X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=c51b7ece8e596108139c1ebc94670c66497faa6a;hp=1f0270d9051fbd850bbae2b27fd1deb94b8b82d8;hb=6687b5314f1e08eb7364c0c5d753b96db18f6089;hpb=cc1d6b89872ea3d6ae3e53023653ab86dd76c2ea diff --git a/src/game.c b/src/game.c index 1f0270d9..c51b7ece 100644 --- a/src/game.c +++ b/src/game.c @@ -19,6 +19,7 @@ #include "files.h" #include "tape.h" #include "network.h" +#include "anim.h" /* DEBUG SETTINGS */ @@ -121,87 +122,90 @@ #define GAME_PANEL_TIME_HH 32 #define GAME_PANEL_TIME_MM 33 #define GAME_PANEL_TIME_SS 34 -#define GAME_PANEL_FRAME 35 -#define GAME_PANEL_SHIELD_NORMAL 36 -#define GAME_PANEL_SHIELD_NORMAL_TIME 37 -#define GAME_PANEL_SHIELD_DEADLY 38 -#define GAME_PANEL_SHIELD_DEADLY_TIME 39 -#define GAME_PANEL_EXIT 40 -#define GAME_PANEL_EMC_MAGIC_BALL 41 -#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42 -#define GAME_PANEL_LIGHT_SWITCH 43 -#define GAME_PANEL_LIGHT_SWITCH_TIME 44 -#define GAME_PANEL_TIMEGATE_SWITCH 45 -#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46 -#define GAME_PANEL_SWITCHGATE_SWITCH 47 -#define GAME_PANEL_EMC_LENSES 48 -#define GAME_PANEL_EMC_LENSES_TIME 49 -#define GAME_PANEL_EMC_MAGNIFIER 50 -#define GAME_PANEL_EMC_MAGNIFIER_TIME 51 -#define GAME_PANEL_BALLOON_SWITCH 52 -#define GAME_PANEL_DYNABOMB_NUMBER 53 -#define GAME_PANEL_DYNABOMB_SIZE 54 -#define GAME_PANEL_DYNABOMB_POWER 55 -#define GAME_PANEL_PENGUINS 56 -#define GAME_PANEL_SOKOBAN_OBJECTS 57 -#define GAME_PANEL_SOKOBAN_FIELDS 58 -#define GAME_PANEL_ROBOT_WHEEL 59 -#define GAME_PANEL_CONVEYOR_BELT_1 60 -#define GAME_PANEL_CONVEYOR_BELT_2 61 -#define GAME_PANEL_CONVEYOR_BELT_3 62 -#define GAME_PANEL_CONVEYOR_BELT_4 63 -#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64 -#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65 -#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66 -#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67 -#define GAME_PANEL_MAGIC_WALL 68 -#define GAME_PANEL_MAGIC_WALL_TIME 69 -#define GAME_PANEL_GRAVITY_STATE 70 -#define GAME_PANEL_GRAPHIC_1 71 -#define GAME_PANEL_GRAPHIC_2 72 -#define GAME_PANEL_GRAPHIC_3 73 -#define GAME_PANEL_GRAPHIC_4 74 -#define GAME_PANEL_GRAPHIC_5 75 -#define GAME_PANEL_GRAPHIC_6 76 -#define GAME_PANEL_GRAPHIC_7 77 -#define GAME_PANEL_GRAPHIC_8 78 -#define GAME_PANEL_ELEMENT_1 79 -#define GAME_PANEL_ELEMENT_2 80 -#define GAME_PANEL_ELEMENT_3 81 -#define GAME_PANEL_ELEMENT_4 82 -#define GAME_PANEL_ELEMENT_5 83 -#define GAME_PANEL_ELEMENT_6 84 -#define GAME_PANEL_ELEMENT_7 85 -#define GAME_PANEL_ELEMENT_8 86 -#define GAME_PANEL_ELEMENT_COUNT_1 87 -#define GAME_PANEL_ELEMENT_COUNT_2 88 -#define GAME_PANEL_ELEMENT_COUNT_3 89 -#define GAME_PANEL_ELEMENT_COUNT_4 90 -#define GAME_PANEL_ELEMENT_COUNT_5 91 -#define GAME_PANEL_ELEMENT_COUNT_6 92 -#define GAME_PANEL_ELEMENT_COUNT_7 93 -#define GAME_PANEL_ELEMENT_COUNT_8 94 -#define GAME_PANEL_CE_SCORE_1 95 -#define GAME_PANEL_CE_SCORE_2 96 -#define GAME_PANEL_CE_SCORE_3 97 -#define GAME_PANEL_CE_SCORE_4 98 -#define GAME_PANEL_CE_SCORE_5 99 -#define GAME_PANEL_CE_SCORE_6 100 -#define GAME_PANEL_CE_SCORE_7 101 -#define GAME_PANEL_CE_SCORE_8 102 -#define GAME_PANEL_CE_SCORE_1_ELEMENT 103 -#define GAME_PANEL_CE_SCORE_2_ELEMENT 104 -#define GAME_PANEL_CE_SCORE_3_ELEMENT 105 -#define GAME_PANEL_CE_SCORE_4_ELEMENT 106 -#define GAME_PANEL_CE_SCORE_5_ELEMENT 107 -#define GAME_PANEL_CE_SCORE_6_ELEMENT 108 -#define GAME_PANEL_CE_SCORE_7_ELEMENT 109 -#define GAME_PANEL_CE_SCORE_8_ELEMENT 110 -#define GAME_PANEL_PLAYER_NAME 111 -#define GAME_PANEL_LEVEL_NAME 112 -#define GAME_PANEL_LEVEL_AUTHOR 113 - -#define NUM_GAME_PANEL_CONTROLS 114 +#define GAME_PANEL_TIME_ANIM 35 +#define GAME_PANEL_HEALTH 36 +#define GAME_PANEL_HEALTH_ANIM 37 +#define GAME_PANEL_FRAME 38 +#define GAME_PANEL_SHIELD_NORMAL 39 +#define GAME_PANEL_SHIELD_NORMAL_TIME 40 +#define GAME_PANEL_SHIELD_DEADLY 41 +#define GAME_PANEL_SHIELD_DEADLY_TIME 42 +#define GAME_PANEL_EXIT 43 +#define GAME_PANEL_EMC_MAGIC_BALL 44 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45 +#define GAME_PANEL_LIGHT_SWITCH 46 +#define GAME_PANEL_LIGHT_SWITCH_TIME 47 +#define GAME_PANEL_TIMEGATE_SWITCH 48 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 49 +#define GAME_PANEL_SWITCHGATE_SWITCH 50 +#define GAME_PANEL_EMC_LENSES 51 +#define GAME_PANEL_EMC_LENSES_TIME 52 +#define GAME_PANEL_EMC_MAGNIFIER 53 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 54 +#define GAME_PANEL_BALLOON_SWITCH 55 +#define GAME_PANEL_DYNABOMB_NUMBER 56 +#define GAME_PANEL_DYNABOMB_SIZE 57 +#define GAME_PANEL_DYNABOMB_POWER 58 +#define GAME_PANEL_PENGUINS 59 +#define GAME_PANEL_SOKOBAN_OBJECTS 60 +#define GAME_PANEL_SOKOBAN_FIELDS 61 +#define GAME_PANEL_ROBOT_WHEEL 62 +#define GAME_PANEL_CONVEYOR_BELT_1 63 +#define GAME_PANEL_CONVEYOR_BELT_2 64 +#define GAME_PANEL_CONVEYOR_BELT_3 65 +#define GAME_PANEL_CONVEYOR_BELT_4 66 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70 +#define GAME_PANEL_MAGIC_WALL 71 +#define GAME_PANEL_MAGIC_WALL_TIME 72 +#define GAME_PANEL_GRAVITY_STATE 73 +#define GAME_PANEL_GRAPHIC_1 74 +#define GAME_PANEL_GRAPHIC_2 75 +#define GAME_PANEL_GRAPHIC_3 76 +#define GAME_PANEL_GRAPHIC_4 77 +#define GAME_PANEL_GRAPHIC_5 78 +#define GAME_PANEL_GRAPHIC_6 79 +#define GAME_PANEL_GRAPHIC_7 80 +#define GAME_PANEL_GRAPHIC_8 81 +#define GAME_PANEL_ELEMENT_1 82 +#define GAME_PANEL_ELEMENT_2 83 +#define GAME_PANEL_ELEMENT_3 84 +#define GAME_PANEL_ELEMENT_4 85 +#define GAME_PANEL_ELEMENT_5 86 +#define GAME_PANEL_ELEMENT_6 87 +#define GAME_PANEL_ELEMENT_7 88 +#define GAME_PANEL_ELEMENT_8 89 +#define GAME_PANEL_ELEMENT_COUNT_1 90 +#define GAME_PANEL_ELEMENT_COUNT_2 91 +#define GAME_PANEL_ELEMENT_COUNT_3 92 +#define GAME_PANEL_ELEMENT_COUNT_4 93 +#define GAME_PANEL_ELEMENT_COUNT_5 94 +#define GAME_PANEL_ELEMENT_COUNT_6 95 +#define GAME_PANEL_ELEMENT_COUNT_7 96 +#define GAME_PANEL_ELEMENT_COUNT_8 97 +#define GAME_PANEL_CE_SCORE_1 98 +#define GAME_PANEL_CE_SCORE_2 99 +#define GAME_PANEL_CE_SCORE_3 100 +#define GAME_PANEL_CE_SCORE_4 101 +#define GAME_PANEL_CE_SCORE_5 102 +#define GAME_PANEL_CE_SCORE_6 103 +#define GAME_PANEL_CE_SCORE_7 104 +#define GAME_PANEL_CE_SCORE_8 105 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 110 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 111 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 112 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 113 +#define GAME_PANEL_PLAYER_NAME 114 +#define GAME_PANEL_LEVEL_NAME 115 +#define GAME_PANEL_LEVEL_AUTHOR 116 + +#define NUM_GAME_PANEL_CONTROLS 117 struct GamePanelOrderInfo { @@ -218,6 +222,8 @@ struct GamePanelControlInfo struct TextPosInfo *pos; int type; + int graphic, graphic_active; + int value, last_value; int frame, last_frame; int gfx_frame; @@ -401,6 +407,27 @@ static struct GamePanelControlInfo game_panel_controls[] = &game.panel.time_ss, TYPE_INTEGER, }, + { + GAME_PANEL_TIME_ANIM, + &game.panel.time_anim, + TYPE_GRAPHIC, + + IMG_GFX_GAME_PANEL_TIME_ANIM, + IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE + }, + { + GAME_PANEL_HEALTH, + &game.panel.health, + TYPE_INTEGER, + }, + { + GAME_PANEL_HEALTH_ANIM, + &game.panel.health_anim, + TYPE_GRAPHIC, + + IMG_GFX_GAME_PANEL_HEALTH_ANIM, + IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE + }, { GAME_PANEL_FRAME, &game.panel.frame, @@ -826,6 +853,14 @@ static struct GamePanelControlInfo game_panel_controls[] = #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for scroll positions */ +#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \ + (x) > SBX_Right + MIDPOSX ? SBX_Right :\ + (x) - MIDPOSX) +#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\ + (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\ + (y) - MIDPOSY) + /* values for other actions */ #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) #define MOVE_STEPSIZE_MIN (1) @@ -967,6 +1002,8 @@ static struct GamePanelControlInfo game_panel_controls[] = #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d)) #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d)) +#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -976,11 +1013,17 @@ static struct GamePanelControlInfo game_panel_controls[] = #define GAME_CTRL_ID_SAVE 5 #define GAME_CTRL_ID_PAUSE2 6 #define GAME_CTRL_ID_LOAD 7 -#define SOUND_CTRL_ID_MUSIC 8 -#define SOUND_CTRL_ID_LOOPS 9 -#define SOUND_CTRL_ID_SIMPLE 10 +#define GAME_CTRL_ID_PANEL_STOP 8 +#define GAME_CTRL_ID_PANEL_PAUSE 9 +#define GAME_CTRL_ID_PANEL_PLAY 10 +#define SOUND_CTRL_ID_MUSIC 11 +#define SOUND_CTRL_ID_LOOPS 12 +#define SOUND_CTRL_ID_SIMPLE 13 +#define SOUND_CTRL_ID_PANEL_MUSIC 14 +#define SOUND_CTRL_ID_PANEL_LOOPS 15 +#define SOUND_CTRL_ID_PANEL_SIMPLE 16 -#define NUM_GAME_BUTTONS 11 +#define NUM_GAME_BUTTONS 17 /* forward declaration for internal use */ @@ -1043,6 +1086,7 @@ static void PlayLevelSoundElementActionIfLoop(int, int, int, int); static void PlayLevelSoundActionIfLoop(int, int, int); static void StopLevelSoundActionIfLoop(int, int, int); static void PlayLevelMusic(); +static void FadeLevelSoundsAndMusic(); static void HandleGameButtons(struct GadgetInfo *); @@ -1052,7 +1096,7 @@ void ContinueMoving(int, int); void Bang(int, int); void InitMovDir(int, int); void InitAmoebaNr(int, int); -int NewHiScore(void); +int NewHiScore(int); void TestIfGoodThingHitsBadThing(int, int, int); void TestIfBadThingHitsGoodThing(int, int, int); @@ -1068,6 +1112,7 @@ void TestIfGoodThingGetsHitByBadThing(int, int, int); void KillPlayer(struct PlayerInfo *); void BuryPlayer(struct PlayerInfo *); void RemovePlayer(struct PlayerInfo *); +void RemovePlayerWithCleanup(struct PlayerInfo *); static int getInvisibleActiveFromInvisibleElement(int); static int getInvisibleFromInvisibleActiveElement(int); @@ -1610,7 +1655,6 @@ void GetPlayerConfig() setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); - InitJoysticks(); } int GetElementFromGroupElement(int element) @@ -1688,7 +1732,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game) if (game.use_block_last_field_bug) player->block_delay_adjustment = (player->block_last_field ? -1 : 1); - if (!options.network || player->connected) + if (!network.enabled || player->connected_network) { player->active = TRUE; @@ -1949,7 +1993,7 @@ static void InitField(int x, int y, boolean init_game) CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X); } -static inline void InitField_WithBug1(int x, int y, boolean init_game) +inline static void InitField_WithBug1(int x, int y, boolean init_game) { InitField(x, y, init_game); @@ -1959,7 +2003,7 @@ static inline void InitField_WithBug1(int x, int y, boolean init_game) InitMovDir(x, y); } -static inline void InitField_WithBug2(int x, int y, boolean init_game) +inline static void InitField_WithBug2(int x, int y, boolean init_game) { int old_element = Feld[x][y]; @@ -2049,6 +2093,16 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2) return compare_result; } +int getPlayerInventorySize(int player_nr) +{ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + return level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + return level.native_sp_level->game_sp->red_disk_count; + else + return stored_player[player_nr].inventory_size; +} + void InitGameControlValues() { int i; @@ -2131,6 +2185,8 @@ void UpdateGameControlValues() level.native_em_level->lev->time : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->game_sp->time_played : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.energy_left : game.no_time_limit ? TimePlayed : TimeLeft); int score = (local_player->LevelSolved ? local_player->LevelSolved_CountingScore : @@ -2138,19 +2194,31 @@ void UpdateGameControlValues() level.native_em_level->lev->score : level.game_engine_type == GAME_ENGINE_TYPE_SP ? level.native_sp_level->game_sp->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.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 : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_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 : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.kettles_still_needed > 0 || + game_mm.lights_still_needed > 0 : local_player->gems_still_needed > 0 || local_player->sokobanfields_still_needed > 0 || local_player->lights_still_needed > 0); + int health = (local_player->LevelSolved ? + local_player->LevelSolved_CountingHealth : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MM_HEALTH(game_mm.laser_overload_value) : + local_player->health); UpdatePlayfieldElementCount(); @@ -2186,15 +2254,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[i]->dynamite; - else 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; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(i); if (stored_player[i].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = @@ -2221,15 +2282,8 @@ void UpdateGameControlValues() get_key_element_from_nr(k); } - if (level.game_engine_type == GAME_ENGINE_TYPE_EM) - game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += - level.native_em_level->ply[player_nr]->dynamite; - else 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; + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + getPlayerInventorySize(player_nr); if (stored_player[player_nr].num_white_keys > 0) game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE; @@ -2255,6 +2309,14 @@ void UpdateGameControlValues() game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + if (level.time == 0) + game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100; + else + game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time; + + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health; + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = @@ -2407,6 +2469,36 @@ void UpdateGameControlValues() gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value), gpc->gfx_frame); + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = last_anim_random_frame; + } + } + else if (gpc->type == TYPE_GRAPHIC) + { + if (gpc->graphic != IMG_UNDEFINED) + { + int last_anim_random_frame = gfx.anim_random_frame; + int graphic = gpc->graphic; + + if (gpc->value != gpc->last_value) + { + gpc->gfx_frame = 0; + gpc->gfx_random = INIT_GFX_RANDOM(); + } + else + { + gpc->gfx_frame++; + + if (ANIM_MODE(graphic) == ANIM_RANDOM && + IS_NEXT_FRAME(gpc->gfx_frame, graphic)) + gpc->gfx_random = INIT_GFX_RANDOM(); + } + + if (ANIM_MODE(graphic) == ANIM_RANDOM) + gfx.anim_random_frame = gpc->gfx_random; + + gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame); + if (ANIM_MODE(graphic) == ANIM_RANDOM) gfx.anim_random_frame = last_anim_random_frame; } @@ -2446,7 +2538,7 @@ void DisplayGameControlValues() /* redraw game control buttons */ RedrawGameButtons(); - game_status = GAME_MODE_PSEUDO_PANEL; + SetGameStatus(GAME_MODE_PSEUDO_PANEL); for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++) { @@ -2530,6 +2622,94 @@ void DisplayGameControlValues() dst_x, dst_y); } } + else if (type == TYPE_GRAPHIC) + { + int graphic = gpc->graphic; + int graphic_active = gpc->graphic_active; + Bitmap *src_bitmap; + int src_x, src_y; + int width, height; + int dst_x = PANEL_XPOS(pos); + int dst_y = PANEL_YPOS(pos); + boolean skip = (pos->class == get_hash_from_key("mm_engine_only") && + level.game_engine_type != GAME_ENGINE_TYPE_MM); + + if (graphic != IMG_UNDEFINED && !skip) + { + if (pos->style == STYLE_REVERSE) + value = 100 - value; + + getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + width = graphic_info[graphic_active].width * value / 100; + height = graphic_info[graphic_active].height; + + if (pos->direction == MV_LEFT) + { + src_x += graphic_info[graphic_active].width - width; + dst_x += graphic_info[graphic_active].width - width; + } + } + else + { + width = graphic_info[graphic_active].width; + height = graphic_info[graphic_active].height * value / 100; + + if (pos->direction == MV_UP) + { + src_y += graphic_info[graphic_active].height - height; + dst_y += graphic_info[graphic_active].height - height; + } + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + + getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y); + + if (pos->direction & MV_HORIZONTAL) + { + if (pos->direction == MV_RIGHT) + { + src_x += width; + dst_x += width; + } + else + { + dst_x = PANEL_XPOS(pos); + } + + width = graphic_info[graphic].width - width; + } + else + { + if (pos->direction == MV_DOWN) + { + src_y += height; + dst_y += height; + } + else + { + dst_y = PANEL_YPOS(pos); + } + + height = graphic_info[graphic].height - height; + } + + if (draw_masked) + BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + else + BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, + dst_x, dst_y); + } + } else if (type == TYPE_STRING) { boolean active = (value != 0); @@ -2574,7 +2754,7 @@ void DisplayGameControlValues() redraw_mask |= REDRAW_DOOR_1; } - game_status = GAME_MODE_PLAYING; + SetGameStatus(GAME_MODE_PLAYING); } void UpdateAndDisplayGameControlValues() @@ -2694,6 +2874,12 @@ static void InitGameEngine() game.use_block_last_field_bug = (game.engine_version < VERSION_IDENT(3,1,1,0)); + game_em.use_single_button = + (game.engine_version > VERSION_IDENT(4,0,0,2)); + + game_em.use_snap_key_bug = + (game.engine_version < VERSION_IDENT(4,0,1,0)); + /* ---------------------------------------------------------------------- */ /* set maximal allowed number of custom element changes per game frame */ @@ -3040,11 +3226,20 @@ static void InitGameEngine() for (i = 0; i < MAX_PLAYERS; i++) game.snapshot.last_action[i] = 0; game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; game.snapshot.mode = (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ? SNAPSHOT_MODE_EVERY_STEP : strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ? - SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF); + SNAPSHOT_MODE_EVERY_MOVE : + strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ? + SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF); + game.snapshot.save_snapshot = FALSE; + + /* ---------- initialize level time for Supaplex engine ------------------- */ + /* Supaplex levels with time limit currently unsupported -- should be added */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + level.time = 0; } int get_num_special_action(int element, int action_first, int action_last) @@ -3079,6 +3274,36 @@ int get_num_special_action(int element, int action_first, int action_last) ============================================================================= */ +#if DEBUG_INIT_PLAYER +static void DebugPrintPlayerStatus(char *message) +{ + int i; + + if (!options.debug) + return; + + printf("%s:\n", message); + + for (i = 0; i < MAX_PLAYERS; i++) + { + struct PlayerInfo *player = &stored_player[i]; + + printf("- player %d: present == %d, connected == %d [%d/%d], active == %d", + i + 1, + player->present, + player->connected, + player->connected_locally, + player->connected_network, + player->active); + + if (local_player == player) + printf(" (local player)"); + + printf("\n"); + } +} +#endif + void InitGame() { int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0); @@ -3091,48 +3316,43 @@ void InitGame() int initial_move_dir = MV_DOWN; int i, j, x, y; - game_status = GAME_MODE_PLAYING; - - StopAnimation(); + // required here to update video display before fading (FIX THIS) + DrawMaskedBorder(REDRAW_DOOR_2); if (!game.restart_level) CloseDoor(DOOR_CLOSE_1); -#if 1 - /* needed if different viewport properties defined for playing */ - ChangeViewportPropertiesIfNeeded(); -#endif + SetGameStatus(GAME_MODE_PLAYING); if (level_editor_test_game) FadeSkipNextFadeIn(); else FadeSetEnterScreen(); - if (CheckIfRedrawGlobalBorderIsNeeded()) + if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged()) fade_mask = REDRAW_ALL; -#if 0 - printf("::: %d\n", (fade_mask == REDRAW_ALL ? 1 : 0)); -#endif + FadeLevelSoundsAndMusic(); - FadeOut(fade_mask); + ExpireSoundLoops(TRUE); + + if (!level_editor_test_game) + FadeOut(fade_mask); -#if 0 /* needed if different viewport properties defined for playing */ ChangeViewportPropertiesIfNeeded(); -#endif -#if 1 ClearField(); -#endif DrawCompleteVideoDisplay(); + OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW); + InitGameEngine(); InitGameControlValues(); /* don't play tapes over network */ - network_playing = (options.network && !tape.playing); + network_playing = (network.enabled && !tape.playing); for (i = 0; i < MAX_PLAYERS; i++) { @@ -3153,9 +3373,22 @@ void InitGame() player->effective_action = 0; player->programmed_action = 0; + player->mouse_action.lx = 0; + player->mouse_action.ly = 0; + player->mouse_action.button = 0; + player->mouse_action.button_hint = 0; + + player->effective_mouse_action.lx = 0; + player->effective_mouse_action.ly = 0; + player->effective_mouse_action.button = 0; + player->effective_mouse_action.button_hint = 0; + player->score = 0; player->score_final = 0; + player->health = MAX_HEALTH; + player->health_final = MAX_HEALTH; + player->gems_still_needed = level.gems_needed; player->sokobanfields_still_needed = 0; player->lights_still_needed = 0; @@ -3214,6 +3447,13 @@ void InitGame() player->is_bored = FALSE; player->is_sleeping = FALSE; + player->was_waiting = TRUE; + player->was_moving = FALSE; + player->was_snapping = FALSE; + player->was_dropping = FALSE; + + player->force_dropping = FALSE; + player->frame_counter_bored = -1; player->frame_counter_sleeping = -1; @@ -3284,19 +3524,19 @@ void InitGame() player->LevelSolved_PanelOff = FALSE; player->LevelSolved_SaveTape = FALSE; player->LevelSolved_SaveScore = FALSE; + player->LevelSolved_CountingTime = 0; player->LevelSolved_CountingScore = 0; + player->LevelSolved_CountingHealth = 0; map_player_action[i] = i; } network_player_action_received = FALSE; -#if defined(NETWORK_AVALIABLE) /* initial null action */ if (network_playing) SendToServer_MovePlayer(MV_NONE); -#endif ZX = ZY = -1; ExitX = ExitY = -1; @@ -3334,18 +3574,6 @@ void InitGame() game.envelope_active = FALSE; - /* set focus to local player for network games, else to all players */ - game.centered_player_nr = (network_playing ? local_player->index_nr : -1); - game.centered_player_nr_next = game.centered_player_nr; - game.set_centered_player = FALSE; - - if (network_playing && tape.recording) - { - /* store client dependent player focus when recording network games */ - tape.centered_player_nr_next = game.centered_player_nr_next; - tape.set_centered_player = TRUE; - } - for (i = 0; i < NUM_BELTS; i++) { game.belt_dir[i] = MV_NONE; @@ -3356,10 +3584,7 @@ void InitGame() AmoebaCnt[i] = AmoebaCnt2[i] = 0; #if DEBUG_INIT_PLAYER - if (options.debug) - { - printf("Player status at level initialization:\n"); - } + DebugPrintPlayerStatus("Player status at level initialization"); #endif SCAN_PLAYFIELD(x, y) @@ -3473,22 +3698,33 @@ void InitGame() game.belt_dir_nr[i] = 3; /* not moving, next moving left */ #if USE_NEW_PLAYER_ASSIGNMENTS - /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ - /* choose default local player */ - local_player = &stored_player[0]; - for (i = 0; i < MAX_PLAYERS; i++) + { stored_player[i].connected = FALSE; - local_player->connected = TRUE; - /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */ + /* in network game mode, the local player might not be the first player */ + if (stored_player[i].connected_locally) + local_player = &stored_player[i]; + } + + if (!network.enabled) + local_player->connected = TRUE; if (tape.playing) { for (i = 0; i < MAX_PLAYERS; i++) stored_player[i].connected = tape.player_participates[i]; } - else if (game.team_mode && !options.network) + else if (network.enabled) + { + /* add team mode players connected over the network (needed for correct + assignment of player figures from level to locally playing players) */ + + for (i = 0; i < MAX_PLAYERS; i++) + if (stored_player[i].connected_network) + stored_player[i].connected = TRUE; + } + else if (game.team_mode) { /* try to guess locally connected team mode players (needed for correct assignment of player figures from level to locally playing players) */ @@ -3500,26 +3736,7 @@ void InitGame() } #if DEBUG_INIT_PLAYER - if (options.debug) - { - printf("Player status after level initialization:\n"); - - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - printf("- player %d: present == %d, connected == %d, active == %d", - i + 1, - player->present, - player->connected, - player->active); - - if (local_player == player) - printf(" (local player)"); - - printf("\n"); - } - } + DebugPrintPlayerStatus("Player status after level initialization"); #endif #if DEBUG_INIT_PLAYER @@ -3606,26 +3823,7 @@ void InitGame() } #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"); - } - } + DebugPrintPlayerStatus("Player status after player assignment (first stage)"); #endif #else @@ -3673,6 +3871,18 @@ void InitGame() printf("::: local_player->present == %d\n", local_player->present); #endif + /* set focus to local player for network games, else to all players */ + game.centered_player_nr = (network_playing ? local_player->index_nr : -1); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + + if (network_playing && tape.recording) + { + /* store client dependent player focus when recording network games */ + tape.centered_player_nr_next = game.centered_player_nr_next; + tape.set_centered_player = TRUE; + } + if (tape.playing) { /* when playing a tape, eliminate all players who do not participate */ @@ -3718,28 +3928,23 @@ void InitGame() } #endif } - else if (!options.network && !game.team_mode) /* && !tape.playing */ + else if (!network.enabled && !game.team_mode) /* && !tape.playing */ { - /* when in single player mode, eliminate all but the first active player */ + /* when in single player mode, eliminate all but the local player */ for (i = 0; i < MAX_PLAYERS; i++) { - if (stored_player[i].active) + struct PlayerInfo *player = &stored_player[i]; + + if (player->active && player != local_player) { - for (j = i + 1; j < MAX_PLAYERS; j++) - { - if (stored_player[j].active) - { - struct PlayerInfo *player = &stored_player[j]; - int jx = player->jx, jy = player->jy; + int jx = player->jx, jy = player->jy; - player->active = FALSE; - player->present = FALSE; + player->active = FALSE; + player->present = FALSE; - StorePlayer[jx][jy] = 0; - Feld[jx][jy] = EL_EMPTY; - } - } + StorePlayer[jx][jy] = 0; + Feld[jx][jy] = EL_EMPTY; } } } @@ -3759,26 +3964,7 @@ void InitGame() } #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", - i + 1, - player->present, - player->connected, - player->active); - - if (local_player == player) - printf(" (local player)"); - - printf("\n"); - } - } + DebugPrintPlayerStatus("Player status after player assignment (final stage)"); #endif if (BorderElement == EL_EMPTY) @@ -3896,23 +4082,13 @@ void InitGame() } } - scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : - start_x > SBX_Right + MIDPOSX ? SBX_Right : - start_x - MIDPOSX); - - scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : - start_y > SBY_Lower + MIDPOSY ? SBY_Lower : - start_y - MIDPOSY); + scroll_x = SCROLL_POSITION_X(start_x); + scroll_y = SCROLL_POSITION_Y(start_y); } else { - 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); + scroll_x = SCROLL_POSITION_X(local_player->jx); + scroll_y = SCROLL_POSITION_Y(local_player->jy); } /* !!! FIX THIS (START) !!! */ @@ -3924,6 +4100,10 @@ void InitGame() { InitGameEngine_SP(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + InitGameEngine_MM(); + } else { DrawLevel(REDRAW_FIELD); @@ -3938,6 +4118,8 @@ void InitGame() BlitScreenToBitmap(backbuffer); /* !!! FIX THIS (END) !!! */ + DrawMaskedBorder(fade_mask); + FadeIn(fade_mask); #if 1 @@ -3967,9 +4149,10 @@ void InitGame() { UnmapGameButtons(); UnmapTapeButtons(); - game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; - game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; - game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; + + FreeGameButtons(); + CreateGameButtons(); + MapGameButtons(); MapTapeButtons(); @@ -3978,34 +4161,10 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); - PlaySound(SND_GAME_STARTING); - - if (setup.sound_music) - PlayLevelMusic(); - KeyboardAutoRepeatOffUnlessAutoplay(); #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"); - } - } + DebugPrintPlayerStatus("Player status (final)"); #endif } @@ -4022,17 +4181,40 @@ void InitGame() } game.restart_level = FALSE; + game.restart_game_message = NULL; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameActions_MM(); SaveEngineSnapshotToListInitial(); + + if (!game.restart_level) + { + PlaySound(SND_GAME_STARTING); + + if (setup.sound_music) + PlayLevelMusic(); + } } -void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y) +void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y, + int actual_player_x, int actual_player_y) { /* this is used for non-R'n'D game engines to update certain engine values */ + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) + { + actual_player_x = correctLevelPosX_EM(actual_player_x); + actual_player_y = correctLevelPosY_EM(actual_player_y); + } + /* needed to determine if sounds are played within the visible screen area */ scroll_x = actual_scroll_x; scroll_y = actual_scroll_y; + + /* needed to get player position for "follow finger" playing input method */ + local_player->jx = actual_player_x; + local_player->jy = actual_player_y; } void InitMovDir(int x, int y) @@ -4239,21 +4421,32 @@ static void PlayerWins(struct PlayerInfo *player) player->GameOver = TRUE; player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? - level.native_em_level->lev->score : player->score); + level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_MM ? + game_mm.score : + player->score); + player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ? + MM_HEALTH(game_mm.laser_overload_value) : + player->health); player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft); player->LevelSolved_CountingScore = player->score_final; + player->LevelSolved_CountingHealth = player->health_final; } void GameWon() { + static int time_count_steps; static int time, time_final; static int score, score_final; + static int health, health_final; static int game_over_delay_1 = 0; static int game_over_delay_2 = 0; + static int game_over_delay_3 = 0; int game_over_delay_value_1 = 50; - int game_over_delay_value_2 = 50; + int game_over_delay_value_2 = 25; + int game_over_delay_value_3 = 50; if (!local_player->LevelSolved_GameWon) { @@ -4279,24 +4472,42 @@ void GameWon() TapeStop(); - game_over_delay_1 = game_over_delay_value_1; - game_over_delay_2 = game_over_delay_value_2; + game_over_delay_1 = 0; + game_over_delay_2 = 0; + game_over_delay_3 = game_over_delay_value_3; time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft); score = score_final = local_player->score_final; + health = health_final = local_player->health_final; - if (TimeLeft > 0) - { - time_final = 0; - score_final += TimeLeft * level.score[SC_TIME_BONUS]; - } - else if (game.no_time_limit && TimePlayed < 999) + if (level.score[SC_TIME_BONUS] > 0) { - time_final = 999; - score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; - } + if (TimeLeft > 0) + { + time_final = 0; + score_final += TimeLeft * level.score[SC_TIME_BONUS]; + } + else if (game.no_time_limit && TimePlayed < 999) + { + time_final = 999; + score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; + } - local_player->score_final = score_final; + time_count_steps = MAX(1, ABS(time_final - time) / 100); + + game_over_delay_1 = game_over_delay_value_1; + + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + health_final = 0; + score_final += health * level.score[SC_TIME_BONUS]; + + game_over_delay_2 = game_over_delay_value_2; + } + + local_player->score_final = score_final; + local_player->health_final = health_final; + } if (level_editor_test_game) { @@ -4368,7 +4579,9 @@ void GameWon() { int time_to_go = ABS(time_final - time); int time_count_dir = (time < time_final ? +1 : -1); - int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1); + + if (time_to_go < time_count_steps) + time_count_steps = 1; time += time_count_steps * time_count_dir; score += time_count_steps * level.score[SC_TIME_BONUS]; @@ -4391,8 +4604,6 @@ void GameWon() return; } - local_player->LevelSolved_PanelOff = TRUE; - if (game_over_delay_2 > 0) { game_over_delay_2--; @@ -4400,42 +4611,76 @@ void GameWon() return; } + if (health != health_final) + { + int health_count_dir = (health < health_final ? +1 : -1); + + health += health_count_dir; + score += level.score[SC_TIME_BONUS]; + + local_player->LevelSolved_CountingHealth = health; + local_player->LevelSolved_CountingScore = score; + + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_SCORE].value = score; + + DisplayGameControlValues(); + + if (health == health_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); + + return; + } + + local_player->LevelSolved_PanelOff = TRUE; + + if (game_over_delay_3 > 0) + { + game_over_delay_3--; + + return; + } + GameEnd(); } void GameEnd() { int hi_pos; - boolean raise_level = FALSE; + int last_level_nr = level_nr; local_player->LevelSolved_GameEnd = TRUE; - if (!global.use_envelope_request) - CloseDoor(DOOR_CLOSE_1); - if (local_player->LevelSolved_SaveTape) { - SaveTapeChecked(tape.level_nr); /* ask to save tape */ + /* make sure that request dialog to save tape does not open door again */ + if (!global.use_envelope_request) + CloseDoor(DOOR_CLOSE_1); + + SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */ } + /* if no tape is to be saved, close both doors simultaneously */ CloseDoor(DOOR_CLOSE_ALL); if (level_editor_test_game) { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } if (!local_player->LevelSolved_SaveScore) { - FadeOut(REDRAW_FIELD); + SetGameStatus(GAME_MODE_MAIN); - game_status = GAME_MODE_MAIN; - - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); return; } @@ -4447,44 +4692,45 @@ void GameEnd() SaveLevelSetup_SeriesInfo(); } - if (level_nr < leveldir_current->last_level) - raise_level = TRUE; /* advance to next level */ - - if ((hi_pos = NewHiScore()) >= 0) + if (setup.increment_levels && + level_nr < leveldir_current->last_level) { - game_status = GAME_MODE_SCORES; - - /* needed if different viewport properties defined for scores */ - ChangeViewportPropertiesIfNeeded(); - - DrawHallOfFame(hi_pos); + level_nr++; /* advance to next level */ + TapeErase(); /* start with empty tape */ - if (raise_level) + if (setup.auto_play_next_level) { - level_nr++; - TapeErase(); + LoadLevel(level_nr); + + SaveLevelSetup_SeriesInfo(); } } - else - { - FadeOut(REDRAW_FIELD); - game_status = GAME_MODE_MAIN; + hi_pos = NewHiScore(last_level_nr); - if (raise_level) - { - level_nr++; - TapeErase(); - } + if (hi_pos >= 0 && !setup.skip_scores_after_game) + { + SetGameStatus(GAME_MODE_SCORES); + + DrawHallOfFame(last_level_nr, hi_pos); + } + else if (!setup.auto_play_next_level || !setup.increment_levels) + { + SetGameStatus(GAME_MODE_MAIN); - DrawAndFadeInMainMenu(REDRAW_FIELD); + DrawMainMenu(); + } + else + { + StartGameActions(network.enabled, setup.autorecord, level.random_seed); } } -int NewHiScore() +int NewHiScore(int level_nr) { int k, l; int position = -1; + boolean one_score_entry_per_name = !program.many_scores_per_name; LoadScore(level_nr); @@ -4502,13 +4748,15 @@ int NewHiScore() { int m = MAX_SCORE_ENTRIES - 1; -#ifdef ONE_PER_NAME - for (l = k; l < MAX_SCORE_ENTRIES; l++) - if (strEqual(setup.player_name, highscore[l].Name)) - m = l; - if (m == k) /* player's new highscore overwrites his old one */ - goto put_into_list; -#endif + if (one_score_entry_per_name) + { + for (l = k; l < MAX_SCORE_ENTRIES; l++) + if (strEqual(setup.player_name, highscore[l].Name)) + m = l; + + if (m == k) /* player's new highscore overwrites his old one */ + goto put_into_list; + } for (l = m; l > k; l--) { @@ -4517,22 +4765,19 @@ int NewHiScore() } } -#ifdef ONE_PER_NAME put_into_list: -#endif + strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN); highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0'; highscore[k].Score = local_player->score_final; position = k; + break; } - -#ifdef ONE_PER_NAME - else if (!strncmp(setup.player_name, highscore[k].Name, + else if (one_score_entry_per_name && + !strncmp(setup.player_name, highscore[k].Name, MAX_PLAYER_NAME_LEN)) break; /* player already there with a higher score */ -#endif - } if (position >= 0) @@ -4579,11 +4824,14 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir) } } -static void ResetGfxFrame(int x, int y, boolean redraw) +static void ResetGfxFrame(int x, int y) { + // profiling showed that "autotest" spends 10~20% of its time in this function + if (DrawingDeactivatedField()) + return; + int element = Feld[x][y]; int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); - int last_gfx_frame = GfxFrame[x][y]; if (graphic_info[graphic].anim_global_sync) GfxFrame[x][y] = FrameCounter; @@ -4593,9 +4841,6 @@ static void ResetGfxFrame(int x, int y, boolean redraw) GfxFrame[x][y] = element_info[element].collect_score; else if (ANIM_MODE(graphic) == ANIM_CE_DELAY) GfxFrame[x][y] = ChangeDelay[x][y]; - - if (redraw && GfxFrame[x][y] != last_gfx_frame) - DrawLevelGraphicAnimation(x, y, graphic); } static void ResetGfxAnimation(int x, int y) @@ -4604,7 +4849,7 @@ static void ResetGfxAnimation(int x, int y) GfxDir[x][y] = MovDir[x][y]; GfxFrame[x][y] = 0; - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static void ResetRandomAnimationValue(int x, int y) @@ -4897,168 +5142,92 @@ static void setScreenCenteredToAllPlayers(int *sx, int *sy) void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, boolean center_screen, boolean quick_relocation) { + unsigned int frame_delay_value_old = GetVideoFrameDelay(); boolean ffwd_delay = (tape.playing && tape.fast_forward); boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); + int new_scroll_x, new_scroll_y; - if (quick_relocation) + if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y))) { - if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen) - { - if (!level.shifted_relocation || center_screen) - { - /* quick relocation (without scrolling), with centering of screen */ - - scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); - - 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 - { - 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 */ + /* case 1: quick relocation inside visible screen (without scrolling) */ - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); + RedrawPlayfield(); - 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); + return; + } - scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); - } - } + if (!level.shifted_relocation || center_screen) + { + /* relocation _with_ centering of screen */ - RedrawPlayfield(TRUE, 0,0,0,0); + new_scroll_x = SCROLL_POSITION_X(x); + new_scroll_y = SCROLL_POSITION_Y(y); } else { - int scroll_xx, scroll_yy; + /* relocation _without_ centering of screen */ - if (!level.shifted_relocation || center_screen) - { - /* visible relocation (with scrolling), with centering of screen */ + int center_scroll_x = SCROLL_POSITION_X(old_x); + int center_scroll_y = SCROLL_POSITION_Y(old_y); + int offset_x = x + (scroll_x - center_scroll_x); + int offset_y = y + (scroll_y - center_scroll_y); - scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left : - x > SBX_Right + MIDPOSX ? SBX_Right : - x - MIDPOSX); + /* for new screen position, apply previous offset to center position */ + new_scroll_x = SCROLL_POSITION_X(offset_x); + new_scroll_y = SCROLL_POSITION_Y(offset_y); + } - scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper : - y > SBY_Lower + MIDPOSY ? SBY_Lower : - y - MIDPOSY); - } - else - { - /* visible relocation (with scrolling), but do not center screen */ + if (quick_relocation) + { + /* case 2: quick relocation (redraw without visible scrolling) */ - int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left : - old_x > SBX_Right + MIDPOSX ? SBX_Right : - old_x - MIDPOSX); + scroll_x = new_scroll_x; + scroll_y = new_scroll_y; - int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper : - old_y > SBY_Lower + MIDPOSY ? SBY_Lower : - old_y - MIDPOSY); + RedrawPlayfield(); - int offset_x = x + (scroll_x - center_scroll_x); - int offset_y = y + (scroll_y - center_scroll_y); + return; + } - scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left : - offset_x > SBX_Right + MIDPOSX ? SBX_Right : - offset_x - MIDPOSX); + /* case 3: visible relocation (with scrolling to new position) */ - scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper : - offset_y > SBY_Lower + MIDPOSY ? SBY_Lower : - offset_y - MIDPOSY); - } + ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + SetVideoFrameDelay(wait_delay_value); - ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ + while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; - while (scroll_x != scroll_xx || scroll_y != scroll_yy) - { - int dx = 0, dy = 0; - int fx = FX, fy = FY; + dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); - dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); - dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + if (dx == 0 && dy == 0) /* no scrolling needed at all */ + break; - if (dx == 0 && dy == 0) /* no scrolling needed at all */ - break; + scroll_x -= dx; + scroll_y -= dy; - scroll_x -= dx; - scroll_y -= dy; + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + ScrollLevel(dx, dy); + DrawAllPlayers(); - ScrollLevel(dx, dy); - DrawAllPlayers(); + /* scroll in two steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - /* scroll in two steps of half tile size to make things smoother */ - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); - Delay(wait_delay_value); + /* scroll second step to align at full tile size */ + BlitScreenToBitmap(window); + } - /* scroll second step to align at full tile size */ - BackToFront(); - Delay(wait_delay_value); - } + DrawAllPlayers(); + BackToFront(); - DrawAllPlayers(); - BackToFront(); - Delay(wait_delay_value); - } + SetVideoFrameDelay(frame_delay_value_old); } void RelocatePlayer(int jx, int jy, int el_player_raw) @@ -5108,8 +5277,7 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) DrawPlayer(player); - BackToFront(); - Delay(wait_delay_value); + BackToFront_WithFrameDelay(wait_delay_value); } DrawPlayer(player); /* needed here only to cleanup last field */ @@ -7127,7 +7295,7 @@ static void TurnRound(int x, int y) if (MovDelay[x][y]) GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction); - ResetGfxFrame(x, y, FALSE); + ResetGfxFrame(x, y); } static boolean JustBeingPushed(int x, int y) @@ -9567,6 +9735,8 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { local_player->gems_still_needed = action_arg_number_new; + game.snapshot.collected_item = TRUE; + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; @@ -9606,7 +9776,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page) { for (i = 0; i < MAX_PLAYERS; i++) if (action_arg_player_bits & (1 << i)) - PlayerWins(&stored_player[i]); + RemovePlayerWithCleanup(&stored_player[i]); + + if (AllPlayersGone) + PlayerWins(local_player); break; } @@ -10255,9 +10428,50 @@ static void HandleElementChange(int x, int y, int page) { /* !!! not clear why graphic animation should be reset at all here !!! */ /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */ + /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */ + + /* + GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION: + + When using an animation frame delay of 1 (this only happens with + "sp_zonk.moving.left/right" in the classic graphics), the default + (non-moving) animation shows wrong animation frames (while the + moving animation, like "sp_zonk.moving.left/right", is correct, + so this graphical bug never shows up with the classic graphics). + For an animation with 4 frames, this causes wrong frames 0,0,1,2 + be drawn instead of the correct frames 0,1,2,3. This is caused by + "GfxFrame[][]" being reset *twice* (in two successive frames) after + an element change: First when the change delay ("ChangeDelay[][]") + counter has reached zero after decrementing, then a second time in + the next frame (after "GfxFrame[][]" was already incremented) when + "ChangeDelay[][]" is reset to the initial delay value again. + + This causes frame 0 to be drawn twice, while the last frame won't + be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. + + As some animations may already be cleverly designed around this bug + (at least the "Snake Bite" snake tail animation does this), it cannot + simply be fixed here without breaking such existing animations. + Unfortunately, it cannot easily be detected if a graphics set was + designed "before" or "after" the bug was fixed. As a workaround, + a new graphics set option "game.graphics_engine_version" was added + to be able to specify the game's major release version for which the + graphics set was designed, which can then be used to decide if the + bugfix should be used (version 4 and above) or not (version 3 or + below, or if no version was specified at all, as with old sets). + + (The wrong/fixed animation frames can be tested with the test level set + "test_gfxframe" and level "000", which contains a specially prepared + custom element at level position (x/y) == (11/9) which uses the zonk + animation mentioned above. Using "game.graphics_engine_version: 4" + fixes the wrong animation frames, showing the correct frames 0,1,2,3. + This can also be seen from the debug output for this test element.) + */ + /* when a custom element is about to change (for example by change delay), do not reset graphic animation when the custom element is moving */ - if (!IS_MOVING(x, y)) + if (game.graphics_engine_version < 4 && + !IS_MOVING(x, y)) { ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); @@ -10709,32 +10923,28 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) static void CheckSaveEngineSnapshot(struct PlayerInfo *player) { - static boolean player_was_moving = FALSE; - static boolean player_was_snapping = FALSE; - static boolean player_was_dropping = FALSE; - - if ((!player->is_moving && player_was_moving) || - (player->MovPos == 0 && player_was_moving) || - (player->is_snapping && !player_was_snapping) || - (player->is_dropping && !player_was_dropping)) + if ((!player->is_moving && player->was_moving) || + (player->MovPos == 0 && player->was_moving) || + (player->is_snapping && !player->was_snapping) || + (player->is_dropping && !player->was_dropping)) { - if (!SaveEngineSnapshotToList()) + if (!CheckSaveEngineSnapshotToList()) return; - player_was_moving = FALSE; - player_was_snapping = TRUE; - player_was_dropping = TRUE; + player->was_moving = FALSE; + player->was_snapping = TRUE; + player->was_dropping = TRUE; } else { if (player->is_moving) - player_was_moving = TRUE; + player->was_moving = TRUE; if (!player->is_snapping) - player_was_snapping = FALSE; + player->was_snapping = FALSE; if (!player->is_dropping) - player_was_dropping = FALSE; + player->was_dropping = FALSE; } } @@ -10744,7 +10954,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player) { /* 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) + if (!player->is_moving && + !player->is_pushing && + !player->is_dropping_pressed) { TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); SnapField(player, 0, 0); /* stop snapping */ @@ -10810,6 +11022,28 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) } } +static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action, + byte *tape_action) +{ + if (!tape.use_mouse) + return; + + mouse_action->lx = tape_action[TAPE_ACTION_LX]; + mouse_action->ly = tape_action[TAPE_ACTION_LY]; + mouse_action->button = tape_action[TAPE_ACTION_BUTTON]; +} + +static void SetTapeActionFromMouseAction(byte *tape_action, + struct MouseActionInfo *mouse_action) +{ + if (!tape.use_mouse) + return; + + tape_action[TAPE_ACTION_LX] = mouse_action->lx; + tape_action[TAPE_ACTION_LY] = mouse_action->ly; + tape_action[TAPE_ACTION_BUTTON] = mouse_action->button; +} + static void CheckLevelTime() { int i; @@ -10847,6 +11081,21 @@ static void CheckLevelTime() if (game_sp.GameOver) /* game lost */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); + + game_mm.game_over = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -10967,44 +11216,27 @@ void StartGameActions(boolean init_network_game, boolean record_tape, if (record_tape) TapeStartRecording(new_random_seed); -#if defined(NETWORK_AVALIABLE) if (init_network_game) { SendToServer_StartPlaying(); return; } -#endif InitGame(); } -void GameActions() +void GameActionsExt() { +#if 0 static unsigned int game_frame_delay = 0; +#endif unsigned int game_frame_delay_value; byte *recorded_player_action; byte summarized_player_action = 0; byte tape_action[MAX_PLAYERS]; int i; - for (i = 0; i < MAX_PLAYERS; i++) - { - struct PlayerInfo *player = &stored_player[i]; - - // allow engine snapshot if movement attempt was stopped - if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 && - (player->action & KEY_MOTION) == 0) - game.snapshot.changed_action = TRUE; - - // allow engine snapshot in case of snapping/dropping attempt - if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && - (player->action & KEY_BUTTON) != 0) - game.snapshot.changed_action = TRUE; - - game.snapshot.last_action[i] = player->action; - } - /* detect endless loops, caused by custom element programming */ if (recursion_loop_detected && recursion_loop_depth == 0) { @@ -11025,7 +11257,7 @@ void GameActions() } if (game.restart_level) - StartGameActions(options.network, setup.autorecord, level.random_seed); + StartGameActions(network.enabled, setup.autorecord, level.random_seed); /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) @@ -11060,6 +11292,21 @@ void GameActions() if (game_sp.GameOver) /* game lost */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + if (game_mm.level_solved && + !game_mm.game_over) /* game won */ + { + PlayerWins(local_player); + + game_mm.game_over = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_mm.game_over) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -11076,6 +11323,9 @@ void GameActions() if (tape.playing && tape.warp_forward && !tape.pausing) game_frame_delay_value = 0; + SetVideoFrameDelay(game_frame_delay_value); + +#if 0 #if 0 /* ---------- main game synchronization point ---------- */ @@ -11087,16 +11337,15 @@ void GameActions() /* ---------- main game synchronization point ---------- */ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value); +#endif #endif if (network_playing && !network_player_action_received) { /* try to get network player actions in time */ -#if defined(NETWORK_AVALIABLE) /* last chance to get network player actions without main loop delay */ HandleNetworking(); -#endif /* game was quit by network peer */ if (game_status != GAME_MODE_PLAYING) @@ -11118,6 +11367,12 @@ void GameActions() /* when playing tape, read previously recorded player input from tape data */ recorded_player_action = (tape.playing ? TapePlayAction() : NULL); + local_player->effective_mouse_action = local_player->mouse_action; + + if (recorded_player_action != NULL) + SetMouseActionFromTapeAction(&local_player->effective_mouse_action, + recorded_player_action); + /* TapePlayAction() may return NULL when toggling to "pause before death" */ if (tape.pausing) return; @@ -11136,13 +11391,14 @@ void GameActions() stored_player[i].effective_action = stored_player[i].action; } -#if defined(NETWORK_AVALIABLE) if (network_playing) SendToServer_MovePlayer(summarized_player_action); -#endif - if (!options.network && !game.team_mode) - local_player->effective_action = summarized_player_action; + // summarize all actions at local players mapped input device position + // (this allows using different input devices in single player mode) + if (!network.enabled && !game.team_mode) + stored_player[map_player_action[local_player->index_nr]].effective_action = + summarized_player_action; if (tape.recording && setup.team_mode && @@ -11171,6 +11427,9 @@ void GameActions() tape.player_participates[i] = TRUE; } + SetTapeActionFromMouseAction(tape_action, + &local_player->effective_mouse_action); + /* only record actions from input devices, but not programmed actions */ if (tape.recording) TapeRecordAction(tape_action); @@ -11178,6 +11437,7 @@ void GameActions() #if USE_NEW_PLAYER_ASSIGNMENTS // !!! also map player actions in single player mode !!! // if (game.team_mode) + if (1) { byte mapped_action[MAX_PLAYERS]; @@ -11211,6 +11471,21 @@ void GameActions() #endif #endif + for (i = 0; i < MAX_PLAYERS; i++) + { + // allow engine snapshot in case of changed movement attempt + if ((game.snapshot.last_action[i] & KEY_MOTION) != + (stored_player[i].effective_action & KEY_MOTION)) + game.snapshot.changed_action = TRUE; + + // allow engine snapshot in case of snapping/dropping attempt + if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 && + (stored_player[i].effective_action & KEY_BUTTON) != 0) + game.snapshot.changed_action = TRUE; + + game.snapshot.last_action[i] = stored_player[i].effective_action; + } + if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { GameActions_EM_Main(); @@ -11219,6 +11494,10 @@ void GameActions() { GameActions_SP_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + { + GameActions_MM_Main(); + } else { GameActions_RND_Main(); @@ -11230,7 +11509,7 @@ void GameActions() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ - if (options.debug) /* calculate frames per second */ + if (global.show_frames_per_second) { static unsigned int fps_counter = 0; static int fps_frames = 0; @@ -11238,18 +11517,41 @@ void GameActions() fps_frames++; - if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */ + if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */ { global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms; fps_frames = 0; fps_counter = Counter(); + + /* always draw FPS to screen after FPS value was updated */ + redraw_mask |= REDRAW_FPS; } - redraw_mask |= REDRAW_FPS; + /* only draw FPS if no screen areas are deactivated (invisible warp mode) */ + if (GetDrawDeactivationMask() == REDRAW_NONE) + redraw_mask |= REDRAW_FPS; } } +static void GameActions_CheckSaveEngineSnapshot() +{ + if (!game.snapshot.save_snapshot) + return; + + // clear flag for saving snapshot _before_ saving snapshot + game.snapshot.save_snapshot = FALSE; + + SaveEngineSnapshotToList(); +} + +void GameActions() +{ + GameActionsExt(); + + GameActions_CheckSaveEngineSnapshot(); +} + void GameActions_EM_Main() { byte effective_action[MAX_PLAYERS]; @@ -11272,6 +11574,21 @@ void GameActions_SP_Main() effective_action[i] = stored_player[i].effective_action; GameActions_SP(effective_action, warp_mode); + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (stored_player[i].force_dropping) + stored_player[i].action |= KEY_BUTTON_DROP; + + stored_player[i].force_dropping = FALSE; + } +} + +void GameActions_MM_Main() +{ + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + + GameActions_MM(local_player->effective_mouse_action, warp_mode); } void GameActions_RND_Main() @@ -11282,7 +11599,7 @@ void GameActions_RND_Main() void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; - int i, x, y, element, graphic; + int i, x, y, element, graphic, last_gfx_frame; InitPlayfieldScanModeVars(); @@ -11469,8 +11786,12 @@ void GameActions_RND() { element = Feld[x][y]; graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]); + last_gfx_frame = GfxFrame[x][y]; + + ResetGfxFrame(x, y); - ResetGfxFrame(x, y, TRUE); + if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y]) + DrawLevelGraphicAnimation(x, y, graphic); if (ANIM_MODE(graphic) == ANIM_RANDOM && IS_NEXT_FRAME(GfxFrame[x][y], graphic)) @@ -11515,8 +11836,12 @@ void GameActions_RND() if (IS_GEM(element) || element == EL_SP_INFOTRON) TEST_DrawTwinkleOnField(x, y); } - else if ((element == EL_ACID || - element == EL_EXIT_OPEN || + else if (element == EL_ACID) + { + if (!Stop[x][y]) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + } + else if ((element == EL_EXIT_OPEN || element == EL_EM_EXIT_OPEN || element == EL_SP_EXIT_OPEN || element == EL_STEEL_EXIT_OPEN || @@ -11981,7 +12306,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, } } - if (!options.network && game.centered_player_nr == -1 && + if (!network.enabled && game.centered_player_nr == -1 && !AllPlayersInSight(player, new_jx, new_jy)) return MP_NO_ACTION; @@ -12080,7 +12405,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) AdvanceFrameAndPlayerCounters(player->index_nr); DrawAllPlayers(); - BackToFront(); + BackToFront_WithFrameDelay(0); } player->move_delay_value = original_move_delay_value; @@ -12168,7 +12493,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) if (scroll_x != old_scroll_x || scroll_y != old_scroll_y) { - if (!options.network && game.centered_player_nr == -1 && + if (!network.enabled && game.centered_player_nr == -1 && !AllPlayersInVisibleScreen()) { scroll_x = old_scroll_x; @@ -12320,12 +12645,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) Feld[jx][jy] == EL_SP_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */ { - DrawPlayer(player); /* needed here only to cleanup last field */ - RemovePlayer(player); + RemovePlayerWithCleanup(player); - if (local_player->friends_still_needed == 0 || - IS_SP_ELEMENT(Feld[jx][jy])) - PlayerWins(player); + if ((local_player->friends_still_needed == 0 || + IS_SP_ELEMENT(Feld[jx][jy])) && + AllPlayersGone) + PlayerWins(local_player); } /* this breaks one level: "machine", level 000 */ @@ -13081,6 +13406,12 @@ void RemovePlayer(struct PlayerInfo *player) ExitY = ZY = jy; } +void RemovePlayerWithCleanup(struct PlayerInfo *player) +{ + DrawPlayer(player); /* needed here only to cleanup last field */ + RemovePlayer(player); +} + static void setFieldForSnapping(int x, int y, int element, int direction) { struct ElementInfo *ei = &element_info[element]; @@ -13492,6 +13823,8 @@ static int DigField(struct PlayerInfo *player, if (local_player->gems_still_needed < 0) local_player->gems_still_needed = 0; + game.snapshot.collected_item = TRUE; + game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed; DisplayGameControlValues(); @@ -13690,9 +14023,16 @@ static int DigField(struct PlayerInfo *player, SCAN_PLAYFIELD(xx, yy) { if (Feld[xx][yy] == EL_SP_DISK_YELLOW) + { Bang(xx, yy); + } else if (Feld[xx][yy] == EL_SP_TERMINAL) + { Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE; + + ResetGfxAnimation(xx, yy); + TEST_DrawLevelField(xx, yy); + } } } else if (IS_BELT_SWITCH(element)) @@ -13966,8 +14306,6 @@ static boolean DropElement(struct PlayerInfo *player) int drop_side = drop_direction; int drop_element = get_next_dropped_element(player); - player->is_dropping_pressed = TRUE; - /* do not drop an element on top of another element; when holding drop key pressed without moving, dropped element must move away before the next element can be dropped (this is especially important if the next element @@ -13995,6 +14333,9 @@ static boolean DropElement(struct PlayerInfo *player) if (new_element == EL_UNDEFINED) return FALSE; + /* only set if player has anything that can be dropped */ + player->is_dropping_pressed = TRUE; + /* check if drop key was pressed long enough for EM style dynamite */ if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40) return FALSE; @@ -14201,12 +14542,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action) StopSound(sound_effect); } -static void PlayLevelMusic() +static int getLevelMusicNr() { if (levelset.music[level_nr] != MUS_UNDEFINED) - PlayMusic(levelset.music[level_nr]); /* from config file */ + return levelset.music[level_nr]; /* from config file */ else - PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */ + return MAP_NOCONF_MUSIC(level_nr); /* from music dir */ +} + +static void FadeLevelSounds() +{ + FadeSounds(); +} + +static void FadeLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + FadeMusic(); +} + +void FadeLevelSoundsAndMusic() +{ + FadeLevelSounds(); + FadeLevelMusic(); +} + +static void PlayLevelMusic() +{ + int music_nr = getLevelMusicNr(); + char *curr_music = getCurrentlyPlayingMusicFilename(); + char *next_music = getMusicInfoEntryFilename(music_nr); + + if (!strEqual(curr_music, next_music)) + PlayMusic(music_nr); } void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) @@ -14380,6 +14752,50 @@ void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) PlayLevelSoundElementAction(x, y, element, action); } +void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm) +{ + int element = map_element_MM_to_RND(element_mm); + int action = map_action_MM_to_RND(action_mm); + int offset = 0; + int x = xx - offset; + int y = yy - offset; + + if (!IS_MM_ELEMENT(element)) + element = EL_MM_DEFAULT; + + PlayLevelSoundElementAction(x, y, element, action); +} + +void PlaySound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySound(sound); +} + +void PlaySoundLoop_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + PlaySoundLoop(sound); +} + +void StopSound_MM(int sound_mm) +{ + int sound = map_sound_MM_to_RND(sound_mm); + + if (sound == SND_UNDEFINED) + return; + + StopSound(sound); +} + void RaiseScore(int value) { local_player->score += value; @@ -14477,26 +14893,16 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) if (!skip_request) CloseDoor(DOOR_CLOSE_1); -#if defined(NETWORK_AVALIABLE) - if (options.network) + if (network.enabled) SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER); else -#endif { if (quick_quit) - { FadeSkipNextFadeIn(); - game_status = GAME_MODE_MAIN; - - DrawAndFadeInMainMenu(REDRAW_FIELD); - } - else - { - game_status = GAME_MODE_MAIN; + SetGameStatus(GAME_MODE_MAIN); - DrawAndFadeInMainMenu(REDRAW_FIELD); - } + DrawMainMenu(); } } else /* continue playing the game */ @@ -14520,6 +14926,22 @@ void RequestQuitGame(boolean ask_if_really_quit) "Do you really want to quit the game?"); } +void RequestRestartGame(char *message) +{ + game.restart_game_message = NULL; + + if (Request(message, REQ_ASK | REQ_STAY_CLOSED)) + { + StartGameActions(network.enabled, setup.autorecord, level.random_seed); + } + else + { + SetGameStatus(GAME_MODE_MAIN); + + DrawMainMenu(); + } +} + /* ------------------------------------------------------------------------- */ /* random generator functions */ @@ -14676,6 +15098,8 @@ ListNode *SaveEngineSnapshotBuffers() SaveEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) SaveEngineSnapshotValues_SP(&buffers); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveEngineSnapshotValues_MM(&buffers); /* save values stored in special snapshot structure */ @@ -14685,6 +15109,8 @@ ListNode *SaveEngineSnapshotBuffers() SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm)); /* save further RND engine values */ @@ -14781,39 +15207,39 @@ void SaveEngineSnapshotSingle() snapshot_level_nr = level_nr; } -static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot) +boolean CheckSaveEngineSnapshotToList() { boolean save_snapshot = - (initial_snapshot || - (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || + ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) || (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE && - game.snapshot.changed_action)); + game.snapshot.changed_action) || + (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + game.snapshot.collected_item)); game.snapshot.changed_action = FALSE; + game.snapshot.collected_item = FALSE; + game.snapshot.save_snapshot = save_snapshot; + return save_snapshot; +} + +void SaveEngineSnapshotToList() +{ if (game.snapshot.mode == SNAPSHOT_MODE_OFF || - tape.quick_resume || - !save_snapshot) - return FALSE; + tape.quick_resume) + return; ListNode *buffers = SaveEngineSnapshotBuffers(); /* finally save all snapshot buffers to snapshot list */ SaveSnapshotToList(buffers); - - return TRUE; -} - -boolean SaveEngineSnapshotToList() -{ - return SaveEngineSnapshotToListExt(FALSE); } void SaveEngineSnapshotToListInitial() { FreeEngineSnapshotList(); - SaveEngineSnapshotToListExt(TRUE); + SaveEngineSnapshotToList(); } void LoadEngineSnapshotValues() @@ -14826,6 +15252,8 @@ void LoadEngineSnapshotValues() LoadEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) LoadEngineSnapshotValues_SP(); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + LoadEngineSnapshotValues_MM(); } void LoadEngineSnapshotSingle() @@ -14868,52 +15296,95 @@ static struct int graphic; struct XY *pos; int gadget_id; + boolean *setup_value; + boolean allowed_on_tape; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { { - IMG_GAME_BUTTON_GFX_STOP, &game.button.stop, - GAME_CTRL_ID_STOP, "stop game" + IMG_GFX_GAME_BUTTON_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, NULL, + TRUE, "stop game" + }, + { + IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, NULL, + TRUE, "pause game" }, { - IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause, - GAME_CTRL_ID_PAUSE, "pause game" + IMG_GFX_GAME_BUTTON_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, NULL, + TRUE, "play game" }, { - IMG_GAME_BUTTON_GFX_PLAY, &game.button.play, - GAME_CTRL_ID_PLAY, "play game" + IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo, + GAME_CTRL_ID_UNDO, NULL, + TRUE, "undo step" }, { - IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo, - GAME_CTRL_ID_UNDO, "undo step" + IMG_GFX_GAME_BUTTON_REDO, &game.button.redo, + GAME_CTRL_ID_REDO, NULL, + TRUE, "redo step" }, { - IMG_GAME_BUTTON_GFX_REDO, &game.button.redo, - GAME_CTRL_ID_REDO, "redo step" + IMG_GFX_GAME_BUTTON_SAVE, &game.button.save, + GAME_CTRL_ID_SAVE, NULL, + TRUE, "save game" }, { - IMG_GAME_BUTTON_GFX_SAVE, &game.button.save, - GAME_CTRL_ID_SAVE, "save game" + IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2, + GAME_CTRL_ID_PAUSE2, NULL, + TRUE, "pause game" }, { - IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2, - GAME_CTRL_ID_PAUSE2, "pause game" + IMG_GFX_GAME_BUTTON_LOAD, &game.button.load, + GAME_CTRL_ID_LOAD, NULL, + TRUE, "load game" }, { - IMG_GAME_BUTTON_GFX_LOAD, &game.button.load, - GAME_CTRL_ID_LOAD, "load game" + IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop, + GAME_CTRL_ID_PANEL_STOP, NULL, + FALSE, "stop game" }, { - IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music, - SOUND_CTRL_ID_MUSIC, "background music on/off" + IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause, + GAME_CTRL_ID_PANEL_PAUSE, NULL, + FALSE, "pause game" }, { - IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops, - SOUND_CTRL_ID_LOOPS, "sound loops on/off" + IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play, + GAME_CTRL_ID_PANEL_PLAY, NULL, + FALSE, "play game" }, { - IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple, - SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" + IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, &setup.sound_music, + TRUE, "background music on/off" + }, + { + IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, &setup.sound_loops, + TRUE, "sound loops on/off" + }, + { + IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, &setup.sound_simple, + TRUE, "normal sounds on/off" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music, + SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music, + FALSE, "background music on/off" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops, + SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops, + FALSE, "sound loops on/off" + }, + { + IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple, + SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple, + FALSE, "normal sounds on/off" } }; @@ -14923,14 +15394,17 @@ void CreateGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) { - struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic]; + int graphic = gamebutton_info[i].graphic; + struct GraphicInfo *gfx = &graphic_info[graphic]; struct XY *pos = gamebutton_info[i].pos; struct GadgetInfo *gi; int button_type; boolean checked; unsigned int event_mask; - int base_x = (tape.show_game_buttons ? VX : DX); - int base_y = (tape.show_game_buttons ? VY : DY); + boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape; + boolean on_tape = (tape.show_game_buttons && allowed_on_tape); + int base_x = (on_tape ? VX : DX); + int base_y = (on_tape ? VY : DY); int gd_x = gfx->src_x; int gd_y = gfx->src_y; int gd_xp = gfx->src_x + gfx->pressed_xoffset; @@ -14949,7 +15423,9 @@ void CreateGameButtons() } if (id == GAME_CTRL_ID_STOP || + id == GAME_CTRL_ID_PANEL_STOP || id == GAME_CTRL_ID_PLAY || + id == GAME_CTRL_ID_PANEL_PLAY || id == GAME_CTRL_ID_SAVE || id == GAME_CTRL_ID_LOAD) { @@ -14967,14 +15443,13 @@ void CreateGameButtons() else { button_type = GD_TYPE_CHECK_BUTTON; - checked = - ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) || - (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) || - (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE); + checked = (gamebutton_info[i].setup_value != NULL ? + *gamebutton_info[i].setup_value : FALSE); event_mask = GD_EVENT_PRESSED; } gi = CreateGadget(GDI_CUSTOM_ID, id, + GDI_IMAGE_ID, graphic, GDI_INFO_TEXT, gamebutton_info[i].infotext, GDI_X, base_x + GDI_ACTIVE_POS(pos->x), GDI_Y, base_y + GDI_ACTIVE_POS(pos->y), @@ -15007,7 +15482,7 @@ void FreeGameButtons() FreeGadget(game_gadget[i]); } -static void MapGameButtonsAtSamePosition(int id) +static void UnmapGameButtonsAtSamePosition(int id) { int i; @@ -15015,10 +15490,30 @@ static void MapGameButtonsAtSamePosition(int id) if (i != id && gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) - MapGadget(game_gadget[i]); + UnmapGadget(game_gadget[i]); } -static void UnmapGameButtonsAtSamePosition(int id) +static void UnmapGameButtonsAtSamePosition_All() +{ + if (setup.show_snapshot_buttons) + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); + } + else + { + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); + + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE); + UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY); + } +} + +static void MapGameButtonsAtSamePosition(int id) { int i; @@ -15026,7 +15521,9 @@ static void UnmapGameButtonsAtSamePosition(int id) if (i != id && gamebutton_info[i].pos->x == gamebutton_info[id].pos->x && gamebutton_info[i].pos->y == gamebutton_info[id].pos->y) - UnmapGadget(game_gadget[i]); + MapGadget(game_gadget[i]); + + UnmapGameButtonsAtSamePosition_All(); } void MapUndoRedoButtons() @@ -15036,6 +15533,8 @@ void MapUndoRedoButtons() MapGadget(game_gadget[GAME_CTRL_ID_UNDO]); MapGadget(game_gadget[GAME_CTRL_ID_REDO]); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END); } void UnmapUndoRedoButtons() @@ -15045,52 +15544,98 @@ void UnmapUndoRedoButtons() MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO); MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO); + + ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END); } -void MapGameButtons() +void MapGameButtonsExt(boolean on_tape) { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - if (i != GAME_CTRL_ID_UNDO && + if ((!on_tape || gamebutton_info[i].allowed_on_tape) && + i != GAME_CTRL_ID_UNDO && i != GAME_CTRL_ID_REDO) MapGadget(game_gadget[i]); - if (setup.show_snapshot_buttons) - { - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD); - } - else - { - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE); - UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY); - } + UnmapGameButtonsAtSamePosition_All(); RedrawGameButtons(); } -void UnmapGameButtons() +void UnmapGameButtonsExt(boolean on_tape) { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - UnmapGadget(game_gadget[i]); + if (!on_tape || gamebutton_info[i].allowed_on_tape) + UnmapGadget(game_gadget[i]); } -void RedrawGameButtons() +void RedrawGameButtonsExt(boolean on_tape) { int i; for (i = 0; i < NUM_GAME_BUTTONS; i++) - RedrawGadget(game_gadget[i]); + if (!on_tape || gamebutton_info[i].allowed_on_tape) + RedrawGadget(game_gadget[i]); // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area redraw_mask &= ~REDRAW_ALL; } +void SetGadgetState(struct GadgetInfo *gi, boolean state) +{ + if (gi == NULL) + return; + + gi->checked = state; +} + +void RedrawSoundButtonGadget(int id) +{ + int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC : + id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS : + id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE : + id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC : + id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS : + id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE : + id); + + SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value); + RedrawGadget(game_gadget[id2]); +} + +void MapGameButtons() +{ + MapGameButtonsExt(FALSE); +} + +void UnmapGameButtons() +{ + UnmapGameButtonsExt(FALSE); +} + +void RedrawGameButtons() +{ + RedrawGameButtonsExt(FALSE); +} + +void MapGameButtonsOnTape() +{ + MapGameButtonsExt(TRUE); +} + +void UnmapGameButtonsOnTape() +{ + UnmapGameButtonsExt(TRUE); +} + +void RedrawGameButtonsOnTape() +{ + RedrawGameButtonsExt(TRUE); +} + void GameUndoRedoExt() { ClearPlayerAction(); @@ -15103,8 +15648,7 @@ void GameUndoRedoExt() DrawCompleteVideoDisplay(); DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime); DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter); - DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON : - VIDEO_STATE_1STEP_OFF), 0); + DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0); BackToFront(); } @@ -15131,6 +15675,7 @@ void GameRedo(int steps) static void HandleGameButtonsExt(int id, int button) { + static boolean game_undo_executed = FALSE; int steps = BUTTON_STEPSIZE(button); boolean handle_game_buttons = (game_status == GAME_MODE_PLAYING || @@ -15142,6 +15687,7 @@ static void HandleGameButtonsExt(int id, int button) switch (id) { case GAME_CTRL_ID_STOP: + case GAME_CTRL_ID_PANEL_STOP: if (game_status == GAME_MODE_MAIN) break; @@ -15154,36 +15700,48 @@ static void HandleGameButtonsExt(int id, int button) case GAME_CTRL_ID_PAUSE: case GAME_CTRL_ID_PAUSE2: - if (options.network && game_status == GAME_MODE_PLAYING) + case GAME_CTRL_ID_PANEL_PAUSE: + if (network.enabled && game_status == GAME_MODE_PLAYING) { -#if defined(NETWORK_AVALIABLE) if (tape.pausing) SendToServer_ContinuePlaying(); else SendToServer_PausePlaying(); -#endif } else TapeTogglePause(TAPE_TOGGLE_MANUAL); + + game_undo_executed = FALSE; + break; case GAME_CTRL_ID_PLAY: + case GAME_CTRL_ID_PANEL_PLAY: if (game_status == GAME_MODE_MAIN) { - StartGameActions(options.network, setup.autorecord, level.random_seed); + StartGameActions(network.enabled, setup.autorecord, level.random_seed); } else if (tape.pausing) { -#if defined(NETWORK_AVALIABLE) - if (options.network) + if (network.enabled) SendToServer_ContinuePlaying(); else -#endif - TapeTogglePause(TAPE_TOGGLE_MANUAL); + TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE); } break; case GAME_CTRL_ID_UNDO: + // Important: When using "save snapshot when collecting an item" mode, + // load last (current) snapshot for first "undo" after pressing "pause" + // (else the last-but-one snapshot would be loaded, because the snapshot + // pointer already points to the last snapshot when pressing "pause", + // which is fine for "every step/move" mode, but not for "every collect") + if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT && + !game_undo_executed) + steps--; + + game_undo_executed = TRUE; + GameUndo(steps); break; @@ -15200,6 +15758,7 @@ static void HandleGameButtonsExt(int id, int button) break; case SOUND_CTRL_ID_MUSIC: + case SOUND_CTRL_ID_PANEL_MUSIC: if (setup.sound_music) { setup.sound_music = FALSE; @@ -15212,11 +15771,16 @@ static void HandleGameButtonsExt(int id, int button) SetAudioMode(setup.sound); - PlayLevelMusic(); + if (game_status == GAME_MODE_PLAYING) + PlayLevelMusic(); } + + RedrawSoundButtonGadget(id); + break; case SOUND_CTRL_ID_LOOPS: + case SOUND_CTRL_ID_PANEL_LOOPS: if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) @@ -15225,9 +15789,13 @@ static void HandleGameButtonsExt(int id, int button) SetAudioMode(setup.sound); } + + RedrawSoundButtonGadget(id); + break; case SOUND_CTRL_ID_SIMPLE: + case SOUND_CTRL_ID_PANEL_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) @@ -15236,6 +15804,9 @@ static void HandleGameButtonsExt(int id, int button) SetAudioMode(setup.sound); } + + RedrawSoundButtonGadget(id); + break; default: @@ -15250,7 +15821,6 @@ static void HandleGameButtons(struct GadgetInfo *gi) void HandleSoundButtonKeys(Key key) { - if (key == setup.shortcut.sound_simple) ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); else if (key == setup.shortcut.sound_loops)