#define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
+#define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
+
+
/* for DigField() */
#define DF_NO_PUSH 0
#define DF_DIG 1
#define EX_TYPE_DYNA (1 << 4)
#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
+#if 1
+
+#define PANEL_DEACTIVATED(p) ((p).x < 0 || (p).y < 0)
+
+/* special positions in the game control window (relative to control window) */
+#define XX_LEVEL1 (game.panel.level.x)
+#define XX_LEVEL2 (game.panel.level.x - 1)
+#define YY_LEVEL (game.panel.level.y)
+#define XX_EMERALDS (game.panel.gems.x)
+#define YY_EMERALDS (game.panel.gems.y)
+#define XX_DYNAMITE (game.panel.inventory.x)
+#define YY_DYNAMITE (game.panel.inventory.y)
+#define XX_KEYS (game.panel.keys.x)
+#define YY_KEYS (game.panel.keys.y)
+#define XX_SCORE (game.panel.score.x)
+#define YY_SCORE (game.panel.score.y)
+#define XX_TIME1 (game.panel.time.x)
+#define XX_TIME2 (game.panel.time.x + 1)
+#define YY_TIME (game.panel.time.y)
+
+#else
+
/* special positions in the game control window (relative to control window) */
#define XX_LEVEL 37
#define YY_LEVEL 20
#define XX_TIME2 30
#define YY_TIME 194
+#endif
+
/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL (DX + XX_LEVEL)
+#define DX_LEVEL1 (DX + XX_LEVEL1)
+#define DX_LEVEL2 (DX + XX_LEVEL2)
#define DY_LEVEL (DY + YY_LEVEL)
#define DX_EMERALDS (DX + XX_EMERALDS)
#define DY_EMERALDS (DY + YY_EMERALDS)
((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
#endif
-#define GET_TARGET_ELEMENT(e, ch, cv, cs) \
+#define RESOLVED_REFERENCE_ELEMENT(be, e) \
+ ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
+ (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
+ (be) + (e) - EL_SELF)
+
+#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 : \
(e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
(e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
(e) == EL_CURRENT_CE_VALUE ? (cv) : \
- (e) == EL_CURRENT_CE_SCORE ? (cs) : (e))
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : \
+ (e) >= EL_LAST_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ RESOLVED_REFERENCE_ELEMENT(be, e) : \
+ (e))
#define CAN_GROW_INTO(e) \
((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
InitField(x, y, init_game);
#endif
}
+
break;
}
{
int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+ if (PANEL_DEACTIVATED(game.panel.gems))
+ return;
+
DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
}
{
int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+ if (PANEL_DEACTIVATED(game.panel.inventory))
+ return;
+
DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
}
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_KEYS + i * MINI_TILEX, DY_KEYS,
- el2edimg(base_key_graphic + i));
+ DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
else
BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
- DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
- MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+ DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
}
}
{
int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2;
+ if (PANEL_DEACTIVATED(game.panel.score))
+ return;
+
DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
}
int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2;
+ if (PANEL_DEACTIVATED(game.panel.time))
+ return;
+
/* clear background if value just changed its size */
if (value == 999 || value == 1000)
- ClearRectangle(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+ ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
if (value < 1000)
DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2);
inline void DrawGameValue_Level(int value)
{
+ if (PANEL_DEACTIVATED(game.panel.level))
+ return;
+
if (level_nr < 100)
- DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+ DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
else
+#if 1
+ DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), FONT_LEVEL_NUMBER);
+#else
{
/* misuse area for displaying emeralds to draw bigger level number */
DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
/* yes, this is all really ugly :-) */
}
+#endif
}
void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
void DrawGameDoorValues()
{
+ int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
int dynamite_state = 0;
int key_bits = 0;
int i, j;
}
DrawAllGameValues(local_player->gems_still_needed, dynamite_state,
- local_player->score, TimeLeft, key_bits);
+ local_player->score, time_value, key_bits);
#endif
}
}
#endif
+#if 0
+static void replace_reference_element(int base_element, int *element)
+{
+ if (*element >= EL_LAST_CE_8 && *element <= EL_NEXT_CE_8)
+ {
+ *element = base_element + *element - EL_SELF;
+ *element = (*element < EL_CUSTOM_START ? EL_CUSTOM_START :
+ *element > EL_CUSTOM_END ? EL_CUSTOM_END : *element);
+ }
+}
+#endif
+
/*
=============================================================================
InitGameEngine()
for (l = 0; l < group->num_elements_resolved; l++)
trigger_events[group->element_resolved[l]][k] = TRUE;
}
+#if 1
+ else if (trigger_element == EL_ANY_ELEMENT)
+ for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+ trigger_events[l][k] = TRUE;
+#endif
else
trigger_events[trigger_element][k] = TRUE;
}
EL_EMPTY);
}
}
+
+#if 0
+ /* ---------- initialize reference elements ------------------------------- */
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ struct ElementInfo *ei = &element_info[element];
+
+ for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+ replace_reference_element(element, &ei->content.e[x][y]);
+
+ for (j = 0; j < ei->num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change = &ei->change_page[j];
+
+ replace_reference_element(element, &change->target_element);
+ replace_reference_element(element, &change->trigger_element);
+
+ for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+ replace_reference_element(element, &change->target_content.e[x][y]);
+ }
+ }
+#endif
}
int get_num_special_action(int element, int action_first, int action_last)
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
}
+#if 1
+ SetPanelBackground();
+ SetDrawBackgroundMask(REDRAW_DOOR_1);
+#endif
+
DrawGameDoorValues();
if (!game.restart_level)
#endif
boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
boolean add_player_onto_element = (new_element_is_player &&
+#if USE_CODE_THAT_BREAKS_SNAKE_BITE
+ /* this breaks SnakeBite when a snake is
+ halfway through a door that closes */
+ /* NOW FIXED AT LEVEL INIT IN files.c */
new_element != EL_SOKOBAN_FIELD_PLAYER &&
+#endif
IS_WALKABLE(old_element));
#if 0
ChangeEvent[ex][ey] = ChangeEvent[x][y];
content_element = change->target_content.e[xx][yy];
- target_element = GET_TARGET_ELEMENT(content_element, change,
+ target_element = GET_TARGET_ELEMENT(element, content_element, change,
ce_value, ce_score);
CreateElementFromChange(ex, ey, target_element);
}
else
{
- target_element = GET_TARGET_ELEMENT(change->target_element, change,
+ target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
ce_value, ce_score);
if (element == EL_DIAGONAL_GROWING ||
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
+#if 0
+ printf("::: %04d: %08x\n", FrameCounter, effective_action[0]);
+#endif
+
GameActions_EM(effective_action, warp_mode);
CheckLevelTime();
{
int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
int move_dir_vertical = player->effective_action & MV_VERTICAL;
- boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+ boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
int jx = player->jx, jy = player->jy;
boolean player_is_moving_to_valid_field =
(!player_is_snapping &&