X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=28905e562b1ef07e942ca56e23be27b128cfade2;hp=717ea8d2f263fd0d3ab1d3d99677ac860a469acc;hb=abe44529b439ad39b4d8dbf19cbd67c9b9844279;hpb=3da9c6a38081401af8c47d78330a199104f9ad2f diff --git a/src/game.c b/src/game.c index 717ea8d2..28905e56 100644 --- a/src/game.c +++ b/src/game.c @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2006 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* game.c * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// game.c +// ============================================================================ #include "libgame/libgame.h" @@ -21,6 +19,11 @@ #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 @@ -72,19 +75,19 @@ #if USE_DELAYED_GFX_REDRAW #define TEST_DrawLevelField(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE -#define TEST_DrawLevelFieldCrumbledSand(x, y) \ +#define TEST_DrawLevelFieldCrumbled(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ +#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_DrawLevelFieldCrumbledSand(x, y) \ - DrawLevelFieldCrumbledSand(x, y) -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ - DrawLevelFieldCrumbledSandNeighbours(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 @@ -120,45 +123,7 @@ #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 @@ -194,86 +159,87 @@ #define GAME_PANEL_TIME_HH 32 #define GAME_PANEL_TIME_MM 33 #define GAME_PANEL_TIME_SS 34 -#define GAME_PANEL_SHIELD_NORMAL 35 -#define GAME_PANEL_SHIELD_NORMAL_TIME 36 -#define GAME_PANEL_SHIELD_DEADLY 37 -#define GAME_PANEL_SHIELD_DEADLY_TIME 38 -#define GAME_PANEL_EXIT 39 -#define GAME_PANEL_EMC_MAGIC_BALL 40 -#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41 -#define GAME_PANEL_LIGHT_SWITCH 42 -#define GAME_PANEL_LIGHT_SWITCH_TIME 43 -#define GAME_PANEL_TIMEGATE_SWITCH 44 -#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45 -#define GAME_PANEL_SWITCHGATE_SWITCH 46 -#define GAME_PANEL_EMC_LENSES 47 -#define GAME_PANEL_EMC_LENSES_TIME 48 -#define GAME_PANEL_EMC_MAGNIFIER 49 -#define GAME_PANEL_EMC_MAGNIFIER_TIME 50 -#define GAME_PANEL_BALLOON_SWITCH 51 -#define GAME_PANEL_DYNABOMB_NUMBER 52 -#define GAME_PANEL_DYNABOMB_SIZE 53 -#define GAME_PANEL_DYNABOMB_POWER 54 -#define GAME_PANEL_PENGUINS 55 -#define GAME_PANEL_SOKOBAN_OBJECTS 56 -#define GAME_PANEL_SOKOBAN_FIELDS 57 -#define GAME_PANEL_ROBOT_WHEEL 58 -#define GAME_PANEL_CONVEYOR_BELT_1 59 -#define GAME_PANEL_CONVEYOR_BELT_2 60 -#define GAME_PANEL_CONVEYOR_BELT_3 61 -#define GAME_PANEL_CONVEYOR_BELT_4 62 -#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63 -#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64 -#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65 -#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66 -#define GAME_PANEL_MAGIC_WALL 67 -#define GAME_PANEL_MAGIC_WALL_TIME 68 -#define GAME_PANEL_GRAVITY_STATE 69 -#define GAME_PANEL_GRAPHIC_1 70 -#define GAME_PANEL_GRAPHIC_2 71 -#define GAME_PANEL_GRAPHIC_3 72 -#define GAME_PANEL_GRAPHIC_4 73 -#define GAME_PANEL_GRAPHIC_5 74 -#define GAME_PANEL_GRAPHIC_6 75 -#define GAME_PANEL_GRAPHIC_7 76 -#define GAME_PANEL_GRAPHIC_8 77 -#define GAME_PANEL_ELEMENT_1 78 -#define GAME_PANEL_ELEMENT_2 79 -#define GAME_PANEL_ELEMENT_3 80 -#define GAME_PANEL_ELEMENT_4 81 -#define GAME_PANEL_ELEMENT_5 82 -#define GAME_PANEL_ELEMENT_6 83 -#define GAME_PANEL_ELEMENT_7 84 -#define GAME_PANEL_ELEMENT_8 85 -#define GAME_PANEL_ELEMENT_COUNT_1 86 -#define GAME_PANEL_ELEMENT_COUNT_2 87 -#define GAME_PANEL_ELEMENT_COUNT_3 88 -#define GAME_PANEL_ELEMENT_COUNT_4 89 -#define GAME_PANEL_ELEMENT_COUNT_5 90 -#define GAME_PANEL_ELEMENT_COUNT_6 91 -#define GAME_PANEL_ELEMENT_COUNT_7 92 -#define GAME_PANEL_ELEMENT_COUNT_8 93 -#define GAME_PANEL_CE_SCORE_1 94 -#define GAME_PANEL_CE_SCORE_2 95 -#define GAME_PANEL_CE_SCORE_3 96 -#define GAME_PANEL_CE_SCORE_4 97 -#define GAME_PANEL_CE_SCORE_5 98 -#define GAME_PANEL_CE_SCORE_6 99 -#define GAME_PANEL_CE_SCORE_7 100 -#define GAME_PANEL_CE_SCORE_8 101 -#define GAME_PANEL_CE_SCORE_1_ELEMENT 102 -#define GAME_PANEL_CE_SCORE_2_ELEMENT 103 -#define GAME_PANEL_CE_SCORE_3_ELEMENT 104 -#define GAME_PANEL_CE_SCORE_4_ELEMENT 105 -#define GAME_PANEL_CE_SCORE_5_ELEMENT 106 -#define GAME_PANEL_CE_SCORE_6_ELEMENT 107 -#define GAME_PANEL_CE_SCORE_7_ELEMENT 108 -#define GAME_PANEL_CE_SCORE_8_ELEMENT 109 -#define GAME_PANEL_PLAYER_NAME 110 -#define GAME_PANEL_LEVEL_NAME 111 -#define GAME_PANEL_LEVEL_AUTHOR 112 - -#define NUM_GAME_PANEL_CONTROLS 113 +#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 { @@ -473,6 +439,11 @@ static struct GamePanelControlInfo game_panel_controls[] = &game.panel.time_ss, TYPE_INTEGER, }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, { GAME_PANEL_SHIELD_NORMAL, &game.panel.shield_normal, @@ -870,8 +841,6 @@ static struct GamePanelControlInfo game_panel_controls[] = -1, } }; -#endif - /* values for delayed check of falling and moving elements and for collision */ #define CHECK_DELAY_MOVING 3 @@ -1043,8 +1012,10 @@ static struct GamePanelControlInfo game_panel_controls[] = #define SOUND_CTRL_ID_MUSIC 3 #define SOUND_CTRL_ID_LOOPS 4 #define SOUND_CTRL_ID_SIMPLE 5 +#define GAME_CTRL_ID_SAVE 6 +#define GAME_CTRL_ID_LOAD 7 -#define NUM_GAME_BUTTONS 6 +#define NUM_GAME_BUTTONS 8 /* forward declaration for internal use */ @@ -1111,7 +1082,6 @@ static void PlayLevelSoundActionIfLoop(int, int, int); static void StopLevelSoundActionIfLoop(int, int, int); static void PlayLevelMusic(); -static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); int AmoebeNachbarNr(int, int); @@ -1774,14 +1744,16 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) 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; @@ -2070,8 +2042,6 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game) */ } -#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 : @@ -2221,17 +2191,25 @@ void UpdateGameControlValues() local_player->LevelSolved_CountingTime : level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->time : - level.time == 0 ? TimePlayed : TimeLeft); + 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 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); @@ -2253,6 +2231,10 @@ void UpdateGameControlValues() { 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 (level.game_engine_type == GAME_ENGINE_TYPE_EM) @@ -2269,6 +2251,9 @@ void UpdateGameControlValues() 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; @@ -2301,6 +2286,9 @@ void UpdateGameControlValues() 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; @@ -2329,6 +2317,8 @@ void UpdateGameControlValues() 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); @@ -2513,8 +2503,15 @@ void DisplayGameControlValues() 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 @@ -2755,11 +2752,7 @@ void UpdateAndDisplayGameControlValues() 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; @@ -2778,11 +2771,7 @@ void DrawGameValue_Emeralds(int value) 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; @@ -2801,11 +2790,7 @@ void DrawGameValue_Dynamite(int value) 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; @@ -2828,13 +2813,8 @@ void DrawGameValue_Time(int value) 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); @@ -2878,13 +2858,8 @@ void DrawGameValue_Level(int value) 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); @@ -2908,63 +2883,27 @@ void DrawGameValue_Level(int value) 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 @@ -2976,9 +2915,6 @@ void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) if (key[i]) { -#if 0 - int graphic = el2edimg(base_key_graphic + i); -#endif Bitmap *src_bitmap; int src_x, src_y; @@ -2990,127 +2926,15 @@ void DrawGameValue_Keys(int key[MAX_NUM_KEYS]) 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) { @@ -3147,7 +2971,7 @@ void DrawGameDoorValues() 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); @@ -3205,6 +3029,21 @@ static void InitGameEngine() game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* set single or multi-player game mode (needed for re-playing tapes) */ + game.team_mode = setup.team_mode; + + if (tape.playing) + { + int num_players = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + if (tape.player_participates[i]) + num_players++; + + /* multi-player tapes contain input data for more than one player */ + game.team_mode = (num_players > 1); + } + /* ---------------------------------------------------------------------- */ /* set flags for bugs and changes according to active game engine version */ /* ---------------------------------------------------------------------- */ @@ -3679,6 +3518,9 @@ int get_num_special_action(int element, int action_first, int action_last) void InitGame() { + int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); + int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0); + boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ @@ -3692,7 +3534,55 @@ void InitGame() #endif int i, j, x, y; +#if 1 game_status = GAME_MODE_PLAYING; +#endif + +#if 1 + + StopAnimation(); + + if (!game.restart_level) + CloseDoor(DOOR_CLOSE_1); + +#if 1 + if (level_editor_test_game) + FadeSkipNextFadeIn(); + else + FadeSetEnterScreen(); +#else + if (level_editor_test_game) + fading = fading_none; + else + fading = menu.destination; +#endif + +#if 1 + FadeOut(REDRAW_FIELD); +#else + if (do_fading) + FadeOut(REDRAW_FIELD); +#endif + +#endif + +#if 0 + printf("::: FADING OUT: DONE\n"); + Delay(1000); +#endif + +#if 0 + game_status = GAME_MODE_PLAYING; +#endif + +#if 1 + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); +#endif + +#if 1 + DrawCompleteVideoDisplay(); +#endif InitGameEngine(); InitGameControlValues(); @@ -3881,6 +3771,8 @@ void InitGame() AllPlayersGone = FALSE; + game.no_time_limit = (level.time == 0); + game.yamyam_content_nr = 0; game.robot_wheel_active = FALSE; game.magic_wall_active = FALSE; @@ -3924,6 +3816,13 @@ void InitGame() 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]; @@ -4057,16 +3956,25 @@ void InitGame() local_player->connected = TRUE; /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ +#if 0 + printf("::: TEAM MODE: %d\n", game.team_mode); +#endif + if (tape.playing) { +#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) + else if (game.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) */ @@ -4077,14 +3985,32 @@ void InitGame() stored_player[i].connected = TRUE; } -#if 0 - for (i = 0; i < MAX_PLAYERS; i++) - printf("::: player %d: %s\n", i, - (stored_player[i].connected ? "connected" : "not connected")); +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after level initialization:\n"); - for (i = 0; i < MAX_PLAYERS; i++) - printf("::: player %d: %s\n", i, - (stored_player[i].present ? "present" : "not present")); + 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 */ @@ -4096,12 +4022,29 @@ void InitGame() { struct PlayerInfo *field_player = NULL; -#if 0 - printf("::: looking for field player for player %d ...\n", i); +#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++) @@ -4116,13 +4059,15 @@ void InitGame() 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 0 - printf("::: found player figure %d\n", field_player->index_nr); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- found player %d\n", field_player->index_nr + 1); #endif player->present = FALSE; @@ -4151,9 +4096,10 @@ void InitGame() field_player->mapped = TRUE; -#if 0 - printf("::: map_player_action[%d] == %d\n", - field_player->index_nr, i); +#if DEBUG_INIT_PLAYER + if (options.debug) + printf("- map_player_action[%d] == %d\n", + field_player->index_nr + 1, i + 1); #endif } } @@ -4162,6 +4108,29 @@ void InitGame() player->mapped = TRUE; } +#if DEBUG_INIT_PLAYER + if (options.debug) + { + printf("Player status after player assignment (first stage):\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 + #else /* check if any connected player was not found in playfield */ @@ -4212,6 +4181,11 @@ void InitGame() /* when playing a tape, eliminate all players who do not participate */ #if USE_NEW_PLAYER_ASSIGNMENTS + +#if 1 + if (!game.team_mode) +#endif + for (i = 0; i < MAX_PLAYERS; i++) { if (stored_player[i].active && @@ -4220,15 +4194,23 @@ void InitGame() 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; @@ -4240,7 +4222,7 @@ void InitGame() } #endif } - else if (!options.network && !setup.team_mode) /* && !tape.playing */ + else if (!options.network && !game.team_mode) /* && !tape.playing */ { /* when in single player mode, eliminate all but the first active player */ @@ -4280,21 +4262,28 @@ void InitGame() #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) { @@ -4311,11 +4300,55 @@ void InitGame() SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } +#if NEW_TILESIZE + + // printf("::: START-0: %d, %d\n", lev_fieldx, SCR_FIELDX); + // printf("::: START-1: %d, %d\n", SBX_Left, SBX_Right); + +#if 1 + if (full_lev_fieldx <= SCR_FIELDX) + SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; + + if (full_lev_fieldy <= SCR_FIELDY) + SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2; +#else + 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; +#endif + + /* + printf("::: START-2: %d, %d (%d)\n", SBX_Left, SBX_Right, + SBX_Right - SBX_Left + 1); + */ + +#if 1 + if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX) + SBX_Left--; + if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY) + SBY_Upper--; +#else + if (EVEN(SCR_FIELDX)) + SBX_Left--; + if (EVEN(SCR_FIELDY)) + SBY_Upper--; +#endif + +#if 0 + printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right); + printf("\n"); +#endif + +#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) */ @@ -4426,11 +4459,17 @@ void InitGame() 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 +#if 0 + StopAnimation(); if (!game.restart_level) @@ -4455,6 +4494,8 @@ void InitGame() FadeOut(REDRAW_FIELD); #endif +#endif + #if 0 game_status = GAME_MODE_PLAYING; #endif @@ -4464,24 +4505,49 @@ void InitGame() { InitGameEngine_EM(); +#if 0 /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap_EM(backbuffer); +#endif + } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + +#if 0 + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_SP(backbuffer); +#endif } else { - DrawLevel(); + DrawLevel(REDRAW_FIELD); DrawAllPlayers(); /* after drawing the level, correct some elements */ if (game.timegate_time_left == 0) CloseAllOpenTimegates(); +#if 0 /* blit playfield from scroll buffer to normal back buffer for fading in */ +#if NEW_TILESIZE + BlitScreenToBitmap(backbuffer); +#else if (setup.soft_scrolling) BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); +#endif +#endif +#if 0 redraw_mask |= REDRAW_FROM_BACKBUFFER; +#endif } +#if 1 + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap(backbuffer); + + redraw_mask |= REDRAW_FROM_BACKBUFFER; +#endif /* !!! FIX THIS (END) !!! */ #if 1 @@ -4496,8 +4562,24 @@ void InitGame() 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(); @@ -4521,8 +4603,12 @@ void InitGame() MapTapeButtons(); /* copy actual game door content to door double buffer for OpenDoor() */ +#if 1 + BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0); +#else BlitBitmap(drawto, bitmap_db_door, DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1); +#endif OpenDoor(DOOR_OPEN_ALL); @@ -4533,12 +4619,28 @@ void InitGame() 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 @@ -4548,6 +4650,17 @@ void InitGame() 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; } @@ -4766,7 +4879,8 @@ 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_CountingTime = (game.no_time_limit ? TimePlayed : + TimeLeft); player->LevelSolved_CountingScore = player->score_final; } @@ -4791,6 +4905,17 @@ 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; @@ -4801,7 +4926,7 @@ void GameWon() 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) @@ -4809,7 +4934,7 @@ void GameWon() 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]; @@ -4995,6 +5120,7 @@ void GameEnd() if (level_nr == leveldir_current->handicap_level) { leveldir_current->handicap_level++; + SaveLevelSetup_SeriesInfo(); } @@ -5502,8 +5628,6 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, 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) @@ -5544,8 +5668,47 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, } 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); @@ -5561,6 +5724,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, /* 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); @@ -5726,10 +5890,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) 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 */ @@ -6077,7 +6250,7 @@ void Explode(int ex, int ey, int phase, int mode) TestIfElementTouchesCustomElement(x, y); if (GFX_CRUMBLED(element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; @@ -6091,7 +6264,7 @@ void Explode(int ex, int ey, int phase, int mode) int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (phase == delay) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { @@ -6549,7 +6722,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6562,7 +6735,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -6598,7 +6771,7 @@ static void RedrawAllInvisibleElementsForLenses() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6611,7 +6784,7 @@ static void RedrawAllInvisibleElementsForLenses() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -8025,7 +8198,7 @@ void StartMoving(int x, int y) 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]) { @@ -8053,7 +8226,7 @@ void StartMoving(int x, int 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]) { @@ -8081,7 +8254,7 @@ void StartMoving(int x, int 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]) { @@ -8428,7 +8601,7 @@ void StartMoving(int x, int y) if (IN_SCR_FIELD(sx, sy)) { - TEST_DrawLevelFieldCrumbledSand(xx, yy); + TEST_DrawLevelFieldCrumbled(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); } } @@ -8931,7 +9104,7 @@ void ContinueMoving(int x, int y) { Feld[x][y] = EL_SAND; - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_QUICKSAND_FILLING) { @@ -9098,7 +9271,7 @@ void ContinueMoving(int x, int y) InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (ELEM_IS_PLAYER(move_leave_element)) RelocatePlayer(x, y, move_leave_element); @@ -9395,8 +9568,8 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) 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 */ { @@ -9431,8 +9604,8 @@ void AmoebeWaechst(int x, int 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 */ { @@ -10292,7 +10465,7 @@ static void ChangeActiveTrap(int x, int y) /* if new animation frame was drawn, correct crumbled sand border */ if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); } static int getSpecialActionElement(int element, int number, int base_element) @@ -11028,7 +11201,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } #if 1 @@ -11908,9 +12081,22 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) } } +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; @@ -11926,23 +12112,16 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) 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); @@ -11966,6 +12145,8 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) player->is_dropping_pressed = FALSE; player->drop_pressed_delay = 0; + CheckSingleStepMode(player); + return 0; } } @@ -11974,6 +12155,7 @@ static void CheckLevelTime() { 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 */ @@ -11991,6 +12173,21 @@ static void CheckLevelTime() 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) { @@ -12022,9 +12219,13 @@ static void CheckLevelTime() 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 @@ -12039,19 +12240,20 @@ static void CheckLevelTime() } } #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) @@ -12118,9 +12320,9 @@ 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); @@ -12139,8 +12341,8 @@ void StartGameActions(boolean init_network_game, boolean record_tape, 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]; @@ -12149,9 +12351,9 @@ void GameActions() /* 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)); @@ -12168,6 +12370,7 @@ void GameActions() if (game.restart_level) 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 */ @@ -12185,6 +12388,21 @@ void GameActions() 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(); @@ -12246,62 +12464,58 @@ void GameActions() game.set_centered_player = TRUE; } -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - for (i = 0; i < MAX_PLAYERS; i++) - { - summarized_player_action |= stored_player[i].mapped_action; - - if (!network_playing) - stored_player[i].effective_action = stored_player[i].mapped_action; - } -#else for (i = 0; i < MAX_PLAYERS; i++) { summarized_player_action |= stored_player[i].action; +#if 1 + if (!network_playing && (game.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) if (network_playing) SendToServer_MovePlayer(summarized_player_action); #endif - if (!options.network && !setup.team_mode) + if (!options.network && !game.team_mode) local_player->effective_action = summarized_player_action; - if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1) + if (tape.recording && + setup.team_mode && + setup.input_on_focus && + game.centered_player_nr != -1) { for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].effective_action = (i == game.centered_player_nr ? summarized_player_action : 0); } -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - if (recorded_player_action != NULL) - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = - recorded_player_action[map_player_action[i]]; -#else if (recorded_player_action != NULL) for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = - recorded_player_action[i]; -#endif + stored_player[i].effective_action = recorded_player_action[i]; for (i = 0; i < MAX_PLAYERS; i++) { -#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */ - tape_action[i] = stored_player[i].action; -#else tape_action[i] = stored_player[i].effective_action; -#endif +#if 1 + /* (this may happen in the RND game engine if a player was not present on + the playfield on level start, but appeared later from a custom element */ + if (tape.recording && + setup.team_mode && + tape_action[i] && + !tape.player_participates[i]) + tape.player_participates[i] = TRUE; +#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 */ @@ -12309,40 +12523,85 @@ void GameActions() TapeRecordAction(tape_action); #if USE_NEW_PLAYER_ASSIGNMENTS +#if 1 + if (game.team_mode) +#endif { -#if 0 - - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].mapped_action = stored_player[map_player_action[i]].action; + byte mapped_action[MAX_PLAYERS]; -#else +#if DEBUG_PLAYER_ACTIONS + printf(":::"); + for (i = 0; i < MAX_PLAYERS; i++) + printf(" %d, ", stored_player[i].effective_action); +#endif -#if 1 - byte unmapped_action[MAX_PLAYERS]; + 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++) - unmapped_action[i] = stored_player[i].effective_action; + 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++) - stored_player[i].effective_action = unmapped_action[map_player_action[i]]; + printf(" %d, ", stored_player[i].effective_action); + printf("\n"); + } +#endif #endif #if 0 - for (i = 0; i < MAX_PLAYERS; i++) - printf("::: %d: %d [%d]\n", i, stored_player[i].effective_action, - map_player_action[i]); + 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 - } -#else - for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].mapped_action = stored_player[i].action; #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(); @@ -12365,6 +12624,22 @@ void GameActions_EM_Main() 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); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; @@ -12913,7 +13188,7 @@ void GameActions_RND() /* 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++) { @@ -13077,10 +13352,10 @@ void GameActions_RND() DrawLevelField(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) - DrawLevelFieldCrumbledSand(x, y); + DrawLevelFieldCrumbled(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) - DrawLevelFieldCrumbledSandNeighbours(x, y); + DrawLevelFieldCrumbledNeighbours(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) DrawTwinkleOnField(x, y); @@ -13097,9 +13372,9 @@ void GameActions_RND() 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++; @@ -13235,8 +13510,29 @@ void ScrollLevel(int dx, int dy) #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, @@ -13245,6 +13541,8 @@ void ScrollLevel(int dx, int dy) FX + TILEX * (dx == 1) - softscroll_offset, FY + TILEY * (dy == 1) - softscroll_offset); #endif + +#endif #endif if (dx != 0) @@ -13507,7 +13805,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) 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 @@ -13889,14 +14187,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) 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 } @@ -13909,7 +14207,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) 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) { @@ -15323,8 +15621,13 @@ static int DigField(struct PlayerInfo *player, 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); @@ -15447,6 +15750,7 @@ static int DigField(struct PlayerInfo *player, 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; @@ -15801,14 +16105,19 @@ static boolean DropElement(struct PlayerInfo *player) 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 */ @@ -16110,30 +16419,20 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) } } -#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) { @@ -16232,6 +16531,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) { if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED)) { +#if 1 + /* closing door required in case of envelope style request dialogs */ + if (!skip_request) + CloseDoor(DOOR_CLOSE_1); +#endif + #if defined(NETWORK_AVALIABLE) if (options.network) SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); @@ -16290,7 +16595,7 @@ void RequestQuitGame(boolean ask_if_really_quit) 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?"); } @@ -16298,7 +16603,7 @@ void RequestQuitGame(boolean ask_if_really_quit) /* random generator functions */ /* ------------------------------------------------------------------------- */ -unsigned int InitEngineRandom_RND(long seed) +unsigned int InitEngineRandom_RND(int seed) { game.num_random_calls = 0; @@ -16333,8 +16638,6 @@ unsigned int RND(int max) /* game engine snapshot handling functions */ /* ------------------------------------------------------------------------- */ -#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x)) - struct EngineSnapshotInfo { /* runtime values for custom element collect score */ @@ -16344,32 +16647,14 @@ struct EngineSnapshotInfo 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] = @@ -16403,15 +16688,15 @@ static void SaveEngineSnapshotValues_RND() 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++) @@ -16432,8 +16717,8 @@ static void LoadEngineSnapshotValues_RND() { 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; } @@ -16455,36 +16740,54 @@ static void LoadEngineSnapshotValues_RND() } } -static void SaveEngineSnapshotBuffer(void *buffer, int size) +void FreeEngineSnapshot() { - struct EngineSnapshotNodeInfo *bi = - checked_calloc(sizeof(struct EngineSnapshotNodeInfo)); - - bi->buffer_orig = buffer; - bi->buffer_copy = checked_malloc(size); - bi->size = size; + FreeEngineSnapshotBuffers(); - memcpy(bi->buffer_copy, buffer, size); - - addNodeToList(&engine_snapshot_list, NULL, bi); + setString(&snapshot_level_identifier, NULL); + snapshot_level_nr = -1; } 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(); + +#if 1 + /* copy some special values to a structure better suited for the snapshot */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotValues_SP(); + + /* save values stored in special snapshot structure */ + + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); +#else /* 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)); +#endif /* save further RND engine values */ @@ -16558,7 +16861,7 @@ void SaveEngineSnapshot() 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) @@ -16572,29 +16875,48 @@ void SaveEngineSnapshot() #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; - - while (node != NULL) - { - LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content); + /* restore generically stored snapshot buffers */ - node = node->next; - } + LoadEngineSnapshotBuffers(); /* restore special values from snapshot structure */ +#if 1 + if (level.game_engine_type == GAME_ENGINE_TYPE_RND) + LoadEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + LoadEngineSnapshotValues_EM(); + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + LoadEngineSnapshotValues_SP(); +#else LoadEngineSnapshotValues_RND(); LoadEngineSnapshotValues_EM(); + LoadEngineSnapshotValues_SP(); +#endif + +#if 0 + printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y); +#endif + +#if 0 + // needed if tile size was different when saving and loading engine snapshot + if (local_player->present) + { + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + } +#endif + +#if 0 + printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y); +#endif } boolean CheckEngineSnapshot() @@ -16606,98 +16928,46 @@ 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" + IMG_GAME_BUTTON_GFX_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, "stop game" }, { - &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" + IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, "pause game" }, { - &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_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, "play game" }, { - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" + IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, "background music on/off" }, { - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" + IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, "sound loops on/off" }, { - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" + IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" }, { - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" + IMG_GAME_BUTTON_GFX_SAVE, &game.button.save, + GAME_CTRL_ID_SAVE, "save game" }, { - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" + IMG_GAME_BUTTON_GFX_LOAD, &game.button.load, + GAME_CTRL_ID_LOAD, "load game" } -#endif }; void CreateGameButtons() @@ -16706,32 +16976,40 @@ 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 base_x = (tape.show_game_buttons ? VX : DX); + int base_y = (tape.show_game_buttons ? VY : DY); + 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 (gfx->bitmap == NULL) + { + game_gadget[id] = NULL; + + continue; + } if (id == GAME_CTRL_ID_STOP || id == GAME_CTRL_ID_PAUSE || - id == GAME_CTRL_ID_PLAY) + id == GAME_CTRL_ID_PLAY || + id == GAME_CTRL_ID_SAVE || + id == GAME_CTRL_ID_LOAD) { 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 { @@ -16741,28 +17019,21 @@ void CreateGameButtons() (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, base_x + GDI_ACTIVE_POS(pos->x), + GDI_Y, base_y + GDI_ACTIVE_POS(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, @@ -16783,7 +17054,7 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtons() +void MapGameButtons() { int i; @@ -16805,26 +17076,35 @@ void RedrawGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) RedrawGadget(game_gadget[i]); + + // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area + redraw_mask &= ~REDRAW_ALL; } -static void HandleGameButtons(struct GadgetInfo *gi) +static void HandleGameButtonsExt(int id) { - int id = gi->custom_id; + boolean handle_game_buttons = + (game_status == GAME_MODE_PLAYING || + (game_status == GAME_MODE_MAIN && tape.show_game_buttons)); - if (game_status != GAME_MODE_PLAYING) + if (!handle_game_buttons) return; switch (id) { case GAME_CTRL_ID_STOP: + if (game_status == GAME_MODE_MAIN) + break; + if (tape.playing) TapeStop(); else RequestQuitGame(TRUE); + break; case GAME_CTRL_ID_PAUSE: - if (options.network) + if (options.network && game_status == GAME_MODE_PLAYING) { #if defined(NETWORK_AVALIABLE) if (tape.pausing) @@ -16838,7 +17118,11 @@ static void HandleGameButtons(struct GadgetInfo *gi) break; case GAME_CTRL_ID_PLAY: - if (tape.pausing) + if (game_status == GAME_MODE_MAIN) + { + StartGameActions(options.network, setup.autorecord, level.random_seed); + } + else if (tape.pausing) { #if defined(NETWORK_AVALIABLE) if (options.network) @@ -16856,6 +17140,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -16874,6 +17159,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } break; @@ -16884,11 +17170,44 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } break; + case GAME_CTRL_ID_SAVE: + TapeQuickSave(); + break; + + case GAME_CTRL_ID_LOAD: + TapeQuickLoad(); + break; + default: 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 +}