic[4 * NUM_BELT_PARTS];
- int belt_anim_mode[4 * NUM_BELT_PARTS];
-};
-
-struct EngineSnapshotNodeInfo
-{
- void *buffer_orig;
- void *buffer_copy;
- int size;
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
};
static struct EngineSnapshotInfo engine_snapshot_rnd;
-static ListNode *engine_snapshot_list = NULL;
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;
-void FreeEngineSnapshot()
-{
- while (engine_snapshot_list != NULL)
- deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
- checked_free);
-
- setString(&snapshot_level_identifier, NULL);
- snapshot_level_nr = -1;
-}
-
static void SaveEngineSnapshotValues_RND()
{
static int belt_base_active_element[4] =
int graphic = el2img(element);
int anim_mode = graphic_info[graphic].anim_mode;
- engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
- engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
}
}
}
static void LoadEngineSnapshotValues_RND()
{
- unsigned long num_random_calls = game.num_random_calls;
+ unsigned int num_random_calls = game.num_random_calls;
int i, j;
for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
{
for (j = 0; j < NUM_BELT_PARTS; j++)
{
- int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
- int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
graphic_info[graphic].anim_mode = anim_mode;
}
}
}
-static void SaveEngineSnapshotBuffer(void *buffer, int size)
-{
- struct EngineSnapshotNodeInfo *bi =
- checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
-
- bi->buffer_orig = buffer;
- bi->buffer_copy = checked_malloc(size);
- bi->size = size;
-
- memcpy(bi->buffer_copy, buffer, size);
-
- addNodeToList(&engine_snapshot_list, NULL, bi);
-}
-
void SaveEngineSnapshot()
{
- FreeEngineSnapshot(); /* free previous snapshot, if needed */
-
- if (level_editor_test_game) /* do not save snapshots from editor */
+ /* do not save snapshots from editor */
+ if (level_editor_test_game)
return;
+ /* free previous snapshot buffers, if needed */
+ FreeEngineSnapshotBuffers();
+
/* copy some special values to a structure better suited for the snapshot */
SaveEngineSnapshotValues_RND();
SaveEngineSnapshotValues_EM();
+ SaveEngineSnapshotValues_SP();
/* save values stored in special snapshot structure */
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
/* save further RND engine values */
snapshot_level_nr = level_nr;
#if 0
- ListNode *node = engine_snapshot_list;
+ ListNode *node = engine_snapshot_list_rnd;
int num_bytes = 0;
while (node != NULL)
#endif
}
-static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
-{
- memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
-}
-
void LoadEngineSnapshot()
{
- ListNode *node = engine_snapshot_list;
-
- if (engine_snapshot_list == NULL)
- return;
+ /* restore generically stored snapshot buffers */
- while (node != NULL)
- {
- LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
-
- node = node->next;
- }
+ LoadEngineSnapshotBuffers();
/* restore special values from snapshot structure */
LoadEngineSnapshotValues_RND();
LoadEngineSnapshotValues_EM();
+ LoadEngineSnapshotValues_SP();
}
boolean CheckEngineSnapshot()
/* ---------- new game button stuff ---------------------------------------- */
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE 30
-#define GAME_BUTTON_YSIZE 30
-#define GAME_BUTTON_XPOS 5
-#define GAME_BUTTON_YPOS 215
-#define SOUND_BUTTON_XPOS 5
-#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-
static struct
{
- int *x, *y;
- int gd_x, gd_y;
+ int graphic;
+ struct Rect *pos;
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,
- "stop game"
+ IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, "stop game"
},
{
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, "pause game"
},
{
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, "play game"
},
{
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
-#endif
};
void CreateGameButtons()
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ struct Rect *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
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;
+ unsigned int event_mask;
+ int gd_x = gfx->src_x;
+ int gd_y = gfx->src_y;
+ int gd_xp = gfx->src_x + gfx->pressed_xoffset;
+ int gd_yp = gfx->src_y + gfx->pressed_yoffset;
+ int gd_xa = gfx->src_x + gfx->active_xoffset;
+ int gd_ya = gfx->src_y + gfx->active_yoffset;
+ int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+ int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
int id = i;
- 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;
-
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PAUSE ||
id == GAME_CTRL_ID_PLAY)
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
else
{
(id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
(id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
event_mask = GD_EVENT_PRESSED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
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_X, DX + pos->x,
+ GDI_Y, DY + pos->y,
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
- 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_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+ GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
GDI_END);
UnmapGadget(game_gadget[i]);
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+void RedrawGameButtons()
{
- int id = gi->custom_id;
+ int i;
+
+ for (i = 0; i < NUM_GAME_BUTTONS; i++)
+ RedrawGadget(game_gadget[i]);
+}
+static void HandleGameButtonsExt(int id)
+{
if (game_status != GAME_MODE_PLAYING)
return;
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
break;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
break;
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+#if 1
+ if (key == setup.shortcut.sound_simple)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_loops)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+#else
+ if (key == setup.shortcut.sound_simple)
+ HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
+ else if (key == setup.shortcut.sound_loops)
+ HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
+ else if (key == setup.shortcut.sound_music)
+ HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
+#endif
+}