rnd-20070901-1-src
[rocksndiamonds.git] / src / game.c
index 0d748e5b5330707b58f95191ce497807248ac60b..7d83c63f8800dca7c19354af58e6c83de955348f 100644 (file)
 #define GAME_PANEL_MAGIC_WALL                  66
 #define GAME_PANEL_MAGIC_WALL_TIME             67
 #define GAME_PANEL_GRAVITY_STATE               68
-#define GAME_PANEL_CE_SCORE_1                  69
-#define GAME_PANEL_CE_SCORE_2                  70
-#define GAME_PANEL_CE_SCORE_3                  71
-#define GAME_PANEL_CE_SCORE_4                  72
-#define GAME_PANEL_CE_SCORE_5                  73
-#define GAME_PANEL_CE_SCORE_6                  74
-#define GAME_PANEL_CE_SCORE_7                  75
-#define GAME_PANEL_CE_SCORE_8                  76
-#define GAME_PANEL_CE_SCORE_1_ELEMENT          77
-#define GAME_PANEL_CE_SCORE_2_ELEMENT          78
-#define GAME_PANEL_CE_SCORE_3_ELEMENT          79
-#define GAME_PANEL_CE_SCORE_4_ELEMENT          80
-#define GAME_PANEL_CE_SCORE_5_ELEMENT          81
-#define GAME_PANEL_CE_SCORE_6_ELEMENT          82
-#define GAME_PANEL_CE_SCORE_7_ELEMENT          83
-#define GAME_PANEL_CE_SCORE_8_ELEMENT          84
-#define GAME_PANEL_PLAYER_NAME                 85
-#define GAME_PANEL_LEVEL_NAME                  86
-#define GAME_PANEL_LEVEL_AUTHOR                        87
-
-#define NUM_GAME_PANEL_CONTROLS                        88
+#define GAME_PANEL_GRAPHIC_1                   69
+#define GAME_PANEL_GRAPHIC_2                   70
+#define GAME_PANEL_GRAPHIC_3                   71
+#define GAME_PANEL_GRAPHIC_4                   72
+#define GAME_PANEL_GRAPHIC_5                   73
+#define GAME_PANEL_GRAPHIC_6                   74
+#define GAME_PANEL_GRAPHIC_7                   75
+#define GAME_PANEL_GRAPHIC_8                   76
+#define GAME_PANEL_ELEMENT_1                   77
+#define GAME_PANEL_ELEMENT_2                   78
+#define GAME_PANEL_ELEMENT_3                   79
+#define GAME_PANEL_ELEMENT_4                   80
+#define GAME_PANEL_ELEMENT_5                   81
+#define GAME_PANEL_ELEMENT_6                   82
+#define GAME_PANEL_ELEMENT_7                   83
+#define GAME_PANEL_ELEMENT_8                   84
+#define GAME_PANEL_ELEMENT_COUNT_1             85
+#define GAME_PANEL_ELEMENT_COUNT_2             86
+#define GAME_PANEL_ELEMENT_COUNT_3             87
+#define GAME_PANEL_ELEMENT_COUNT_4             88
+#define GAME_PANEL_ELEMENT_COUNT_5             89
+#define GAME_PANEL_ELEMENT_COUNT_6             90
+#define GAME_PANEL_ELEMENT_COUNT_7             91
+#define GAME_PANEL_ELEMENT_COUNT_8             92
+#define GAME_PANEL_CE_SCORE_1                  93
+#define GAME_PANEL_CE_SCORE_2                  94
+#define GAME_PANEL_CE_SCORE_3                  95
+#define GAME_PANEL_CE_SCORE_4                  96
+#define GAME_PANEL_CE_SCORE_5                  97
+#define GAME_PANEL_CE_SCORE_6                  98
+#define GAME_PANEL_CE_SCORE_7                  99
+#define GAME_PANEL_CE_SCORE_8                  100
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          101
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          102
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          108
+#define GAME_PANEL_PLAYER_NAME                 109
+#define GAME_PANEL_LEVEL_NAME                  110
+#define GAME_PANEL_LEVEL_AUTHOR                        111
+
+#define NUM_GAME_PANEL_CONTROLS                        112
 
 struct GamePanelOrderInfo
 {
@@ -240,6 +264,7 @@ struct GamePanelControlInfo
   int value, last_value;
   int frame, last_frame;
   int gfx_frame;
+  int gfx_random;
 };
 
 static struct GamePanelControlInfo game_panel_controls[] =
@@ -589,6 +614,126 @@ static struct GamePanelControlInfo game_panel_controls[] =
     &game.panel.gravity_state,
     TYPE_STRING,
   },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
   {
     GAME_PANEL_CE_SCORE_1,
     &game.panel.ce_score[0],
@@ -751,6 +896,9 @@ static struct GamePanelControlInfo game_panel_controls[] =
         (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   :  \
@@ -869,6 +1017,8 @@ static struct GamePanelControlInfo game_panel_controls[] =
 
 static void CreateField(int, int, int);
 
+static void ResetGfxAnimation(int, int);
+
 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
 static void AdvanceFrameAndPlayerCounters(int);
 
@@ -1959,19 +2109,53 @@ void InitGameControlValues()
        sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
 }
 
+void UpdatePlayfieldElementCount()
+{
+  int i, j, x, y;
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+      if (IS_IN_GROUP(j, i))
+       element_info[EL_GROUP_START + i].element_count +=
+         element_info[j].element_count;
+}
+
 void UpdateGameControlValues()
 {
   int i, k;
-  int time = (level.time == 0 ? TimePlayed : TimeLeft);
-  int score = (local_player->LevelSolved ? local_player->score_final :
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.time == 0 ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
               local_player->score);
-  int exit_closed = (local_player->gems_still_needed > 0 ||
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    local_player->gems_still_needed > 0 ||
                     local_player->sokobanfields_still_needed > 0 ||
                     local_player->lights_still_needed > 0);
 
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
-  game_panel_controls[GAME_PANEL_GEMS].value =
-    local_player->gems_still_needed;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
 
   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
   for (i = 0; i < MAX_NUM_KEYS; i++)
@@ -1984,12 +2168,24 @@ void UpdateGameControlValues()
     for (i = 0; i < MAX_PLAYERS; i++)
     {
       for (k = 0; k < MAX_NUM_KEYS; k++)
-       if (stored_player[i].key[k])
+      {
+       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       {
+         if (level.native_em_level->ply[i]->keys & (1 << k))
+           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+             get_key_element_from_nr(k);
+       }
+       else if (stored_player[i].key[k])
          game_panel_controls[GAME_PANEL_KEY_1 + k].value =
            get_key_element_from_nr(k);
+      }
 
-      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
-       stored_player[i].inventory_size;
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_em_level->ply[i]->dynamite;
+      else
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         stored_player[i].inventory_size;
 
       if (stored_player[i].num_white_keys > 0)
        game_panel_controls[GAME_PANEL_KEY_WHITE].value =
@@ -2004,12 +2200,24 @@ void UpdateGameControlValues()
     int player_nr = game.centered_player_nr;
 
     for (k = 0; k < MAX_NUM_KEYS; k++)
-      if (stored_player[player_nr].key[k])
+    {
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      {
+       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+      else if (stored_player[player_nr].key[k])
        game_panel_controls[GAME_PANEL_KEY_1 + k].value =
          get_key_element_from_nr(k);
+    }
 
-    game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
-      stored_player[player_nr].inventory_size;
+    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_em_level->ply[player_nr]->dynamite;
+    else
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       stored_player[player_nr].inventory_size;
 
     if (stored_player[player_nr].num_white_keys > 0)
       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
@@ -2123,39 +2331,72 @@ void UpdateGameControlValues()
   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
 #endif
 
+  for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+    game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+      (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+       game.panel.element[i].id : EL_UNDEFINED);
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+       element_info[game.panel.element_count[i].id].element_count :
+       EL_UNDEFINED);
+
   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
-  {
-    if (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id))
-    {
-      int ce_score = element_info[game.panel.ce_score[i].id].collect_score;
+    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+       element_info[game.panel.ce_score[i].id].collect_score : 0);
 
-      game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = ce_score;
-      game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = ce_score;
-    }
-    else
-    {
-      game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value = 0;
-      game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value = 0;
-    }
-  }
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+       element_info[game.panel.ce_score_element[i].id].collect_score :
+       EL_UNDEFINED);
 
   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
 
+  /* update game panel control frames */
+
   for (i = 0; game_panel_controls[i].nr != -1; i++)
   {
     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
 
     if (gpc->type == TYPE_ELEMENT)
     {
+      int last_anim_random_frame = gfx.anim_random_frame;
+      int element = gpc->value;
+      int graphic = el2panelimg(element);
+
       if (gpc->value != gpc->last_value)
+      {
        gpc->gfx_frame = 0;
+       gpc->gfx_random = INIT_GFX_RANDOM();
+      }
       else
+      {
        gpc->gfx_frame++;
 
+       if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+           IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+         gpc->gfx_random = INIT_GFX_RANDOM();
+      }
+
+      if (ANIM_MODE(graphic) == ANIM_RANDOM)
+       gfx.anim_random_frame = gpc->gfx_random;
+
+      if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+       gpc->gfx_frame = element_info[element].collect_score;
+
       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
                                            gpc->gfx_frame);
+
+      if (ANIM_MODE(graphic) == ANIM_RANDOM)
+       gfx.anim_random_frame = last_anim_random_frame;
     }
   }
 }
@@ -2300,6 +2541,13 @@ void DisplayGameControlValues()
        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);
 
@@ -3089,6 +3337,7 @@ static void InitGameEngine()
     {
       ei->change_page[j].actual_trigger_element = EL_EMPTY;
       ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
       ei->change_page[j].actual_trigger_ce_value = 0;
       ei->change_page[j].actual_trigger_ce_score = 0;
@@ -3453,6 +3702,8 @@ void InitGame()
     player->LevelSolved_PanelOff = FALSE;
     player->LevelSolved_SaveTape = FALSE;
     player->LevelSolved_SaveScore = FALSE;
+    player->LevelSolved_CountingTime = 0;
+    player->LevelSolved_CountingScore = 0;
   }
 
   network_player_action_received = FALSE;
@@ -3568,6 +3819,8 @@ void InitGame()
       emulate_sp = FALSE;
 
     InitField(x, y, TRUE);
+
+    ResetGfxAnimation(x, y);
   }
 
   InitBeltMovement();
@@ -3875,8 +4128,10 @@ void InitGame()
                local_player->jy - MIDPOSY);
   }
 
+#if 0
   /* do not use PLAYING mask for fading out from main screen */
   game_status = GAME_MODE_MAIN;
+#endif
 
   StopAnimation();
 
@@ -3902,7 +4157,9 @@ void InitGame()
     FadeOut(REDRAW_FIELD);
 #endif
 
+#if 0
   game_status = GAME_MODE_PLAYING;
+#endif
 
   /* !!! FIX THIS (START) !!! */
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
@@ -4206,6 +4463,9 @@ static void PlayerWins(struct PlayerInfo *player)
 
   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                         level.native_em_level->lev->score : player->score);
+
+  player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
 }
 
 void GameWon()
@@ -4261,6 +4521,9 @@ void GameWon()
       score = score_final;
 
 #if 1
+      local_player->LevelSolved_CountingTime = time;
+      local_player->LevelSolved_CountingScore = score;
+
       game_panel_controls[GAME_PANEL_TIME].value = time;
       game_panel_controls[GAME_PANEL_SCORE].value = score;
 
@@ -4343,6 +4606,9 @@ void GameWon()
     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;
 
@@ -9755,11 +10021,15 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                            action_mode, action_arg_number,
                            action_arg_number_min, action_arg_number_max);
 
+#if 1
+  int trigger_player_bits = change->actual_trigger_player_bits;
+#else
   int trigger_player_bits =
     (change->actual_trigger_player >= EL_PLAYER_1 &&
      change->actual_trigger_player <= EL_PLAYER_4 ?
      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
      PLAYER_BITS_ANY);
+#endif
 
   int action_arg_player_bits =
     (action_arg >= CA_ARG_PLAYER_1 &&
@@ -10265,6 +10535,7 @@ static boolean ChangeElement(int x, int y, int element, int page)
     /* reset actual trigger element, trigger player and action element */
     change->actual_trigger_element = EL_EMPTY;
     change->actual_trigger_player = EL_PLAYER_1;
+    change->actual_trigger_player_bits = CH_PLAYER_1;
     change->actual_trigger_side = CH_SIDE_NONE;
     change->actual_trigger_ce_value = 0;
     change->actual_trigger_ce_score = 0;
@@ -10645,7 +10916,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
        change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+       change->actual_trigger_player_bits = trigger_player;
        change->actual_trigger_side = trigger_side;
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
@@ -10764,7 +11036,8 @@ static boolean CheckElementChangeExt(int x, int y,
         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
     {
       change->actual_trigger_element = trigger_element;
-      change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+      change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+      change->actual_trigger_player_bits = trigger_player;
       change->actual_trigger_side = trigger_side;
       change->actual_trigger_ce_value = CustomValue[x][y];
       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);