1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize if element can trigger global animations -----------
3200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[i];
3204 ei->has_anim_event = FALSE;
3207 InitGlobalAnimEventsForCustomElements();
3209 // ---------- initialize internal run-time variables ------------------------
3211 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 ei->change_page[j].can_change_or_has_action =
3218 (ei->change_page[j].can_change |
3219 ei->change_page[j].has_action);
3223 // add change events from custom element configuration
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 if (!ei->change_page[j].can_change_or_has_action)
3233 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3235 // only add event page for the first page found with this event
3236 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3238 ei->has_change_event[k] = TRUE;
3240 ei->event_page_nr[k] = j;
3241 ei->event_page[k] = &ei->change_page[j];
3247 // ---------- initialize reference elements in change conditions ------------
3249 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3251 int element = EL_CUSTOM_START + i;
3252 struct ElementInfo *ei = &element_info[element];
3254 for (j = 0; j < ei->num_change_pages; j++)
3256 int trigger_element = ei->change_page[j].initial_trigger_element;
3258 if (trigger_element >= EL_PREV_CE_8 &&
3259 trigger_element <= EL_NEXT_CE_8)
3260 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3262 ei->change_page[j].trigger_element = trigger_element;
3266 // ---------- initialize run-time trigger player and element ----------------
3268 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 struct ElementChangeInfo *change = &ei->change_page[j];
3276 change->actual_trigger_element = EL_EMPTY;
3277 change->actual_trigger_player = EL_EMPTY;
3278 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3279 change->actual_trigger_side = CH_SIDE_NONE;
3280 change->actual_trigger_ce_value = 0;
3281 change->actual_trigger_ce_score = 0;
3285 // ---------- initialize trigger events -------------------------------------
3287 // initialize trigger events information
3288 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3289 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3290 trigger_events[i][j] = FALSE;
3292 // add trigger events from element change event properties
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3295 struct ElementInfo *ei = &element_info[i];
3297 for (j = 0; j < ei->num_change_pages; j++)
3299 struct ElementChangeInfo *change = &ei->change_page[j];
3301 if (!change->can_change_or_has_action)
3304 if (change->has_event[CE_BY_OTHER_ACTION])
3306 int trigger_element = change->trigger_element;
3308 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3310 if (change->has_event[k])
3312 if (IS_GROUP_ELEMENT(trigger_element))
3314 struct ElementGroupInfo *group =
3315 element_info[trigger_element].group;
3317 for (l = 0; l < group->num_elements_resolved; l++)
3318 trigger_events[group->element_resolved[l]][k] = TRUE;
3320 else if (trigger_element == EL_ANY_ELEMENT)
3321 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3322 trigger_events[l][k] = TRUE;
3324 trigger_events[trigger_element][k] = TRUE;
3331 // ---------- initialize push delay -----------------------------------------
3333 // initialize push delay values to default
3334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3336 if (!IS_CUSTOM_ELEMENT(i))
3338 // set default push delay values (corrected since version 3.0.7-1)
3339 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3341 element_info[i].push_delay_fixed = 2;
3342 element_info[i].push_delay_random = 8;
3346 element_info[i].push_delay_fixed = 8;
3347 element_info[i].push_delay_random = 8;
3352 // set push delay value for certain elements from pre-defined list
3353 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3355 int e = push_delay_list[i].element;
3357 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3358 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3361 // set push delay value for Supaplex elements for newer engine versions
3362 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (IS_SP_ELEMENT(i))
3368 // set SP push delay to just enough to push under a falling zonk
3369 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3371 element_info[i].push_delay_fixed = delay;
3372 element_info[i].push_delay_random = 0;
3377 // ---------- initialize move stepsize --------------------------------------
3379 // initialize move stepsize values to default
3380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3381 if (!IS_CUSTOM_ELEMENT(i))
3382 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3384 // set move stepsize value for certain elements from pre-defined list
3385 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3387 int e = move_stepsize_list[i].element;
3389 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3391 // set move stepsize value for certain elements for older engine versions
3392 if (use_old_move_stepsize_for_magic_wall)
3394 if (e == EL_MAGIC_WALL_FILLING ||
3395 e == EL_MAGIC_WALL_EMPTYING ||
3396 e == EL_BD_MAGIC_WALL_FILLING ||
3397 e == EL_BD_MAGIC_WALL_EMPTYING)
3398 element_info[e].move_stepsize *= 2;
3402 // ---------- initialize collect score --------------------------------------
3404 // initialize collect score values for custom elements from initial value
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (IS_CUSTOM_ELEMENT(i))
3407 element_info[i].collect_score = element_info[i].collect_score_initial;
3409 // ---------- initialize collect count --------------------------------------
3411 // initialize collect count values for non-custom elements
3412 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3413 if (!IS_CUSTOM_ELEMENT(i))
3414 element_info[i].collect_count_initial = 0;
3416 // add collect count values for all elements from pre-defined list
3417 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3418 element_info[collect_count_list[i].element].collect_count_initial =
3419 collect_count_list[i].count;
3421 // ---------- initialize access direction -----------------------------------
3423 // initialize access direction values to default (access from every side)
3424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3426 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3428 // set access direction value for certain elements from pre-defined list
3429 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3430 element_info[access_direction_list[i].element].access_direction =
3431 access_direction_list[i].direction;
3433 // ---------- initialize explosion content ----------------------------------
3434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3436 if (IS_CUSTOM_ELEMENT(i))
3439 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3441 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3443 element_info[i].content.e[x][y] =
3444 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3445 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3446 i == EL_PLAYER_3 ? EL_EMERALD :
3447 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3448 i == EL_MOLE ? EL_EMERALD_RED :
3449 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3450 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3451 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3452 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3453 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3454 i == EL_WALL_EMERALD ? EL_EMERALD :
3455 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3456 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3457 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3458 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3459 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3460 i == EL_WALL_PEARL ? EL_PEARL :
3461 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3466 // ---------- initialize recursion detection --------------------------------
3467 recursion_loop_depth = 0;
3468 recursion_loop_detected = FALSE;
3469 recursion_loop_element = EL_UNDEFINED;
3471 // ---------- initialize graphics engine ------------------------------------
3472 game.scroll_delay_value =
3473 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3474 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3475 !setup.forced_scroll_delay ? 0 :
3476 setup.scroll_delay ? setup.scroll_delay_value : 0);
3477 game.scroll_delay_value =
3478 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3480 // ---------- initialize game engine snapshots ------------------------------
3481 for (i = 0; i < MAX_PLAYERS; i++)
3482 game.snapshot.last_action[i] = 0;
3483 game.snapshot.changed_action = FALSE;
3484 game.snapshot.collected_item = FALSE;
3485 game.snapshot.mode =
3486 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3487 SNAPSHOT_MODE_EVERY_STEP :
3488 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3489 SNAPSHOT_MODE_EVERY_MOVE :
3490 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3491 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3492 game.snapshot.save_snapshot = FALSE;
3494 // ---------- initialize level time for Supaplex engine ---------------------
3495 // Supaplex levels with time limit currently unsupported -- should be added
3496 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3499 // ---------- initialize flags for handling game actions --------------------
3501 // set flags for game actions to default values
3502 game.use_key_actions = TRUE;
3503 game.use_mouse_actions = FALSE;
3505 // when using Mirror Magic game engine, handle mouse events only
3506 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3508 game.use_key_actions = FALSE;
3509 game.use_mouse_actions = TRUE;
3512 // check for custom elements with mouse click events
3513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3515 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3517 int element = EL_CUSTOM_START + i;
3519 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3520 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3521 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3522 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3523 game.use_mouse_actions = TRUE;
3528 static int get_num_special_action(int element, int action_first,
3531 int num_special_action = 0;
3534 for (i = action_first; i <= action_last; i++)
3536 boolean found = FALSE;
3538 for (j = 0; j < NUM_DIRECTIONS; j++)
3539 if (el_act_dir2img(element, i, j) !=
3540 el_act_dir2img(element, ACTION_DEFAULT, j))
3544 num_special_action++;
3549 return num_special_action;
3553 // ============================================================================
3555 // ----------------------------------------------------------------------------
3556 // initialize and start new game
3557 // ============================================================================
3559 #if DEBUG_INIT_PLAYER
3560 static void DebugPrintPlayerStatus(char *message)
3567 Debug("game:init:player", "%s:", message);
3569 for (i = 0; i < MAX_PLAYERS; i++)
3571 struct PlayerInfo *player = &stored_player[i];
3573 Debug("game:init:player",
3574 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3578 player->connected_locally,
3579 player->connected_network,
3581 (local_player == player ? " (local player)" : ""));
3588 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3589 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3590 int fade_mask = REDRAW_FIELD;
3591 boolean restarting = (game_status == GAME_MODE_PLAYING);
3592 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3593 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3594 int initial_move_dir = MV_DOWN;
3597 // required here to update video display before fading (FIX THIS)
3598 DrawMaskedBorder(REDRAW_DOOR_2);
3600 if (!game.restart_level)
3601 CloseDoor(DOOR_CLOSE_1);
3605 // force fading out global animations displayed during game play
3606 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3610 SetGameStatus(GAME_MODE_PLAYING);
3613 if (level_editor_test_game)
3614 FadeSkipNextFadeOut();
3616 FadeSetEnterScreen();
3619 fade_mask = REDRAW_ALL;
3621 FadeLevelSoundsAndMusic();
3623 ExpireSoundLoops(TRUE);
3629 // force restarting global animations displayed during game play
3630 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3632 // this is required for "transforming" fade modes like cross-fading
3633 // (else global animations will be stopped, but not restarted here)
3634 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3636 SetGameStatus(GAME_MODE_PLAYING);
3639 if (level_editor_test_game)
3640 FadeSkipNextFadeIn();
3642 // needed if different viewport properties defined for playing
3643 ChangeViewportPropertiesIfNeeded();
3647 DrawCompleteVideoDisplay();
3649 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3652 InitGameControlValues();
3656 // initialize tape actions from game when recording tape
3657 tape.use_key_actions = game.use_key_actions;
3658 tape.use_mouse_actions = game.use_mouse_actions;
3660 // initialize visible playfield size when recording tape (for team mode)
3661 tape.scr_fieldx = SCR_FIELDX;
3662 tape.scr_fieldy = SCR_FIELDY;
3665 // don't play tapes over network
3666 network_playing = (network.enabled && !tape.playing);
3668 for (i = 0; i < MAX_PLAYERS; i++)
3670 struct PlayerInfo *player = &stored_player[i];
3672 player->index_nr = i;
3673 player->index_bit = (1 << i);
3674 player->element_nr = EL_PLAYER_1 + i;
3676 player->present = FALSE;
3677 player->active = FALSE;
3678 player->mapped = FALSE;
3680 player->killed = FALSE;
3681 player->reanimated = FALSE;
3682 player->buried = FALSE;
3685 player->effective_action = 0;
3686 player->programmed_action = 0;
3687 player->snap_action = 0;
3689 player->mouse_action.lx = 0;
3690 player->mouse_action.ly = 0;
3691 player->mouse_action.button = 0;
3692 player->mouse_action.button_hint = 0;
3694 player->effective_mouse_action.lx = 0;
3695 player->effective_mouse_action.ly = 0;
3696 player->effective_mouse_action.button = 0;
3697 player->effective_mouse_action.button_hint = 0;
3699 for (j = 0; j < MAX_NUM_KEYS; j++)
3700 player->key[j] = FALSE;
3702 player->num_white_keys = 0;
3704 player->dynabomb_count = 0;
3705 player->dynabomb_size = 1;
3706 player->dynabombs_left = 0;
3707 player->dynabomb_xl = FALSE;
3709 player->MovDir = initial_move_dir;
3712 player->GfxDir = initial_move_dir;
3713 player->GfxAction = ACTION_DEFAULT;
3715 player->StepFrame = 0;
3717 player->initial_element = player->element_nr;
3718 player->artwork_element =
3719 (level.use_artwork_element[i] ? level.artwork_element[i] :
3720 player->element_nr);
3721 player->use_murphy = FALSE;
3723 player->block_last_field = FALSE; // initialized in InitPlayerField()
3724 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3726 player->gravity = level.initial_player_gravity[i];
3728 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3730 player->actual_frame_counter.count = 0;
3731 player->actual_frame_counter.value = 1;
3733 player->step_counter = 0;
3735 player->last_move_dir = initial_move_dir;
3737 player->is_active = FALSE;
3739 player->is_waiting = FALSE;
3740 player->is_moving = FALSE;
3741 player->is_auto_moving = FALSE;
3742 player->is_digging = FALSE;
3743 player->is_snapping = FALSE;
3744 player->is_collecting = FALSE;
3745 player->is_pushing = FALSE;
3746 player->is_switching = FALSE;
3747 player->is_dropping = FALSE;
3748 player->is_dropping_pressed = FALSE;
3750 player->is_bored = FALSE;
3751 player->is_sleeping = FALSE;
3753 player->was_waiting = TRUE;
3754 player->was_moving = FALSE;
3755 player->was_snapping = FALSE;
3756 player->was_dropping = FALSE;
3758 player->force_dropping = FALSE;
3760 player->frame_counter_bored = -1;
3761 player->frame_counter_sleeping = -1;
3763 player->anim_delay_counter = 0;
3764 player->post_delay_counter = 0;
3766 player->dir_waiting = initial_move_dir;
3767 player->action_waiting = ACTION_DEFAULT;
3768 player->last_action_waiting = ACTION_DEFAULT;
3769 player->special_action_bored = ACTION_DEFAULT;
3770 player->special_action_sleeping = ACTION_DEFAULT;
3772 player->switch_x = -1;
3773 player->switch_y = -1;
3775 player->drop_x = -1;
3776 player->drop_y = -1;
3778 player->show_envelope = 0;
3780 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3782 player->push_delay = -1; // initialized when pushing starts
3783 player->push_delay_value = game.initial_push_delay_value;
3785 player->drop_delay = 0;
3786 player->drop_pressed_delay = 0;
3788 player->last_jx = -1;
3789 player->last_jy = -1;
3793 player->shield_normal_time_left = 0;
3794 player->shield_deadly_time_left = 0;
3796 player->last_removed_element = EL_UNDEFINED;
3798 player->inventory_infinite_element = EL_UNDEFINED;
3799 player->inventory_size = 0;
3801 if (level.use_initial_inventory[i])
3803 for (j = 0; j < level.initial_inventory_size[i]; j++)
3805 int element = level.initial_inventory_content[i][j];
3806 int collect_count = element_info[element].collect_count_initial;
3809 if (!IS_CUSTOM_ELEMENT(element))
3812 if (collect_count == 0)
3813 player->inventory_infinite_element = element;
3815 for (k = 0; k < collect_count; k++)
3816 if (player->inventory_size < MAX_INVENTORY_SIZE)
3817 player->inventory_element[player->inventory_size++] = element;
3821 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3822 SnapField(player, 0, 0);
3824 map_player_action[i] = i;
3827 network_player_action_received = FALSE;
3829 // initial null action
3830 if (network_playing)
3831 SendToServer_MovePlayer(MV_NONE);
3836 TimeLeft = level.time;
3839 ScreenMovDir = MV_NONE;
3843 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3845 game.robot_wheel_x = -1;
3846 game.robot_wheel_y = -1;
3851 game.all_players_gone = FALSE;
3853 game.LevelSolved = FALSE;
3854 game.GameOver = FALSE;
3856 game.GamePlayed = !tape.playing;
3858 game.LevelSolved_GameWon = FALSE;
3859 game.LevelSolved_GameEnd = FALSE;
3860 game.LevelSolved_SaveTape = FALSE;
3861 game.LevelSolved_SaveScore = FALSE;
3863 game.LevelSolved_CountingTime = 0;
3864 game.LevelSolved_CountingScore = 0;
3865 game.LevelSolved_CountingHealth = 0;
3867 game.panel.active = TRUE;
3869 game.no_level_time_limit = (level.time == 0);
3870 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3872 game.yamyam_content_nr = 0;
3873 game.robot_wheel_active = FALSE;
3874 game.magic_wall_active = FALSE;
3875 game.magic_wall_time_left = 0;
3876 game.light_time_left = 0;
3877 game.timegate_time_left = 0;
3878 game.switchgate_pos = 0;
3879 game.wind_direction = level.wind_direction_initial;
3881 game.time_final = 0;
3882 game.score_time_final = 0;
3885 game.score_final = 0;
3887 game.health = MAX_HEALTH;
3888 game.health_final = MAX_HEALTH;
3890 game.gems_still_needed = level.gems_needed;
3891 game.sokoban_fields_still_needed = 0;
3892 game.sokoban_objects_still_needed = 0;
3893 game.lights_still_needed = 0;
3894 game.players_still_needed = 0;
3895 game.friends_still_needed = 0;
3897 game.lenses_time_left = 0;
3898 game.magnify_time_left = 0;
3900 game.ball_active = level.ball_active_initial;
3901 game.ball_content_nr = 0;
3903 game.explosions_delayed = TRUE;
3905 game.envelope_active = FALSE;
3907 // special case: set custom artwork setting to initial value
3908 game.use_masked_elements = game.use_masked_elements_initial;
3910 for (i = 0; i < NUM_BELTS; i++)
3912 game.belt_dir[i] = MV_NONE;
3913 game.belt_dir_nr[i] = 3; // not moving, next moving left
3916 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3917 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3919 #if DEBUG_INIT_PLAYER
3920 DebugPrintPlayerStatus("Player status at level initialization");
3923 SCAN_PLAYFIELD(x, y)
3925 Tile[x][y] = Last[x][y] = level.field[x][y];
3926 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3927 ChangeDelay[x][y] = 0;
3928 ChangePage[x][y] = -1;
3929 CustomValue[x][y] = 0; // initialized in InitField()
3930 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3932 WasJustMoving[x][y] = 0;
3933 WasJustFalling[x][y] = 0;
3934 CheckCollision[x][y] = 0;
3935 CheckImpact[x][y] = 0;
3937 Pushed[x][y] = FALSE;
3939 ChangeCount[x][y] = 0;
3940 ChangeEvent[x][y] = -1;
3942 ExplodePhase[x][y] = 0;
3943 ExplodeDelay[x][y] = 0;
3944 ExplodeField[x][y] = EX_TYPE_NONE;
3946 RunnerVisit[x][y] = 0;
3947 PlayerVisit[x][y] = 0;
3950 GfxRandom[x][y] = INIT_GFX_RANDOM();
3951 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3952 GfxElement[x][y] = EL_UNDEFINED;
3953 GfxElementEmpty[x][y] = EL_EMPTY;
3954 GfxAction[x][y] = ACTION_DEFAULT;
3955 GfxDir[x][y] = MV_NONE;
3956 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3959 SCAN_PLAYFIELD(x, y)
3961 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3963 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3966 InitField(x, y, TRUE);
3968 ResetGfxAnimation(x, y);
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 // set number of special actions for bored and sleeping animation
3978 player->num_special_action_bored =
3979 get_num_special_action(player->artwork_element,
3980 ACTION_BORING_1, ACTION_BORING_LAST);
3981 player->num_special_action_sleeping =
3982 get_num_special_action(player->artwork_element,
3983 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3986 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3987 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3989 // initialize type of slippery elements
3990 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3992 if (!IS_CUSTOM_ELEMENT(i))
3994 // default: elements slip down either to the left or right randomly
3995 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3997 // SP style elements prefer to slip down on the left side
3998 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3999 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4001 // BD style elements prefer to slip down on the left side
4002 if (game.emulation == EMU_BOULDERDASH)
4003 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4007 // initialize explosion and ignition delay
4008 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4010 if (!IS_CUSTOM_ELEMENT(i))
4013 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4014 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4015 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4016 int last_phase = (num_phase + 1) * delay;
4017 int half_phase = (num_phase / 2) * delay;
4019 element_info[i].explosion_delay = last_phase - 1;
4020 element_info[i].ignition_delay = half_phase;
4022 if (i == EL_BLACK_ORB)
4023 element_info[i].ignition_delay = 1;
4027 // correct non-moving belts to start moving left
4028 for (i = 0; i < NUM_BELTS; i++)
4029 if (game.belt_dir[i] == MV_NONE)
4030 game.belt_dir_nr[i] = 3; // not moving, next moving left
4032 #if USE_NEW_PLAYER_ASSIGNMENTS
4033 // use preferred player also in local single-player mode
4034 if (!network.enabled && !game.team_mode)
4036 int new_index_nr = setup.network_player_nr;
4038 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4040 for (i = 0; i < MAX_PLAYERS; i++)
4041 stored_player[i].connected_locally = FALSE;
4043 stored_player[new_index_nr].connected_locally = TRUE;
4047 for (i = 0; i < MAX_PLAYERS; i++)
4049 stored_player[i].connected = FALSE;
4051 // in network game mode, the local player might not be the first player
4052 if (stored_player[i].connected_locally)
4053 local_player = &stored_player[i];
4056 if (!network.enabled)
4057 local_player->connected = TRUE;
4061 for (i = 0; i < MAX_PLAYERS; i++)
4062 stored_player[i].connected = tape.player_participates[i];
4064 else if (network.enabled)
4066 // add team mode players connected over the network (needed for correct
4067 // assignment of player figures from level to locally playing players)
4069 for (i = 0; i < MAX_PLAYERS; i++)
4070 if (stored_player[i].connected_network)
4071 stored_player[i].connected = TRUE;
4073 else if (game.team_mode)
4075 // try to guess locally connected team mode players (needed for correct
4076 // assignment of player figures from level to locally playing players)
4078 for (i = 0; i < MAX_PLAYERS; i++)
4079 if (setup.input[i].use_joystick ||
4080 setup.input[i].key.left != KSYM_UNDEFINED)
4081 stored_player[i].connected = TRUE;
4084 #if DEBUG_INIT_PLAYER
4085 DebugPrintPlayerStatus("Player status after level initialization");
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "Reassigning players ...");
4092 // check if any connected player was not found in playfield
4093 for (i = 0; i < MAX_PLAYERS; i++)
4095 struct PlayerInfo *player = &stored_player[i];
4097 if (player->connected && !player->present)
4099 struct PlayerInfo *field_player = NULL;
4101 #if DEBUG_INIT_PLAYER
4102 Debug("game:init:player",
4103 "- looking for field player for player %d ...", i + 1);
4106 // assign first free player found that is present in the playfield
4108 // first try: look for unmapped playfield player that is not connected
4109 for (j = 0; j < MAX_PLAYERS; j++)
4110 if (field_player == NULL &&
4111 stored_player[j].present &&
4112 !stored_player[j].mapped &&
4113 !stored_player[j].connected)
4114 field_player = &stored_player[j];
4116 // second try: look for *any* unmapped playfield player
4117 for (j = 0; j < MAX_PLAYERS; j++)
4118 if (field_player == NULL &&
4119 stored_player[j].present &&
4120 !stored_player[j].mapped)
4121 field_player = &stored_player[j];
4123 if (field_player != NULL)
4125 int jx = field_player->jx, jy = field_player->jy;
4127 #if DEBUG_INIT_PLAYER
4128 Debug("game:init:player", "- found player %d",
4129 field_player->index_nr + 1);
4132 player->present = FALSE;
4133 player->active = FALSE;
4135 field_player->present = TRUE;
4136 field_player->active = TRUE;
4139 player->initial_element = field_player->initial_element;
4140 player->artwork_element = field_player->artwork_element;
4142 player->block_last_field = field_player->block_last_field;
4143 player->block_delay_adjustment = field_player->block_delay_adjustment;
4146 StorePlayer[jx][jy] = field_player->element_nr;
4148 field_player->jx = field_player->last_jx = jx;
4149 field_player->jy = field_player->last_jy = jy;
4151 if (local_player == player)
4152 local_player = field_player;
4154 map_player_action[field_player->index_nr] = i;
4156 field_player->mapped = TRUE;
4158 #if DEBUG_INIT_PLAYER
4159 Debug("game:init:player", "- map_player_action[%d] == %d",
4160 field_player->index_nr + 1, i + 1);
4165 if (player->connected && player->present)
4166 player->mapped = TRUE;
4169 #if DEBUG_INIT_PLAYER
4170 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4175 // check if any connected player was not found in playfield
4176 for (i = 0; i < MAX_PLAYERS; i++)
4178 struct PlayerInfo *player = &stored_player[i];
4180 if (player->connected && !player->present)
4182 for (j = 0; j < MAX_PLAYERS; j++)
4184 struct PlayerInfo *field_player = &stored_player[j];
4185 int jx = field_player->jx, jy = field_player->jy;
4187 // assign first free player found that is present in the playfield
4188 if (field_player->present && !field_player->connected)
4190 player->present = TRUE;
4191 player->active = TRUE;
4193 field_player->present = FALSE;
4194 field_player->active = FALSE;
4196 player->initial_element = field_player->initial_element;
4197 player->artwork_element = field_player->artwork_element;
4199 player->block_last_field = field_player->block_last_field;
4200 player->block_delay_adjustment = field_player->block_delay_adjustment;
4202 StorePlayer[jx][jy] = player->element_nr;
4204 player->jx = player->last_jx = jx;
4205 player->jy = player->last_jy = jy;
4215 Debug("game:init:player", "local_player->present == %d",
4216 local_player->present);
4219 // set focus to local player for network games, else to all players
4220 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4221 game.centered_player_nr_next = game.centered_player_nr;
4222 game.set_centered_player = FALSE;
4223 game.set_centered_player_wrap = FALSE;
4225 if (network_playing && tape.recording)
4227 // store client dependent player focus when recording network games
4228 tape.centered_player_nr_next = game.centered_player_nr_next;
4229 tape.set_centered_player = TRUE;
4234 // when playing a tape, eliminate all players who do not participate
4236 #if USE_NEW_PLAYER_ASSIGNMENTS
4238 if (!game.team_mode)
4240 for (i = 0; i < MAX_PLAYERS; i++)
4242 if (stored_player[i].active &&
4243 !tape.player_participates[map_player_action[i]])
4245 struct PlayerInfo *player = &stored_player[i];
4246 int jx = player->jx, jy = player->jy;
4248 #if DEBUG_INIT_PLAYER
4249 Debug("game:init:player", "Removing player %d at (%d, %d)",
4253 player->active = FALSE;
4254 StorePlayer[jx][jy] = 0;
4255 Tile[jx][jy] = EL_EMPTY;
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 if (stored_player[i].active &&
4265 !tape.player_participates[i])
4267 struct PlayerInfo *player = &stored_player[i];
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 StorePlayer[jx][jy] = 0;
4272 Tile[jx][jy] = EL_EMPTY;
4277 else if (!network.enabled && !game.team_mode) // && !tape.playing
4279 // when in single player mode, eliminate all but the local player
4281 for (i = 0; i < MAX_PLAYERS; i++)
4283 struct PlayerInfo *player = &stored_player[i];
4285 if (player->active && player != local_player)
4287 int jx = player->jx, jy = player->jy;
4289 player->active = FALSE;
4290 player->present = FALSE;
4292 StorePlayer[jx][jy] = 0;
4293 Tile[jx][jy] = EL_EMPTY;
4298 for (i = 0; i < MAX_PLAYERS; i++)
4299 if (stored_player[i].active)
4300 game.players_still_needed++;
4302 if (level.solved_by_one_player)
4303 game.players_still_needed = 1;
4305 // when recording the game, store which players take part in the game
4308 #if USE_NEW_PLAYER_ASSIGNMENTS
4309 for (i = 0; i < MAX_PLAYERS; i++)
4310 if (stored_player[i].connected)
4311 tape.player_participates[i] = TRUE;
4313 for (i = 0; i < MAX_PLAYERS; i++)
4314 if (stored_player[i].active)
4315 tape.player_participates[i] = TRUE;
4319 #if DEBUG_INIT_PLAYER
4320 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4323 if (BorderElement == EL_EMPTY)
4326 SBX_Right = lev_fieldx - SCR_FIELDX;
4328 SBY_Lower = lev_fieldy - SCR_FIELDY;
4333 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4335 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4338 if (full_lev_fieldx <= SCR_FIELDX)
4339 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4340 if (full_lev_fieldy <= SCR_FIELDY)
4341 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4343 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4345 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4348 // if local player not found, look for custom element that might create
4349 // the player (make some assumptions about the right custom element)
4350 if (!local_player->present)
4352 int start_x = 0, start_y = 0;
4353 int found_rating = 0;
4354 int found_element = EL_UNDEFINED;
4355 int player_nr = local_player->index_nr;
4357 SCAN_PLAYFIELD(x, y)
4359 int element = Tile[x][y];
4364 if (level.use_start_element[player_nr] &&
4365 level.start_element[player_nr] == element &&
4372 found_element = element;
4375 if (!IS_CUSTOM_ELEMENT(element))
4378 if (CAN_CHANGE(element))
4380 for (i = 0; i < element_info[element].num_change_pages; i++)
4382 // check for player created from custom element as single target
4383 content = element_info[element].change_page[i].target_element;
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 3 ||
4387 (found_rating == 3 && element < found_element)))
4393 found_element = element;
4398 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4400 // check for player created from custom element as explosion content
4401 content = element_info[element].content.e[xx][yy];
4402 is_player = IS_PLAYER_ELEMENT(content);
4404 if (is_player && (found_rating < 2 ||
4405 (found_rating == 2 && element < found_element)))
4407 start_x = x + xx - 1;
4408 start_y = y + yy - 1;
4411 found_element = element;
4414 if (!CAN_CHANGE(element))
4417 for (i = 0; i < element_info[element].num_change_pages; i++)
4419 // check for player created from custom element as extended target
4421 element_info[element].change_page[i].target_content.e[xx][yy];
4423 is_player = IS_PLAYER_ELEMENT(content);
4425 if (is_player && (found_rating < 1 ||
4426 (found_rating == 1 && element < found_element)))
4428 start_x = x + xx - 1;
4429 start_y = y + yy - 1;
4432 found_element = element;
4438 scroll_x = SCROLL_POSITION_X(start_x);
4439 scroll_y = SCROLL_POSITION_Y(start_y);
4443 scroll_x = SCROLL_POSITION_X(local_player->jx);
4444 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4447 // !!! FIX THIS (START) !!!
4448 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4450 InitGameEngine_EM();
4452 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4454 InitGameEngine_SP();
4456 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4458 InitGameEngine_MM();
4462 DrawLevel(REDRAW_FIELD);
4465 // after drawing the level, correct some elements
4466 if (game.timegate_time_left == 0)
4467 CloseAllOpenTimegates();
4470 // blit playfield from scroll buffer to normal back buffer for fading in
4471 BlitScreenToBitmap(backbuffer);
4472 // !!! FIX THIS (END) !!!
4474 DrawMaskedBorder(fade_mask);
4479 // full screen redraw is required at this point in the following cases:
4480 // - special editor door undrawn when game was started from level editor
4481 // - drawing area (playfield) was changed and has to be removed completely
4482 redraw_mask = REDRAW_ALL;
4486 if (!game.restart_level)
4488 // copy default game door content to main double buffer
4490 // !!! CHECK AGAIN !!!
4491 SetPanelBackground();
4492 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4493 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4496 SetPanelBackground();
4497 SetDrawBackgroundMask(REDRAW_DOOR_1);
4499 UpdateAndDisplayGameControlValues();
4501 if (!game.restart_level)
4507 CreateGameButtons();
4512 // copy actual game door content to door double buffer for OpenDoor()
4513 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4515 OpenDoor(DOOR_OPEN_ALL);
4517 KeyboardAutoRepeatOffUnlessAutoplay();
4519 #if DEBUG_INIT_PLAYER
4520 DebugPrintPlayerStatus("Player status (final)");
4529 if (!game.restart_level && !tape.playing)
4531 LevelStats_incPlayed(level_nr);
4533 SaveLevelSetup_SeriesInfo();
4536 game.restart_level = FALSE;
4538 game.request_active = FALSE;
4539 game.request_active_or_moving = FALSE;
4541 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4542 InitGameActions_MM();
4544 SaveEngineSnapshotToListInitial();
4546 if (!game.restart_level)
4548 PlaySound(SND_GAME_STARTING);
4550 if (setup.sound_music)
4554 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4557 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4558 int actual_player_x, int actual_player_y)
4560 // this is used for non-R'n'D game engines to update certain engine values
4562 // needed to determine if sounds are played within the visible screen area
4563 scroll_x = actual_scroll_x;
4564 scroll_y = actual_scroll_y;
4566 // needed to get player position for "follow finger" playing input method
4567 local_player->jx = actual_player_x;
4568 local_player->jy = actual_player_y;
4571 void InitMovDir(int x, int y)
4573 int i, element = Tile[x][y];
4574 static int xy[4][2] =
4581 static int direction[3][4] =
4583 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4584 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4585 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4594 Tile[x][y] = EL_BUG;
4595 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4598 case EL_SPACESHIP_RIGHT:
4599 case EL_SPACESHIP_UP:
4600 case EL_SPACESHIP_LEFT:
4601 case EL_SPACESHIP_DOWN:
4602 Tile[x][y] = EL_SPACESHIP;
4603 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4606 case EL_BD_BUTTERFLY_RIGHT:
4607 case EL_BD_BUTTERFLY_UP:
4608 case EL_BD_BUTTERFLY_LEFT:
4609 case EL_BD_BUTTERFLY_DOWN:
4610 Tile[x][y] = EL_BD_BUTTERFLY;
4611 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4614 case EL_BD_FIREFLY_RIGHT:
4615 case EL_BD_FIREFLY_UP:
4616 case EL_BD_FIREFLY_LEFT:
4617 case EL_BD_FIREFLY_DOWN:
4618 Tile[x][y] = EL_BD_FIREFLY;
4619 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4622 case EL_PACMAN_RIGHT:
4624 case EL_PACMAN_LEFT:
4625 case EL_PACMAN_DOWN:
4626 Tile[x][y] = EL_PACMAN;
4627 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4630 case EL_YAMYAM_LEFT:
4631 case EL_YAMYAM_RIGHT:
4633 case EL_YAMYAM_DOWN:
4634 Tile[x][y] = EL_YAMYAM;
4635 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4638 case EL_SP_SNIKSNAK:
4639 MovDir[x][y] = MV_UP;
4642 case EL_SP_ELECTRON:
4643 MovDir[x][y] = MV_LEFT;
4650 Tile[x][y] = EL_MOLE;
4651 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4654 case EL_SPRING_LEFT:
4655 case EL_SPRING_RIGHT:
4656 Tile[x][y] = EL_SPRING;
4657 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4661 if (IS_CUSTOM_ELEMENT(element))
4663 struct ElementInfo *ei = &element_info[element];
4664 int move_direction_initial = ei->move_direction_initial;
4665 int move_pattern = ei->move_pattern;
4667 if (move_direction_initial == MV_START_PREVIOUS)
4669 if (MovDir[x][y] != MV_NONE)
4672 move_direction_initial = MV_START_AUTOMATIC;
4675 if (move_direction_initial == MV_START_RANDOM)
4676 MovDir[x][y] = 1 << RND(4);
4677 else if (move_direction_initial & MV_ANY_DIRECTION)
4678 MovDir[x][y] = move_direction_initial;
4679 else if (move_pattern == MV_ALL_DIRECTIONS ||
4680 move_pattern == MV_TURNING_LEFT ||
4681 move_pattern == MV_TURNING_RIGHT ||
4682 move_pattern == MV_TURNING_LEFT_RIGHT ||
4683 move_pattern == MV_TURNING_RIGHT_LEFT ||
4684 move_pattern == MV_TURNING_RANDOM)
4685 MovDir[x][y] = 1 << RND(4);
4686 else if (move_pattern == MV_HORIZONTAL)
4687 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4688 else if (move_pattern == MV_VERTICAL)
4689 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4690 else if (move_pattern & MV_ANY_DIRECTION)
4691 MovDir[x][y] = element_info[element].move_pattern;
4692 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4693 move_pattern == MV_ALONG_RIGHT_SIDE)
4695 // use random direction as default start direction
4696 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4697 MovDir[x][y] = 1 << RND(4);
4699 for (i = 0; i < NUM_DIRECTIONS; i++)
4701 int x1 = x + xy[i][0];
4702 int y1 = y + xy[i][1];
4704 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4706 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4707 MovDir[x][y] = direction[0][i];
4709 MovDir[x][y] = direction[1][i];
4718 MovDir[x][y] = 1 << RND(4);
4720 if (element != EL_BUG &&
4721 element != EL_SPACESHIP &&
4722 element != EL_BD_BUTTERFLY &&
4723 element != EL_BD_FIREFLY)
4726 for (i = 0; i < NUM_DIRECTIONS; i++)
4728 int x1 = x + xy[i][0];
4729 int y1 = y + xy[i][1];
4731 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4733 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4735 MovDir[x][y] = direction[0][i];
4738 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4739 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4741 MovDir[x][y] = direction[1][i];
4750 GfxDir[x][y] = MovDir[x][y];
4753 void InitAmoebaNr(int x, int y)
4756 int group_nr = AmoebaNeighbourNr(x, y);
4760 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4762 if (AmoebaCnt[i] == 0)
4770 AmoebaNr[x][y] = group_nr;
4771 AmoebaCnt[group_nr]++;
4772 AmoebaCnt2[group_nr]++;
4775 static void LevelSolved_SetFinalGameValues(void)
4777 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4778 game.score_time_final = (level.use_step_counter ? TimePlayed :
4779 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4781 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4782 game_em.lev->score :
4783 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4787 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4788 MM_HEALTH(game_mm.laser_overload_value) :
4791 game.LevelSolved_CountingTime = game.time_final;
4792 game.LevelSolved_CountingScore = game.score_final;
4793 game.LevelSolved_CountingHealth = game.health_final;
4796 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4798 game.LevelSolved_CountingTime = time;
4799 game.LevelSolved_CountingScore = score;
4800 game.LevelSolved_CountingHealth = health;
4802 game_panel_controls[GAME_PANEL_TIME].value = time;
4803 game_panel_controls[GAME_PANEL_SCORE].value = score;
4804 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4806 DisplayGameControlValues();
4809 static void LevelSolved(void)
4811 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4812 game.players_still_needed > 0)
4815 game.LevelSolved = TRUE;
4816 game.GameOver = TRUE;
4820 // needed here to display correct panel values while player walks into exit
4821 LevelSolved_SetFinalGameValues();
4826 static int time_count_steps;
4827 static int time, time_final;
4828 static float score, score_final; // needed for time score < 10 for 10 seconds
4829 static int health, health_final;
4830 static int game_over_delay_1 = 0;
4831 static int game_over_delay_2 = 0;
4832 static int game_over_delay_3 = 0;
4833 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4834 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4836 if (!game.LevelSolved_GameWon)
4840 // do not start end game actions before the player stops moving (to exit)
4841 if (local_player->active && local_player->MovPos)
4844 // calculate final game values after player finished walking into exit
4845 LevelSolved_SetFinalGameValues();
4847 game.LevelSolved_GameWon = TRUE;
4848 game.LevelSolved_SaveTape = tape.recording;
4849 game.LevelSolved_SaveScore = !tape.playing;
4853 LevelStats_incSolved(level_nr);
4855 SaveLevelSetup_SeriesInfo();
4858 if (tape.auto_play) // tape might already be stopped here
4859 tape.auto_play_level_solved = TRUE;
4863 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4864 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4865 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4867 time = time_final = game.time_final;
4868 score = score_final = game.score_final;
4869 health = health_final = game.health_final;
4871 // update game panel values before (delayed) counting of score (if any)
4872 LevelSolved_DisplayFinalGameValues(time, score, health);
4874 // if level has time score defined, calculate new final game values
4877 int time_final_max = 999;
4878 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4879 int time_frames = 0;
4880 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4881 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4886 time_frames = time_frames_left;
4888 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4890 time_final = time_final_max;
4891 time_frames = time_frames_final_max - time_frames_played;
4894 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4896 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4901 score_final += health * time_score;
4904 game.score_final = score_final;
4905 game.health_final = health_final;
4908 // if not counting score after game, immediately update game panel values
4909 if (level_editor_test_game || !setup.count_score_after_game)
4912 score = score_final;
4914 LevelSolved_DisplayFinalGameValues(time, score, health);
4917 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4919 // check if last player has left the level
4920 if (game.exit_x >= 0 &&
4923 int x = game.exit_x;
4924 int y = game.exit_y;
4925 int element = Tile[x][y];
4927 // close exit door after last player
4928 if ((game.all_players_gone &&
4929 (element == EL_EXIT_OPEN ||
4930 element == EL_SP_EXIT_OPEN ||
4931 element == EL_STEEL_EXIT_OPEN)) ||
4932 element == EL_EM_EXIT_OPEN ||
4933 element == EL_EM_STEEL_EXIT_OPEN)
4937 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4938 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4939 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4940 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4941 EL_EM_STEEL_EXIT_CLOSING);
4943 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4946 // player disappears
4947 DrawLevelField(x, y);
4950 for (i = 0; i < MAX_PLAYERS; i++)
4952 struct PlayerInfo *player = &stored_player[i];
4954 if (player->present)
4956 RemovePlayer(player);
4958 // player disappears
4959 DrawLevelField(player->jx, player->jy);
4964 PlaySound(SND_GAME_WINNING);
4967 if (setup.count_score_after_game)
4969 if (time != time_final)
4971 if (game_over_delay_1 > 0)
4973 game_over_delay_1--;
4978 int time_to_go = ABS(time_final - time);
4979 int time_count_dir = (time < time_final ? +1 : -1);
4981 if (time_to_go < time_count_steps)
4982 time_count_steps = 1;
4984 time += time_count_steps * time_count_dir;
4985 score += time_count_steps * time_score;
4987 // set final score to correct rounding differences after counting score
4988 if (time == time_final)
4989 score = score_final;
4991 LevelSolved_DisplayFinalGameValues(time, score, health);
4993 if (time == time_final)
4994 StopSound(SND_GAME_LEVELTIME_BONUS);
4995 else if (setup.sound_loops)
4996 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4998 PlaySound(SND_GAME_LEVELTIME_BONUS);
5003 if (health != health_final)
5005 if (game_over_delay_2 > 0)
5007 game_over_delay_2--;
5012 int health_count_dir = (health < health_final ? +1 : -1);
5014 health += health_count_dir;
5015 score += time_score;
5017 LevelSolved_DisplayFinalGameValues(time, score, health);
5019 if (health == health_final)
5020 StopSound(SND_GAME_LEVELTIME_BONUS);
5021 else if (setup.sound_loops)
5022 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5024 PlaySound(SND_GAME_LEVELTIME_BONUS);
5030 game.panel.active = FALSE;
5032 if (game_over_delay_3 > 0)
5034 game_over_delay_3--;
5044 // used instead of "level_nr" (needed for network games)
5045 int last_level_nr = levelset.level_nr;
5046 boolean tape_saved = FALSE;
5048 game.LevelSolved_GameEnd = TRUE;
5050 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5052 // make sure that request dialog to save tape does not open door again
5053 if (!global.use_envelope_request)
5054 CloseDoor(DOOR_CLOSE_1);
5057 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5059 // set unique basename for score tape (also saved in high score table)
5060 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5063 // if no tape is to be saved, close both doors simultaneously
5064 CloseDoor(DOOR_CLOSE_ALL);
5066 if (level_editor_test_game || score_info_tape_play)
5068 SetGameStatus(GAME_MODE_MAIN);
5075 if (!game.LevelSolved_SaveScore)
5077 SetGameStatus(GAME_MODE_MAIN);
5084 if (level_nr == leveldir_current->handicap_level)
5086 leveldir_current->handicap_level++;
5088 SaveLevelSetup_SeriesInfo();
5091 // save score and score tape before potentially erasing tape below
5092 NewHighScore(last_level_nr, tape_saved);
5094 if (setup.increment_levels &&
5095 level_nr < leveldir_current->last_level &&
5098 level_nr++; // advance to next level
5099 TapeErase(); // start with empty tape
5101 if (setup.auto_play_next_level)
5103 scores.continue_playing = TRUE;
5104 scores.next_level_nr = level_nr;
5106 LoadLevel(level_nr);
5108 SaveLevelSetup_SeriesInfo();
5112 if (scores.last_added >= 0 && setup.show_scores_after_game)
5114 SetGameStatus(GAME_MODE_SCORES);
5116 DrawHallOfFame(last_level_nr);
5118 else if (scores.continue_playing)
5120 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5124 SetGameStatus(GAME_MODE_MAIN);
5130 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5131 boolean one_score_entry_per_name)
5135 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5138 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5140 struct ScoreEntry *entry = &list->entry[i];
5141 boolean score_is_better = (new_entry->score > entry->score);
5142 boolean score_is_equal = (new_entry->score == entry->score);
5143 boolean time_is_better = (new_entry->time < entry->time);
5144 boolean time_is_equal = (new_entry->time == entry->time);
5145 boolean better_by_score = (score_is_better ||
5146 (score_is_equal && time_is_better));
5147 boolean better_by_time = (time_is_better ||
5148 (time_is_equal && score_is_better));
5149 boolean is_better = (level.rate_time_over_score ? better_by_time :
5151 boolean entry_is_empty = (entry->score == 0 &&
5154 // prevent adding server score entries if also existing in local score file
5155 // (special case: historic score entries have an empty tape basename entry)
5156 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5157 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5159 // add fields from server score entry not stored in local score entry
5160 // (currently, this means setting platform, version and country fields;
5161 // in rare cases, this may also correct an invalid score value, as
5162 // historic scores might have been truncated to 16-bit values locally)
5163 *entry = *new_entry;
5168 if (is_better || entry_is_empty)
5170 // player has made it to the hall of fame
5172 if (i < MAX_SCORE_ENTRIES - 1)
5174 int m = MAX_SCORE_ENTRIES - 1;
5177 if (one_score_entry_per_name)
5179 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5180 if (strEqual(list->entry[l].name, new_entry->name))
5183 if (m == i) // player's new highscore overwrites his old one
5187 for (l = m; l > i; l--)
5188 list->entry[l] = list->entry[l - 1];
5193 *entry = *new_entry;
5197 else if (one_score_entry_per_name &&
5198 strEqual(entry->name, new_entry->name))
5200 // player already in high score list with better score or time
5206 // special case: new score is beyond the last high score list position
5207 return MAX_SCORE_ENTRIES;
5210 void NewHighScore(int level_nr, boolean tape_saved)
5212 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5213 boolean one_per_name = FALSE;
5215 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5216 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5218 new_entry.score = game.score_final;
5219 new_entry.time = game.score_time_final;
5221 LoadScore(level_nr);
5223 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5225 if (scores.last_added >= MAX_SCORE_ENTRIES)
5227 scores.last_added = MAX_SCORE_ENTRIES - 1;
5228 scores.force_last_added = TRUE;
5230 scores.entry[scores.last_added] = new_entry;
5232 // store last added local score entry (before merging server scores)
5233 scores.last_added_local = scores.last_added;
5238 if (scores.last_added < 0)
5241 SaveScore(level_nr);
5243 // store last added local score entry (before merging server scores)
5244 scores.last_added_local = scores.last_added;
5246 if (!game.LevelSolved_SaveTape)
5249 SaveScoreTape(level_nr);
5251 if (setup.ask_for_using_api_server)
5253 setup.use_api_server =
5254 Request("Upload your score and tape to the high score server?", REQ_ASK);
5256 if (!setup.use_api_server)
5257 Request("Not using high score server! Use setup menu to enable again!",
5260 runtime.use_api_server = setup.use_api_server;
5262 // after asking for using API server once, do not ask again
5263 setup.ask_for_using_api_server = FALSE;
5265 SaveSetup_ServerSetup();
5268 SaveServerScore(level_nr, tape_saved);
5271 void MergeServerScore(void)
5273 struct ScoreEntry last_added_entry;
5274 boolean one_per_name = FALSE;
5277 if (scores.last_added >= 0)
5278 last_added_entry = scores.entry[scores.last_added];
5280 for (i = 0; i < server_scores.num_entries; i++)
5282 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5284 if (pos >= 0 && pos <= scores.last_added)
5285 scores.last_added++;
5288 if (scores.last_added >= MAX_SCORE_ENTRIES)
5290 scores.last_added = MAX_SCORE_ENTRIES - 1;
5291 scores.force_last_added = TRUE;
5293 scores.entry[scores.last_added] = last_added_entry;
5297 static int getElementMoveStepsizeExt(int x, int y, int direction)
5299 int element = Tile[x][y];
5300 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5301 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5302 int horiz_move = (dx != 0);
5303 int sign = (horiz_move ? dx : dy);
5304 int step = sign * element_info[element].move_stepsize;
5306 // special values for move stepsize for spring and things on conveyor belt
5309 if (CAN_FALL(element) &&
5310 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5311 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5312 else if (element == EL_SPRING)
5313 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5319 static int getElementMoveStepsize(int x, int y)
5321 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5324 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5326 if (player->GfxAction != action || player->GfxDir != dir)
5328 player->GfxAction = action;
5329 player->GfxDir = dir;
5331 player->StepFrame = 0;
5335 static void ResetGfxFrame(int x, int y)
5337 // profiling showed that "autotest" spends 10~20% of its time in this function
5338 if (DrawingDeactivatedField())
5341 int element = Tile[x][y];
5342 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5344 if (graphic_info[graphic].anim_global_sync)
5345 GfxFrame[x][y] = FrameCounter;
5346 else if (graphic_info[graphic].anim_global_anim_sync)
5347 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5348 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5349 GfxFrame[x][y] = CustomValue[x][y];
5350 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5351 GfxFrame[x][y] = element_info[element].collect_score;
5352 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5353 GfxFrame[x][y] = ChangeDelay[x][y];
5356 static void ResetGfxAnimation(int x, int y)
5358 GfxAction[x][y] = ACTION_DEFAULT;
5359 GfxDir[x][y] = MovDir[x][y];
5362 ResetGfxFrame(x, y);
5365 static void ResetRandomAnimationValue(int x, int y)
5367 GfxRandom[x][y] = INIT_GFX_RANDOM();
5370 static void InitMovingField(int x, int y, int direction)
5372 int element = Tile[x][y];
5373 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5374 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5377 boolean is_moving_before, is_moving_after;
5379 // check if element was/is moving or being moved before/after mode change
5380 is_moving_before = (WasJustMoving[x][y] != 0);
5381 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5383 // reset animation only for moving elements which change direction of moving
5384 // or which just started or stopped moving
5385 // (else CEs with property "can move" / "not moving" are reset each frame)
5386 if (is_moving_before != is_moving_after ||
5387 direction != MovDir[x][y])
5388 ResetGfxAnimation(x, y);
5390 MovDir[x][y] = direction;
5391 GfxDir[x][y] = direction;
5393 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5394 direction == MV_DOWN && CAN_FALL(element) ?
5395 ACTION_FALLING : ACTION_MOVING);
5397 // this is needed for CEs with property "can move" / "not moving"
5399 if (is_moving_after)
5401 if (Tile[newx][newy] == EL_EMPTY)
5402 Tile[newx][newy] = EL_BLOCKED;
5404 MovDir[newx][newy] = MovDir[x][y];
5406 CustomValue[newx][newy] = CustomValue[x][y];
5408 GfxFrame[newx][newy] = GfxFrame[x][y];
5409 GfxRandom[newx][newy] = GfxRandom[x][y];
5410 GfxAction[newx][newy] = GfxAction[x][y];
5411 GfxDir[newx][newy] = GfxDir[x][y];
5415 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5417 int direction = MovDir[x][y];
5418 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5419 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5425 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5427 int direction = MovDir[x][y];
5428 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5429 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5431 *comes_from_x = oldx;
5432 *comes_from_y = oldy;
5435 static int MovingOrBlocked2Element(int x, int y)
5437 int element = Tile[x][y];
5439 if (element == EL_BLOCKED)
5443 Blocked2Moving(x, y, &oldx, &oldy);
5445 return Tile[oldx][oldy];
5451 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5453 // like MovingOrBlocked2Element(), but if element is moving
5454 // and (x, y) is the field the moving element is just leaving,
5455 // return EL_BLOCKED instead of the element value
5456 int element = Tile[x][y];
5458 if (IS_MOVING(x, y))
5460 if (element == EL_BLOCKED)
5464 Blocked2Moving(x, y, &oldx, &oldy);
5465 return Tile[oldx][oldy];
5474 static void RemoveField(int x, int y)
5476 Tile[x][y] = EL_EMPTY;
5482 CustomValue[x][y] = 0;
5485 ChangeDelay[x][y] = 0;
5486 ChangePage[x][y] = -1;
5487 Pushed[x][y] = FALSE;
5489 GfxElement[x][y] = EL_UNDEFINED;
5490 GfxAction[x][y] = ACTION_DEFAULT;
5491 GfxDir[x][y] = MV_NONE;
5494 static void RemoveMovingField(int x, int y)
5496 int oldx = x, oldy = y, newx = x, newy = y;
5497 int element = Tile[x][y];
5498 int next_element = EL_UNDEFINED;
5500 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5503 if (IS_MOVING(x, y))
5505 Moving2Blocked(x, y, &newx, &newy);
5507 if (Tile[newx][newy] != EL_BLOCKED)
5509 // element is moving, but target field is not free (blocked), but
5510 // already occupied by something different (example: acid pool);
5511 // in this case, only remove the moving field, but not the target
5513 RemoveField(oldx, oldy);
5515 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5517 TEST_DrawLevelField(oldx, oldy);
5522 else if (element == EL_BLOCKED)
5524 Blocked2Moving(x, y, &oldx, &oldy);
5525 if (!IS_MOVING(oldx, oldy))
5529 if (element == EL_BLOCKED &&
5530 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5531 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5532 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5533 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5534 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5535 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5536 next_element = get_next_element(Tile[oldx][oldy]);
5538 RemoveField(oldx, oldy);
5539 RemoveField(newx, newy);
5541 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5543 if (next_element != EL_UNDEFINED)
5544 Tile[oldx][oldy] = next_element;
5546 TEST_DrawLevelField(oldx, oldy);
5547 TEST_DrawLevelField(newx, newy);
5550 void DrawDynamite(int x, int y)
5552 int sx = SCREENX(x), sy = SCREENY(y);
5553 int graphic = el2img(Tile[x][y]);
5556 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5559 if (IS_WALKABLE_INSIDE(Back[x][y]))
5563 DrawLevelElement(x, y, Back[x][y]);
5564 else if (Store[x][y])
5565 DrawLevelElement(x, y, Store[x][y]);
5566 else if (game.use_masked_elements)
5567 DrawLevelElement(x, y, EL_EMPTY);
5569 frame = getGraphicAnimationFrameXY(graphic, x, y);
5571 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5572 DrawGraphicThruMask(sx, sy, graphic, frame);
5574 DrawGraphic(sx, sy, graphic, frame);
5577 static void CheckDynamite(int x, int y)
5579 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5583 if (MovDelay[x][y] != 0)
5586 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5592 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5597 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5599 boolean num_checked_players = 0;
5602 for (i = 0; i < MAX_PLAYERS; i++)
5604 if (stored_player[i].active)
5606 int sx = stored_player[i].jx;
5607 int sy = stored_player[i].jy;
5609 if (num_checked_players == 0)
5616 *sx1 = MIN(*sx1, sx);
5617 *sy1 = MIN(*sy1, sy);
5618 *sx2 = MAX(*sx2, sx);
5619 *sy2 = MAX(*sy2, sy);
5622 num_checked_players++;
5627 static boolean checkIfAllPlayersFitToScreen_RND(void)
5629 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5631 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5633 return (sx2 - sx1 < SCR_FIELDX &&
5634 sy2 - sy1 < SCR_FIELDY);
5637 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5639 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5641 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5643 *sx = (sx1 + sx2) / 2;
5644 *sy = (sy1 + sy2) / 2;
5647 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5648 boolean center_screen, boolean quick_relocation)
5650 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5651 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5652 boolean no_delay = (tape.warp_forward);
5653 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5654 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5655 int new_scroll_x, new_scroll_y;
5657 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5659 // case 1: quick relocation inside visible screen (without scrolling)
5666 if (!level.shifted_relocation || center_screen)
5668 // relocation _with_ centering of screen
5670 new_scroll_x = SCROLL_POSITION_X(x);
5671 new_scroll_y = SCROLL_POSITION_Y(y);
5675 // relocation _without_ centering of screen
5677 int center_scroll_x = SCROLL_POSITION_X(old_x);
5678 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5679 int offset_x = x + (scroll_x - center_scroll_x);
5680 int offset_y = y + (scroll_y - center_scroll_y);
5682 // for new screen position, apply previous offset to center position
5683 new_scroll_x = SCROLL_POSITION_X(offset_x);
5684 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5687 if (quick_relocation)
5689 // case 2: quick relocation (redraw without visible scrolling)
5691 scroll_x = new_scroll_x;
5692 scroll_y = new_scroll_y;
5699 // case 3: visible relocation (with scrolling to new position)
5701 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5703 SetVideoFrameDelay(wait_delay_value);
5705 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5707 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5708 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5710 if (dx == 0 && dy == 0) // no scrolling needed at all
5716 // set values for horizontal/vertical screen scrolling (half tile size)
5717 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5718 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5719 int pos_x = dx * TILEX / 2;
5720 int pos_y = dy * TILEY / 2;
5721 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5722 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5724 ScrollLevel(dx, dy);
5727 // scroll in two steps of half tile size to make things smoother
5728 BlitScreenToBitmapExt_RND(window, fx, fy);
5730 // scroll second step to align at full tile size
5731 BlitScreenToBitmap(window);
5737 SetVideoFrameDelay(frame_delay_value_old);
5740 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5742 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5743 int player_nr = GET_PLAYER_NR(el_player);
5744 struct PlayerInfo *player = &stored_player[player_nr];
5745 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5746 boolean no_delay = (tape.warp_forward);
5747 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5748 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5749 int old_jx = player->jx;
5750 int old_jy = player->jy;
5751 int old_element = Tile[old_jx][old_jy];
5752 int element = Tile[jx][jy];
5753 boolean player_relocated = (old_jx != jx || old_jy != jy);
5755 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5756 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5757 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5758 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5759 int leave_side_horiz = move_dir_horiz;
5760 int leave_side_vert = move_dir_vert;
5761 int enter_side = enter_side_horiz | enter_side_vert;
5762 int leave_side = leave_side_horiz | leave_side_vert;
5764 if (player->buried) // do not reanimate dead player
5767 if (!player_relocated) // no need to relocate the player
5770 if (IS_PLAYER(jx, jy)) // player already placed at new position
5772 RemoveField(jx, jy); // temporarily remove newly placed player
5773 DrawLevelField(jx, jy);
5776 if (player->present)
5778 while (player->MovPos)
5780 ScrollPlayer(player, SCROLL_GO_ON);
5781 ScrollScreen(NULL, SCROLL_GO_ON);
5783 AdvanceFrameAndPlayerCounters(player->index_nr);
5787 BackToFront_WithFrameDelay(wait_delay_value);
5790 DrawPlayer(player); // needed here only to cleanup last field
5791 DrawLevelField(player->jx, player->jy); // remove player graphic
5793 player->is_moving = FALSE;
5796 if (IS_CUSTOM_ELEMENT(old_element))
5797 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5799 player->index_bit, leave_side);
5801 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5803 player->index_bit, leave_side);
5805 Tile[jx][jy] = el_player;
5806 InitPlayerField(jx, jy, el_player, TRUE);
5808 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5809 possible that the relocation target field did not contain a player element,
5810 but a walkable element, to which the new player was relocated -- in this
5811 case, restore that (already initialized!) element on the player field */
5812 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5814 Tile[jx][jy] = element; // restore previously existing element
5817 // only visually relocate centered player
5818 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5819 FALSE, level.instant_relocation);
5821 TestIfPlayerTouchesBadThing(jx, jy);
5822 TestIfPlayerTouchesCustomElement(jx, jy);
5824 if (IS_CUSTOM_ELEMENT(element))
5825 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5826 player->index_bit, enter_side);
5828 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5829 player->index_bit, enter_side);
5831 if (player->is_switching)
5833 /* ensure that relocation while still switching an element does not cause
5834 a new element to be treated as also switched directly after relocation
5835 (this is important for teleporter switches that teleport the player to
5836 a place where another teleporter switch is in the same direction, which
5837 would then incorrectly be treated as immediately switched before the
5838 direction key that caused the switch was released) */
5840 player->switch_x += jx - old_jx;
5841 player->switch_y += jy - old_jy;
5845 static void Explode(int ex, int ey, int phase, int mode)
5851 if (game.explosions_delayed)
5853 ExplodeField[ex][ey] = mode;
5857 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5859 int center_element = Tile[ex][ey];
5860 int ce_value = CustomValue[ex][ey];
5861 int ce_score = element_info[center_element].collect_score;
5862 int artwork_element, explosion_element; // set these values later
5864 // remove things displayed in background while burning dynamite
5865 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5868 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5870 // put moving element to center field (and let it explode there)
5871 center_element = MovingOrBlocked2Element(ex, ey);
5872 RemoveMovingField(ex, ey);
5873 Tile[ex][ey] = center_element;
5876 // now "center_element" is finally determined -- set related values now
5877 artwork_element = center_element; // for custom player artwork
5878 explosion_element = center_element; // for custom player artwork
5880 if (IS_PLAYER(ex, ey))
5882 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5884 artwork_element = stored_player[player_nr].artwork_element;
5886 if (level.use_explosion_element[player_nr])
5888 explosion_element = level.explosion_element[player_nr];
5889 artwork_element = explosion_element;
5893 if (mode == EX_TYPE_NORMAL ||
5894 mode == EX_TYPE_CENTER ||
5895 mode == EX_TYPE_CROSS)
5896 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5898 last_phase = element_info[explosion_element].explosion_delay + 1;
5900 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5902 int xx = x - ex + 1;
5903 int yy = y - ey + 1;
5906 if (!IN_LEV_FIELD(x, y) ||
5907 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5908 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5911 element = Tile[x][y];
5913 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5915 element = MovingOrBlocked2Element(x, y);
5917 if (!IS_EXPLOSION_PROOF(element))
5918 RemoveMovingField(x, y);
5921 // indestructible elements can only explode in center (but not flames)
5922 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5923 mode == EX_TYPE_BORDER)) ||
5924 element == EL_FLAMES)
5927 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5928 behaviour, for example when touching a yamyam that explodes to rocks
5929 with active deadly shield, a rock is created under the player !!! */
5930 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5932 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5933 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5934 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5936 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5939 if (IS_ACTIVE_BOMB(element))
5941 // re-activate things under the bomb like gate or penguin
5942 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5949 // save walkable background elements while explosion on same tile
5950 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5951 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5952 Back[x][y] = element;
5954 // ignite explodable elements reached by other explosion
5955 if (element == EL_EXPLOSION)
5956 element = Store2[x][y];
5958 if (AmoebaNr[x][y] &&
5959 (element == EL_AMOEBA_FULL ||
5960 element == EL_BD_AMOEBA ||
5961 element == EL_AMOEBA_GROWING))
5963 AmoebaCnt[AmoebaNr[x][y]]--;
5964 AmoebaCnt2[AmoebaNr[x][y]]--;
5969 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5971 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5973 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5975 if (PLAYERINFO(ex, ey)->use_murphy)
5976 Store[x][y] = EL_EMPTY;
5979 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5980 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5981 else if (IS_PLAYER_ELEMENT(center_element))
5982 Store[x][y] = EL_EMPTY;
5983 else if (center_element == EL_YAMYAM)
5984 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5985 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5986 Store[x][y] = element_info[center_element].content.e[xx][yy];
5988 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5989 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5990 // otherwise) -- FIX THIS !!!
5991 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5992 Store[x][y] = element_info[element].content.e[1][1];
5994 else if (!CAN_EXPLODE(element))
5995 Store[x][y] = element_info[element].content.e[1][1];
5998 Store[x][y] = EL_EMPTY;
6000 if (IS_CUSTOM_ELEMENT(center_element))
6001 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6002 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6003 Store[x][y] >= EL_PREV_CE_8 &&
6004 Store[x][y] <= EL_NEXT_CE_8 ?
6005 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6008 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6009 center_element == EL_AMOEBA_TO_DIAMOND)
6010 Store2[x][y] = element;
6012 Tile[x][y] = EL_EXPLOSION;
6013 GfxElement[x][y] = artwork_element;
6015 ExplodePhase[x][y] = 1;
6016 ExplodeDelay[x][y] = last_phase;
6021 if (center_element == EL_YAMYAM)
6022 game.yamyam_content_nr =
6023 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6035 GfxFrame[x][y] = 0; // restart explosion animation
6037 last_phase = ExplodeDelay[x][y];
6039 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6041 // this can happen if the player leaves an explosion just in time
6042 if (GfxElement[x][y] == EL_UNDEFINED)
6043 GfxElement[x][y] = EL_EMPTY;
6045 border_element = Store2[x][y];
6046 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6047 border_element = StorePlayer[x][y];
6049 if (phase == element_info[border_element].ignition_delay ||
6050 phase == last_phase)
6052 boolean border_explosion = FALSE;
6054 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6055 !PLAYER_EXPLOSION_PROTECTED(x, y))
6057 KillPlayerUnlessExplosionProtected(x, y);
6058 border_explosion = TRUE;
6060 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6062 Tile[x][y] = Store2[x][y];
6065 border_explosion = TRUE;
6067 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6069 AmoebaToDiamond(x, y);
6071 border_explosion = TRUE;
6074 // if an element just explodes due to another explosion (chain-reaction),
6075 // do not immediately end the new explosion when it was the last frame of
6076 // the explosion (as it would be done in the following "if"-statement!)
6077 if (border_explosion && phase == last_phase)
6081 // this can happen if the player was just killed by an explosion
6082 if (GfxElement[x][y] == EL_UNDEFINED)
6083 GfxElement[x][y] = EL_EMPTY;
6085 if (phase == last_phase)
6089 element = Tile[x][y] = Store[x][y];
6090 Store[x][y] = Store2[x][y] = 0;
6091 GfxElement[x][y] = EL_UNDEFINED;
6093 // player can escape from explosions and might therefore be still alive
6094 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6095 element <= EL_PLAYER_IS_EXPLODING_4)
6097 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6098 int explosion_element = EL_PLAYER_1 + player_nr;
6099 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6100 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6102 if (level.use_explosion_element[player_nr])
6103 explosion_element = level.explosion_element[player_nr];
6105 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6106 element_info[explosion_element].content.e[xx][yy]);
6109 // restore probably existing indestructible background element
6110 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6111 element = Tile[x][y] = Back[x][y];
6114 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6115 GfxDir[x][y] = MV_NONE;
6116 ChangeDelay[x][y] = 0;
6117 ChangePage[x][y] = -1;
6119 CustomValue[x][y] = 0;
6121 InitField_WithBug2(x, y, FALSE);
6123 TEST_DrawLevelField(x, y);
6125 TestIfElementTouchesCustomElement(x, y);
6127 if (GFX_CRUMBLED(element))
6128 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6130 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6131 StorePlayer[x][y] = 0;
6133 if (IS_PLAYER_ELEMENT(element))
6134 RelocatePlayer(x, y, element);
6136 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6138 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6139 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6142 TEST_DrawLevelFieldCrumbled(x, y);
6144 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6146 DrawLevelElement(x, y, Back[x][y]);
6147 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6149 else if (IS_WALKABLE_UNDER(Back[x][y]))
6151 DrawLevelGraphic(x, y, graphic, frame);
6152 DrawLevelElementThruMask(x, y, Back[x][y]);
6154 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6155 DrawLevelGraphic(x, y, graphic, frame);
6159 static void DynaExplode(int ex, int ey)
6162 int dynabomb_element = Tile[ex][ey];
6163 int dynabomb_size = 1;
6164 boolean dynabomb_xl = FALSE;
6165 struct PlayerInfo *player;
6166 struct XY *xy = xy_topdown;
6168 if (IS_ACTIVE_BOMB(dynabomb_element))
6170 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6171 dynabomb_size = player->dynabomb_size;
6172 dynabomb_xl = player->dynabomb_xl;
6173 player->dynabombs_left++;
6176 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6178 for (i = 0; i < NUM_DIRECTIONS; i++)
6180 for (j = 1; j <= dynabomb_size; j++)
6182 int x = ex + j * xy[i].x;
6183 int y = ey + j * xy[i].y;
6186 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6189 element = Tile[x][y];
6191 // do not restart explosions of fields with active bombs
6192 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6195 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6197 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6198 !IS_DIGGABLE(element) && !dynabomb_xl)
6204 void Bang(int x, int y)
6206 int element = MovingOrBlocked2Element(x, y);
6207 int explosion_type = EX_TYPE_NORMAL;
6209 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6211 struct PlayerInfo *player = PLAYERINFO(x, y);
6213 element = Tile[x][y] = player->initial_element;
6215 if (level.use_explosion_element[player->index_nr])
6217 int explosion_element = level.explosion_element[player->index_nr];
6219 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6220 explosion_type = EX_TYPE_CROSS;
6221 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6222 explosion_type = EX_TYPE_CENTER;
6230 case EL_BD_BUTTERFLY:
6233 case EL_DARK_YAMYAM:
6237 RaiseScoreElement(element);
6240 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6241 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6242 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6243 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6244 case EL_DYNABOMB_INCREASE_NUMBER:
6245 case EL_DYNABOMB_INCREASE_SIZE:
6246 case EL_DYNABOMB_INCREASE_POWER:
6247 explosion_type = EX_TYPE_DYNA;
6250 case EL_DC_LANDMINE:
6251 explosion_type = EX_TYPE_CENTER;
6256 case EL_LAMP_ACTIVE:
6257 case EL_AMOEBA_TO_DIAMOND:
6258 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6259 explosion_type = EX_TYPE_CENTER;
6263 if (element_info[element].explosion_type == EXPLODES_CROSS)
6264 explosion_type = EX_TYPE_CROSS;
6265 else if (element_info[element].explosion_type == EXPLODES_1X1)
6266 explosion_type = EX_TYPE_CENTER;
6270 if (explosion_type == EX_TYPE_DYNA)
6273 Explode(x, y, EX_PHASE_START, explosion_type);
6275 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6278 static void SplashAcid(int x, int y)
6280 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6281 (!IN_LEV_FIELD(x - 1, y - 2) ||
6282 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6283 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6285 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6286 (!IN_LEV_FIELD(x + 1, y - 2) ||
6287 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6288 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6290 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6293 static void InitBeltMovement(void)
6295 static int belt_base_element[4] =
6297 EL_CONVEYOR_BELT_1_LEFT,
6298 EL_CONVEYOR_BELT_2_LEFT,
6299 EL_CONVEYOR_BELT_3_LEFT,
6300 EL_CONVEYOR_BELT_4_LEFT
6302 static int belt_base_active_element[4] =
6304 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6305 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6306 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6307 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6312 // set frame order for belt animation graphic according to belt direction
6313 for (i = 0; i < NUM_BELTS; i++)
6317 for (j = 0; j < NUM_BELT_PARTS; j++)
6319 int element = belt_base_active_element[belt_nr] + j;
6320 int graphic_1 = el2img(element);
6321 int graphic_2 = el2panelimg(element);
6323 if (game.belt_dir[i] == MV_LEFT)
6325 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6326 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6330 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6331 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6336 SCAN_PLAYFIELD(x, y)
6338 int element = Tile[x][y];
6340 for (i = 0; i < NUM_BELTS; i++)
6342 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6344 int e_belt_nr = getBeltNrFromBeltElement(element);
6347 if (e_belt_nr == belt_nr)
6349 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6351 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6358 static void ToggleBeltSwitch(int x, int y)
6360 static int belt_base_element[4] =
6362 EL_CONVEYOR_BELT_1_LEFT,
6363 EL_CONVEYOR_BELT_2_LEFT,
6364 EL_CONVEYOR_BELT_3_LEFT,
6365 EL_CONVEYOR_BELT_4_LEFT
6367 static int belt_base_active_element[4] =
6369 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6370 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6371 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6372 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6374 static int belt_base_switch_element[4] =
6376 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6377 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6378 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6379 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6381 static int belt_move_dir[4] =
6389 int element = Tile[x][y];
6390 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6391 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6392 int belt_dir = belt_move_dir[belt_dir_nr];
6395 if (!IS_BELT_SWITCH(element))
6398 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6399 game.belt_dir[belt_nr] = belt_dir;
6401 if (belt_dir_nr == 3)
6404 // set frame order for belt animation graphic according to belt direction
6405 for (i = 0; i < NUM_BELT_PARTS; i++)
6407 int element = belt_base_active_element[belt_nr] + i;
6408 int graphic_1 = el2img(element);
6409 int graphic_2 = el2panelimg(element);
6411 if (belt_dir == MV_LEFT)
6413 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6414 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6418 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6419 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6423 SCAN_PLAYFIELD(xx, yy)
6425 int element = Tile[xx][yy];
6427 if (IS_BELT_SWITCH(element))
6429 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6431 if (e_belt_nr == belt_nr)
6433 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6434 TEST_DrawLevelField(xx, yy);
6437 else if (IS_BELT(element) && belt_dir != MV_NONE)
6439 int e_belt_nr = getBeltNrFromBeltElement(element);
6441 if (e_belt_nr == belt_nr)
6443 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6445 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6446 TEST_DrawLevelField(xx, yy);
6449 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6451 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6453 if (e_belt_nr == belt_nr)
6455 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6457 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6458 TEST_DrawLevelField(xx, yy);
6464 static void ToggleSwitchgateSwitch(void)
6468 game.switchgate_pos = !game.switchgate_pos;
6470 SCAN_PLAYFIELD(xx, yy)
6472 int element = Tile[xx][yy];
6474 if (element == EL_SWITCHGATE_SWITCH_UP)
6476 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6477 TEST_DrawLevelField(xx, yy);
6479 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6481 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6482 TEST_DrawLevelField(xx, yy);
6484 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6486 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6487 TEST_DrawLevelField(xx, yy);
6489 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6491 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6492 TEST_DrawLevelField(xx, yy);
6494 else if (element == EL_SWITCHGATE_OPEN ||
6495 element == EL_SWITCHGATE_OPENING)
6497 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6499 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6501 else if (element == EL_SWITCHGATE_CLOSED ||
6502 element == EL_SWITCHGATE_CLOSING)
6504 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6506 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6511 static int getInvisibleActiveFromInvisibleElement(int element)
6513 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6514 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6515 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6519 static int getInvisibleFromInvisibleActiveElement(int element)
6521 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6522 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6523 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6527 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6531 SCAN_PLAYFIELD(x, y)
6533 int element = Tile[x][y];
6535 if (element == EL_LIGHT_SWITCH &&
6536 game.light_time_left > 0)
6538 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6539 TEST_DrawLevelField(x, y);
6541 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6542 game.light_time_left == 0)
6544 Tile[x][y] = EL_LIGHT_SWITCH;
6545 TEST_DrawLevelField(x, y);
6547 else if (element == EL_EMC_DRIPPER &&
6548 game.light_time_left > 0)
6550 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6551 TEST_DrawLevelField(x, y);
6553 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6554 game.light_time_left == 0)
6556 Tile[x][y] = EL_EMC_DRIPPER;
6557 TEST_DrawLevelField(x, y);
6559 else if (element == EL_INVISIBLE_STEELWALL ||
6560 element == EL_INVISIBLE_WALL ||
6561 element == EL_INVISIBLE_SAND)
6563 if (game.light_time_left > 0)
6564 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6566 TEST_DrawLevelField(x, y);
6568 // uncrumble neighbour fields, if needed
6569 if (element == EL_INVISIBLE_SAND)
6570 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6572 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6573 element == EL_INVISIBLE_WALL_ACTIVE ||
6574 element == EL_INVISIBLE_SAND_ACTIVE)
6576 if (game.light_time_left == 0)
6577 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6579 TEST_DrawLevelField(x, y);
6581 // re-crumble neighbour fields, if needed
6582 if (element == EL_INVISIBLE_SAND)
6583 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6588 static void RedrawAllInvisibleElementsForLenses(void)
6592 SCAN_PLAYFIELD(x, y)
6594 int element = Tile[x][y];
6596 if (element == EL_EMC_DRIPPER &&
6597 game.lenses_time_left > 0)
6599 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6600 TEST_DrawLevelField(x, y);
6602 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6603 game.lenses_time_left == 0)
6605 Tile[x][y] = EL_EMC_DRIPPER;
6606 TEST_DrawLevelField(x, y);
6608 else if (element == EL_INVISIBLE_STEELWALL ||
6609 element == EL_INVISIBLE_WALL ||
6610 element == EL_INVISIBLE_SAND)
6612 if (game.lenses_time_left > 0)
6613 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6615 TEST_DrawLevelField(x, y);
6617 // uncrumble neighbour fields, if needed
6618 if (element == EL_INVISIBLE_SAND)
6619 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6621 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6622 element == EL_INVISIBLE_WALL_ACTIVE ||
6623 element == EL_INVISIBLE_SAND_ACTIVE)
6625 if (game.lenses_time_left == 0)
6626 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6628 TEST_DrawLevelField(x, y);
6630 // re-crumble neighbour fields, if needed
6631 if (element == EL_INVISIBLE_SAND)
6632 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6637 static void RedrawAllInvisibleElementsForMagnifier(void)
6641 SCAN_PLAYFIELD(x, y)
6643 int element = Tile[x][y];
6645 if (element == EL_EMC_FAKE_GRASS &&
6646 game.magnify_time_left > 0)
6648 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6649 TEST_DrawLevelField(x, y);
6651 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6652 game.magnify_time_left == 0)
6654 Tile[x][y] = EL_EMC_FAKE_GRASS;
6655 TEST_DrawLevelField(x, y);
6657 else if (IS_GATE_GRAY(element) &&
6658 game.magnify_time_left > 0)
6660 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6661 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6662 IS_EM_GATE_GRAY(element) ?
6663 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6664 IS_EMC_GATE_GRAY(element) ?
6665 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6666 IS_DC_GATE_GRAY(element) ?
6667 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6669 TEST_DrawLevelField(x, y);
6671 else if (IS_GATE_GRAY_ACTIVE(element) &&
6672 game.magnify_time_left == 0)
6674 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6675 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6676 IS_EM_GATE_GRAY_ACTIVE(element) ?
6677 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6678 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6679 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6680 IS_DC_GATE_GRAY_ACTIVE(element) ?
6681 EL_DC_GATE_WHITE_GRAY :
6683 TEST_DrawLevelField(x, y);
6688 static void ToggleLightSwitch(int x, int y)
6690 int element = Tile[x][y];
6692 game.light_time_left =
6693 (element == EL_LIGHT_SWITCH ?
6694 level.time_light * FRAMES_PER_SECOND : 0);
6696 RedrawAllLightSwitchesAndInvisibleElements();
6699 static void ActivateTimegateSwitch(int x, int y)
6703 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6705 SCAN_PLAYFIELD(xx, yy)
6707 int element = Tile[xx][yy];
6709 if (element == EL_TIMEGATE_CLOSED ||
6710 element == EL_TIMEGATE_CLOSING)
6712 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6713 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6717 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6719 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6720 TEST_DrawLevelField(xx, yy);
6726 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6727 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6730 static void Impact(int x, int y)
6732 boolean last_line = (y == lev_fieldy - 1);
6733 boolean object_hit = FALSE;
6734 boolean impact = (last_line || object_hit);
6735 int element = Tile[x][y];
6736 int smashed = EL_STEELWALL;
6738 if (!last_line) // check if element below was hit
6740 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6743 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6744 MovDir[x][y + 1] != MV_DOWN ||
6745 MovPos[x][y + 1] <= TILEY / 2));
6747 // do not smash moving elements that left the smashed field in time
6748 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6749 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6752 #if USE_QUICKSAND_IMPACT_BUGFIX
6753 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6755 RemoveMovingField(x, y + 1);
6756 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6757 Tile[x][y + 2] = EL_ROCK;
6758 TEST_DrawLevelField(x, y + 2);
6763 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6765 RemoveMovingField(x, y + 1);
6766 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6767 Tile[x][y + 2] = EL_ROCK;
6768 TEST_DrawLevelField(x, y + 2);
6775 smashed = MovingOrBlocked2Element(x, y + 1);
6777 impact = (last_line || object_hit);
6780 if (!last_line && smashed == EL_ACID) // element falls into acid
6782 SplashAcid(x, y + 1);
6786 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6787 // only reset graphic animation if graphic really changes after impact
6789 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6791 ResetGfxAnimation(x, y);
6792 TEST_DrawLevelField(x, y);
6795 if (impact && CAN_EXPLODE_IMPACT(element))
6800 else if (impact && element == EL_PEARL &&
6801 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6803 ResetGfxAnimation(x, y);
6805 Tile[x][y] = EL_PEARL_BREAKING;
6806 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6809 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6811 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6816 if (impact && element == EL_AMOEBA_DROP)
6818 if (object_hit && IS_PLAYER(x, y + 1))
6819 KillPlayerUnlessEnemyProtected(x, y + 1);
6820 else if (object_hit && smashed == EL_PENGUIN)
6824 Tile[x][y] = EL_AMOEBA_GROWING;
6825 Store[x][y] = EL_AMOEBA_WET;
6827 ResetRandomAnimationValue(x, y);
6832 if (object_hit) // check which object was hit
6834 if ((CAN_PASS_MAGIC_WALL(element) &&
6835 (smashed == EL_MAGIC_WALL ||
6836 smashed == EL_BD_MAGIC_WALL)) ||
6837 (CAN_PASS_DC_MAGIC_WALL(element) &&
6838 smashed == EL_DC_MAGIC_WALL))
6841 int activated_magic_wall =
6842 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6843 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6844 EL_DC_MAGIC_WALL_ACTIVE);
6846 // activate magic wall / mill
6847 SCAN_PLAYFIELD(xx, yy)
6849 if (Tile[xx][yy] == smashed)
6850 Tile[xx][yy] = activated_magic_wall;
6853 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6854 game.magic_wall_active = TRUE;
6856 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6857 SND_MAGIC_WALL_ACTIVATING :
6858 smashed == EL_BD_MAGIC_WALL ?
6859 SND_BD_MAGIC_WALL_ACTIVATING :
6860 SND_DC_MAGIC_WALL_ACTIVATING));
6863 if (IS_PLAYER(x, y + 1))
6865 if (CAN_SMASH_PLAYER(element))
6867 KillPlayerUnlessEnemyProtected(x, y + 1);
6871 else if (smashed == EL_PENGUIN)
6873 if (CAN_SMASH_PLAYER(element))
6879 else if (element == EL_BD_DIAMOND)
6881 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6887 else if (((element == EL_SP_INFOTRON ||
6888 element == EL_SP_ZONK) &&
6889 (smashed == EL_SP_SNIKSNAK ||
6890 smashed == EL_SP_ELECTRON ||
6891 smashed == EL_SP_DISK_ORANGE)) ||
6892 (element == EL_SP_INFOTRON &&
6893 smashed == EL_SP_DISK_YELLOW))
6898 else if (CAN_SMASH_EVERYTHING(element))
6900 if (IS_CLASSIC_ENEMY(smashed) ||
6901 CAN_EXPLODE_SMASHED(smashed))
6906 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6908 if (smashed == EL_LAMP ||
6909 smashed == EL_LAMP_ACTIVE)
6914 else if (smashed == EL_NUT)
6916 Tile[x][y + 1] = EL_NUT_BREAKING;
6917 PlayLevelSound(x, y, SND_NUT_BREAKING);
6918 RaiseScoreElement(EL_NUT);
6921 else if (smashed == EL_PEARL)
6923 ResetGfxAnimation(x, y);
6925 Tile[x][y + 1] = EL_PEARL_BREAKING;
6926 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6929 else if (smashed == EL_DIAMOND)
6931 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6932 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6935 else if (IS_BELT_SWITCH(smashed))
6937 ToggleBeltSwitch(x, y + 1);
6939 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6940 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6941 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6942 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6944 ToggleSwitchgateSwitch();
6946 else if (smashed == EL_LIGHT_SWITCH ||
6947 smashed == EL_LIGHT_SWITCH_ACTIVE)
6949 ToggleLightSwitch(x, y + 1);
6953 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6955 CheckElementChangeBySide(x, y + 1, smashed, element,
6956 CE_SWITCHED, CH_SIDE_TOP);
6957 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6963 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6968 // play sound of magic wall / mill
6970 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6971 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6972 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6974 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6975 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6976 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6977 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6978 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6979 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6984 // play sound of object that hits the ground
6985 if (last_line || object_hit)
6986 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6989 static void TurnRoundExt(int x, int y)
7001 { 0, 0 }, { 0, 0 }, { 0, 0 },
7006 int left, right, back;
7010 { MV_DOWN, MV_UP, MV_RIGHT },
7011 { MV_UP, MV_DOWN, MV_LEFT },
7013 { MV_LEFT, MV_RIGHT, MV_DOWN },
7017 { MV_RIGHT, MV_LEFT, MV_UP }
7020 int element = Tile[x][y];
7021 int move_pattern = element_info[element].move_pattern;
7023 int old_move_dir = MovDir[x][y];
7024 int left_dir = turn[old_move_dir].left;
7025 int right_dir = turn[old_move_dir].right;
7026 int back_dir = turn[old_move_dir].back;
7028 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7029 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7030 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7031 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7033 int left_x = x + left_dx, left_y = y + left_dy;
7034 int right_x = x + right_dx, right_y = y + right_dy;
7035 int move_x = x + move_dx, move_y = y + move_dy;
7039 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7041 TestIfBadThingTouchesOtherBadThing(x, y);
7043 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7044 MovDir[x][y] = right_dir;
7045 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7046 MovDir[x][y] = left_dir;
7048 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7050 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7053 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7055 TestIfBadThingTouchesOtherBadThing(x, y);
7057 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7058 MovDir[x][y] = left_dir;
7059 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7060 MovDir[x][y] = right_dir;
7062 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7064 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7067 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7069 TestIfBadThingTouchesOtherBadThing(x, y);
7071 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7072 MovDir[x][y] = left_dir;
7073 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7074 MovDir[x][y] = right_dir;
7076 if (MovDir[x][y] != old_move_dir)
7079 else if (element == EL_YAMYAM)
7081 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7082 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7084 if (can_turn_left && can_turn_right)
7085 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7086 else if (can_turn_left)
7087 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7088 else if (can_turn_right)
7089 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7091 MovDir[x][y] = back_dir;
7093 MovDelay[x][y] = 16 + 16 * RND(3);
7095 else if (element == EL_DARK_YAMYAM)
7097 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7099 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7102 if (can_turn_left && can_turn_right)
7103 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7104 else if (can_turn_left)
7105 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7106 else if (can_turn_right)
7107 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7109 MovDir[x][y] = back_dir;
7111 MovDelay[x][y] = 16 + 16 * RND(3);
7113 else if (element == EL_PACMAN)
7115 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7116 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7118 if (can_turn_left && can_turn_right)
7119 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7120 else if (can_turn_left)
7121 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7122 else if (can_turn_right)
7123 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7125 MovDir[x][y] = back_dir;
7127 MovDelay[x][y] = 6 + RND(40);
7129 else if (element == EL_PIG)
7131 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7132 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7133 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7134 boolean should_turn_left, should_turn_right, should_move_on;
7136 int rnd = RND(rnd_value);
7138 should_turn_left = (can_turn_left &&
7140 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7141 y + back_dy + left_dy)));
7142 should_turn_right = (can_turn_right &&
7144 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7145 y + back_dy + right_dy)));
7146 should_move_on = (can_move_on &&
7149 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7150 y + move_dy + left_dy) ||
7151 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7152 y + move_dy + right_dy)));
7154 if (should_turn_left || should_turn_right || should_move_on)
7156 if (should_turn_left && should_turn_right && should_move_on)
7157 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7158 rnd < 2 * rnd_value / 3 ? right_dir :
7160 else if (should_turn_left && should_turn_right)
7161 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7162 else if (should_turn_left && should_move_on)
7163 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7164 else if (should_turn_right && should_move_on)
7165 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7166 else if (should_turn_left)
7167 MovDir[x][y] = left_dir;
7168 else if (should_turn_right)
7169 MovDir[x][y] = right_dir;
7170 else if (should_move_on)
7171 MovDir[x][y] = old_move_dir;
7173 else if (can_move_on && rnd > rnd_value / 8)
7174 MovDir[x][y] = old_move_dir;
7175 else if (can_turn_left && can_turn_right)
7176 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7177 else if (can_turn_left && rnd > rnd_value / 8)
7178 MovDir[x][y] = left_dir;
7179 else if (can_turn_right && rnd > rnd_value/8)
7180 MovDir[x][y] = right_dir;
7182 MovDir[x][y] = back_dir;
7184 xx = x + move_xy[MovDir[x][y]].dx;
7185 yy = y + move_xy[MovDir[x][y]].dy;
7187 if (!IN_LEV_FIELD(xx, yy) ||
7188 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7189 MovDir[x][y] = old_move_dir;
7193 else if (element == EL_DRAGON)
7195 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7196 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7197 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7199 int rnd = RND(rnd_value);
7201 if (can_move_on && rnd > rnd_value / 8)
7202 MovDir[x][y] = old_move_dir;
7203 else if (can_turn_left && can_turn_right)
7204 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7205 else if (can_turn_left && rnd > rnd_value / 8)
7206 MovDir[x][y] = left_dir;
7207 else if (can_turn_right && rnd > rnd_value / 8)
7208 MovDir[x][y] = right_dir;
7210 MovDir[x][y] = back_dir;
7212 xx = x + move_xy[MovDir[x][y]].dx;
7213 yy = y + move_xy[MovDir[x][y]].dy;
7215 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7216 MovDir[x][y] = old_move_dir;
7220 else if (element == EL_MOLE)
7222 boolean can_move_on =
7223 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7224 IS_AMOEBOID(Tile[move_x][move_y]) ||
7225 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7228 boolean can_turn_left =
7229 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7230 IS_AMOEBOID(Tile[left_x][left_y])));
7232 boolean can_turn_right =
7233 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7234 IS_AMOEBOID(Tile[right_x][right_y])));
7236 if (can_turn_left && can_turn_right)
7237 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7238 else if (can_turn_left)
7239 MovDir[x][y] = left_dir;
7241 MovDir[x][y] = right_dir;
7244 if (MovDir[x][y] != old_move_dir)
7247 else if (element == EL_BALLOON)
7249 MovDir[x][y] = game.wind_direction;
7252 else if (element == EL_SPRING)
7254 if (MovDir[x][y] & MV_HORIZONTAL)
7256 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7257 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7259 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7260 ResetGfxAnimation(move_x, move_y);
7261 TEST_DrawLevelField(move_x, move_y);
7263 MovDir[x][y] = back_dir;
7265 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7266 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7267 MovDir[x][y] = MV_NONE;
7272 else if (element == EL_ROBOT ||
7273 element == EL_SATELLITE ||
7274 element == EL_PENGUIN ||
7275 element == EL_EMC_ANDROID)
7277 int attr_x = -1, attr_y = -1;
7279 if (game.all_players_gone)
7281 attr_x = game.exit_x;
7282 attr_y = game.exit_y;
7288 for (i = 0; i < MAX_PLAYERS; i++)
7290 struct PlayerInfo *player = &stored_player[i];
7291 int jx = player->jx, jy = player->jy;
7293 if (!player->active)
7297 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7305 if (element == EL_ROBOT &&
7306 game.robot_wheel_x >= 0 &&
7307 game.robot_wheel_y >= 0 &&
7308 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7309 game.engine_version < VERSION_IDENT(3,1,0,0)))
7311 attr_x = game.robot_wheel_x;
7312 attr_y = game.robot_wheel_y;
7315 if (element == EL_PENGUIN)
7318 struct XY *xy = xy_topdown;
7320 for (i = 0; i < NUM_DIRECTIONS; i++)
7322 int ex = x + xy[i].x;
7323 int ey = y + xy[i].y;
7325 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7326 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7327 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7328 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7337 MovDir[x][y] = MV_NONE;
7339 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7340 else if (attr_x > x)
7341 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7343 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7344 else if (attr_y > y)
7345 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7347 if (element == EL_ROBOT)
7351 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7352 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7353 Moving2Blocked(x, y, &newx, &newy);
7355 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7356 MovDelay[x][y] = 8 + 8 * !RND(3);
7358 MovDelay[x][y] = 16;
7360 else if (element == EL_PENGUIN)
7366 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7368 boolean first_horiz = RND(2);
7369 int new_move_dir = MovDir[x][y];
7372 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7373 Moving2Blocked(x, y, &newx, &newy);
7375 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7379 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7380 Moving2Blocked(x, y, &newx, &newy);
7382 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7385 MovDir[x][y] = old_move_dir;
7389 else if (element == EL_SATELLITE)
7395 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7397 boolean first_horiz = RND(2);
7398 int new_move_dir = MovDir[x][y];
7401 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7402 Moving2Blocked(x, y, &newx, &newy);
7404 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7408 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7409 Moving2Blocked(x, y, &newx, &newy);
7411 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7414 MovDir[x][y] = old_move_dir;
7418 else if (element == EL_EMC_ANDROID)
7420 static int check_pos[16] =
7422 -1, // 0 => (invalid)
7425 -1, // 3 => (invalid)
7427 0, // 5 => MV_LEFT | MV_UP
7428 2, // 6 => MV_RIGHT | MV_UP
7429 -1, // 7 => (invalid)
7431 6, // 9 => MV_LEFT | MV_DOWN
7432 4, // 10 => MV_RIGHT | MV_DOWN
7433 -1, // 11 => (invalid)
7434 -1, // 12 => (invalid)
7435 -1, // 13 => (invalid)
7436 -1, // 14 => (invalid)
7437 -1, // 15 => (invalid)
7445 { -1, -1, MV_LEFT | MV_UP },
7447 { +1, -1, MV_RIGHT | MV_UP },
7448 { +1, 0, MV_RIGHT },
7449 { +1, +1, MV_RIGHT | MV_DOWN },
7451 { -1, +1, MV_LEFT | MV_DOWN },
7454 int start_pos, check_order;
7455 boolean can_clone = FALSE;
7458 // check if there is any free field around current position
7459 for (i = 0; i < 8; i++)
7461 int newx = x + check_xy[i].dx;
7462 int newy = y + check_xy[i].dy;
7464 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7472 if (can_clone) // randomly find an element to clone
7476 start_pos = check_pos[RND(8)];
7477 check_order = (RND(2) ? -1 : +1);
7479 for (i = 0; i < 8; i++)
7481 int pos_raw = start_pos + i * check_order;
7482 int pos = (pos_raw + 8) % 8;
7483 int newx = x + check_xy[pos].dx;
7484 int newy = y + check_xy[pos].dy;
7486 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7488 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7489 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7491 Store[x][y] = Tile[newx][newy];
7500 if (can_clone) // randomly find a direction to move
7504 start_pos = check_pos[RND(8)];
7505 check_order = (RND(2) ? -1 : +1);
7507 for (i = 0; i < 8; i++)
7509 int pos_raw = start_pos + i * check_order;
7510 int pos = (pos_raw + 8) % 8;
7511 int newx = x + check_xy[pos].dx;
7512 int newy = y + check_xy[pos].dy;
7513 int new_move_dir = check_xy[pos].dir;
7515 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7517 MovDir[x][y] = new_move_dir;
7518 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7527 if (can_clone) // cloning and moving successful
7530 // cannot clone -- try to move towards player
7532 start_pos = check_pos[MovDir[x][y] & 0x0f];
7533 check_order = (RND(2) ? -1 : +1);
7535 for (i = 0; i < 3; i++)
7537 // first check start_pos, then previous/next or (next/previous) pos
7538 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7539 int pos = (pos_raw + 8) % 8;
7540 int newx = x + check_xy[pos].dx;
7541 int newy = y + check_xy[pos].dy;
7542 int new_move_dir = check_xy[pos].dir;
7544 if (IS_PLAYER(newx, newy))
7547 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7549 MovDir[x][y] = new_move_dir;
7550 MovDelay[x][y] = level.android_move_time * 8 + 1;
7557 else if (move_pattern == MV_TURNING_LEFT ||
7558 move_pattern == MV_TURNING_RIGHT ||
7559 move_pattern == MV_TURNING_LEFT_RIGHT ||
7560 move_pattern == MV_TURNING_RIGHT_LEFT ||
7561 move_pattern == MV_TURNING_RANDOM ||
7562 move_pattern == MV_ALL_DIRECTIONS)
7564 boolean can_turn_left =
7565 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7566 boolean can_turn_right =
7567 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7569 if (element_info[element].move_stepsize == 0) // "not moving"
7572 if (move_pattern == MV_TURNING_LEFT)
7573 MovDir[x][y] = left_dir;
7574 else if (move_pattern == MV_TURNING_RIGHT)
7575 MovDir[x][y] = right_dir;
7576 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7577 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7578 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7579 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7580 else if (move_pattern == MV_TURNING_RANDOM)
7581 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7582 can_turn_right && !can_turn_left ? right_dir :
7583 RND(2) ? left_dir : right_dir);
7584 else if (can_turn_left && can_turn_right)
7585 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7586 else if (can_turn_left)
7587 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7588 else if (can_turn_right)
7589 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7591 MovDir[x][y] = back_dir;
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_HORIZONTAL ||
7596 move_pattern == MV_VERTICAL)
7598 if (move_pattern & old_move_dir)
7599 MovDir[x][y] = back_dir;
7600 else if (move_pattern == MV_HORIZONTAL)
7601 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7602 else if (move_pattern == MV_VERTICAL)
7603 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7605 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7607 else if (move_pattern & MV_ANY_DIRECTION)
7609 MovDir[x][y] = move_pattern;
7610 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7612 else if (move_pattern & MV_WIND_DIRECTION)
7614 MovDir[x][y] = game.wind_direction;
7615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7617 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7619 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7620 MovDir[x][y] = left_dir;
7621 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7622 MovDir[x][y] = right_dir;
7624 if (MovDir[x][y] != old_move_dir)
7625 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7627 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7629 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7630 MovDir[x][y] = right_dir;
7631 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7632 MovDir[x][y] = left_dir;
7634 if (MovDir[x][y] != old_move_dir)
7635 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7637 else if (move_pattern == MV_TOWARDS_PLAYER ||
7638 move_pattern == MV_AWAY_FROM_PLAYER)
7640 int attr_x = -1, attr_y = -1;
7642 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7644 if (game.all_players_gone)
7646 attr_x = game.exit_x;
7647 attr_y = game.exit_y;
7653 for (i = 0; i < MAX_PLAYERS; i++)
7655 struct PlayerInfo *player = &stored_player[i];
7656 int jx = player->jx, jy = player->jy;
7658 if (!player->active)
7662 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7670 MovDir[x][y] = MV_NONE;
7672 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7673 else if (attr_x > x)
7674 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7676 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7677 else if (attr_y > y)
7678 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7680 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7682 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7684 boolean first_horiz = RND(2);
7685 int new_move_dir = MovDir[x][y];
7687 if (element_info[element].move_stepsize == 0) // "not moving"
7689 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7690 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7696 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7697 Moving2Blocked(x, y, &newx, &newy);
7699 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7703 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7704 Moving2Blocked(x, y, &newx, &newy);
7706 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7709 MovDir[x][y] = old_move_dir;
7712 else if (move_pattern == MV_WHEN_PUSHED ||
7713 move_pattern == MV_WHEN_DROPPED)
7715 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7716 MovDir[x][y] = MV_NONE;
7720 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7722 struct XY *test_xy = xy_topdown;
7723 static int test_dir[4] =
7730 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7731 int move_preference = -1000000; // start with very low preference
7732 int new_move_dir = MV_NONE;
7733 int start_test = RND(4);
7736 for (i = 0; i < NUM_DIRECTIONS; i++)
7738 int j = (start_test + i) % 4;
7739 int move_dir = test_dir[j];
7740 int move_dir_preference;
7742 xx = x + test_xy[j].x;
7743 yy = y + test_xy[j].y;
7745 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7746 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7748 new_move_dir = move_dir;
7753 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7756 move_dir_preference = -1 * RunnerVisit[xx][yy];
7757 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7758 move_dir_preference = PlayerVisit[xx][yy];
7760 if (move_dir_preference > move_preference)
7762 // prefer field that has not been visited for the longest time
7763 move_preference = move_dir_preference;
7764 new_move_dir = move_dir;
7766 else if (move_dir_preference == move_preference &&
7767 move_dir == old_move_dir)
7769 // prefer last direction when all directions are preferred equally
7770 move_preference = move_dir_preference;
7771 new_move_dir = move_dir;
7775 MovDir[x][y] = new_move_dir;
7776 if (old_move_dir != new_move_dir)
7777 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7781 static void TurnRound(int x, int y)
7783 int direction = MovDir[x][y];
7787 GfxDir[x][y] = MovDir[x][y];
7789 if (direction != MovDir[x][y])
7793 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7795 ResetGfxFrame(x, y);
7798 static boolean JustBeingPushed(int x, int y)
7802 for (i = 0; i < MAX_PLAYERS; i++)
7804 struct PlayerInfo *player = &stored_player[i];
7806 if (player->active && player->is_pushing && player->MovPos)
7808 int next_jx = player->jx + (player->jx - player->last_jx);
7809 int next_jy = player->jy + (player->jy - player->last_jy);
7811 if (x == next_jx && y == next_jy)
7819 static void StartMoving(int x, int y)
7821 boolean started_moving = FALSE; // some elements can fall _and_ move
7822 int element = Tile[x][y];
7827 if (MovDelay[x][y] == 0)
7828 GfxAction[x][y] = ACTION_DEFAULT;
7830 if (CAN_FALL(element) && y < lev_fieldy - 1)
7832 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7833 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7834 if (JustBeingPushed(x, y))
7837 if (element == EL_QUICKSAND_FULL)
7839 if (IS_FREE(x, y + 1))
7841 InitMovingField(x, y, MV_DOWN);
7842 started_moving = TRUE;
7844 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7845 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7846 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7847 Store[x][y] = EL_ROCK;
7849 Store[x][y] = EL_ROCK;
7852 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7854 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7856 if (!MovDelay[x][y])
7858 MovDelay[x][y] = TILEY + 1;
7860 ResetGfxAnimation(x, y);
7861 ResetGfxAnimation(x, y + 1);
7866 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7867 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7874 Tile[x][y] = EL_QUICKSAND_EMPTY;
7875 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7876 Store[x][y + 1] = Store[x][y];
7879 PlayLevelSoundAction(x, y, ACTION_FILLING);
7881 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7883 if (!MovDelay[x][y])
7885 MovDelay[x][y] = TILEY + 1;
7887 ResetGfxAnimation(x, y);
7888 ResetGfxAnimation(x, y + 1);
7893 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7894 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7901 Tile[x][y] = EL_QUICKSAND_EMPTY;
7902 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7903 Store[x][y + 1] = Store[x][y];
7906 PlayLevelSoundAction(x, y, ACTION_FILLING);
7909 else if (element == EL_QUICKSAND_FAST_FULL)
7911 if (IS_FREE(x, y + 1))
7913 InitMovingField(x, y, MV_DOWN);
7914 started_moving = TRUE;
7916 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7917 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7918 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7919 Store[x][y] = EL_ROCK;
7921 Store[x][y] = EL_ROCK;
7924 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7926 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7928 if (!MovDelay[x][y])
7930 MovDelay[x][y] = TILEY + 1;
7932 ResetGfxAnimation(x, y);
7933 ResetGfxAnimation(x, y + 1);
7938 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7939 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7946 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7947 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7948 Store[x][y + 1] = Store[x][y];
7951 PlayLevelSoundAction(x, y, ACTION_FILLING);
7953 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7955 if (!MovDelay[x][y])
7957 MovDelay[x][y] = TILEY + 1;
7959 ResetGfxAnimation(x, y);
7960 ResetGfxAnimation(x, y + 1);
7965 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7966 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7973 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7974 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7975 Store[x][y + 1] = Store[x][y];
7978 PlayLevelSoundAction(x, y, ACTION_FILLING);
7981 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7982 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7984 InitMovingField(x, y, MV_DOWN);
7985 started_moving = TRUE;
7987 Tile[x][y] = EL_QUICKSAND_FILLING;
7988 Store[x][y] = element;
7990 PlayLevelSoundAction(x, y, ACTION_FILLING);
7992 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7993 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7995 InitMovingField(x, y, MV_DOWN);
7996 started_moving = TRUE;
7998 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7999 Store[x][y] = element;
8001 PlayLevelSoundAction(x, y, ACTION_FILLING);
8003 else if (element == EL_MAGIC_WALL_FULL)
8005 if (IS_FREE(x, y + 1))
8007 InitMovingField(x, y, MV_DOWN);
8008 started_moving = TRUE;
8010 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8011 Store[x][y] = EL_CHANGED(Store[x][y]);
8013 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8015 if (!MovDelay[x][y])
8016 MovDelay[x][y] = TILEY / 4 + 1;
8025 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8026 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8027 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8031 else if (element == EL_BD_MAGIC_WALL_FULL)
8033 if (IS_FREE(x, y + 1))
8035 InitMovingField(x, y, MV_DOWN);
8036 started_moving = TRUE;
8038 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8039 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8041 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8043 if (!MovDelay[x][y])
8044 MovDelay[x][y] = TILEY / 4 + 1;
8053 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8054 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8055 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8059 else if (element == EL_DC_MAGIC_WALL_FULL)
8061 if (IS_FREE(x, y + 1))
8063 InitMovingField(x, y, MV_DOWN);
8064 started_moving = TRUE;
8066 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8067 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8069 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8071 if (!MovDelay[x][y])
8072 MovDelay[x][y] = TILEY / 4 + 1;
8081 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8082 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8083 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8087 else if ((CAN_PASS_MAGIC_WALL(element) &&
8088 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8089 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8090 (CAN_PASS_DC_MAGIC_WALL(element) &&
8091 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8094 InitMovingField(x, y, MV_DOWN);
8095 started_moving = TRUE;
8098 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8099 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8100 EL_DC_MAGIC_WALL_FILLING);
8101 Store[x][y] = element;
8103 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8105 SplashAcid(x, y + 1);
8107 InitMovingField(x, y, MV_DOWN);
8108 started_moving = TRUE;
8110 Store[x][y] = EL_ACID;
8113 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8114 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8115 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8116 CAN_FALL(element) && WasJustFalling[x][y] &&
8117 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8119 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8120 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8121 (Tile[x][y + 1] == EL_BLOCKED)))
8123 /* this is needed for a special case not covered by calling "Impact()"
8124 from "ContinueMoving()": if an element moves to a tile directly below
8125 another element which was just falling on that tile (which was empty
8126 in the previous frame), the falling element above would just stop
8127 instead of smashing the element below (in previous version, the above
8128 element was just checked for "moving" instead of "falling", resulting
8129 in incorrect smashes caused by horizontal movement of the above
8130 element; also, the case of the player being the element to smash was
8131 simply not covered here... :-/ ) */
8133 CheckCollision[x][y] = 0;
8134 CheckImpact[x][y] = 0;
8138 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8140 if (MovDir[x][y] == MV_NONE)
8142 InitMovingField(x, y, MV_DOWN);
8143 started_moving = TRUE;
8146 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8148 if (WasJustFalling[x][y]) // prevent animation from being restarted
8149 MovDir[x][y] = MV_DOWN;
8151 InitMovingField(x, y, MV_DOWN);
8152 started_moving = TRUE;
8154 else if (element == EL_AMOEBA_DROP)
8156 Tile[x][y] = EL_AMOEBA_GROWING;
8157 Store[x][y] = EL_AMOEBA_WET;
8159 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8160 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8161 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8162 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8164 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8165 (IS_FREE(x - 1, y + 1) ||
8166 Tile[x - 1][y + 1] == EL_ACID));
8167 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8168 (IS_FREE(x + 1, y + 1) ||
8169 Tile[x + 1][y + 1] == EL_ACID));
8170 boolean can_fall_any = (can_fall_left || can_fall_right);
8171 boolean can_fall_both = (can_fall_left && can_fall_right);
8172 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8174 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8176 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8177 can_fall_right = FALSE;
8178 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8179 can_fall_left = FALSE;
8180 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8181 can_fall_right = FALSE;
8182 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8183 can_fall_left = FALSE;
8185 can_fall_any = (can_fall_left || can_fall_right);
8186 can_fall_both = FALSE;
8191 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8192 can_fall_right = FALSE; // slip down on left side
8194 can_fall_left = !(can_fall_right = RND(2));
8196 can_fall_both = FALSE;
8201 // if not determined otherwise, prefer left side for slipping down
8202 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8203 started_moving = TRUE;
8206 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8208 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8209 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8210 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8211 int belt_dir = game.belt_dir[belt_nr];
8213 if ((belt_dir == MV_LEFT && left_is_free) ||
8214 (belt_dir == MV_RIGHT && right_is_free))
8216 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8218 InitMovingField(x, y, belt_dir);
8219 started_moving = TRUE;
8221 Pushed[x][y] = TRUE;
8222 Pushed[nextx][y] = TRUE;
8224 GfxAction[x][y] = ACTION_DEFAULT;
8228 MovDir[x][y] = 0; // if element was moving, stop it
8233 // not "else if" because of elements that can fall and move (EL_SPRING)
8234 if (CAN_MOVE(element) && !started_moving)
8236 int move_pattern = element_info[element].move_pattern;
8239 Moving2Blocked(x, y, &newx, &newy);
8241 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8244 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8245 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8247 WasJustMoving[x][y] = 0;
8248 CheckCollision[x][y] = 0;
8250 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8252 if (Tile[x][y] != element) // element has changed
8256 if (!MovDelay[x][y]) // start new movement phase
8258 // all objects that can change their move direction after each step
8259 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8261 if (element != EL_YAMYAM &&
8262 element != EL_DARK_YAMYAM &&
8263 element != EL_PACMAN &&
8264 !(move_pattern & MV_ANY_DIRECTION) &&
8265 move_pattern != MV_TURNING_LEFT &&
8266 move_pattern != MV_TURNING_RIGHT &&
8267 move_pattern != MV_TURNING_LEFT_RIGHT &&
8268 move_pattern != MV_TURNING_RIGHT_LEFT &&
8269 move_pattern != MV_TURNING_RANDOM)
8273 if (MovDelay[x][y] && (element == EL_BUG ||
8274 element == EL_SPACESHIP ||
8275 element == EL_SP_SNIKSNAK ||
8276 element == EL_SP_ELECTRON ||
8277 element == EL_MOLE))
8278 TEST_DrawLevelField(x, y);
8282 if (MovDelay[x][y]) // wait some time before next movement
8286 if (element == EL_ROBOT ||
8287 element == EL_YAMYAM ||
8288 element == EL_DARK_YAMYAM)
8290 DrawLevelElementAnimationIfNeeded(x, y, element);
8291 PlayLevelSoundAction(x, y, ACTION_WAITING);
8293 else if (element == EL_SP_ELECTRON)
8294 DrawLevelElementAnimationIfNeeded(x, y, element);
8295 else if (element == EL_DRAGON)
8298 int dir = MovDir[x][y];
8299 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8300 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8301 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8302 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8303 dir == MV_UP ? IMG_FLAMES_1_UP :
8304 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8305 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8307 GfxAction[x][y] = ACTION_ATTACKING;
8309 if (IS_PLAYER(x, y))
8310 DrawPlayerField(x, y);
8312 TEST_DrawLevelField(x, y);
8314 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8316 for (i = 1; i <= 3; i++)
8318 int xx = x + i * dx;
8319 int yy = y + i * dy;
8320 int sx = SCREENX(xx);
8321 int sy = SCREENY(yy);
8322 int flame_graphic = graphic + (i - 1);
8324 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8329 int flamed = MovingOrBlocked2Element(xx, yy);
8331 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8334 RemoveMovingField(xx, yy);
8336 ChangeDelay[xx][yy] = 0;
8338 Tile[xx][yy] = EL_FLAMES;
8340 if (IN_SCR_FIELD(sx, sy))
8342 TEST_DrawLevelFieldCrumbled(xx, yy);
8343 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8348 if (Tile[xx][yy] == EL_FLAMES)
8349 Tile[xx][yy] = EL_EMPTY;
8350 TEST_DrawLevelField(xx, yy);
8355 if (MovDelay[x][y]) // element still has to wait some time
8357 PlayLevelSoundAction(x, y, ACTION_WAITING);
8363 // now make next step
8365 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8367 if (DONT_COLLIDE_WITH(element) &&
8368 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8369 !PLAYER_ENEMY_PROTECTED(newx, newy))
8371 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8376 else if (CAN_MOVE_INTO_ACID(element) &&
8377 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8378 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8379 (MovDir[x][y] == MV_DOWN ||
8380 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8382 SplashAcid(newx, newy);
8383 Store[x][y] = EL_ACID;
8385 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8387 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8388 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8389 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8390 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8393 TEST_DrawLevelField(x, y);
8395 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8396 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8397 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8399 game.friends_still_needed--;
8400 if (!game.friends_still_needed &&
8402 game.all_players_gone)
8407 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8409 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8410 TEST_DrawLevelField(newx, newy);
8412 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8414 else if (!IS_FREE(newx, newy))
8416 GfxAction[x][y] = ACTION_WAITING;
8418 if (IS_PLAYER(x, y))
8419 DrawPlayerField(x, y);
8421 TEST_DrawLevelField(x, y);
8426 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8428 if (IS_FOOD_PIG(Tile[newx][newy]))
8430 if (IS_MOVING(newx, newy))
8431 RemoveMovingField(newx, newy);
8434 Tile[newx][newy] = EL_EMPTY;
8435 TEST_DrawLevelField(newx, newy);
8438 PlayLevelSound(x, y, SND_PIG_DIGGING);
8440 else if (!IS_FREE(newx, newy))
8442 if (IS_PLAYER(x, y))
8443 DrawPlayerField(x, y);
8445 TEST_DrawLevelField(x, y);
8450 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8452 if (Store[x][y] != EL_EMPTY)
8454 boolean can_clone = FALSE;
8457 // check if element to clone is still there
8458 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8460 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8468 // cannot clone or target field not free anymore -- do not clone
8469 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8470 Store[x][y] = EL_EMPTY;
8473 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8475 if (IS_MV_DIAGONAL(MovDir[x][y]))
8477 int diagonal_move_dir = MovDir[x][y];
8478 int stored = Store[x][y];
8479 int change_delay = 8;
8482 // android is moving diagonally
8484 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8486 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8487 GfxElement[x][y] = EL_EMC_ANDROID;
8488 GfxAction[x][y] = ACTION_SHRINKING;
8489 GfxDir[x][y] = diagonal_move_dir;
8490 ChangeDelay[x][y] = change_delay;
8492 if (Store[x][y] == EL_EMPTY)
8493 Store[x][y] = GfxElementEmpty[x][y];
8495 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8498 DrawLevelGraphicAnimation(x, y, graphic);
8499 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8501 if (Tile[newx][newy] == EL_ACID)
8503 SplashAcid(newx, newy);
8508 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8510 Store[newx][newy] = EL_EMC_ANDROID;
8511 GfxElement[newx][newy] = EL_EMC_ANDROID;
8512 GfxAction[newx][newy] = ACTION_GROWING;
8513 GfxDir[newx][newy] = diagonal_move_dir;
8514 ChangeDelay[newx][newy] = change_delay;
8516 graphic = el_act_dir2img(GfxElement[newx][newy],
8517 GfxAction[newx][newy], GfxDir[newx][newy]);
8519 DrawLevelGraphicAnimation(newx, newy, graphic);
8520 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8526 Tile[newx][newy] = EL_EMPTY;
8527 TEST_DrawLevelField(newx, newy);
8529 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8532 else if (!IS_FREE(newx, newy))
8537 else if (IS_CUSTOM_ELEMENT(element) &&
8538 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8540 if (!DigFieldByCE(newx, newy, element))
8543 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8545 RunnerVisit[x][y] = FrameCounter;
8546 PlayerVisit[x][y] /= 8; // expire player visit path
8549 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8551 if (!IS_FREE(newx, newy))
8553 if (IS_PLAYER(x, y))
8554 DrawPlayerField(x, y);
8556 TEST_DrawLevelField(x, y);
8562 boolean wanna_flame = !RND(10);
8563 int dx = newx - x, dy = newy - y;
8564 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8565 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8566 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8567 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8568 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8569 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8572 IS_CLASSIC_ENEMY(element1) ||
8573 IS_CLASSIC_ENEMY(element2)) &&
8574 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8575 element1 != EL_FLAMES && element2 != EL_FLAMES)
8577 ResetGfxAnimation(x, y);
8578 GfxAction[x][y] = ACTION_ATTACKING;
8580 if (IS_PLAYER(x, y))
8581 DrawPlayerField(x, y);
8583 TEST_DrawLevelField(x, y);
8585 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8587 MovDelay[x][y] = 50;
8589 Tile[newx][newy] = EL_FLAMES;
8590 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8591 Tile[newx1][newy1] = EL_FLAMES;
8592 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8593 Tile[newx2][newy2] = EL_FLAMES;
8599 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8600 Tile[newx][newy] == EL_DIAMOND)
8602 if (IS_MOVING(newx, newy))
8603 RemoveMovingField(newx, newy);
8606 Tile[newx][newy] = EL_EMPTY;
8607 TEST_DrawLevelField(newx, newy);
8610 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8612 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8613 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8615 if (AmoebaNr[newx][newy])
8617 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8618 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8619 Tile[newx][newy] == EL_BD_AMOEBA)
8620 AmoebaCnt[AmoebaNr[newx][newy]]--;
8623 if (IS_MOVING(newx, newy))
8625 RemoveMovingField(newx, newy);
8629 Tile[newx][newy] = EL_EMPTY;
8630 TEST_DrawLevelField(newx, newy);
8633 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8635 else if ((element == EL_PACMAN || element == EL_MOLE)
8636 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8638 if (AmoebaNr[newx][newy])
8640 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8641 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8642 Tile[newx][newy] == EL_BD_AMOEBA)
8643 AmoebaCnt[AmoebaNr[newx][newy]]--;
8646 if (element == EL_MOLE)
8648 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8649 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8651 ResetGfxAnimation(x, y);
8652 GfxAction[x][y] = ACTION_DIGGING;
8653 TEST_DrawLevelField(x, y);
8655 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8657 return; // wait for shrinking amoeba
8659 else // element == EL_PACMAN
8661 Tile[newx][newy] = EL_EMPTY;
8662 TEST_DrawLevelField(newx, newy);
8663 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8666 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8667 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8668 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8670 // wait for shrinking amoeba to completely disappear
8673 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8675 // object was running against a wall
8679 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8680 DrawLevelElementAnimation(x, y, element);
8682 if (DONT_TOUCH(element))
8683 TestIfBadThingTouchesPlayer(x, y);
8688 InitMovingField(x, y, MovDir[x][y]);
8690 PlayLevelSoundAction(x, y, ACTION_MOVING);
8694 ContinueMoving(x, y);
8697 void ContinueMoving(int x, int y)
8699 int element = Tile[x][y];
8700 struct ElementInfo *ei = &element_info[element];
8701 int direction = MovDir[x][y];
8702 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8703 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8704 int newx = x + dx, newy = y + dy;
8705 int stored = Store[x][y];
8706 int stored_new = Store[newx][newy];
8707 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8708 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8709 boolean last_line = (newy == lev_fieldy - 1);
8710 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8712 if (pushed_by_player) // special case: moving object pushed by player
8714 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8716 else if (use_step_delay) // special case: moving object has step delay
8718 if (!MovDelay[x][y])
8719 MovPos[x][y] += getElementMoveStepsize(x, y);
8724 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8728 TEST_DrawLevelField(x, y);
8730 return; // element is still waiting
8733 else // normal case: generically moving object
8735 MovPos[x][y] += getElementMoveStepsize(x, y);
8738 if (ABS(MovPos[x][y]) < TILEX)
8740 TEST_DrawLevelField(x, y);
8742 return; // element is still moving
8745 // element reached destination field
8747 Tile[x][y] = EL_EMPTY;
8748 Tile[newx][newy] = element;
8749 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8751 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8753 element = Tile[newx][newy] = EL_ACID;
8755 else if (element == EL_MOLE)
8757 Tile[x][y] = EL_SAND;
8759 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8761 else if (element == EL_QUICKSAND_FILLING)
8763 element = Tile[newx][newy] = get_next_element(element);
8764 Store[newx][newy] = Store[x][y];
8766 else if (element == EL_QUICKSAND_EMPTYING)
8768 Tile[x][y] = get_next_element(element);
8769 element = Tile[newx][newy] = Store[x][y];
8771 else if (element == EL_QUICKSAND_FAST_FILLING)
8773 element = Tile[newx][newy] = get_next_element(element);
8774 Store[newx][newy] = Store[x][y];
8776 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8778 Tile[x][y] = get_next_element(element);
8779 element = Tile[newx][newy] = Store[x][y];
8781 else if (element == EL_MAGIC_WALL_FILLING)
8783 element = Tile[newx][newy] = get_next_element(element);
8784 if (!game.magic_wall_active)
8785 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8786 Store[newx][newy] = Store[x][y];
8788 else if (element == EL_MAGIC_WALL_EMPTYING)
8790 Tile[x][y] = get_next_element(element);
8791 if (!game.magic_wall_active)
8792 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8793 element = Tile[newx][newy] = Store[x][y];
8795 InitField(newx, newy, FALSE);
8797 else if (element == EL_BD_MAGIC_WALL_FILLING)
8799 element = Tile[newx][newy] = get_next_element(element);
8800 if (!game.magic_wall_active)
8801 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8802 Store[newx][newy] = Store[x][y];
8804 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8806 Tile[x][y] = get_next_element(element);
8807 if (!game.magic_wall_active)
8808 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8809 element = Tile[newx][newy] = Store[x][y];
8811 InitField(newx, newy, FALSE);
8813 else if (element == EL_DC_MAGIC_WALL_FILLING)
8815 element = Tile[newx][newy] = get_next_element(element);
8816 if (!game.magic_wall_active)
8817 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8818 Store[newx][newy] = Store[x][y];
8820 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8822 Tile[x][y] = get_next_element(element);
8823 if (!game.magic_wall_active)
8824 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8825 element = Tile[newx][newy] = Store[x][y];
8827 InitField(newx, newy, FALSE);
8829 else if (element == EL_AMOEBA_DROPPING)
8831 Tile[x][y] = get_next_element(element);
8832 element = Tile[newx][newy] = Store[x][y];
8834 else if (element == EL_SOKOBAN_OBJECT)
8837 Tile[x][y] = Back[x][y];
8839 if (Back[newx][newy])
8840 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8842 Back[x][y] = Back[newx][newy] = 0;
8845 Store[x][y] = EL_EMPTY;
8850 MovDelay[newx][newy] = 0;
8852 if (CAN_CHANGE_OR_HAS_ACTION(element))
8854 // copy element change control values to new field
8855 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8856 ChangePage[newx][newy] = ChangePage[x][y];
8857 ChangeCount[newx][newy] = ChangeCount[x][y];
8858 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8861 CustomValue[newx][newy] = CustomValue[x][y];
8863 ChangeDelay[x][y] = 0;
8864 ChangePage[x][y] = -1;
8865 ChangeCount[x][y] = 0;
8866 ChangeEvent[x][y] = -1;
8868 CustomValue[x][y] = 0;
8870 // copy animation control values to new field
8871 GfxFrame[newx][newy] = GfxFrame[x][y];
8872 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8873 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8874 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8876 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8878 // some elements can leave other elements behind after moving
8879 if (ei->move_leave_element != EL_EMPTY &&
8880 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8881 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8883 int move_leave_element = ei->move_leave_element;
8885 // this makes it possible to leave the removed element again
8886 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8887 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8889 Tile[x][y] = move_leave_element;
8891 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8892 MovDir[x][y] = direction;
8894 InitField(x, y, FALSE);
8896 if (GFX_CRUMBLED(Tile[x][y]))
8897 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8899 if (IS_PLAYER_ELEMENT(move_leave_element))
8900 RelocatePlayer(x, y, move_leave_element);
8903 // do this after checking for left-behind element
8904 ResetGfxAnimation(x, y); // reset animation values for old field
8906 if (!CAN_MOVE(element) ||
8907 (CAN_FALL(element) && direction == MV_DOWN &&
8908 (element == EL_SPRING ||
8909 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8910 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8911 GfxDir[x][y] = MovDir[newx][newy] = 0;
8913 TEST_DrawLevelField(x, y);
8914 TEST_DrawLevelField(newx, newy);
8916 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8918 // prevent pushed element from moving on in pushed direction
8919 if (pushed_by_player && CAN_MOVE(element) &&
8920 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8921 !(element_info[element].move_pattern & direction))
8922 TurnRound(newx, newy);
8924 // prevent elements on conveyor belt from moving on in last direction
8925 if (pushed_by_conveyor && CAN_FALL(element) &&
8926 direction & MV_HORIZONTAL)
8927 MovDir[newx][newy] = 0;
8929 if (!pushed_by_player)
8931 int nextx = newx + dx, nexty = newy + dy;
8932 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8934 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8936 if (CAN_FALL(element) && direction == MV_DOWN)
8937 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8939 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8940 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8942 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8943 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8946 if (DONT_TOUCH(element)) // object may be nasty to player or others
8948 TestIfBadThingTouchesPlayer(newx, newy);
8949 TestIfBadThingTouchesFriend(newx, newy);
8951 if (!IS_CUSTOM_ELEMENT(element))
8952 TestIfBadThingTouchesOtherBadThing(newx, newy);
8954 else if (element == EL_PENGUIN)
8955 TestIfFriendTouchesBadThing(newx, newy);
8957 if (DONT_GET_HIT_BY(element))
8959 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8962 // give the player one last chance (one more frame) to move away
8963 if (CAN_FALL(element) && direction == MV_DOWN &&
8964 (last_line || (!IS_FREE(x, newy + 1) &&
8965 (!IS_PLAYER(x, newy + 1) ||
8966 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8969 if (pushed_by_player && !game.use_change_when_pushing_bug)
8971 int push_side = MV_DIR_OPPOSITE(direction);
8972 struct PlayerInfo *player = PLAYERINFO(x, y);
8974 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8975 player->index_bit, push_side);
8976 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8977 player->index_bit, push_side);
8980 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8981 MovDelay[newx][newy] = 1;
8983 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8985 TestIfElementTouchesCustomElement(x, y); // empty or new element
8986 TestIfElementHitsCustomElement(newx, newy, direction);
8987 TestIfPlayerTouchesCustomElement(newx, newy);
8988 TestIfElementTouchesCustomElement(newx, newy);
8990 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8991 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8992 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8993 MV_DIR_OPPOSITE(direction));
8996 int AmoebaNeighbourNr(int ax, int ay)
8999 int element = Tile[ax][ay];
9001 struct XY *xy = xy_topdown;
9003 for (i = 0; i < NUM_DIRECTIONS; i++)
9005 int x = ax + xy[i].x;
9006 int y = ay + xy[i].y;
9008 if (!IN_LEV_FIELD(x, y))
9011 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9012 group_nr = AmoebaNr[x][y];
9018 static void AmoebaMerge(int ax, int ay)
9020 int i, x, y, xx, yy;
9021 int new_group_nr = AmoebaNr[ax][ay];
9022 struct XY *xy = xy_topdown;
9024 if (new_group_nr == 0)
9027 for (i = 0; i < NUM_DIRECTIONS; i++)
9032 if (!IN_LEV_FIELD(x, y))
9035 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9036 Tile[x][y] == EL_BD_AMOEBA ||
9037 Tile[x][y] == EL_AMOEBA_DEAD) &&
9038 AmoebaNr[x][y] != new_group_nr)
9040 int old_group_nr = AmoebaNr[x][y];
9042 if (old_group_nr == 0)
9045 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9046 AmoebaCnt[old_group_nr] = 0;
9047 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9048 AmoebaCnt2[old_group_nr] = 0;
9050 SCAN_PLAYFIELD(xx, yy)
9052 if (AmoebaNr[xx][yy] == old_group_nr)
9053 AmoebaNr[xx][yy] = new_group_nr;
9059 void AmoebaToDiamond(int ax, int ay)
9063 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9065 int group_nr = AmoebaNr[ax][ay];
9070 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9071 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9077 SCAN_PLAYFIELD(x, y)
9079 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9082 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9086 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9087 SND_AMOEBA_TURNING_TO_GEM :
9088 SND_AMOEBA_TURNING_TO_ROCK));
9093 struct XY *xy = xy_topdown;
9095 for (i = 0; i < NUM_DIRECTIONS; i++)
9100 if (!IN_LEV_FIELD(x, y))
9103 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9105 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9106 SND_AMOEBA_TURNING_TO_GEM :
9107 SND_AMOEBA_TURNING_TO_ROCK));
9114 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9117 int group_nr = AmoebaNr[ax][ay];
9118 boolean done = FALSE;
9123 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9124 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9130 SCAN_PLAYFIELD(x, y)
9132 if (AmoebaNr[x][y] == group_nr &&
9133 (Tile[x][y] == EL_AMOEBA_DEAD ||
9134 Tile[x][y] == EL_BD_AMOEBA ||
9135 Tile[x][y] == EL_AMOEBA_GROWING))
9138 Tile[x][y] = new_element;
9139 InitField(x, y, FALSE);
9140 TEST_DrawLevelField(x, y);
9146 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9147 SND_BD_AMOEBA_TURNING_TO_ROCK :
9148 SND_BD_AMOEBA_TURNING_TO_GEM));
9151 static void AmoebaGrowing(int x, int y)
9153 static DelayCounter sound_delay = { 0 };
9155 if (!MovDelay[x][y]) // start new growing cycle
9159 if (DelayReached(&sound_delay))
9161 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9162 sound_delay.value = 30;
9166 if (MovDelay[x][y]) // wait some time before growing bigger
9169 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9171 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9172 6 - MovDelay[x][y]);
9174 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9177 if (!MovDelay[x][y])
9179 Tile[x][y] = Store[x][y];
9181 TEST_DrawLevelField(x, y);
9186 static void AmoebaShrinking(int x, int y)
9188 static DelayCounter sound_delay = { 0 };
9190 if (!MovDelay[x][y]) // start new shrinking cycle
9194 if (DelayReached(&sound_delay))
9195 sound_delay.value = 30;
9198 if (MovDelay[x][y]) // wait some time before shrinking
9201 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9203 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9204 6 - MovDelay[x][y]);
9206 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9209 if (!MovDelay[x][y])
9211 Tile[x][y] = EL_EMPTY;
9212 TEST_DrawLevelField(x, y);
9214 // don't let mole enter this field in this cycle;
9215 // (give priority to objects falling to this field from above)
9221 static void AmoebaReproduce(int ax, int ay)
9224 int element = Tile[ax][ay];
9225 int graphic = el2img(element);
9226 int newax = ax, neway = ay;
9227 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9228 struct XY *xy = xy_topdown;
9230 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9232 Tile[ax][ay] = EL_AMOEBA_DEAD;
9233 TEST_DrawLevelField(ax, ay);
9237 if (IS_ANIMATED(graphic))
9238 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9240 if (!MovDelay[ax][ay]) // start making new amoeba field
9241 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9243 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9246 if (MovDelay[ax][ay])
9250 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9253 int x = ax + xy[start].x;
9254 int y = ay + xy[start].y;
9256 if (!IN_LEV_FIELD(x, y))
9259 if (IS_FREE(x, y) ||
9260 CAN_GROW_INTO(Tile[x][y]) ||
9261 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9262 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9268 if (newax == ax && neway == ay)
9271 else // normal or "filled" (BD style) amoeba
9274 boolean waiting_for_player = FALSE;
9276 for (i = 0; i < NUM_DIRECTIONS; i++)
9278 int j = (start + i) % 4;
9279 int x = ax + xy[j].x;
9280 int y = ay + xy[j].y;
9282 if (!IN_LEV_FIELD(x, y))
9285 if (IS_FREE(x, y) ||
9286 CAN_GROW_INTO(Tile[x][y]) ||
9287 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9288 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9294 else if (IS_PLAYER(x, y))
9295 waiting_for_player = TRUE;
9298 if (newax == ax && neway == ay) // amoeba cannot grow
9300 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9302 Tile[ax][ay] = EL_AMOEBA_DEAD;
9303 TEST_DrawLevelField(ax, ay);
9304 AmoebaCnt[AmoebaNr[ax][ay]]--;
9306 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9308 if (element == EL_AMOEBA_FULL)
9309 AmoebaToDiamond(ax, ay);
9310 else if (element == EL_BD_AMOEBA)
9311 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9316 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9318 // amoeba gets larger by growing in some direction
9320 int new_group_nr = AmoebaNr[ax][ay];
9323 if (new_group_nr == 0)
9325 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9327 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9333 AmoebaNr[newax][neway] = new_group_nr;
9334 AmoebaCnt[new_group_nr]++;
9335 AmoebaCnt2[new_group_nr]++;
9337 // if amoeba touches other amoeba(s) after growing, unify them
9338 AmoebaMerge(newax, neway);
9340 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9342 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9348 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9349 (neway == lev_fieldy - 1 && newax != ax))
9351 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9352 Store[newax][neway] = element;
9354 else if (neway == ay || element == EL_EMC_DRIPPER)
9356 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9358 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9362 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9363 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9364 Store[ax][ay] = EL_AMOEBA_DROP;
9365 ContinueMoving(ax, ay);
9369 TEST_DrawLevelField(newax, neway);
9372 static void Life(int ax, int ay)
9376 int element = Tile[ax][ay];
9377 int graphic = el2img(element);
9378 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9380 boolean changed = FALSE;
9382 if (IS_ANIMATED(graphic))
9383 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9388 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9389 MovDelay[ax][ay] = life_time;
9391 if (MovDelay[ax][ay]) // wait some time before next cycle
9394 if (MovDelay[ax][ay])
9398 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9400 int xx = ax+x1, yy = ay+y1;
9401 int old_element = Tile[xx][yy];
9402 int num_neighbours = 0;
9404 if (!IN_LEV_FIELD(xx, yy))
9407 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9409 int x = xx+x2, y = yy+y2;
9411 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9414 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9415 boolean is_neighbour = FALSE;
9417 if (level.use_life_bugs)
9419 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9420 (IS_FREE(x, y) && Stop[x][y]));
9423 (Last[x][y] == element || is_player_cell);
9429 boolean is_free = FALSE;
9431 if (level.use_life_bugs)
9432 is_free = (IS_FREE(xx, yy));
9434 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9436 if (xx == ax && yy == ay) // field in the middle
9438 if (num_neighbours < life_parameter[0] ||
9439 num_neighbours > life_parameter[1])
9441 Tile[xx][yy] = EL_EMPTY;
9442 if (Tile[xx][yy] != old_element)
9443 TEST_DrawLevelField(xx, yy);
9444 Stop[xx][yy] = TRUE;
9448 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9449 { // free border field
9450 if (num_neighbours >= life_parameter[2] &&
9451 num_neighbours <= life_parameter[3])
9453 Tile[xx][yy] = element;
9454 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9455 if (Tile[xx][yy] != old_element)
9456 TEST_DrawLevelField(xx, yy);
9457 Stop[xx][yy] = TRUE;
9464 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9465 SND_GAME_OF_LIFE_GROWING);
9468 static void InitRobotWheel(int x, int y)
9470 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9473 static void RunRobotWheel(int x, int y)
9475 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9478 static void StopRobotWheel(int x, int y)
9480 if (game.robot_wheel_x == x &&
9481 game.robot_wheel_y == y)
9483 game.robot_wheel_x = -1;
9484 game.robot_wheel_y = -1;
9485 game.robot_wheel_active = FALSE;
9489 static void InitTimegateWheel(int x, int y)
9491 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9494 static void RunTimegateWheel(int x, int y)
9496 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9499 static void InitMagicBallDelay(int x, int y)
9501 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9504 static void ActivateMagicBall(int bx, int by)
9508 if (level.ball_random)
9510 int pos_border = RND(8); // select one of the eight border elements
9511 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9512 int xx = pos_content % 3;
9513 int yy = pos_content / 3;
9518 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9519 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9523 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9525 int xx = x - bx + 1;
9526 int yy = y - by + 1;
9528 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9529 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9533 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9536 static void CheckExit(int x, int y)
9538 if (game.gems_still_needed > 0 ||
9539 game.sokoban_fields_still_needed > 0 ||
9540 game.sokoban_objects_still_needed > 0 ||
9541 game.lights_still_needed > 0)
9543 int element = Tile[x][y];
9544 int graphic = el2img(element);
9546 if (IS_ANIMATED(graphic))
9547 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9552 // do not re-open exit door closed after last player
9553 if (game.all_players_gone)
9556 Tile[x][y] = EL_EXIT_OPENING;
9558 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9561 static void CheckExitEM(int x, int y)
9563 if (game.gems_still_needed > 0 ||
9564 game.sokoban_fields_still_needed > 0 ||
9565 game.sokoban_objects_still_needed > 0 ||
9566 game.lights_still_needed > 0)
9568 int element = Tile[x][y];
9569 int graphic = el2img(element);
9571 if (IS_ANIMATED(graphic))
9572 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9577 // do not re-open exit door closed after last player
9578 if (game.all_players_gone)
9581 Tile[x][y] = EL_EM_EXIT_OPENING;
9583 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9586 static void CheckExitSteel(int x, int y)
9588 if (game.gems_still_needed > 0 ||
9589 game.sokoban_fields_still_needed > 0 ||
9590 game.sokoban_objects_still_needed > 0 ||
9591 game.lights_still_needed > 0)
9593 int element = Tile[x][y];
9594 int graphic = el2img(element);
9596 if (IS_ANIMATED(graphic))
9597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9602 // do not re-open exit door closed after last player
9603 if (game.all_players_gone)
9606 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9608 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9611 static void CheckExitSteelEM(int x, int y)
9613 if (game.gems_still_needed > 0 ||
9614 game.sokoban_fields_still_needed > 0 ||
9615 game.sokoban_objects_still_needed > 0 ||
9616 game.lights_still_needed > 0)
9618 int element = Tile[x][y];
9619 int graphic = el2img(element);
9621 if (IS_ANIMATED(graphic))
9622 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9627 // do not re-open exit door closed after last player
9628 if (game.all_players_gone)
9631 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9633 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9636 static void CheckExitSP(int x, int y)
9638 if (game.gems_still_needed > 0)
9640 int element = Tile[x][y];
9641 int graphic = el2img(element);
9643 if (IS_ANIMATED(graphic))
9644 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9649 // do not re-open exit door closed after last player
9650 if (game.all_players_gone)
9653 Tile[x][y] = EL_SP_EXIT_OPENING;
9655 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9658 static void CloseAllOpenTimegates(void)
9662 SCAN_PLAYFIELD(x, y)
9664 int element = Tile[x][y];
9666 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9668 Tile[x][y] = EL_TIMEGATE_CLOSING;
9670 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9675 static void DrawTwinkleOnField(int x, int y)
9677 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9680 if (Tile[x][y] == EL_BD_DIAMOND)
9683 if (MovDelay[x][y] == 0) // next animation frame
9684 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9686 if (MovDelay[x][y] != 0) // wait some time before next frame
9690 DrawLevelElementAnimation(x, y, Tile[x][y]);
9692 if (MovDelay[x][y] != 0)
9694 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9695 10 - MovDelay[x][y]);
9697 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9702 static void WallGrowing(int x, int y)
9706 if (!MovDelay[x][y]) // next animation frame
9707 MovDelay[x][y] = 3 * delay;
9709 if (MovDelay[x][y]) // wait some time before next frame
9713 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9715 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9716 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9718 DrawLevelGraphic(x, y, graphic, frame);
9721 if (!MovDelay[x][y])
9723 if (MovDir[x][y] == MV_LEFT)
9725 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9726 TEST_DrawLevelField(x - 1, y);
9728 else if (MovDir[x][y] == MV_RIGHT)
9730 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9731 TEST_DrawLevelField(x + 1, y);
9733 else if (MovDir[x][y] == MV_UP)
9735 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9736 TEST_DrawLevelField(x, y - 1);
9740 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9741 TEST_DrawLevelField(x, y + 1);
9744 Tile[x][y] = Store[x][y];
9746 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9747 TEST_DrawLevelField(x, y);
9752 static void CheckWallGrowing(int ax, int ay)
9754 int element = Tile[ax][ay];
9755 int graphic = el2img(element);
9756 boolean free_top = FALSE;
9757 boolean free_bottom = FALSE;
9758 boolean free_left = FALSE;
9759 boolean free_right = FALSE;
9760 boolean stop_top = FALSE;
9761 boolean stop_bottom = FALSE;
9762 boolean stop_left = FALSE;
9763 boolean stop_right = FALSE;
9764 boolean new_wall = FALSE;
9766 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9767 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9768 element == EL_EXPANDABLE_STEELWALL_ANY);
9770 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9771 element == EL_EXPANDABLE_WALL_ANY ||
9772 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9773 element == EL_EXPANDABLE_STEELWALL_ANY);
9775 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9776 element == EL_EXPANDABLE_WALL_ANY ||
9777 element == EL_EXPANDABLE_WALL ||
9778 element == EL_BD_EXPANDABLE_WALL ||
9779 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9780 element == EL_EXPANDABLE_STEELWALL_ANY);
9782 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9783 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9785 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9786 element == EL_EXPANDABLE_WALL ||
9787 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9789 int wall_growing = (is_steelwall ?
9790 EL_EXPANDABLE_STEELWALL_GROWING :
9791 EL_EXPANDABLE_WALL_GROWING);
9793 int gfx_wall_growing_up = (is_steelwall ?
9794 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9795 IMG_EXPANDABLE_WALL_GROWING_UP);
9796 int gfx_wall_growing_down = (is_steelwall ?
9797 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9798 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9799 int gfx_wall_growing_left = (is_steelwall ?
9800 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9801 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9802 int gfx_wall_growing_right = (is_steelwall ?
9803 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9804 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9806 if (IS_ANIMATED(graphic))
9807 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9809 if (!MovDelay[ax][ay]) // start building new wall
9810 MovDelay[ax][ay] = 6;
9812 if (MovDelay[ax][ay]) // wait some time before building new wall
9815 if (MovDelay[ax][ay])
9819 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9821 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9823 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9825 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9832 Tile[ax][ay - 1] = wall_growing;
9833 Store[ax][ay - 1] = element;
9834 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9836 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9837 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9844 Tile[ax][ay + 1] = wall_growing;
9845 Store[ax][ay + 1] = element;
9846 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9848 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9849 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9855 if (grow_horizontal)
9859 Tile[ax - 1][ay] = wall_growing;
9860 Store[ax - 1][ay] = element;
9861 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9863 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9864 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9871 Tile[ax + 1][ay] = wall_growing;
9872 Store[ax + 1][ay] = element;
9873 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9875 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9876 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9882 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9883 TEST_DrawLevelField(ax, ay);
9885 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9887 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9889 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9891 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9894 if (((stop_top && stop_bottom) || stop_horizontal) &&
9895 ((stop_left && stop_right) || stop_vertical))
9896 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9899 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9902 static void CheckForDragon(int x, int y)
9905 boolean dragon_found = FALSE;
9906 struct XY *xy = xy_topdown;
9908 for (i = 0; i < NUM_DIRECTIONS; i++)
9910 for (j = 0; j < 4; j++)
9912 int xx = x + j * xy[i].x;
9913 int yy = y + j * xy[i].y;
9915 if (IN_LEV_FIELD(xx, yy) &&
9916 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9918 if (Tile[xx][yy] == EL_DRAGON)
9919 dragon_found = TRUE;
9928 for (i = 0; i < NUM_DIRECTIONS; i++)
9930 for (j = 0; j < 3; j++)
9932 int xx = x + j * xy[i].x;
9933 int yy = y + j * xy[i].y;
9935 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9937 Tile[xx][yy] = EL_EMPTY;
9938 TEST_DrawLevelField(xx, yy);
9947 static void InitBuggyBase(int x, int y)
9949 int element = Tile[x][y];
9950 int activating_delay = FRAMES_PER_SECOND / 4;
9953 (element == EL_SP_BUGGY_BASE ?
9954 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9955 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9957 element == EL_SP_BUGGY_BASE_ACTIVE ?
9958 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9961 static void WarnBuggyBase(int x, int y)
9964 struct XY *xy = xy_topdown;
9966 for (i = 0; i < NUM_DIRECTIONS; i++)
9968 int xx = x + xy[i].x;
9969 int yy = y + xy[i].y;
9971 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9973 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9980 static void InitTrap(int x, int y)
9982 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9985 static void ActivateTrap(int x, int y)
9987 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9990 static void ChangeActiveTrap(int x, int y)
9992 int graphic = IMG_TRAP_ACTIVE;
9994 // if new animation frame was drawn, correct crumbled sand border
9995 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9996 TEST_DrawLevelFieldCrumbled(x, y);
9999 static int getSpecialActionElement(int element, int number, int base_element)
10001 return (element != EL_EMPTY ? element :
10002 number != -1 ? base_element + number - 1 :
10006 static int getModifiedActionNumber(int value_old, int operator, int operand,
10007 int value_min, int value_max)
10009 int value_new = (operator == CA_MODE_SET ? operand :
10010 operator == CA_MODE_ADD ? value_old + operand :
10011 operator == CA_MODE_SUBTRACT ? value_old - operand :
10012 operator == CA_MODE_MULTIPLY ? value_old * operand :
10013 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10014 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10017 return (value_new < value_min ? value_min :
10018 value_new > value_max ? value_max :
10022 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10024 struct ElementInfo *ei = &element_info[element];
10025 struct ElementChangeInfo *change = &ei->change_page[page];
10026 int target_element = change->target_element;
10027 int action_type = change->action_type;
10028 int action_mode = change->action_mode;
10029 int action_arg = change->action_arg;
10030 int action_element = change->action_element;
10033 if (!change->has_action)
10036 // ---------- determine action paramater values -----------------------------
10038 int level_time_value =
10039 (level.time > 0 ? TimeLeft :
10042 int action_arg_element_raw =
10043 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10044 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10045 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10046 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10047 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10048 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10049 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10051 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10053 int action_arg_direction =
10054 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10055 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10056 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10057 change->actual_trigger_side :
10058 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10059 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10062 int action_arg_number_min =
10063 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10066 int action_arg_number_max =
10067 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10068 action_type == CA_SET_LEVEL_GEMS ? 999 :
10069 action_type == CA_SET_LEVEL_TIME ? 9999 :
10070 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10071 action_type == CA_SET_CE_VALUE ? 9999 :
10072 action_type == CA_SET_CE_SCORE ? 9999 :
10075 int action_arg_number_reset =
10076 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10077 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10078 action_type == CA_SET_LEVEL_TIME ? level.time :
10079 action_type == CA_SET_LEVEL_SCORE ? 0 :
10080 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10081 action_type == CA_SET_CE_SCORE ? 0 :
10084 int action_arg_number =
10085 (action_arg <= CA_ARG_MAX ? action_arg :
10086 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10087 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10088 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10089 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10090 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10091 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10092 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10093 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10094 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10095 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10096 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10097 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10098 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10099 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10100 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10101 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10102 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10103 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10104 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10105 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10106 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10109 int action_arg_number_old =
10110 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10111 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10112 action_type == CA_SET_LEVEL_SCORE ? game.score :
10113 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10114 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10117 int action_arg_number_new =
10118 getModifiedActionNumber(action_arg_number_old,
10119 action_mode, action_arg_number,
10120 action_arg_number_min, action_arg_number_max);
10122 int trigger_player_bits =
10123 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10124 change->actual_trigger_player_bits : change->trigger_player);
10126 int action_arg_player_bits =
10127 (action_arg >= CA_ARG_PLAYER_1 &&
10128 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10129 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10130 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10133 // ---------- execute action -----------------------------------------------
10135 switch (action_type)
10142 // ---------- level actions ----------------------------------------------
10144 case CA_RESTART_LEVEL:
10146 game.restart_level = TRUE;
10151 case CA_SHOW_ENVELOPE:
10153 int element = getSpecialActionElement(action_arg_element,
10154 action_arg_number, EL_ENVELOPE_1);
10156 if (IS_ENVELOPE(element))
10157 local_player->show_envelope = element;
10162 case CA_SET_LEVEL_TIME:
10164 if (level.time > 0) // only modify limited time value
10166 TimeLeft = action_arg_number_new;
10168 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10170 DisplayGameControlValues();
10172 if (!TimeLeft && game.time_limit)
10173 for (i = 0; i < MAX_PLAYERS; i++)
10174 KillPlayer(&stored_player[i]);
10180 case CA_SET_LEVEL_SCORE:
10182 game.score = action_arg_number_new;
10184 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10186 DisplayGameControlValues();
10191 case CA_SET_LEVEL_GEMS:
10193 game.gems_still_needed = action_arg_number_new;
10195 game.snapshot.collected_item = TRUE;
10197 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10199 DisplayGameControlValues();
10204 case CA_SET_LEVEL_WIND:
10206 game.wind_direction = action_arg_direction;
10211 case CA_SET_LEVEL_RANDOM_SEED:
10213 // ensure that setting a new random seed while playing is predictable
10214 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10219 // ---------- player actions ---------------------------------------------
10221 case CA_MOVE_PLAYER:
10222 case CA_MOVE_PLAYER_NEW:
10224 // automatically move to the next field in specified direction
10225 for (i = 0; i < MAX_PLAYERS; i++)
10226 if (trigger_player_bits & (1 << i))
10227 if (action_type == CA_MOVE_PLAYER ||
10228 stored_player[i].MovPos == 0)
10229 stored_player[i].programmed_action = action_arg_direction;
10234 case CA_EXIT_PLAYER:
10236 for (i = 0; i < MAX_PLAYERS; i++)
10237 if (action_arg_player_bits & (1 << i))
10238 ExitPlayer(&stored_player[i]);
10240 if (game.players_still_needed == 0)
10246 case CA_KILL_PLAYER:
10248 for (i = 0; i < MAX_PLAYERS; i++)
10249 if (action_arg_player_bits & (1 << i))
10250 KillPlayer(&stored_player[i]);
10255 case CA_SET_PLAYER_KEYS:
10257 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10258 int element = getSpecialActionElement(action_arg_element,
10259 action_arg_number, EL_KEY_1);
10261 if (IS_KEY(element))
10263 for (i = 0; i < MAX_PLAYERS; i++)
10265 if (trigger_player_bits & (1 << i))
10267 stored_player[i].key[KEY_NR(element)] = key_state;
10269 DrawGameDoorValues();
10277 case CA_SET_PLAYER_SPEED:
10279 for (i = 0; i < MAX_PLAYERS; i++)
10281 if (trigger_player_bits & (1 << i))
10283 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10285 if (action_arg == CA_ARG_SPEED_FASTER &&
10286 stored_player[i].cannot_move)
10288 action_arg_number = STEPSIZE_VERY_SLOW;
10290 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10291 action_arg == CA_ARG_SPEED_FASTER)
10293 action_arg_number = 2;
10294 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10297 else if (action_arg == CA_ARG_NUMBER_RESET)
10299 action_arg_number = level.initial_player_stepsize[i];
10303 getModifiedActionNumber(move_stepsize,
10306 action_arg_number_min,
10307 action_arg_number_max);
10309 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10316 case CA_SET_PLAYER_SHIELD:
10318 for (i = 0; i < MAX_PLAYERS; i++)
10320 if (trigger_player_bits & (1 << i))
10322 if (action_arg == CA_ARG_SHIELD_OFF)
10324 stored_player[i].shield_normal_time_left = 0;
10325 stored_player[i].shield_deadly_time_left = 0;
10327 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10329 stored_player[i].shield_normal_time_left = 999999;
10331 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10333 stored_player[i].shield_normal_time_left = 999999;
10334 stored_player[i].shield_deadly_time_left = 999999;
10342 case CA_SET_PLAYER_GRAVITY:
10344 for (i = 0; i < MAX_PLAYERS; i++)
10346 if (trigger_player_bits & (1 << i))
10348 stored_player[i].gravity =
10349 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10350 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10351 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10352 stored_player[i].gravity);
10359 case CA_SET_PLAYER_ARTWORK:
10361 for (i = 0; i < MAX_PLAYERS; i++)
10363 if (trigger_player_bits & (1 << i))
10365 int artwork_element = action_arg_element;
10367 if (action_arg == CA_ARG_ELEMENT_RESET)
10369 (level.use_artwork_element[i] ? level.artwork_element[i] :
10370 stored_player[i].element_nr);
10372 if (stored_player[i].artwork_element != artwork_element)
10373 stored_player[i].Frame = 0;
10375 stored_player[i].artwork_element = artwork_element;
10377 SetPlayerWaiting(&stored_player[i], FALSE);
10379 // set number of special actions for bored and sleeping animation
10380 stored_player[i].num_special_action_bored =
10381 get_num_special_action(artwork_element,
10382 ACTION_BORING_1, ACTION_BORING_LAST);
10383 stored_player[i].num_special_action_sleeping =
10384 get_num_special_action(artwork_element,
10385 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10392 case CA_SET_PLAYER_INVENTORY:
10394 for (i = 0; i < MAX_PLAYERS; i++)
10396 struct PlayerInfo *player = &stored_player[i];
10399 if (trigger_player_bits & (1 << i))
10401 int inventory_element = action_arg_element;
10403 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10404 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10405 action_arg == CA_ARG_ELEMENT_ACTION)
10407 int element = inventory_element;
10408 int collect_count = element_info[element].collect_count_initial;
10410 if (!IS_CUSTOM_ELEMENT(element))
10413 if (collect_count == 0)
10414 player->inventory_infinite_element = element;
10416 for (k = 0; k < collect_count; k++)
10417 if (player->inventory_size < MAX_INVENTORY_SIZE)
10418 player->inventory_element[player->inventory_size++] =
10421 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10422 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10423 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10425 if (player->inventory_infinite_element != EL_UNDEFINED &&
10426 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10427 action_arg_element_raw))
10428 player->inventory_infinite_element = EL_UNDEFINED;
10430 for (k = 0, j = 0; j < player->inventory_size; j++)
10432 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10433 action_arg_element_raw))
10434 player->inventory_element[k++] = player->inventory_element[j];
10437 player->inventory_size = k;
10439 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10441 if (player->inventory_size > 0)
10443 for (j = 0; j < player->inventory_size - 1; j++)
10444 player->inventory_element[j] = player->inventory_element[j + 1];
10446 player->inventory_size--;
10449 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10451 if (player->inventory_size > 0)
10452 player->inventory_size--;
10454 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10456 player->inventory_infinite_element = EL_UNDEFINED;
10457 player->inventory_size = 0;
10459 else if (action_arg == CA_ARG_INVENTORY_RESET)
10461 player->inventory_infinite_element = EL_UNDEFINED;
10462 player->inventory_size = 0;
10464 if (level.use_initial_inventory[i])
10466 for (j = 0; j < level.initial_inventory_size[i]; j++)
10468 int element = level.initial_inventory_content[i][j];
10469 int collect_count = element_info[element].collect_count_initial;
10471 if (!IS_CUSTOM_ELEMENT(element))
10474 if (collect_count == 0)
10475 player->inventory_infinite_element = element;
10477 for (k = 0; k < collect_count; k++)
10478 if (player->inventory_size < MAX_INVENTORY_SIZE)
10479 player->inventory_element[player->inventory_size++] =
10490 // ---------- CE actions -------------------------------------------------
10492 case CA_SET_CE_VALUE:
10494 int last_ce_value = CustomValue[x][y];
10496 CustomValue[x][y] = action_arg_number_new;
10498 if (CustomValue[x][y] != last_ce_value)
10500 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10501 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10503 if (CustomValue[x][y] == 0)
10505 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10506 ChangeCount[x][y] = 0; // allow at least one more change
10508 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10509 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10516 case CA_SET_CE_SCORE:
10518 int last_ce_score = ei->collect_score;
10520 ei->collect_score = action_arg_number_new;
10522 if (ei->collect_score != last_ce_score)
10524 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10525 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10527 if (ei->collect_score == 0)
10531 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10532 ChangeCount[x][y] = 0; // allow at least one more change
10534 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10535 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10538 This is a very special case that seems to be a mixture between
10539 CheckElementChange() and CheckTriggeredElementChange(): while
10540 the first one only affects single elements that are triggered
10541 directly, the second one affects multiple elements in the playfield
10542 that are triggered indirectly by another element. This is a third
10543 case: Changing the CE score always affects multiple identical CEs,
10544 so every affected CE must be checked, not only the single CE for
10545 which the CE score was changed in the first place (as every instance
10546 of that CE shares the same CE score, and therefore also can change)!
10548 SCAN_PLAYFIELD(xx, yy)
10550 if (Tile[xx][yy] == element)
10551 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10552 CE_SCORE_GETS_ZERO);
10560 case CA_SET_CE_ARTWORK:
10562 int artwork_element = action_arg_element;
10563 boolean reset_frame = FALSE;
10566 if (action_arg == CA_ARG_ELEMENT_RESET)
10567 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10570 if (ei->gfx_element != artwork_element)
10571 reset_frame = TRUE;
10573 ei->gfx_element = artwork_element;
10575 SCAN_PLAYFIELD(xx, yy)
10577 if (Tile[xx][yy] == element)
10581 ResetGfxAnimation(xx, yy);
10582 ResetRandomAnimationValue(xx, yy);
10585 TEST_DrawLevelField(xx, yy);
10592 // ---------- engine actions ---------------------------------------------
10594 case CA_SET_ENGINE_SCAN_MODE:
10596 InitPlayfieldScanMode(action_arg);
10606 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10608 int old_element = Tile[x][y];
10609 int new_element = GetElementFromGroupElement(element);
10610 int previous_move_direction = MovDir[x][y];
10611 int last_ce_value = CustomValue[x][y];
10612 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10613 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10614 boolean add_player_onto_element = (new_element_is_player &&
10615 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10616 IS_WALKABLE(old_element));
10618 if (!add_player_onto_element)
10620 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10621 RemoveMovingField(x, y);
10625 Tile[x][y] = new_element;
10627 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10628 MovDir[x][y] = previous_move_direction;
10630 if (element_info[new_element].use_last_ce_value)
10631 CustomValue[x][y] = last_ce_value;
10633 InitField_WithBug1(x, y, FALSE);
10635 new_element = Tile[x][y]; // element may have changed
10637 ResetGfxAnimation(x, y);
10638 ResetRandomAnimationValue(x, y);
10640 TEST_DrawLevelField(x, y);
10642 if (GFX_CRUMBLED(new_element))
10643 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10645 if (old_element == EL_EXPLOSION)
10647 Store[x][y] = Store2[x][y] = 0;
10649 // check if new element replaces an exploding player, requiring cleanup
10650 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10651 StorePlayer[x][y] = 0;
10654 // check if element under the player changes from accessible to unaccessible
10655 // (needed for special case of dropping element which then changes)
10656 // (must be checked after creating new element for walkable group elements)
10657 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10658 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10660 KillPlayer(PLAYERINFO(x, y));
10666 // "ChangeCount" not set yet to allow "entered by player" change one time
10667 if (new_element_is_player)
10668 RelocatePlayer(x, y, new_element);
10671 ChangeCount[x][y]++; // count number of changes in the same frame
10673 TestIfBadThingTouchesPlayer(x, y);
10674 TestIfPlayerTouchesCustomElement(x, y);
10675 TestIfElementTouchesCustomElement(x, y);
10678 static void CreateField(int x, int y, int element)
10680 CreateFieldExt(x, y, element, FALSE);
10683 static void CreateElementFromChange(int x, int y, int element)
10685 element = GET_VALID_RUNTIME_ELEMENT(element);
10687 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10689 int old_element = Tile[x][y];
10691 // prevent changed element from moving in same engine frame
10692 // unless both old and new element can either fall or move
10693 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10694 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10698 CreateFieldExt(x, y, element, TRUE);
10701 static boolean ChangeElement(int x, int y, int element, int page)
10703 struct ElementInfo *ei = &element_info[element];
10704 struct ElementChangeInfo *change = &ei->change_page[page];
10705 int ce_value = CustomValue[x][y];
10706 int ce_score = ei->collect_score;
10707 int target_element;
10708 int old_element = Tile[x][y];
10710 // always use default change event to prevent running into a loop
10711 if (ChangeEvent[x][y] == -1)
10712 ChangeEvent[x][y] = CE_DELAY;
10714 if (ChangeEvent[x][y] == CE_DELAY)
10716 // reset actual trigger element, trigger player and action element
10717 change->actual_trigger_element = EL_EMPTY;
10718 change->actual_trigger_player = EL_EMPTY;
10719 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10720 change->actual_trigger_side = CH_SIDE_NONE;
10721 change->actual_trigger_ce_value = 0;
10722 change->actual_trigger_ce_score = 0;
10725 // do not change elements more than a specified maximum number of changes
10726 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10729 ChangeCount[x][y]++; // count number of changes in the same frame
10731 if (ei->has_anim_event)
10732 HandleGlobalAnimEventByElementChange(element, page, x, y);
10734 if (change->explode)
10741 if (change->use_target_content)
10743 boolean complete_replace = TRUE;
10744 boolean can_replace[3][3];
10747 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10750 boolean is_walkable;
10751 boolean is_diggable;
10752 boolean is_collectible;
10753 boolean is_removable;
10754 boolean is_destructible;
10755 int ex = x + xx - 1;
10756 int ey = y + yy - 1;
10757 int content_element = change->target_content.e[xx][yy];
10760 can_replace[xx][yy] = TRUE;
10762 if (ex == x && ey == y) // do not check changing element itself
10765 if (content_element == EL_EMPTY_SPACE)
10767 can_replace[xx][yy] = FALSE; // do not replace border with space
10772 if (!IN_LEV_FIELD(ex, ey))
10774 can_replace[xx][yy] = FALSE;
10775 complete_replace = FALSE;
10782 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10783 e = MovingOrBlocked2Element(ex, ey);
10785 is_empty = (IS_FREE(ex, ey) ||
10786 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10788 is_walkable = (is_empty || IS_WALKABLE(e));
10789 is_diggable = (is_empty || IS_DIGGABLE(e));
10790 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10791 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10792 is_removable = (is_diggable || is_collectible);
10794 can_replace[xx][yy] =
10795 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10796 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10797 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10798 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10799 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10800 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10801 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10803 if (!can_replace[xx][yy])
10804 complete_replace = FALSE;
10807 if (!change->only_if_complete || complete_replace)
10809 boolean something_has_changed = FALSE;
10811 if (change->only_if_complete && change->use_random_replace &&
10812 RND(100) < change->random_percentage)
10815 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10817 int ex = x + xx - 1;
10818 int ey = y + yy - 1;
10819 int content_element;
10821 if (can_replace[xx][yy] && (!change->use_random_replace ||
10822 RND(100) < change->random_percentage))
10824 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10825 RemoveMovingField(ex, ey);
10827 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10829 content_element = change->target_content.e[xx][yy];
10830 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10831 ce_value, ce_score);
10833 CreateElementFromChange(ex, ey, target_element);
10835 something_has_changed = TRUE;
10837 // for symmetry reasons, freeze newly created border elements
10838 if (ex != x || ey != y)
10839 Stop[ex][ey] = TRUE; // no more moving in this frame
10843 if (something_has_changed)
10845 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10846 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10852 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10853 ce_value, ce_score);
10855 if (element == EL_DIAGONAL_GROWING ||
10856 element == EL_DIAGONAL_SHRINKING)
10858 target_element = Store[x][y];
10860 Store[x][y] = EL_EMPTY;
10863 // special case: element changes to player (and may be kept if walkable)
10864 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10865 CreateElementFromChange(x, y, EL_EMPTY);
10867 CreateElementFromChange(x, y, target_element);
10869 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10870 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10873 // this uses direct change before indirect change
10874 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10879 static void HandleElementChange(int x, int y, int page)
10881 int element = MovingOrBlocked2Element(x, y);
10882 struct ElementInfo *ei = &element_info[element];
10883 struct ElementChangeInfo *change = &ei->change_page[page];
10884 boolean handle_action_before_change = FALSE;
10887 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10888 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10890 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10891 x, y, element, element_info[element].token_name);
10892 Debug("game:playing:HandleElementChange", "This should never happen!");
10896 // this can happen with classic bombs on walkable, changing elements
10897 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10902 if (ChangeDelay[x][y] == 0) // initialize element change
10904 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10906 if (change->can_change)
10908 // !!! not clear why graphic animation should be reset at all here !!!
10909 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10910 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10913 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10915 When using an animation frame delay of 1 (this only happens with
10916 "sp_zonk.moving.left/right" in the classic graphics), the default
10917 (non-moving) animation shows wrong animation frames (while the
10918 moving animation, like "sp_zonk.moving.left/right", is correct,
10919 so this graphical bug never shows up with the classic graphics).
10920 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10921 be drawn instead of the correct frames 0,1,2,3. This is caused by
10922 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10923 an element change: First when the change delay ("ChangeDelay[][]")
10924 counter has reached zero after decrementing, then a second time in
10925 the next frame (after "GfxFrame[][]" was already incremented) when
10926 "ChangeDelay[][]" is reset to the initial delay value again.
10928 This causes frame 0 to be drawn twice, while the last frame won't
10929 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10931 As some animations may already be cleverly designed around this bug
10932 (at least the "Snake Bite" snake tail animation does this), it cannot
10933 simply be fixed here without breaking such existing animations.
10934 Unfortunately, it cannot easily be detected if a graphics set was
10935 designed "before" or "after" the bug was fixed. As a workaround,
10936 a new graphics set option "game.graphics_engine_version" was added
10937 to be able to specify the game's major release version for which the
10938 graphics set was designed, which can then be used to decide if the
10939 bugfix should be used (version 4 and above) or not (version 3 or
10940 below, or if no version was specified at all, as with old sets).
10942 (The wrong/fixed animation frames can be tested with the test level set
10943 "test_gfxframe" and level "000", which contains a specially prepared
10944 custom element at level position (x/y) == (11/9) which uses the zonk
10945 animation mentioned above. Using "game.graphics_engine_version: 4"
10946 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10947 This can also be seen from the debug output for this test element.)
10950 // when a custom element is about to change (for example by change delay),
10951 // do not reset graphic animation when the custom element is moving
10952 if (game.graphics_engine_version < 4 &&
10955 ResetGfxAnimation(x, y);
10956 ResetRandomAnimationValue(x, y);
10959 if (change->pre_change_function)
10960 change->pre_change_function(x, y);
10964 ChangeDelay[x][y]--;
10966 if (ChangeDelay[x][y] != 0) // continue element change
10968 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10970 // also needed if CE can not change, but has CE delay with CE action
10971 if (IS_ANIMATED(graphic))
10972 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10974 if (change->can_change)
10976 if (change->change_function)
10977 change->change_function(x, y);
10980 else // finish element change
10982 if (ChangePage[x][y] != -1) // remember page from delayed change
10984 page = ChangePage[x][y];
10985 ChangePage[x][y] = -1;
10987 change = &ei->change_page[page];
10990 if (IS_MOVING(x, y)) // never change a running system ;-)
10992 ChangeDelay[x][y] = 1; // try change after next move step
10993 ChangePage[x][y] = page; // remember page to use for change
10998 // special case: set new level random seed before changing element
10999 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11000 handle_action_before_change = TRUE;
11002 if (change->has_action && handle_action_before_change)
11003 ExecuteCustomElementAction(x, y, element, page);
11005 if (change->can_change)
11007 if (ChangeElement(x, y, element, page))
11009 if (change->post_change_function)
11010 change->post_change_function(x, y);
11014 if (change->has_action && !handle_action_before_change)
11015 ExecuteCustomElementAction(x, y, element, page);
11019 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11020 int trigger_element,
11022 int trigger_player,
11026 boolean change_done_any = FALSE;
11027 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11030 if (!(trigger_events[trigger_element][trigger_event]))
11033 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11035 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11037 int element = EL_CUSTOM_START + i;
11038 boolean change_done = FALSE;
11041 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11042 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11045 for (p = 0; p < element_info[element].num_change_pages; p++)
11047 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11049 if (change->can_change_or_has_action &&
11050 change->has_event[trigger_event] &&
11051 change->trigger_side & trigger_side &&
11052 change->trigger_player & trigger_player &&
11053 change->trigger_page & trigger_page_bits &&
11054 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11056 change->actual_trigger_element = trigger_element;
11057 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11058 change->actual_trigger_player_bits = trigger_player;
11059 change->actual_trigger_side = trigger_side;
11060 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11061 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11063 if ((change->can_change && !change_done) || change->has_action)
11067 SCAN_PLAYFIELD(x, y)
11069 if (Tile[x][y] == element)
11071 if (change->can_change && !change_done)
11073 // if element already changed in this frame, not only prevent
11074 // another element change (checked in ChangeElement()), but
11075 // also prevent additional element actions for this element
11077 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11078 !level.use_action_after_change_bug)
11081 ChangeDelay[x][y] = 1;
11082 ChangeEvent[x][y] = trigger_event;
11084 HandleElementChange(x, y, p);
11086 else if (change->has_action)
11088 // if element already changed in this frame, not only prevent
11089 // another element change (checked in ChangeElement()), but
11090 // also prevent additional element actions for this element
11092 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11093 !level.use_action_after_change_bug)
11096 ExecuteCustomElementAction(x, y, element, p);
11097 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11102 if (change->can_change)
11104 change_done = TRUE;
11105 change_done_any = TRUE;
11112 RECURSION_LOOP_DETECTION_END();
11114 return change_done_any;
11117 static boolean CheckElementChangeExt(int x, int y,
11119 int trigger_element,
11121 int trigger_player,
11124 boolean change_done = FALSE;
11127 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11128 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11131 if (Tile[x][y] == EL_BLOCKED)
11133 Blocked2Moving(x, y, &x, &y);
11134 element = Tile[x][y];
11137 // check if element has already changed or is about to change after moving
11138 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11139 Tile[x][y] != element) ||
11141 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11142 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11143 ChangePage[x][y] != -1)))
11146 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11148 for (p = 0; p < element_info[element].num_change_pages; p++)
11150 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11152 /* check trigger element for all events where the element that is checked
11153 for changing interacts with a directly adjacent element -- this is
11154 different to element changes that affect other elements to change on the
11155 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11156 boolean check_trigger_element =
11157 (trigger_event == CE_NEXT_TO_X ||
11158 trigger_event == CE_TOUCHING_X ||
11159 trigger_event == CE_HITTING_X ||
11160 trigger_event == CE_HIT_BY_X ||
11161 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11163 if (change->can_change_or_has_action &&
11164 change->has_event[trigger_event] &&
11165 change->trigger_side & trigger_side &&
11166 change->trigger_player & trigger_player &&
11167 (!check_trigger_element ||
11168 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11170 change->actual_trigger_element = trigger_element;
11171 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11172 change->actual_trigger_player_bits = trigger_player;
11173 change->actual_trigger_side = trigger_side;
11174 change->actual_trigger_ce_value = CustomValue[x][y];
11175 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11177 // special case: trigger element not at (x,y) position for some events
11178 if (check_trigger_element)
11190 { 0, 0 }, { 0, 0 }, { 0, 0 },
11194 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11195 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11197 change->actual_trigger_ce_value = CustomValue[xx][yy];
11198 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11201 if (change->can_change && !change_done)
11203 ChangeDelay[x][y] = 1;
11204 ChangeEvent[x][y] = trigger_event;
11206 HandleElementChange(x, y, p);
11208 change_done = TRUE;
11210 else if (change->has_action)
11212 ExecuteCustomElementAction(x, y, element, p);
11213 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11218 RECURSION_LOOP_DETECTION_END();
11220 return change_done;
11223 static void PlayPlayerSound(struct PlayerInfo *player)
11225 int jx = player->jx, jy = player->jy;
11226 int sound_element = player->artwork_element;
11227 int last_action = player->last_action_waiting;
11228 int action = player->action_waiting;
11230 if (player->is_waiting)
11232 if (action != last_action)
11233 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11235 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11239 if (action != last_action)
11240 StopSound(element_info[sound_element].sound[last_action]);
11242 if (last_action == ACTION_SLEEPING)
11243 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11247 static void PlayAllPlayersSound(void)
11251 for (i = 0; i < MAX_PLAYERS; i++)
11252 if (stored_player[i].active)
11253 PlayPlayerSound(&stored_player[i]);
11256 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11258 boolean last_waiting = player->is_waiting;
11259 int move_dir = player->MovDir;
11261 player->dir_waiting = move_dir;
11262 player->last_action_waiting = player->action_waiting;
11266 if (!last_waiting) // not waiting -> waiting
11268 player->is_waiting = TRUE;
11270 player->frame_counter_bored =
11272 game.player_boring_delay_fixed +
11273 GetSimpleRandom(game.player_boring_delay_random);
11274 player->frame_counter_sleeping =
11276 game.player_sleeping_delay_fixed +
11277 GetSimpleRandom(game.player_sleeping_delay_random);
11279 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11282 if (game.player_sleeping_delay_fixed +
11283 game.player_sleeping_delay_random > 0 &&
11284 player->anim_delay_counter == 0 &&
11285 player->post_delay_counter == 0 &&
11286 FrameCounter >= player->frame_counter_sleeping)
11287 player->is_sleeping = TRUE;
11288 else if (game.player_boring_delay_fixed +
11289 game.player_boring_delay_random > 0 &&
11290 FrameCounter >= player->frame_counter_bored)
11291 player->is_bored = TRUE;
11293 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11294 player->is_bored ? ACTION_BORING :
11297 if (player->is_sleeping && player->use_murphy)
11299 // special case for sleeping Murphy when leaning against non-free tile
11301 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11302 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11303 !IS_MOVING(player->jx - 1, player->jy)))
11304 move_dir = MV_LEFT;
11305 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11306 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11307 !IS_MOVING(player->jx + 1, player->jy)))
11308 move_dir = MV_RIGHT;
11310 player->is_sleeping = FALSE;
11312 player->dir_waiting = move_dir;
11315 if (player->is_sleeping)
11317 if (player->num_special_action_sleeping > 0)
11319 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11321 int last_special_action = player->special_action_sleeping;
11322 int num_special_action = player->num_special_action_sleeping;
11323 int special_action =
11324 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11325 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11326 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11327 last_special_action + 1 : ACTION_SLEEPING);
11328 int special_graphic =
11329 el_act_dir2img(player->artwork_element, special_action, move_dir);
11331 player->anim_delay_counter =
11332 graphic_info[special_graphic].anim_delay_fixed +
11333 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11334 player->post_delay_counter =
11335 graphic_info[special_graphic].post_delay_fixed +
11336 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11338 player->special_action_sleeping = special_action;
11341 if (player->anim_delay_counter > 0)
11343 player->action_waiting = player->special_action_sleeping;
11344 player->anim_delay_counter--;
11346 else if (player->post_delay_counter > 0)
11348 player->post_delay_counter--;
11352 else if (player->is_bored)
11354 if (player->num_special_action_bored > 0)
11356 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11358 int special_action =
11359 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11360 int special_graphic =
11361 el_act_dir2img(player->artwork_element, special_action, move_dir);
11363 player->anim_delay_counter =
11364 graphic_info[special_graphic].anim_delay_fixed +
11365 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11366 player->post_delay_counter =
11367 graphic_info[special_graphic].post_delay_fixed +
11368 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11370 player->special_action_bored = special_action;
11373 if (player->anim_delay_counter > 0)
11375 player->action_waiting = player->special_action_bored;
11376 player->anim_delay_counter--;
11378 else if (player->post_delay_counter > 0)
11380 player->post_delay_counter--;
11385 else if (last_waiting) // waiting -> not waiting
11387 player->is_waiting = FALSE;
11388 player->is_bored = FALSE;
11389 player->is_sleeping = FALSE;
11391 player->frame_counter_bored = -1;
11392 player->frame_counter_sleeping = -1;
11394 player->anim_delay_counter = 0;
11395 player->post_delay_counter = 0;
11397 player->dir_waiting = player->MovDir;
11398 player->action_waiting = ACTION_DEFAULT;
11400 player->special_action_bored = ACTION_DEFAULT;
11401 player->special_action_sleeping = ACTION_DEFAULT;
11405 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11407 if ((!player->is_moving && player->was_moving) ||
11408 (player->MovPos == 0 && player->was_moving) ||
11409 (player->is_snapping && !player->was_snapping) ||
11410 (player->is_dropping && !player->was_dropping))
11412 if (!CheckSaveEngineSnapshotToList())
11415 player->was_moving = FALSE;
11416 player->was_snapping = TRUE;
11417 player->was_dropping = TRUE;
11421 if (player->is_moving)
11422 player->was_moving = TRUE;
11424 if (!player->is_snapping)
11425 player->was_snapping = FALSE;
11427 if (!player->is_dropping)
11428 player->was_dropping = FALSE;
11431 static struct MouseActionInfo mouse_action_last = { 0 };
11432 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11433 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11436 CheckSaveEngineSnapshotToList();
11438 mouse_action_last = mouse_action;
11441 static void CheckSingleStepMode(struct PlayerInfo *player)
11443 if (tape.single_step && tape.recording && !tape.pausing)
11445 // as it is called "single step mode", just return to pause mode when the
11446 // player stopped moving after one tile (or never starts moving at all)
11447 // (reverse logic needed here in case single step mode used in team mode)
11448 if (player->is_moving ||
11449 player->is_pushing ||
11450 player->is_dropping_pressed ||
11451 player->effective_mouse_action.button)
11452 game.enter_single_step_mode = FALSE;
11455 CheckSaveEngineSnapshot(player);
11458 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11460 int left = player_action & JOY_LEFT;
11461 int right = player_action & JOY_RIGHT;
11462 int up = player_action & JOY_UP;
11463 int down = player_action & JOY_DOWN;
11464 int button1 = player_action & JOY_BUTTON_1;
11465 int button2 = player_action & JOY_BUTTON_2;
11466 int dx = (left ? -1 : right ? 1 : 0);
11467 int dy = (up ? -1 : down ? 1 : 0);
11469 if (!player->active || tape.pausing)
11475 SnapField(player, dx, dy);
11479 DropElement(player);
11481 MovePlayer(player, dx, dy);
11484 CheckSingleStepMode(player);
11486 SetPlayerWaiting(player, FALSE);
11488 return player_action;
11492 // no actions for this player (no input at player's configured device)
11494 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11495 SnapField(player, 0, 0);
11496 CheckGravityMovementWhenNotMoving(player);
11498 if (player->MovPos == 0)
11499 SetPlayerWaiting(player, TRUE);
11501 if (player->MovPos == 0) // needed for tape.playing
11502 player->is_moving = FALSE;
11504 player->is_dropping = FALSE;
11505 player->is_dropping_pressed = FALSE;
11506 player->drop_pressed_delay = 0;
11508 CheckSingleStepMode(player);
11514 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11517 if (!tape.use_mouse_actions)
11520 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11521 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11522 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11525 static void SetTapeActionFromMouseAction(byte *tape_action,
11526 struct MouseActionInfo *mouse_action)
11528 if (!tape.use_mouse_actions)
11531 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11532 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11533 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11536 static void CheckLevelSolved(void)
11538 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11540 if (game_em.level_solved &&
11541 !game_em.game_over) // game won
11545 game_em.game_over = TRUE;
11547 game.all_players_gone = TRUE;
11550 if (game_em.game_over) // game lost
11551 game.all_players_gone = TRUE;
11553 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11555 if (game_sp.level_solved &&
11556 !game_sp.game_over) // game won
11560 game_sp.game_over = TRUE;
11562 game.all_players_gone = TRUE;
11565 if (game_sp.game_over) // game lost
11566 game.all_players_gone = TRUE;
11568 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11570 if (game_mm.level_solved &&
11571 !game_mm.game_over) // game won
11575 game_mm.game_over = TRUE;
11577 game.all_players_gone = TRUE;
11580 if (game_mm.game_over) // game lost
11581 game.all_players_gone = TRUE;
11585 static void CheckLevelTime_StepCounter(void)
11595 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11596 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11598 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11600 DisplayGameControlValues();
11602 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11603 for (i = 0; i < MAX_PLAYERS; i++)
11604 KillPlayer(&stored_player[i]);
11606 else if (game.no_level_time_limit && !game.all_players_gone)
11608 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11610 DisplayGameControlValues();
11614 static void CheckLevelTime(void)
11618 if (TimeFrames >= FRAMES_PER_SECOND)
11623 for (i = 0; i < MAX_PLAYERS; i++)
11625 struct PlayerInfo *player = &stored_player[i];
11627 if (SHIELD_ON(player))
11629 player->shield_normal_time_left--;
11631 if (player->shield_deadly_time_left > 0)
11632 player->shield_deadly_time_left--;
11636 if (!game.LevelSolved && !level.use_step_counter)
11644 if (TimeLeft <= 10 && game.time_limit)
11645 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11647 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11648 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11650 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11652 if (!TimeLeft && game.time_limit)
11654 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11655 game_em.lev->killed_out_of_time = TRUE;
11657 for (i = 0; i < MAX_PLAYERS; i++)
11658 KillPlayer(&stored_player[i]);
11661 else if (game.no_level_time_limit && !game.all_players_gone)
11663 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11666 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11669 if (tape.recording || tape.playing)
11670 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11673 if (tape.recording || tape.playing)
11674 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11676 UpdateAndDisplayGameControlValues();
11679 void AdvanceFrameAndPlayerCounters(int player_nr)
11683 // advance frame counters (global frame counter and time frame counter)
11687 // advance player counters (counters for move delay, move animation etc.)
11688 for (i = 0; i < MAX_PLAYERS; i++)
11690 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11691 int move_delay_value = stored_player[i].move_delay_value;
11692 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11694 if (!advance_player_counters) // not all players may be affected
11697 if (move_frames == 0) // less than one move per game frame
11699 int stepsize = TILEX / move_delay_value;
11700 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11701 int count = (stored_player[i].is_moving ?
11702 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11704 if (count % delay == 0)
11708 stored_player[i].Frame += move_frames;
11710 if (stored_player[i].MovPos != 0)
11711 stored_player[i].StepFrame += move_frames;
11713 if (stored_player[i].move_delay > 0)
11714 stored_player[i].move_delay--;
11716 // due to bugs in previous versions, counter must count up, not down
11717 if (stored_player[i].push_delay != -1)
11718 stored_player[i].push_delay++;
11720 if (stored_player[i].drop_delay > 0)
11721 stored_player[i].drop_delay--;
11723 if (stored_player[i].is_dropping_pressed)
11724 stored_player[i].drop_pressed_delay++;
11728 void AdvanceFrameCounter(void)
11733 void AdvanceGfxFrame(void)
11737 SCAN_PLAYFIELD(x, y)
11743 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11744 struct MouseActionInfo *mouse_action_last)
11746 if (mouse_action->button)
11748 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11749 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11750 int x = mouse_action->lx;
11751 int y = mouse_action->ly;
11752 int element = Tile[x][y];
11756 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11757 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11761 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11762 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11765 if (level.use_step_counter)
11767 boolean counted_click = FALSE;
11769 // element clicked that can change when clicked/pressed
11770 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11771 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11772 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11773 counted_click = TRUE;
11775 // element clicked that can trigger change when clicked/pressed
11776 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11777 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11778 counted_click = TRUE;
11780 if (new_button && counted_click)
11781 CheckLevelTime_StepCounter();
11786 void StartGameActions(boolean init_network_game, boolean record_tape,
11789 unsigned int new_random_seed = InitRND(random_seed);
11792 TapeStartRecording(new_random_seed);
11794 if (setup.auto_pause_on_start && !tape.pausing)
11795 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11797 if (init_network_game)
11799 SendToServer_LevelFile();
11800 SendToServer_StartPlaying();
11808 static void GameActionsExt(void)
11811 static unsigned int game_frame_delay = 0;
11813 unsigned int game_frame_delay_value;
11814 byte *recorded_player_action;
11815 byte summarized_player_action = 0;
11816 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11819 // detect endless loops, caused by custom element programming
11820 if (recursion_loop_detected && recursion_loop_depth == 0)
11822 char *message = getStringCat3("Internal Error! Element ",
11823 EL_NAME(recursion_loop_element),
11824 " caused endless loop! Quit the game?");
11826 Warn("element '%s' caused endless loop in game engine",
11827 EL_NAME(recursion_loop_element));
11829 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11831 recursion_loop_detected = FALSE; // if game should be continued
11838 if (game.restart_level)
11839 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11841 CheckLevelSolved();
11843 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11846 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11849 if (game_status != GAME_MODE_PLAYING) // status might have changed
11852 game_frame_delay_value =
11853 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11855 if (tape.playing && tape.warp_forward && !tape.pausing)
11856 game_frame_delay_value = 0;
11858 SetVideoFrameDelay(game_frame_delay_value);
11860 // (de)activate virtual buttons depending on current game status
11861 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11863 if (game.all_players_gone) // if no players there to be controlled anymore
11864 SetOverlayActive(FALSE);
11865 else if (!tape.playing) // if game continues after tape stopped playing
11866 SetOverlayActive(TRUE);
11871 // ---------- main game synchronization point ----------
11873 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11875 Debug("game:playing:skip", "skip == %d", skip);
11878 // ---------- main game synchronization point ----------
11880 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11884 if (network_playing && !network_player_action_received)
11886 // try to get network player actions in time
11888 // last chance to get network player actions without main loop delay
11889 HandleNetworking();
11891 // game was quit by network peer
11892 if (game_status != GAME_MODE_PLAYING)
11895 // check if network player actions still missing and game still running
11896 if (!network_player_action_received && !checkGameEnded())
11897 return; // failed to get network player actions in time
11899 // do not yet reset "network_player_action_received" (for tape.pausing)
11905 // at this point we know that we really continue executing the game
11907 network_player_action_received = FALSE;
11909 // when playing tape, read previously recorded player input from tape data
11910 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11912 local_player->effective_mouse_action = local_player->mouse_action;
11914 if (recorded_player_action != NULL)
11915 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11916 recorded_player_action);
11918 // TapePlayAction() may return NULL when toggling to "pause before death"
11922 if (tape.set_centered_player)
11924 game.centered_player_nr_next = tape.centered_player_nr_next;
11925 game.set_centered_player = TRUE;
11928 for (i = 0; i < MAX_PLAYERS; i++)
11930 summarized_player_action |= stored_player[i].action;
11932 if (!network_playing && (game.team_mode || tape.playing))
11933 stored_player[i].effective_action = stored_player[i].action;
11936 if (network_playing && !checkGameEnded())
11937 SendToServer_MovePlayer(summarized_player_action);
11939 // summarize all actions at local players mapped input device position
11940 // (this allows using different input devices in single player mode)
11941 if (!network.enabled && !game.team_mode)
11942 stored_player[map_player_action[local_player->index_nr]].effective_action =
11943 summarized_player_action;
11945 // summarize all actions at centered player in local team mode
11946 if (tape.recording &&
11947 setup.team_mode && !network.enabled &&
11948 setup.input_on_focus &&
11949 game.centered_player_nr != -1)
11951 for (i = 0; i < MAX_PLAYERS; i++)
11952 stored_player[map_player_action[i]].effective_action =
11953 (i == game.centered_player_nr ? summarized_player_action : 0);
11956 if (recorded_player_action != NULL)
11957 for (i = 0; i < MAX_PLAYERS; i++)
11958 stored_player[i].effective_action = recorded_player_action[i];
11960 for (i = 0; i < MAX_PLAYERS; i++)
11962 tape_action[i] = stored_player[i].effective_action;
11964 /* (this may happen in the RND game engine if a player was not present on
11965 the playfield on level start, but appeared later from a custom element */
11966 if (setup.team_mode &&
11969 !tape.player_participates[i])
11970 tape.player_participates[i] = TRUE;
11973 SetTapeActionFromMouseAction(tape_action,
11974 &local_player->effective_mouse_action);
11976 // only record actions from input devices, but not programmed actions
11977 if (tape.recording)
11978 TapeRecordAction(tape_action);
11980 // remember if game was played (especially after tape stopped playing)
11981 if (!tape.playing && summarized_player_action && !checkGameFailed())
11982 game.GamePlayed = TRUE;
11984 #if USE_NEW_PLAYER_ASSIGNMENTS
11985 // !!! also map player actions in single player mode !!!
11986 // if (game.team_mode)
11989 byte mapped_action[MAX_PLAYERS];
11991 #if DEBUG_PLAYER_ACTIONS
11992 for (i = 0; i < MAX_PLAYERS; i++)
11993 DebugContinued("", "%d, ", stored_player[i].effective_action);
11996 for (i = 0; i < MAX_PLAYERS; i++)
11997 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11999 for (i = 0; i < MAX_PLAYERS; i++)
12000 stored_player[i].effective_action = mapped_action[i];
12002 #if DEBUG_PLAYER_ACTIONS
12003 DebugContinued("", "=> ");
12004 for (i = 0; i < MAX_PLAYERS; i++)
12005 DebugContinued("", "%d, ", stored_player[i].effective_action);
12006 DebugContinued("game:playing:player", "\n");
12009 #if DEBUG_PLAYER_ACTIONS
12012 for (i = 0; i < MAX_PLAYERS; i++)
12013 DebugContinued("", "%d, ", stored_player[i].effective_action);
12014 DebugContinued("game:playing:player", "\n");
12019 for (i = 0; i < MAX_PLAYERS; i++)
12021 // allow engine snapshot in case of changed movement attempt
12022 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12023 (stored_player[i].effective_action & KEY_MOTION))
12024 game.snapshot.changed_action = TRUE;
12026 // allow engine snapshot in case of snapping/dropping attempt
12027 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12028 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12029 game.snapshot.changed_action = TRUE;
12031 game.snapshot.last_action[i] = stored_player[i].effective_action;
12034 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12036 GameActions_EM_Main();
12038 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12040 GameActions_SP_Main();
12042 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12044 GameActions_MM_Main();
12048 GameActions_RND_Main();
12051 BlitScreenToBitmap(backbuffer);
12053 CheckLevelSolved();
12056 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12058 if (global.show_frames_per_second)
12060 static unsigned int fps_counter = 0;
12061 static int fps_frames = 0;
12062 unsigned int fps_delay_ms = Counter() - fps_counter;
12066 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12068 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12071 fps_counter = Counter();
12073 // always draw FPS to screen after FPS value was updated
12074 redraw_mask |= REDRAW_FPS;
12077 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12078 if (GetDrawDeactivationMask() == REDRAW_NONE)
12079 redraw_mask |= REDRAW_FPS;
12083 static void GameActions_CheckSaveEngineSnapshot(void)
12085 if (!game.snapshot.save_snapshot)
12088 // clear flag for saving snapshot _before_ saving snapshot
12089 game.snapshot.save_snapshot = FALSE;
12091 SaveEngineSnapshotToList();
12094 void GameActions(void)
12098 GameActions_CheckSaveEngineSnapshot();
12101 void GameActions_EM_Main(void)
12103 byte effective_action[MAX_PLAYERS];
12106 for (i = 0; i < MAX_PLAYERS; i++)
12107 effective_action[i] = stored_player[i].effective_action;
12109 GameActions_EM(effective_action);
12112 void GameActions_SP_Main(void)
12114 byte effective_action[MAX_PLAYERS];
12117 for (i = 0; i < MAX_PLAYERS; i++)
12118 effective_action[i] = stored_player[i].effective_action;
12120 GameActions_SP(effective_action);
12122 for (i = 0; i < MAX_PLAYERS; i++)
12124 if (stored_player[i].force_dropping)
12125 stored_player[i].action |= KEY_BUTTON_DROP;
12127 stored_player[i].force_dropping = FALSE;
12131 void GameActions_MM_Main(void)
12135 GameActions_MM(local_player->effective_mouse_action);
12138 void GameActions_RND_Main(void)
12143 void GameActions_RND(void)
12145 static struct MouseActionInfo mouse_action_last = { 0 };
12146 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12147 int magic_wall_x = 0, magic_wall_y = 0;
12148 int i, x, y, element, graphic, last_gfx_frame;
12150 InitPlayfieldScanModeVars();
12152 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12154 SCAN_PLAYFIELD(x, y)
12156 ChangeCount[x][y] = 0;
12157 ChangeEvent[x][y] = -1;
12161 if (game.set_centered_player)
12163 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12165 // switching to "all players" only possible if all players fit to screen
12166 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12168 game.centered_player_nr_next = game.centered_player_nr;
12169 game.set_centered_player = FALSE;
12172 // do not switch focus to non-existing (or non-active) player
12173 if (game.centered_player_nr_next >= 0 &&
12174 !stored_player[game.centered_player_nr_next].active)
12176 game.centered_player_nr_next = game.centered_player_nr;
12177 game.set_centered_player = FALSE;
12181 if (game.set_centered_player &&
12182 ScreenMovPos == 0) // screen currently aligned at tile position
12186 if (game.centered_player_nr_next == -1)
12188 setScreenCenteredToAllPlayers(&sx, &sy);
12192 sx = stored_player[game.centered_player_nr_next].jx;
12193 sy = stored_player[game.centered_player_nr_next].jy;
12196 game.centered_player_nr = game.centered_player_nr_next;
12197 game.set_centered_player = FALSE;
12199 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12200 DrawGameDoorValues();
12203 // check single step mode (set flag and clear again if any player is active)
12204 game.enter_single_step_mode =
12205 (tape.single_step && tape.recording && !tape.pausing);
12207 for (i = 0; i < MAX_PLAYERS; i++)
12209 int actual_player_action = stored_player[i].effective_action;
12212 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12213 - rnd_equinox_tetrachloride 048
12214 - rnd_equinox_tetrachloride_ii 096
12215 - rnd_emanuel_schmieg 002
12216 - doctor_sloan_ww 001, 020
12218 if (stored_player[i].MovPos == 0)
12219 CheckGravityMovement(&stored_player[i]);
12222 // overwrite programmed action with tape action
12223 if (stored_player[i].programmed_action)
12224 actual_player_action = stored_player[i].programmed_action;
12226 PlayerActions(&stored_player[i], actual_player_action);
12228 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12231 // single step pause mode may already have been toggled by "ScrollPlayer()"
12232 if (game.enter_single_step_mode && !tape.pausing)
12233 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12235 ScrollScreen(NULL, SCROLL_GO_ON);
12237 /* for backwards compatibility, the following code emulates a fixed bug that
12238 occured when pushing elements (causing elements that just made their last
12239 pushing step to already (if possible) make their first falling step in the
12240 same game frame, which is bad); this code is also needed to use the famous
12241 "spring push bug" which is used in older levels and might be wanted to be
12242 used also in newer levels, but in this case the buggy pushing code is only
12243 affecting the "spring" element and no other elements */
12245 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12247 for (i = 0; i < MAX_PLAYERS; i++)
12249 struct PlayerInfo *player = &stored_player[i];
12250 int x = player->jx;
12251 int y = player->jy;
12253 if (player->active && player->is_pushing && player->is_moving &&
12255 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12256 Tile[x][y] == EL_SPRING))
12258 ContinueMoving(x, y);
12260 // continue moving after pushing (this is actually a bug)
12261 if (!IS_MOVING(x, y))
12262 Stop[x][y] = FALSE;
12267 SCAN_PLAYFIELD(x, y)
12269 Last[x][y] = Tile[x][y];
12271 ChangeCount[x][y] = 0;
12272 ChangeEvent[x][y] = -1;
12274 // this must be handled before main playfield loop
12275 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12278 if (MovDelay[x][y] <= 0)
12282 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12285 if (MovDelay[x][y] <= 0)
12287 int element = Store[x][y];
12288 int move_direction = MovDir[x][y];
12289 int player_index_bit = Store2[x][y];
12295 TEST_DrawLevelField(x, y);
12297 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12299 if (IS_ENVELOPE(element))
12300 local_player->show_envelope = element;
12305 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12307 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12309 Debug("game:playing:GameActions_RND", "This should never happen!");
12311 ChangePage[x][y] = -1;
12315 Stop[x][y] = FALSE;
12316 if (WasJustMoving[x][y] > 0)
12317 WasJustMoving[x][y]--;
12318 if (WasJustFalling[x][y] > 0)
12319 WasJustFalling[x][y]--;
12320 if (CheckCollision[x][y] > 0)
12321 CheckCollision[x][y]--;
12322 if (CheckImpact[x][y] > 0)
12323 CheckImpact[x][y]--;
12327 /* reset finished pushing action (not done in ContinueMoving() to allow
12328 continuous pushing animation for elements with zero push delay) */
12329 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12331 ResetGfxAnimation(x, y);
12332 TEST_DrawLevelField(x, y);
12336 if (IS_BLOCKED(x, y))
12340 Blocked2Moving(x, y, &oldx, &oldy);
12341 if (!IS_MOVING(oldx, oldy))
12343 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12344 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12345 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12346 Debug("game:playing:GameActions_RND", "This should never happen!");
12352 HandleMouseAction(&mouse_action, &mouse_action_last);
12354 SCAN_PLAYFIELD(x, y)
12356 element = Tile[x][y];
12357 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12358 last_gfx_frame = GfxFrame[x][y];
12360 if (element == EL_EMPTY)
12361 graphic = el2img(GfxElementEmpty[x][y]);
12363 ResetGfxFrame(x, y);
12365 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12366 DrawLevelGraphicAnimation(x, y, graphic);
12368 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12369 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12370 ResetRandomAnimationValue(x, y);
12372 SetRandomAnimationValue(x, y);
12374 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12376 if (IS_INACTIVE(element))
12378 if (IS_ANIMATED(graphic))
12379 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12384 // this may take place after moving, so 'element' may have changed
12385 if (IS_CHANGING(x, y) &&
12386 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12388 int page = element_info[element].event_page_nr[CE_DELAY];
12390 HandleElementChange(x, y, page);
12392 element = Tile[x][y];
12393 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12396 CheckNextToConditions(x, y);
12398 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12402 element = Tile[x][y];
12403 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12405 if (IS_ANIMATED(graphic) &&
12406 !IS_MOVING(x, y) &&
12408 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12410 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12411 TEST_DrawTwinkleOnField(x, y);
12413 else if (element == EL_ACID)
12416 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12418 else if ((element == EL_EXIT_OPEN ||
12419 element == EL_EM_EXIT_OPEN ||
12420 element == EL_SP_EXIT_OPEN ||
12421 element == EL_STEEL_EXIT_OPEN ||
12422 element == EL_EM_STEEL_EXIT_OPEN ||
12423 element == EL_SP_TERMINAL ||
12424 element == EL_SP_TERMINAL_ACTIVE ||
12425 element == EL_EXTRA_TIME ||
12426 element == EL_SHIELD_NORMAL ||
12427 element == EL_SHIELD_DEADLY) &&
12428 IS_ANIMATED(graphic))
12429 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12430 else if (IS_MOVING(x, y))
12431 ContinueMoving(x, y);
12432 else if (IS_ACTIVE_BOMB(element))
12433 CheckDynamite(x, y);
12434 else if (element == EL_AMOEBA_GROWING)
12435 AmoebaGrowing(x, y);
12436 else if (element == EL_AMOEBA_SHRINKING)
12437 AmoebaShrinking(x, y);
12439 #if !USE_NEW_AMOEBA_CODE
12440 else if (IS_AMOEBALIVE(element))
12441 AmoebaReproduce(x, y);
12444 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12446 else if (element == EL_EXIT_CLOSED)
12448 else if (element == EL_EM_EXIT_CLOSED)
12450 else if (element == EL_STEEL_EXIT_CLOSED)
12451 CheckExitSteel(x, y);
12452 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12453 CheckExitSteelEM(x, y);
12454 else if (element == EL_SP_EXIT_CLOSED)
12456 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12457 element == EL_EXPANDABLE_STEELWALL_GROWING)
12459 else if (element == EL_EXPANDABLE_WALL ||
12460 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12461 element == EL_EXPANDABLE_WALL_VERTICAL ||
12462 element == EL_EXPANDABLE_WALL_ANY ||
12463 element == EL_BD_EXPANDABLE_WALL ||
12464 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12465 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12466 element == EL_EXPANDABLE_STEELWALL_ANY)
12467 CheckWallGrowing(x, y);
12468 else if (element == EL_FLAMES)
12469 CheckForDragon(x, y);
12470 else if (element == EL_EXPLOSION)
12471 ; // drawing of correct explosion animation is handled separately
12472 else if (element == EL_ELEMENT_SNAPPING ||
12473 element == EL_DIAGONAL_SHRINKING ||
12474 element == EL_DIAGONAL_GROWING)
12476 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12478 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12480 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12481 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12483 if (IS_BELT_ACTIVE(element))
12484 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12486 if (game.magic_wall_active)
12488 int jx = local_player->jx, jy = local_player->jy;
12490 // play the element sound at the position nearest to the player
12491 if ((element == EL_MAGIC_WALL_FULL ||
12492 element == EL_MAGIC_WALL_ACTIVE ||
12493 element == EL_MAGIC_WALL_EMPTYING ||
12494 element == EL_BD_MAGIC_WALL_FULL ||
12495 element == EL_BD_MAGIC_WALL_ACTIVE ||
12496 element == EL_BD_MAGIC_WALL_EMPTYING ||
12497 element == EL_DC_MAGIC_WALL_FULL ||
12498 element == EL_DC_MAGIC_WALL_ACTIVE ||
12499 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12500 ABS(x - jx) + ABS(y - jy) <
12501 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12509 #if USE_NEW_AMOEBA_CODE
12510 // new experimental amoeba growth stuff
12511 if (!(FrameCounter % 8))
12513 static unsigned int random = 1684108901;
12515 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12517 x = RND(lev_fieldx);
12518 y = RND(lev_fieldy);
12519 element = Tile[x][y];
12521 if (!IS_PLAYER(x, y) &&
12522 (element == EL_EMPTY ||
12523 CAN_GROW_INTO(element) ||
12524 element == EL_QUICKSAND_EMPTY ||
12525 element == EL_QUICKSAND_FAST_EMPTY ||
12526 element == EL_ACID_SPLASH_LEFT ||
12527 element == EL_ACID_SPLASH_RIGHT))
12529 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12530 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12531 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12532 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12533 Tile[x][y] = EL_AMOEBA_DROP;
12536 random = random * 129 + 1;
12541 game.explosions_delayed = FALSE;
12543 SCAN_PLAYFIELD(x, y)
12545 element = Tile[x][y];
12547 if (ExplodeField[x][y])
12548 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12549 else if (element == EL_EXPLOSION)
12550 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12552 ExplodeField[x][y] = EX_TYPE_NONE;
12555 game.explosions_delayed = TRUE;
12557 if (game.magic_wall_active)
12559 if (!(game.magic_wall_time_left % 4))
12561 int element = Tile[magic_wall_x][magic_wall_y];
12563 if (element == EL_BD_MAGIC_WALL_FULL ||
12564 element == EL_BD_MAGIC_WALL_ACTIVE ||
12565 element == EL_BD_MAGIC_WALL_EMPTYING)
12566 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12567 else if (element == EL_DC_MAGIC_WALL_FULL ||
12568 element == EL_DC_MAGIC_WALL_ACTIVE ||
12569 element == EL_DC_MAGIC_WALL_EMPTYING)
12570 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12572 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12575 if (game.magic_wall_time_left > 0)
12577 game.magic_wall_time_left--;
12579 if (!game.magic_wall_time_left)
12581 SCAN_PLAYFIELD(x, y)
12583 element = Tile[x][y];
12585 if (element == EL_MAGIC_WALL_ACTIVE ||
12586 element == EL_MAGIC_WALL_FULL)
12588 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12589 TEST_DrawLevelField(x, y);
12591 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12592 element == EL_BD_MAGIC_WALL_FULL)
12594 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12595 TEST_DrawLevelField(x, y);
12597 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12598 element == EL_DC_MAGIC_WALL_FULL)
12600 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12601 TEST_DrawLevelField(x, y);
12605 game.magic_wall_active = FALSE;
12610 if (game.light_time_left > 0)
12612 game.light_time_left--;
12614 if (game.light_time_left == 0)
12615 RedrawAllLightSwitchesAndInvisibleElements();
12618 if (game.timegate_time_left > 0)
12620 game.timegate_time_left--;
12622 if (game.timegate_time_left == 0)
12623 CloseAllOpenTimegates();
12626 if (game.lenses_time_left > 0)
12628 game.lenses_time_left--;
12630 if (game.lenses_time_left == 0)
12631 RedrawAllInvisibleElementsForLenses();
12634 if (game.magnify_time_left > 0)
12636 game.magnify_time_left--;
12638 if (game.magnify_time_left == 0)
12639 RedrawAllInvisibleElementsForMagnifier();
12642 for (i = 0; i < MAX_PLAYERS; i++)
12644 struct PlayerInfo *player = &stored_player[i];
12646 if (SHIELD_ON(player))
12648 if (player->shield_deadly_time_left)
12649 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12650 else if (player->shield_normal_time_left)
12651 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12655 #if USE_DELAYED_GFX_REDRAW
12656 SCAN_PLAYFIELD(x, y)
12658 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12660 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12661 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12663 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12664 DrawLevelField(x, y);
12666 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12667 DrawLevelFieldCrumbled(x, y);
12669 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12670 DrawLevelFieldCrumbledNeighbours(x, y);
12672 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12673 DrawTwinkleOnField(x, y);
12676 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12681 PlayAllPlayersSound();
12683 for (i = 0; i < MAX_PLAYERS; i++)
12685 struct PlayerInfo *player = &stored_player[i];
12687 if (player->show_envelope != 0 && (!player->active ||
12688 player->MovPos == 0))
12690 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12692 player->show_envelope = 0;
12696 // use random number generator in every frame to make it less predictable
12697 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12700 mouse_action_last = mouse_action;
12703 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12705 int min_x = x, min_y = y, max_x = x, max_y = y;
12706 int scr_fieldx = getScreenFieldSizeX();
12707 int scr_fieldy = getScreenFieldSizeY();
12710 for (i = 0; i < MAX_PLAYERS; i++)
12712 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12714 if (!stored_player[i].active || &stored_player[i] == player)
12717 min_x = MIN(min_x, jx);
12718 min_y = MIN(min_y, jy);
12719 max_x = MAX(max_x, jx);
12720 max_y = MAX(max_y, jy);
12723 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12726 static boolean AllPlayersInVisibleScreen(void)
12730 for (i = 0; i < MAX_PLAYERS; i++)
12732 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12734 if (!stored_player[i].active)
12737 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12744 void ScrollLevel(int dx, int dy)
12746 int scroll_offset = 2 * TILEX_VAR;
12749 BlitBitmap(drawto_field, drawto_field,
12750 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12751 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12752 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12753 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12754 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12755 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12759 x = (dx == 1 ? BX1 : BX2);
12760 for (y = BY1; y <= BY2; y++)
12761 DrawScreenField(x, y);
12766 y = (dy == 1 ? BY1 : BY2);
12767 for (x = BX1; x <= BX2; x++)
12768 DrawScreenField(x, y);
12771 redraw_mask |= REDRAW_FIELD;
12774 static boolean canFallDown(struct PlayerInfo *player)
12776 int jx = player->jx, jy = player->jy;
12778 return (IN_LEV_FIELD(jx, jy + 1) &&
12779 (IS_FREE(jx, jy + 1) ||
12780 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12781 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12782 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12785 static boolean canPassField(int x, int y, int move_dir)
12787 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12788 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12789 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12790 int nextx = x + dx;
12791 int nexty = y + dy;
12792 int element = Tile[x][y];
12794 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12795 !CAN_MOVE(element) &&
12796 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12797 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12798 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12801 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12803 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12804 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12805 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12809 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12810 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12811 (IS_DIGGABLE(Tile[newx][newy]) ||
12812 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12813 canPassField(newx, newy, move_dir)));
12816 static void CheckGravityMovement(struct PlayerInfo *player)
12818 if (player->gravity && !player->programmed_action)
12820 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12821 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12822 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12823 int jx = player->jx, jy = player->jy;
12824 boolean player_is_moving_to_valid_field =
12825 (!player_is_snapping &&
12826 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12827 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12828 boolean player_can_fall_down = canFallDown(player);
12830 if (player_can_fall_down &&
12831 !player_is_moving_to_valid_field)
12832 player->programmed_action = MV_DOWN;
12836 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12838 return CheckGravityMovement(player);
12840 if (player->gravity && !player->programmed_action)
12842 int jx = player->jx, jy = player->jy;
12843 boolean field_under_player_is_free =
12844 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12845 boolean player_is_standing_on_valid_field =
12846 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12847 (IS_WALKABLE(Tile[jx][jy]) &&
12848 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12850 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12851 player->programmed_action = MV_DOWN;
12856 MovePlayerOneStep()
12857 -----------------------------------------------------------------------------
12858 dx, dy: direction (non-diagonal) to try to move the player to
12859 real_dx, real_dy: direction as read from input device (can be diagonal)
12862 boolean MovePlayerOneStep(struct PlayerInfo *player,
12863 int dx, int dy, int real_dx, int real_dy)
12865 int jx = player->jx, jy = player->jy;
12866 int new_jx = jx + dx, new_jy = jy + dy;
12868 boolean player_can_move = !player->cannot_move;
12870 if (!player->active || (!dx && !dy))
12871 return MP_NO_ACTION;
12873 player->MovDir = (dx < 0 ? MV_LEFT :
12874 dx > 0 ? MV_RIGHT :
12876 dy > 0 ? MV_DOWN : MV_NONE);
12878 if (!IN_LEV_FIELD(new_jx, new_jy))
12879 return MP_NO_ACTION;
12881 if (!player_can_move)
12883 if (player->MovPos == 0)
12885 player->is_moving = FALSE;
12886 player->is_digging = FALSE;
12887 player->is_collecting = FALSE;
12888 player->is_snapping = FALSE;
12889 player->is_pushing = FALSE;
12893 if (!network.enabled && game.centered_player_nr == -1 &&
12894 !AllPlayersInSight(player, new_jx, new_jy))
12895 return MP_NO_ACTION;
12897 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12898 if (can_move != MP_MOVING)
12901 // check if DigField() has caused relocation of the player
12902 if (player->jx != jx || player->jy != jy)
12903 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12905 StorePlayer[jx][jy] = 0;
12906 player->last_jx = jx;
12907 player->last_jy = jy;
12908 player->jx = new_jx;
12909 player->jy = new_jy;
12910 StorePlayer[new_jx][new_jy] = player->element_nr;
12912 if (player->move_delay_value_next != -1)
12914 player->move_delay_value = player->move_delay_value_next;
12915 player->move_delay_value_next = -1;
12919 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12921 player->step_counter++;
12923 PlayerVisit[jx][jy] = FrameCounter;
12925 player->is_moving = TRUE;
12928 // should better be called in MovePlayer(), but this breaks some tapes
12929 ScrollPlayer(player, SCROLL_INIT);
12935 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12937 int jx = player->jx, jy = player->jy;
12938 int old_jx = jx, old_jy = jy;
12939 int moved = MP_NO_ACTION;
12941 if (!player->active)
12946 if (player->MovPos == 0)
12948 player->is_moving = FALSE;
12949 player->is_digging = FALSE;
12950 player->is_collecting = FALSE;
12951 player->is_snapping = FALSE;
12952 player->is_pushing = FALSE;
12958 if (player->move_delay > 0)
12961 player->move_delay = -1; // set to "uninitialized" value
12963 // store if player is automatically moved to next field
12964 player->is_auto_moving = (player->programmed_action != MV_NONE);
12966 // remove the last programmed player action
12967 player->programmed_action = 0;
12969 if (player->MovPos)
12971 // should only happen if pre-1.2 tape recordings are played
12972 // this is only for backward compatibility
12974 int original_move_delay_value = player->move_delay_value;
12977 Debug("game:playing:MovePlayer",
12978 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12982 // scroll remaining steps with finest movement resolution
12983 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12985 while (player->MovPos)
12987 ScrollPlayer(player, SCROLL_GO_ON);
12988 ScrollScreen(NULL, SCROLL_GO_ON);
12990 AdvanceFrameAndPlayerCounters(player->index_nr);
12993 BackToFront_WithFrameDelay(0);
12996 player->move_delay_value = original_move_delay_value;
12999 player->is_active = FALSE;
13001 if (player->last_move_dir & MV_HORIZONTAL)
13003 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13004 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13008 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13009 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13012 if (!moved && !player->is_active)
13014 player->is_moving = FALSE;
13015 player->is_digging = FALSE;
13016 player->is_collecting = FALSE;
13017 player->is_snapping = FALSE;
13018 player->is_pushing = FALSE;
13024 if (moved & MP_MOVING && !ScreenMovPos &&
13025 (player->index_nr == game.centered_player_nr ||
13026 game.centered_player_nr == -1))
13028 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13030 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13032 // actual player has left the screen -- scroll in that direction
13033 if (jx != old_jx) // player has moved horizontally
13034 scroll_x += (jx - old_jx);
13035 else // player has moved vertically
13036 scroll_y += (jy - old_jy);
13040 int offset_raw = game.scroll_delay_value;
13042 if (jx != old_jx) // player has moved horizontally
13044 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13045 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13046 int new_scroll_x = jx - MIDPOSX + offset_x;
13048 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13049 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13050 scroll_x = new_scroll_x;
13052 // don't scroll over playfield boundaries
13053 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13055 // don't scroll more than one field at a time
13056 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13058 // don't scroll against the player's moving direction
13059 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13060 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13061 scroll_x = old_scroll_x;
13063 else // player has moved vertically
13065 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13066 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13067 int new_scroll_y = jy - MIDPOSY + offset_y;
13069 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13070 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13071 scroll_y = new_scroll_y;
13073 // don't scroll over playfield boundaries
13074 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13076 // don't scroll more than one field at a time
13077 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13079 // don't scroll against the player's moving direction
13080 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13081 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13082 scroll_y = old_scroll_y;
13086 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13088 if (!network.enabled && game.centered_player_nr == -1 &&
13089 !AllPlayersInVisibleScreen())
13091 scroll_x = old_scroll_x;
13092 scroll_y = old_scroll_y;
13096 ScrollScreen(player, SCROLL_INIT);
13097 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13102 player->StepFrame = 0;
13104 if (moved & MP_MOVING)
13106 if (old_jx != jx && old_jy == jy)
13107 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13108 else if (old_jx == jx && old_jy != jy)
13109 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13111 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13113 player->last_move_dir = player->MovDir;
13114 player->is_moving = TRUE;
13115 player->is_snapping = FALSE;
13116 player->is_switching = FALSE;
13117 player->is_dropping = FALSE;
13118 player->is_dropping_pressed = FALSE;
13119 player->drop_pressed_delay = 0;
13122 // should better be called here than above, but this breaks some tapes
13123 ScrollPlayer(player, SCROLL_INIT);
13128 CheckGravityMovementWhenNotMoving(player);
13130 player->is_moving = FALSE;
13132 /* at this point, the player is allowed to move, but cannot move right now
13133 (e.g. because of something blocking the way) -- ensure that the player
13134 is also allowed to move in the next frame (in old versions before 3.1.1,
13135 the player was forced to wait again for eight frames before next try) */
13137 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13138 player->move_delay = 0; // allow direct movement in the next frame
13141 if (player->move_delay == -1) // not yet initialized by DigField()
13142 player->move_delay = player->move_delay_value;
13144 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13146 TestIfPlayerTouchesBadThing(jx, jy);
13147 TestIfPlayerTouchesCustomElement(jx, jy);
13150 if (!player->active)
13151 RemovePlayer(player);
13156 void ScrollPlayer(struct PlayerInfo *player, int mode)
13158 int jx = player->jx, jy = player->jy;
13159 int last_jx = player->last_jx, last_jy = player->last_jy;
13160 int move_stepsize = TILEX / player->move_delay_value;
13162 if (!player->active)
13165 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13168 if (mode == SCROLL_INIT)
13170 player->actual_frame_counter.count = FrameCounter;
13171 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13173 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13174 Tile[last_jx][last_jy] == EL_EMPTY)
13176 int last_field_block_delay = 0; // start with no blocking at all
13177 int block_delay_adjustment = player->block_delay_adjustment;
13179 // if player blocks last field, add delay for exactly one move
13180 if (player->block_last_field)
13182 last_field_block_delay += player->move_delay_value;
13184 // when blocking enabled, prevent moving up despite gravity
13185 if (player->gravity && player->MovDir == MV_UP)
13186 block_delay_adjustment = -1;
13189 // add block delay adjustment (also possible when not blocking)
13190 last_field_block_delay += block_delay_adjustment;
13192 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13193 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13196 if (player->MovPos != 0) // player has not yet reached destination
13199 else if (!FrameReached(&player->actual_frame_counter))
13202 if (player->MovPos != 0)
13204 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13205 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13207 // before DrawPlayer() to draw correct player graphic for this case
13208 if (player->MovPos == 0)
13209 CheckGravityMovement(player);
13212 if (player->MovPos == 0) // player reached destination field
13214 if (player->move_delay_reset_counter > 0)
13216 player->move_delay_reset_counter--;
13218 if (player->move_delay_reset_counter == 0)
13220 // continue with normal speed after quickly moving through gate
13221 HALVE_PLAYER_SPEED(player);
13223 // be able to make the next move without delay
13224 player->move_delay = 0;
13228 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13229 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13230 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13231 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13232 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13233 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13234 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13235 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13237 ExitPlayer(player);
13239 if (game.players_still_needed == 0 &&
13240 (game.friends_still_needed == 0 ||
13241 IS_SP_ELEMENT(Tile[jx][jy])))
13245 player->last_jx = jx;
13246 player->last_jy = jy;
13248 // this breaks one level: "machine", level 000
13250 int move_direction = player->MovDir;
13251 int enter_side = MV_DIR_OPPOSITE(move_direction);
13252 int leave_side = move_direction;
13253 int old_jx = last_jx;
13254 int old_jy = last_jy;
13255 int old_element = Tile[old_jx][old_jy];
13256 int new_element = Tile[jx][jy];
13258 if (IS_CUSTOM_ELEMENT(old_element))
13259 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13261 player->index_bit, leave_side);
13263 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13264 CE_PLAYER_LEAVES_X,
13265 player->index_bit, leave_side);
13267 // needed because pushed element has not yet reached its destination,
13268 // so it would trigger a change event at its previous field location
13269 if (!player->is_pushing)
13271 if (IS_CUSTOM_ELEMENT(new_element))
13272 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13273 player->index_bit, enter_side);
13275 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13276 CE_PLAYER_ENTERS_X,
13277 player->index_bit, enter_side);
13280 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13281 CE_MOVE_OF_X, move_direction);
13284 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13286 TestIfPlayerTouchesBadThing(jx, jy);
13287 TestIfPlayerTouchesCustomElement(jx, jy);
13289 // needed because pushed element has not yet reached its destination,
13290 // so it would trigger a change event at its previous field location
13291 if (!player->is_pushing)
13292 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13294 if (level.finish_dig_collect &&
13295 (player->is_digging || player->is_collecting))
13297 int last_element = player->last_removed_element;
13298 int move_direction = player->MovDir;
13299 int enter_side = MV_DIR_OPPOSITE(move_direction);
13300 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13301 CE_PLAYER_COLLECTS_X);
13303 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13304 player->index_bit, enter_side);
13306 player->last_removed_element = EL_UNDEFINED;
13309 if (!player->active)
13310 RemovePlayer(player);
13313 if (level.use_step_counter)
13314 CheckLevelTime_StepCounter();
13316 if (tape.single_step && tape.recording && !tape.pausing &&
13317 !player->programmed_action)
13318 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13320 if (!player->programmed_action)
13321 CheckSaveEngineSnapshot(player);
13325 void ScrollScreen(struct PlayerInfo *player, int mode)
13327 static DelayCounter screen_frame_counter = { 0 };
13329 if (mode == SCROLL_INIT)
13331 // set scrolling step size according to actual player's moving speed
13332 ScrollStepSize = TILEX / player->move_delay_value;
13334 screen_frame_counter.count = FrameCounter;
13335 screen_frame_counter.value = 1;
13337 ScreenMovDir = player->MovDir;
13338 ScreenMovPos = player->MovPos;
13339 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13342 else if (!FrameReached(&screen_frame_counter))
13347 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13348 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13349 redraw_mask |= REDRAW_FIELD;
13352 ScreenMovDir = MV_NONE;
13355 void CheckNextToConditions(int x, int y)
13357 int element = Tile[x][y];
13359 if (IS_PLAYER(x, y))
13360 TestIfPlayerNextToCustomElement(x, y);
13362 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13363 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13364 TestIfElementNextToCustomElement(x, y);
13367 void TestIfPlayerNextToCustomElement(int x, int y)
13369 struct XY *xy = xy_topdown;
13370 static int trigger_sides[4][2] =
13372 // center side border side
13373 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13374 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13375 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13376 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13380 if (!IS_PLAYER(x, y))
13383 struct PlayerInfo *player = PLAYERINFO(x, y);
13385 if (player->is_moving)
13388 for (i = 0; i < NUM_DIRECTIONS; i++)
13390 int xx = x + xy[i].x;
13391 int yy = y + xy[i].y;
13392 int border_side = trigger_sides[i][1];
13393 int border_element;
13395 if (!IN_LEV_FIELD(xx, yy))
13398 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13399 continue; // center and border element not connected
13401 border_element = Tile[xx][yy];
13403 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13404 player->index_bit, border_side);
13405 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13406 CE_PLAYER_NEXT_TO_X,
13407 player->index_bit, border_side);
13409 /* use player element that is initially defined in the level playfield,
13410 not the player element that corresponds to the runtime player number
13411 (example: a level that contains EL_PLAYER_3 as the only player would
13412 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13414 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13415 CE_NEXT_TO_X, border_side);
13419 void TestIfPlayerTouchesCustomElement(int x, int y)
13421 struct XY *xy = xy_topdown;
13422 static int trigger_sides[4][2] =
13424 // center side border side
13425 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13426 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13427 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13428 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13430 static int touch_dir[4] =
13432 MV_LEFT | MV_RIGHT,
13437 int center_element = Tile[x][y]; // should always be non-moving!
13440 for (i = 0; i < NUM_DIRECTIONS; i++)
13442 int xx = x + xy[i].x;
13443 int yy = y + xy[i].y;
13444 int center_side = trigger_sides[i][0];
13445 int border_side = trigger_sides[i][1];
13446 int border_element;
13448 if (!IN_LEV_FIELD(xx, yy))
13451 if (IS_PLAYER(x, y)) // player found at center element
13453 struct PlayerInfo *player = PLAYERINFO(x, y);
13455 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13456 border_element = Tile[xx][yy]; // may be moving!
13457 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13458 border_element = Tile[xx][yy];
13459 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13460 border_element = MovingOrBlocked2Element(xx, yy);
13462 continue; // center and border element do not touch
13464 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13465 player->index_bit, border_side);
13466 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13467 CE_PLAYER_TOUCHES_X,
13468 player->index_bit, border_side);
13471 /* use player element that is initially defined in the level playfield,
13472 not the player element that corresponds to the runtime player number
13473 (example: a level that contains EL_PLAYER_3 as the only player would
13474 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13475 int player_element = PLAYERINFO(x, y)->initial_element;
13477 // as element "X" is the player here, check opposite (center) side
13478 CheckElementChangeBySide(xx, yy, border_element, player_element,
13479 CE_TOUCHING_X, center_side);
13482 else if (IS_PLAYER(xx, yy)) // player found at border element
13484 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13486 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13488 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13489 continue; // center and border element do not touch
13492 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13493 player->index_bit, center_side);
13494 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13495 CE_PLAYER_TOUCHES_X,
13496 player->index_bit, center_side);
13499 /* use player element that is initially defined in the level playfield,
13500 not the player element that corresponds to the runtime player number
13501 (example: a level that contains EL_PLAYER_3 as the only player would
13502 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13503 int player_element = PLAYERINFO(xx, yy)->initial_element;
13505 // as element "X" is the player here, check opposite (border) side
13506 CheckElementChangeBySide(x, y, center_element, player_element,
13507 CE_TOUCHING_X, border_side);
13515 void TestIfElementNextToCustomElement(int x, int y)
13517 struct XY *xy = xy_topdown;
13518 static int trigger_sides[4][2] =
13520 // center side border side
13521 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13522 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13523 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13524 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13526 int center_element = Tile[x][y]; // should always be non-moving!
13529 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13532 for (i = 0; i < NUM_DIRECTIONS; i++)
13534 int xx = x + xy[i].x;
13535 int yy = y + xy[i].y;
13536 int border_side = trigger_sides[i][1];
13537 int border_element;
13539 if (!IN_LEV_FIELD(xx, yy))
13542 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13543 continue; // center and border element not connected
13545 border_element = Tile[xx][yy];
13547 // check for change of center element (but change it only once)
13548 if (CheckElementChangeBySide(x, y, center_element, border_element,
13549 CE_NEXT_TO_X, border_side))
13554 void TestIfElementTouchesCustomElement(int x, int y)
13556 struct XY *xy = xy_topdown;
13557 static int trigger_sides[4][2] =
13559 // center side border side
13560 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13561 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13562 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13563 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13565 static int touch_dir[4] =
13567 MV_LEFT | MV_RIGHT,
13572 boolean change_center_element = FALSE;
13573 int center_element = Tile[x][y]; // should always be non-moving!
13574 int border_element_old[NUM_DIRECTIONS];
13577 for (i = 0; i < NUM_DIRECTIONS; i++)
13579 int xx = x + xy[i].x;
13580 int yy = y + xy[i].y;
13581 int border_element;
13583 border_element_old[i] = -1;
13585 if (!IN_LEV_FIELD(xx, yy))
13588 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13589 border_element = Tile[xx][yy]; // may be moving!
13590 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13591 border_element = Tile[xx][yy];
13592 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13593 border_element = MovingOrBlocked2Element(xx, yy);
13595 continue; // center and border element do not touch
13597 border_element_old[i] = border_element;
13600 for (i = 0; i < NUM_DIRECTIONS; i++)
13602 int xx = x + xy[i].x;
13603 int yy = y + xy[i].y;
13604 int center_side = trigger_sides[i][0];
13605 int border_element = border_element_old[i];
13607 if (border_element == -1)
13610 // check for change of border element
13611 CheckElementChangeBySide(xx, yy, border_element, center_element,
13612 CE_TOUCHING_X, center_side);
13614 // (center element cannot be player, so we don't have to check this here)
13617 for (i = 0; i < NUM_DIRECTIONS; i++)
13619 int xx = x + xy[i].x;
13620 int yy = y + xy[i].y;
13621 int border_side = trigger_sides[i][1];
13622 int border_element = border_element_old[i];
13624 if (border_element == -1)
13627 // check for change of center element (but change it only once)
13628 if (!change_center_element)
13629 change_center_element =
13630 CheckElementChangeBySide(x, y, center_element, border_element,
13631 CE_TOUCHING_X, border_side);
13633 if (IS_PLAYER(xx, yy))
13635 /* use player element that is initially defined in the level playfield,
13636 not the player element that corresponds to the runtime player number
13637 (example: a level that contains EL_PLAYER_3 as the only player would
13638 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13639 int player_element = PLAYERINFO(xx, yy)->initial_element;
13641 // as element "X" is the player here, check opposite (border) side
13642 CheckElementChangeBySide(x, y, center_element, player_element,
13643 CE_TOUCHING_X, border_side);
13648 void TestIfElementHitsCustomElement(int x, int y, int direction)
13650 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13651 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13652 int hitx = x + dx, hity = y + dy;
13653 int hitting_element = Tile[x][y];
13654 int touched_element;
13656 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13659 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13660 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13662 if (IN_LEV_FIELD(hitx, hity))
13664 int opposite_direction = MV_DIR_OPPOSITE(direction);
13665 int hitting_side = direction;
13666 int touched_side = opposite_direction;
13667 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13668 MovDir[hitx][hity] != direction ||
13669 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13675 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13676 CE_HITTING_X, touched_side);
13678 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13679 CE_HIT_BY_X, hitting_side);
13681 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13682 CE_HIT_BY_SOMETHING, opposite_direction);
13684 if (IS_PLAYER(hitx, hity))
13686 /* use player element that is initially defined in the level playfield,
13687 not the player element that corresponds to the runtime player number
13688 (example: a level that contains EL_PLAYER_3 as the only player would
13689 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13690 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13692 CheckElementChangeBySide(x, y, hitting_element, player_element,
13693 CE_HITTING_X, touched_side);
13698 // "hitting something" is also true when hitting the playfield border
13699 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13700 CE_HITTING_SOMETHING, direction);
13703 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13705 int i, kill_x = -1, kill_y = -1;
13707 int bad_element = -1;
13708 struct XY *test_xy = xy_topdown;
13709 static int test_dir[4] =
13717 for (i = 0; i < NUM_DIRECTIONS; i++)
13719 int test_x, test_y, test_move_dir, test_element;
13721 test_x = good_x + test_xy[i].x;
13722 test_y = good_y + test_xy[i].y;
13724 if (!IN_LEV_FIELD(test_x, test_y))
13728 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13730 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13732 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13733 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13735 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13736 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13740 bad_element = test_element;
13746 if (kill_x != -1 || kill_y != -1)
13748 if (IS_PLAYER(good_x, good_y))
13750 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13752 if (player->shield_deadly_time_left > 0 &&
13753 !IS_INDESTRUCTIBLE(bad_element))
13754 Bang(kill_x, kill_y);
13755 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13756 KillPlayer(player);
13759 Bang(good_x, good_y);
13763 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13765 int i, kill_x = -1, kill_y = -1;
13766 int bad_element = Tile[bad_x][bad_y];
13767 struct XY *test_xy = xy_topdown;
13768 static int touch_dir[4] =
13770 MV_LEFT | MV_RIGHT,
13775 static int test_dir[4] =
13783 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13786 for (i = 0; i < NUM_DIRECTIONS; i++)
13788 int test_x, test_y, test_move_dir, test_element;
13790 test_x = bad_x + test_xy[i].x;
13791 test_y = bad_y + test_xy[i].y;
13793 if (!IN_LEV_FIELD(test_x, test_y))
13797 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13799 test_element = Tile[test_x][test_y];
13801 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13802 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13804 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13805 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13807 // good thing is player or penguin that does not move away
13808 if (IS_PLAYER(test_x, test_y))
13810 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13812 if (bad_element == EL_ROBOT && player->is_moving)
13813 continue; // robot does not kill player if he is moving
13815 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13817 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13818 continue; // center and border element do not touch
13826 else if (test_element == EL_PENGUIN)
13836 if (kill_x != -1 || kill_y != -1)
13838 if (IS_PLAYER(kill_x, kill_y))
13840 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13842 if (player->shield_deadly_time_left > 0 &&
13843 !IS_INDESTRUCTIBLE(bad_element))
13844 Bang(bad_x, bad_y);
13845 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13846 KillPlayer(player);
13849 Bang(kill_x, kill_y);
13853 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13855 int bad_element = Tile[bad_x][bad_y];
13856 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13857 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13858 int test_x = bad_x + dx, test_y = bad_y + dy;
13859 int test_move_dir, test_element;
13860 int kill_x = -1, kill_y = -1;
13862 if (!IN_LEV_FIELD(test_x, test_y))
13866 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13868 test_element = Tile[test_x][test_y];
13870 if (test_move_dir != bad_move_dir)
13872 // good thing can be player or penguin that does not move away
13873 if (IS_PLAYER(test_x, test_y))
13875 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13877 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13878 player as being hit when he is moving towards the bad thing, because
13879 the "get hit by" condition would be lost after the player stops) */
13880 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13881 return; // player moves away from bad thing
13886 else if (test_element == EL_PENGUIN)
13893 if (kill_x != -1 || kill_y != -1)
13895 if (IS_PLAYER(kill_x, kill_y))
13897 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13899 if (player->shield_deadly_time_left > 0 &&
13900 !IS_INDESTRUCTIBLE(bad_element))
13901 Bang(bad_x, bad_y);
13902 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13903 KillPlayer(player);
13906 Bang(kill_x, kill_y);
13910 void TestIfPlayerTouchesBadThing(int x, int y)
13912 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13915 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13917 TestIfGoodThingHitsBadThing(x, y, move_dir);
13920 void TestIfBadThingTouchesPlayer(int x, int y)
13922 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13925 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13927 TestIfBadThingHitsGoodThing(x, y, move_dir);
13930 void TestIfFriendTouchesBadThing(int x, int y)
13932 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13935 void TestIfBadThingTouchesFriend(int x, int y)
13937 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13940 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13942 int i, kill_x = bad_x, kill_y = bad_y;
13943 struct XY *xy = xy_topdown;
13945 for (i = 0; i < NUM_DIRECTIONS; i++)
13949 x = bad_x + xy[i].x;
13950 y = bad_y + xy[i].y;
13951 if (!IN_LEV_FIELD(x, y))
13954 element = Tile[x][y];
13955 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13956 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13964 if (kill_x != bad_x || kill_y != bad_y)
13965 Bang(bad_x, bad_y);
13968 void KillPlayer(struct PlayerInfo *player)
13970 int jx = player->jx, jy = player->jy;
13972 if (!player->active)
13976 Debug("game:playing:KillPlayer",
13977 "0: killed == %d, active == %d, reanimated == %d",
13978 player->killed, player->active, player->reanimated);
13981 /* the following code was introduced to prevent an infinite loop when calling
13983 -> CheckTriggeredElementChangeExt()
13984 -> ExecuteCustomElementAction()
13986 -> (infinitely repeating the above sequence of function calls)
13987 which occurs when killing the player while having a CE with the setting
13988 "kill player X when explosion of <player X>"; the solution using a new
13989 field "player->killed" was chosen for backwards compatibility, although
13990 clever use of the fields "player->active" etc. would probably also work */
13992 if (player->killed)
13996 player->killed = TRUE;
13998 // remove accessible field at the player's position
13999 RemoveField(jx, jy);
14001 // deactivate shield (else Bang()/Explode() would not work right)
14002 player->shield_normal_time_left = 0;
14003 player->shield_deadly_time_left = 0;
14006 Debug("game:playing:KillPlayer",
14007 "1: killed == %d, active == %d, reanimated == %d",
14008 player->killed, player->active, player->reanimated);
14014 Debug("game:playing:KillPlayer",
14015 "2: killed == %d, active == %d, reanimated == %d",
14016 player->killed, player->active, player->reanimated);
14019 if (player->reanimated) // killed player may have been reanimated
14020 player->killed = player->reanimated = FALSE;
14022 BuryPlayer(player);
14025 static void KillPlayerUnlessEnemyProtected(int x, int y)
14027 if (!PLAYER_ENEMY_PROTECTED(x, y))
14028 KillPlayer(PLAYERINFO(x, y));
14031 static void KillPlayerUnlessExplosionProtected(int x, int y)
14033 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14034 KillPlayer(PLAYERINFO(x, y));
14037 void BuryPlayer(struct PlayerInfo *player)
14039 int jx = player->jx, jy = player->jy;
14041 if (!player->active)
14044 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14046 RemovePlayer(player);
14048 player->buried = TRUE;
14050 if (game.all_players_gone)
14051 game.GameOver = TRUE;
14054 void RemovePlayer(struct PlayerInfo *player)
14056 int jx = player->jx, jy = player->jy;
14057 int i, found = FALSE;
14059 player->present = FALSE;
14060 player->active = FALSE;
14062 // required for some CE actions (even if the player is not active anymore)
14063 player->MovPos = 0;
14065 if (!ExplodeField[jx][jy])
14066 StorePlayer[jx][jy] = 0;
14068 if (player->is_moving)
14069 TEST_DrawLevelField(player->last_jx, player->last_jy);
14071 for (i = 0; i < MAX_PLAYERS; i++)
14072 if (stored_player[i].active)
14077 game.all_players_gone = TRUE;
14078 game.GameOver = TRUE;
14081 game.exit_x = game.robot_wheel_x = jx;
14082 game.exit_y = game.robot_wheel_y = jy;
14085 void ExitPlayer(struct PlayerInfo *player)
14087 DrawPlayer(player); // needed here only to cleanup last field
14088 RemovePlayer(player);
14090 if (game.players_still_needed > 0)
14091 game.players_still_needed--;
14094 static void SetFieldForSnapping(int x, int y, int element, int direction,
14095 int player_index_bit)
14097 struct ElementInfo *ei = &element_info[element];
14098 int direction_bit = MV_DIR_TO_BIT(direction);
14099 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14100 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14101 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14103 Tile[x][y] = EL_ELEMENT_SNAPPING;
14104 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14105 MovDir[x][y] = direction;
14106 Store[x][y] = element;
14107 Store2[x][y] = player_index_bit;
14109 ResetGfxAnimation(x, y);
14111 GfxElement[x][y] = element;
14112 GfxAction[x][y] = action;
14113 GfxDir[x][y] = direction;
14114 GfxFrame[x][y] = -1;
14117 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14118 int player_index_bit)
14120 TestIfElementTouchesCustomElement(x, y); // for empty space
14122 if (level.finish_dig_collect)
14124 int dig_side = MV_DIR_OPPOSITE(direction);
14125 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14126 CE_PLAYER_COLLECTS_X);
14128 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14129 player_index_bit, dig_side);
14130 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14131 player_index_bit, dig_side);
14136 =============================================================================
14137 checkDiagonalPushing()
14138 -----------------------------------------------------------------------------
14139 check if diagonal input device direction results in pushing of object
14140 (by checking if the alternative direction is walkable, diggable, ...)
14141 =============================================================================
14144 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14145 int x, int y, int real_dx, int real_dy)
14147 int jx, jy, dx, dy, xx, yy;
14149 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14152 // diagonal direction: check alternative direction
14157 xx = jx + (dx == 0 ? real_dx : 0);
14158 yy = jy + (dy == 0 ? real_dy : 0);
14160 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14164 =============================================================================
14166 -----------------------------------------------------------------------------
14167 x, y: field next to player (non-diagonal) to try to dig to
14168 real_dx, real_dy: direction as read from input device (can be diagonal)
14169 =============================================================================
14172 static int DigField(struct PlayerInfo *player,
14173 int oldx, int oldy, int x, int y,
14174 int real_dx, int real_dy, int mode)
14176 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14177 boolean player_was_pushing = player->is_pushing;
14178 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14179 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14180 int jx = oldx, jy = oldy;
14181 int dx = x - jx, dy = y - jy;
14182 int nextx = x + dx, nexty = y + dy;
14183 int move_direction = (dx == -1 ? MV_LEFT :
14184 dx == +1 ? MV_RIGHT :
14186 dy == +1 ? MV_DOWN : MV_NONE);
14187 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14188 int dig_side = MV_DIR_OPPOSITE(move_direction);
14189 int old_element = Tile[jx][jy];
14190 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14193 if (is_player) // function can also be called by EL_PENGUIN
14195 if (player->MovPos == 0)
14197 player->is_digging = FALSE;
14198 player->is_collecting = FALSE;
14201 if (player->MovPos == 0) // last pushing move finished
14202 player->is_pushing = FALSE;
14204 if (mode == DF_NO_PUSH) // player just stopped pushing
14206 player->is_switching = FALSE;
14207 player->push_delay = -1;
14209 return MP_NO_ACTION;
14212 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14213 old_element = Back[jx][jy];
14215 // in case of element dropped at player position, check background
14216 else if (Back[jx][jy] != EL_EMPTY &&
14217 game.engine_version >= VERSION_IDENT(2,2,0,0))
14218 old_element = Back[jx][jy];
14220 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14221 return MP_NO_ACTION; // field has no opening in this direction
14223 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14224 return MP_NO_ACTION; // field has no opening in this direction
14226 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14230 Tile[jx][jy] = player->artwork_element;
14231 InitMovingField(jx, jy, MV_DOWN);
14232 Store[jx][jy] = EL_ACID;
14233 ContinueMoving(jx, jy);
14234 BuryPlayer(player);
14236 return MP_DONT_RUN_INTO;
14239 if (player_can_move && DONT_RUN_INTO(element))
14241 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14243 return MP_DONT_RUN_INTO;
14246 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14247 return MP_NO_ACTION;
14249 collect_count = element_info[element].collect_count_initial;
14251 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14252 return MP_NO_ACTION;
14254 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14255 player_can_move = player_can_move_or_snap;
14257 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14258 game.engine_version >= VERSION_IDENT(2,2,0,0))
14260 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14261 player->index_bit, dig_side);
14262 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14263 player->index_bit, dig_side);
14265 if (element == EL_DC_LANDMINE)
14268 if (Tile[x][y] != element) // field changed by snapping
14271 return MP_NO_ACTION;
14274 if (player->gravity && is_player && !player->is_auto_moving &&
14275 canFallDown(player) && move_direction != MV_DOWN &&
14276 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14277 return MP_NO_ACTION; // player cannot walk here due to gravity
14279 if (player_can_move &&
14280 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14282 int sound_element = SND_ELEMENT(element);
14283 int sound_action = ACTION_WALKING;
14285 if (IS_RND_GATE(element))
14287 if (!player->key[RND_GATE_NR(element)])
14288 return MP_NO_ACTION;
14290 else if (IS_RND_GATE_GRAY(element))
14292 if (!player->key[RND_GATE_GRAY_NR(element)])
14293 return MP_NO_ACTION;
14295 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14297 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14298 return MP_NO_ACTION;
14300 else if (element == EL_EXIT_OPEN ||
14301 element == EL_EM_EXIT_OPEN ||
14302 element == EL_EM_EXIT_OPENING ||
14303 element == EL_STEEL_EXIT_OPEN ||
14304 element == EL_EM_STEEL_EXIT_OPEN ||
14305 element == EL_EM_STEEL_EXIT_OPENING ||
14306 element == EL_SP_EXIT_OPEN ||
14307 element == EL_SP_EXIT_OPENING)
14309 sound_action = ACTION_PASSING; // player is passing exit
14311 else if (element == EL_EMPTY)
14313 sound_action = ACTION_MOVING; // nothing to walk on
14316 // play sound from background or player, whatever is available
14317 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14318 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14320 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14322 else if (player_can_move &&
14323 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14325 if (!ACCESS_FROM(element, opposite_direction))
14326 return MP_NO_ACTION; // field not accessible from this direction
14328 if (CAN_MOVE(element)) // only fixed elements can be passed!
14329 return MP_NO_ACTION;
14331 if (IS_EM_GATE(element))
14333 if (!player->key[EM_GATE_NR(element)])
14334 return MP_NO_ACTION;
14336 else if (IS_EM_GATE_GRAY(element))
14338 if (!player->key[EM_GATE_GRAY_NR(element)])
14339 return MP_NO_ACTION;
14341 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14343 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14344 return MP_NO_ACTION;
14346 else if (IS_EMC_GATE(element))
14348 if (!player->key[EMC_GATE_NR(element)])
14349 return MP_NO_ACTION;
14351 else if (IS_EMC_GATE_GRAY(element))
14353 if (!player->key[EMC_GATE_GRAY_NR(element)])
14354 return MP_NO_ACTION;
14356 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14358 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14359 return MP_NO_ACTION;
14361 else if (element == EL_DC_GATE_WHITE ||
14362 element == EL_DC_GATE_WHITE_GRAY ||
14363 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14365 if (player->num_white_keys == 0)
14366 return MP_NO_ACTION;
14368 player->num_white_keys--;
14370 else if (IS_SP_PORT(element))
14372 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14373 element == EL_SP_GRAVITY_PORT_RIGHT ||
14374 element == EL_SP_GRAVITY_PORT_UP ||
14375 element == EL_SP_GRAVITY_PORT_DOWN)
14376 player->gravity = !player->gravity;
14377 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14378 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14379 element == EL_SP_GRAVITY_ON_PORT_UP ||
14380 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14381 player->gravity = TRUE;
14382 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14383 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14384 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14385 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14386 player->gravity = FALSE;
14389 // automatically move to the next field with double speed
14390 player->programmed_action = move_direction;
14392 if (player->move_delay_reset_counter == 0)
14394 player->move_delay_reset_counter = 2; // two double speed steps
14396 DOUBLE_PLAYER_SPEED(player);
14399 PlayLevelSoundAction(x, y, ACTION_PASSING);
14401 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14405 if (mode != DF_SNAP)
14407 GfxElement[x][y] = GFX_ELEMENT(element);
14408 player->is_digging = TRUE;
14411 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14413 // use old behaviour for old levels (digging)
14414 if (!level.finish_dig_collect)
14416 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14417 player->index_bit, dig_side);
14419 // if digging triggered player relocation, finish digging tile
14420 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14421 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14424 if (mode == DF_SNAP)
14426 if (level.block_snap_field)
14427 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14429 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14431 // use old behaviour for old levels (snapping)
14432 if (!level.finish_dig_collect)
14433 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14434 player->index_bit, dig_side);
14437 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14441 if (is_player && mode != DF_SNAP)
14443 GfxElement[x][y] = element;
14444 player->is_collecting = TRUE;
14447 if (element == EL_SPEED_PILL)
14449 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14451 else if (element == EL_EXTRA_TIME && level.time > 0)
14453 TimeLeft += level.extra_time;
14455 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14457 DisplayGameControlValues();
14459 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14461 int shield_time = (element == EL_SHIELD_DEADLY ?
14462 level.shield_deadly_time :
14463 level.shield_normal_time);
14465 player->shield_normal_time_left += shield_time;
14466 if (element == EL_SHIELD_DEADLY)
14467 player->shield_deadly_time_left += shield_time;
14469 else if (element == EL_DYNAMITE ||
14470 element == EL_EM_DYNAMITE ||
14471 element == EL_SP_DISK_RED)
14473 if (player->inventory_size < MAX_INVENTORY_SIZE)
14474 player->inventory_element[player->inventory_size++] = element;
14476 DrawGameDoorValues();
14478 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14480 player->dynabomb_count++;
14481 player->dynabombs_left++;
14483 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14485 player->dynabomb_size++;
14487 else if (element == EL_DYNABOMB_INCREASE_POWER)
14489 player->dynabomb_xl = TRUE;
14491 else if (IS_KEY(element))
14493 player->key[KEY_NR(element)] = TRUE;
14495 DrawGameDoorValues();
14497 else if (element == EL_DC_KEY_WHITE)
14499 player->num_white_keys++;
14501 // display white keys?
14502 // DrawGameDoorValues();
14504 else if (IS_ENVELOPE(element))
14506 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14508 if (!wait_for_snapping)
14509 player->show_envelope = element;
14511 else if (element == EL_EMC_LENSES)
14513 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14515 RedrawAllInvisibleElementsForLenses();
14517 else if (element == EL_EMC_MAGNIFIER)
14519 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14521 RedrawAllInvisibleElementsForMagnifier();
14523 else if (IS_DROPPABLE(element) ||
14524 IS_THROWABLE(element)) // can be collected and dropped
14528 if (collect_count == 0)
14529 player->inventory_infinite_element = element;
14531 for (i = 0; i < collect_count; i++)
14532 if (player->inventory_size < MAX_INVENTORY_SIZE)
14533 player->inventory_element[player->inventory_size++] = element;
14535 DrawGameDoorValues();
14537 else if (collect_count > 0)
14539 game.gems_still_needed -= collect_count;
14540 if (game.gems_still_needed < 0)
14541 game.gems_still_needed = 0;
14543 game.snapshot.collected_item = TRUE;
14545 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14547 DisplayGameControlValues();
14550 RaiseScoreElement(element);
14551 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14553 // use old behaviour for old levels (collecting)
14554 if (!level.finish_dig_collect && is_player)
14556 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14557 player->index_bit, dig_side);
14559 // if collecting triggered player relocation, finish collecting tile
14560 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14561 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14564 if (mode == DF_SNAP)
14566 if (level.block_snap_field)
14567 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14569 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14571 // use old behaviour for old levels (snapping)
14572 if (!level.finish_dig_collect)
14573 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14574 player->index_bit, dig_side);
14577 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14579 if (mode == DF_SNAP && element != EL_BD_ROCK)
14580 return MP_NO_ACTION;
14582 if (CAN_FALL(element) && dy)
14583 return MP_NO_ACTION;
14585 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14586 !(element == EL_SPRING && level.use_spring_bug))
14587 return MP_NO_ACTION;
14589 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14590 ((move_direction & MV_VERTICAL &&
14591 ((element_info[element].move_pattern & MV_LEFT &&
14592 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14593 (element_info[element].move_pattern & MV_RIGHT &&
14594 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14595 (move_direction & MV_HORIZONTAL &&
14596 ((element_info[element].move_pattern & MV_UP &&
14597 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14598 (element_info[element].move_pattern & MV_DOWN &&
14599 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14600 return MP_NO_ACTION;
14602 // do not push elements already moving away faster than player
14603 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14604 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14605 return MP_NO_ACTION;
14607 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14609 if (player->push_delay_value == -1 || !player_was_pushing)
14610 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14612 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14614 if (player->push_delay_value == -1)
14615 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14617 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14619 if (!player->is_pushing)
14620 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14623 player->is_pushing = TRUE;
14624 player->is_active = TRUE;
14626 if (!(IN_LEV_FIELD(nextx, nexty) &&
14627 (IS_FREE(nextx, nexty) ||
14628 (IS_SB_ELEMENT(element) &&
14629 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14630 (IS_CUSTOM_ELEMENT(element) &&
14631 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14632 return MP_NO_ACTION;
14634 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14635 return MP_NO_ACTION;
14637 if (player->push_delay == -1) // new pushing; restart delay
14638 player->push_delay = 0;
14640 if (player->push_delay < player->push_delay_value &&
14641 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14642 element != EL_SPRING && element != EL_BALLOON)
14644 // make sure that there is no move delay before next try to push
14645 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14646 player->move_delay = 0;
14648 return MP_NO_ACTION;
14651 if (IS_CUSTOM_ELEMENT(element) &&
14652 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14654 if (!DigFieldByCE(nextx, nexty, element))
14655 return MP_NO_ACTION;
14658 if (IS_SB_ELEMENT(element))
14660 boolean sokoban_task_solved = FALSE;
14662 if (element == EL_SOKOBAN_FIELD_FULL)
14664 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14666 IncrementSokobanFieldsNeeded();
14667 IncrementSokobanObjectsNeeded();
14670 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14672 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14674 DecrementSokobanFieldsNeeded();
14675 DecrementSokobanObjectsNeeded();
14677 // sokoban object was pushed from empty field to sokoban field
14678 if (Back[x][y] == EL_EMPTY)
14679 sokoban_task_solved = TRUE;
14682 Tile[x][y] = EL_SOKOBAN_OBJECT;
14684 if (Back[x][y] == Back[nextx][nexty])
14685 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14686 else if (Back[x][y] != 0)
14687 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14690 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14693 if (sokoban_task_solved &&
14694 game.sokoban_fields_still_needed == 0 &&
14695 game.sokoban_objects_still_needed == 0 &&
14696 level.auto_exit_sokoban)
14698 game.players_still_needed = 0;
14702 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14706 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14708 InitMovingField(x, y, move_direction);
14709 GfxAction[x][y] = ACTION_PUSHING;
14711 if (mode == DF_SNAP)
14712 ContinueMoving(x, y);
14714 MovPos[x][y] = (dx != 0 ? dx : dy);
14716 Pushed[x][y] = TRUE;
14717 Pushed[nextx][nexty] = TRUE;
14719 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14720 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14722 player->push_delay_value = -1; // get new value later
14724 // check for element change _after_ element has been pushed
14725 if (game.use_change_when_pushing_bug)
14727 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14728 player->index_bit, dig_side);
14729 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14730 player->index_bit, dig_side);
14733 else if (IS_SWITCHABLE(element))
14735 if (PLAYER_SWITCHING(player, x, y))
14737 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14738 player->index_bit, dig_side);
14743 player->is_switching = TRUE;
14744 player->switch_x = x;
14745 player->switch_y = y;
14747 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14749 if (element == EL_ROBOT_WHEEL)
14751 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14753 game.robot_wheel_x = x;
14754 game.robot_wheel_y = y;
14755 game.robot_wheel_active = TRUE;
14757 TEST_DrawLevelField(x, y);
14759 else if (element == EL_SP_TERMINAL)
14763 SCAN_PLAYFIELD(xx, yy)
14765 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14769 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14771 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14773 ResetGfxAnimation(xx, yy);
14774 TEST_DrawLevelField(xx, yy);
14778 else if (IS_BELT_SWITCH(element))
14780 ToggleBeltSwitch(x, y);
14782 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14783 element == EL_SWITCHGATE_SWITCH_DOWN ||
14784 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14785 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14787 ToggleSwitchgateSwitch();
14789 else if (element == EL_LIGHT_SWITCH ||
14790 element == EL_LIGHT_SWITCH_ACTIVE)
14792 ToggleLightSwitch(x, y);
14794 else if (element == EL_TIMEGATE_SWITCH ||
14795 element == EL_DC_TIMEGATE_SWITCH)
14797 ActivateTimegateSwitch(x, y);
14799 else if (element == EL_BALLOON_SWITCH_LEFT ||
14800 element == EL_BALLOON_SWITCH_RIGHT ||
14801 element == EL_BALLOON_SWITCH_UP ||
14802 element == EL_BALLOON_SWITCH_DOWN ||
14803 element == EL_BALLOON_SWITCH_NONE ||
14804 element == EL_BALLOON_SWITCH_ANY)
14806 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14807 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14808 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14809 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14810 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14813 else if (element == EL_LAMP)
14815 Tile[x][y] = EL_LAMP_ACTIVE;
14816 game.lights_still_needed--;
14818 ResetGfxAnimation(x, y);
14819 TEST_DrawLevelField(x, y);
14821 else if (element == EL_TIME_ORB_FULL)
14823 Tile[x][y] = EL_TIME_ORB_EMPTY;
14825 if (level.time > 0 || level.use_time_orb_bug)
14827 TimeLeft += level.time_orb_time;
14828 game.no_level_time_limit = FALSE;
14830 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14832 DisplayGameControlValues();
14835 ResetGfxAnimation(x, y);
14836 TEST_DrawLevelField(x, y);
14838 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14839 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14843 game.ball_active = !game.ball_active;
14845 SCAN_PLAYFIELD(xx, yy)
14847 int e = Tile[xx][yy];
14849 if (game.ball_active)
14851 if (e == EL_EMC_MAGIC_BALL)
14852 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14853 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14854 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14858 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14859 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14860 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14861 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14866 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14867 player->index_bit, dig_side);
14869 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14870 player->index_bit, dig_side);
14872 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14873 player->index_bit, dig_side);
14879 if (!PLAYER_SWITCHING(player, x, y))
14881 player->is_switching = TRUE;
14882 player->switch_x = x;
14883 player->switch_y = y;
14885 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14886 player->index_bit, dig_side);
14887 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14888 player->index_bit, dig_side);
14890 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14891 player->index_bit, dig_side);
14892 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14893 player->index_bit, dig_side);
14896 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14897 player->index_bit, dig_side);
14898 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14899 player->index_bit, dig_side);
14901 return MP_NO_ACTION;
14904 player->push_delay = -1;
14906 if (is_player) // function can also be called by EL_PENGUIN
14908 if (Tile[x][y] != element) // really digged/collected something
14910 player->is_collecting = !player->is_digging;
14911 player->is_active = TRUE;
14913 player->last_removed_element = element;
14920 static boolean DigFieldByCE(int x, int y, int digging_element)
14922 int element = Tile[x][y];
14924 if (!IS_FREE(x, y))
14926 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14927 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14930 // no element can dig solid indestructible elements
14931 if (IS_INDESTRUCTIBLE(element) &&
14932 !IS_DIGGABLE(element) &&
14933 !IS_COLLECTIBLE(element))
14936 if (AmoebaNr[x][y] &&
14937 (element == EL_AMOEBA_FULL ||
14938 element == EL_BD_AMOEBA ||
14939 element == EL_AMOEBA_GROWING))
14941 AmoebaCnt[AmoebaNr[x][y]]--;
14942 AmoebaCnt2[AmoebaNr[x][y]]--;
14945 if (IS_MOVING(x, y))
14946 RemoveMovingField(x, y);
14950 TEST_DrawLevelField(x, y);
14953 // if digged element was about to explode, prevent the explosion
14954 ExplodeField[x][y] = EX_TYPE_NONE;
14956 PlayLevelSoundAction(x, y, action);
14959 Store[x][y] = EL_EMPTY;
14961 // this makes it possible to leave the removed element again
14962 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14963 Store[x][y] = element;
14968 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14970 int jx = player->jx, jy = player->jy;
14971 int x = jx + dx, y = jy + dy;
14972 int snap_direction = (dx == -1 ? MV_LEFT :
14973 dx == +1 ? MV_RIGHT :
14975 dy == +1 ? MV_DOWN : MV_NONE);
14976 boolean can_continue_snapping = (level.continuous_snapping &&
14977 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14979 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14982 if (!player->active || !IN_LEV_FIELD(x, y))
14990 if (player->MovPos == 0)
14991 player->is_pushing = FALSE;
14993 player->is_snapping = FALSE;
14995 if (player->MovPos == 0)
14997 player->is_moving = FALSE;
14998 player->is_digging = FALSE;
14999 player->is_collecting = FALSE;
15005 // prevent snapping with already pressed snap key when not allowed
15006 if (player->is_snapping && !can_continue_snapping)
15009 player->MovDir = snap_direction;
15011 if (player->MovPos == 0)
15013 player->is_moving = FALSE;
15014 player->is_digging = FALSE;
15015 player->is_collecting = FALSE;
15018 player->is_dropping = FALSE;
15019 player->is_dropping_pressed = FALSE;
15020 player->drop_pressed_delay = 0;
15022 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15025 player->is_snapping = TRUE;
15026 player->is_active = TRUE;
15028 if (player->MovPos == 0)
15030 player->is_moving = FALSE;
15031 player->is_digging = FALSE;
15032 player->is_collecting = FALSE;
15035 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15036 TEST_DrawLevelField(player->last_jx, player->last_jy);
15038 TEST_DrawLevelField(x, y);
15043 static boolean DropElement(struct PlayerInfo *player)
15045 int old_element, new_element;
15046 int dropx = player->jx, dropy = player->jy;
15047 int drop_direction = player->MovDir;
15048 int drop_side = drop_direction;
15049 int drop_element = get_next_dropped_element(player);
15051 /* do not drop an element on top of another element; when holding drop key
15052 pressed without moving, dropped element must move away before the next
15053 element can be dropped (this is especially important if the next element
15054 is dynamite, which can be placed on background for historical reasons) */
15055 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15058 if (IS_THROWABLE(drop_element))
15060 dropx += GET_DX_FROM_DIR(drop_direction);
15061 dropy += GET_DY_FROM_DIR(drop_direction);
15063 if (!IN_LEV_FIELD(dropx, dropy))
15067 old_element = Tile[dropx][dropy]; // old element at dropping position
15068 new_element = drop_element; // default: no change when dropping
15070 // check if player is active, not moving and ready to drop
15071 if (!player->active || player->MovPos || player->drop_delay > 0)
15074 // check if player has anything that can be dropped
15075 if (new_element == EL_UNDEFINED)
15078 // only set if player has anything that can be dropped
15079 player->is_dropping_pressed = TRUE;
15081 // check if drop key was pressed long enough for EM style dynamite
15082 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15085 // check if anything can be dropped at the current position
15086 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15089 // collected custom elements can only be dropped on empty fields
15090 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15093 if (old_element != EL_EMPTY)
15094 Back[dropx][dropy] = old_element; // store old element on this field
15096 ResetGfxAnimation(dropx, dropy);
15097 ResetRandomAnimationValue(dropx, dropy);
15099 if (player->inventory_size > 0 ||
15100 player->inventory_infinite_element != EL_UNDEFINED)
15102 if (player->inventory_size > 0)
15104 player->inventory_size--;
15106 DrawGameDoorValues();
15108 if (new_element == EL_DYNAMITE)
15109 new_element = EL_DYNAMITE_ACTIVE;
15110 else if (new_element == EL_EM_DYNAMITE)
15111 new_element = EL_EM_DYNAMITE_ACTIVE;
15112 else if (new_element == EL_SP_DISK_RED)
15113 new_element = EL_SP_DISK_RED_ACTIVE;
15116 Tile[dropx][dropy] = new_element;
15118 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15119 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15120 el2img(Tile[dropx][dropy]), 0);
15122 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15124 // needed if previous element just changed to "empty" in the last frame
15125 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15127 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15128 player->index_bit, drop_side);
15129 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15131 player->index_bit, drop_side);
15133 TestIfElementTouchesCustomElement(dropx, dropy);
15135 else // player is dropping a dyna bomb
15137 player->dynabombs_left--;
15139 Tile[dropx][dropy] = new_element;
15141 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15142 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15143 el2img(Tile[dropx][dropy]), 0);
15145 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15148 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15149 InitField_WithBug1(dropx, dropy, FALSE);
15151 new_element = Tile[dropx][dropy]; // element might have changed
15153 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15154 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15156 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15157 MovDir[dropx][dropy] = drop_direction;
15159 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15161 // do not cause impact style collision by dropping elements that can fall
15162 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15165 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15166 player->is_dropping = TRUE;
15168 player->drop_pressed_delay = 0;
15169 player->is_dropping_pressed = FALSE;
15171 player->drop_x = dropx;
15172 player->drop_y = dropy;
15177 // ----------------------------------------------------------------------------
15178 // game sound playing functions
15179 // ----------------------------------------------------------------------------
15181 static int *loop_sound_frame = NULL;
15182 static int *loop_sound_volume = NULL;
15184 void InitPlayLevelSound(void)
15186 int num_sounds = getSoundListSize();
15188 checked_free(loop_sound_frame);
15189 checked_free(loop_sound_volume);
15191 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15192 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15195 static void PlayLevelSound(int x, int y, int nr)
15197 int sx = SCREENX(x), sy = SCREENY(y);
15198 int volume, stereo_position;
15199 int max_distance = 8;
15200 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15202 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15203 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15206 if (!IN_LEV_FIELD(x, y) ||
15207 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15208 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15211 volume = SOUND_MAX_VOLUME;
15213 if (!IN_SCR_FIELD(sx, sy))
15215 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15216 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15218 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15221 stereo_position = (SOUND_MAX_LEFT +
15222 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15223 (SCR_FIELDX + 2 * max_distance));
15225 if (IS_LOOP_SOUND(nr))
15227 /* This assures that quieter loop sounds do not overwrite louder ones,
15228 while restarting sound volume comparison with each new game frame. */
15230 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15233 loop_sound_volume[nr] = volume;
15234 loop_sound_frame[nr] = FrameCounter;
15237 PlaySoundExt(nr, volume, stereo_position, type);
15240 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15242 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15243 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15244 y < LEVELY(BY1) ? LEVELY(BY1) :
15245 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15249 static void PlayLevelSoundAction(int x, int y, int action)
15251 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15254 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15256 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15258 if (sound_effect != SND_UNDEFINED)
15259 PlayLevelSound(x, y, sound_effect);
15262 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15265 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15267 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15268 PlayLevelSound(x, y, sound_effect);
15271 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15273 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15275 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15276 PlayLevelSound(x, y, sound_effect);
15279 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15281 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15283 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15284 StopSound(sound_effect);
15287 static int getLevelMusicNr(void)
15289 int level_pos = level_nr - leveldir_current->first_level;
15291 if (levelset.music[level_nr] != MUS_UNDEFINED)
15292 return levelset.music[level_nr]; // from config file
15294 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15297 static void FadeLevelSounds(void)
15302 static void FadeLevelMusic(void)
15304 int music_nr = getLevelMusicNr();
15305 char *curr_music = getCurrentlyPlayingMusicFilename();
15306 char *next_music = getMusicInfoEntryFilename(music_nr);
15308 if (!strEqual(curr_music, next_music))
15312 void FadeLevelSoundsAndMusic(void)
15318 static void PlayLevelMusic(void)
15320 int music_nr = getLevelMusicNr();
15321 char *curr_music = getCurrentlyPlayingMusicFilename();
15322 char *next_music = getMusicInfoEntryFilename(music_nr);
15324 if (!strEqual(curr_music, next_music))
15325 PlayMusicLoop(music_nr);
15328 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15330 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15332 int x = xx - offset;
15333 int y = yy - offset;
15338 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15342 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15346 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15350 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15354 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15358 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15362 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15365 case SOUND_android_clone:
15366 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15369 case SOUND_android_move:
15370 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15374 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15378 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15382 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15385 case SOUND_eater_eat:
15386 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15390 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15393 case SOUND_collect:
15394 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15397 case SOUND_diamond:
15398 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15402 // !!! CHECK THIS !!!
15404 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15410 case SOUND_wonderfall:
15411 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15415 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15419 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15423 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15427 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15431 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15435 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15439 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15443 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15446 case SOUND_exit_open:
15447 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15450 case SOUND_exit_leave:
15451 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15454 case SOUND_dynamite:
15455 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15459 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15463 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15467 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15471 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15475 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15479 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15483 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15488 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15490 int element = map_element_SP_to_RND(element_sp);
15491 int action = map_action_SP_to_RND(action_sp);
15492 int offset = (setup.sp_show_border_elements ? 0 : 1);
15493 int x = xx - offset;
15494 int y = yy - offset;
15496 PlayLevelSoundElementAction(x, y, element, action);
15499 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15501 int element = map_element_MM_to_RND(element_mm);
15502 int action = map_action_MM_to_RND(action_mm);
15504 int x = xx - offset;
15505 int y = yy - offset;
15507 if (!IS_MM_ELEMENT(element))
15508 element = EL_MM_DEFAULT;
15510 PlayLevelSoundElementAction(x, y, element, action);
15513 void PlaySound_MM(int sound_mm)
15515 int sound = map_sound_MM_to_RND(sound_mm);
15517 if (sound == SND_UNDEFINED)
15523 void PlaySoundLoop_MM(int sound_mm)
15525 int sound = map_sound_MM_to_RND(sound_mm);
15527 if (sound == SND_UNDEFINED)
15530 PlaySoundLoop(sound);
15533 void StopSound_MM(int sound_mm)
15535 int sound = map_sound_MM_to_RND(sound_mm);
15537 if (sound == SND_UNDEFINED)
15543 void RaiseScore(int value)
15545 game.score += value;
15547 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15549 DisplayGameControlValues();
15552 void RaiseScoreElement(int element)
15557 case EL_BD_DIAMOND:
15558 case EL_EMERALD_YELLOW:
15559 case EL_EMERALD_RED:
15560 case EL_EMERALD_PURPLE:
15561 case EL_SP_INFOTRON:
15562 RaiseScore(level.score[SC_EMERALD]);
15565 RaiseScore(level.score[SC_DIAMOND]);
15568 RaiseScore(level.score[SC_CRYSTAL]);
15571 RaiseScore(level.score[SC_PEARL]);
15574 case EL_BD_BUTTERFLY:
15575 case EL_SP_ELECTRON:
15576 RaiseScore(level.score[SC_BUG]);
15579 case EL_BD_FIREFLY:
15580 case EL_SP_SNIKSNAK:
15581 RaiseScore(level.score[SC_SPACESHIP]);
15584 case EL_DARK_YAMYAM:
15585 RaiseScore(level.score[SC_YAMYAM]);
15588 RaiseScore(level.score[SC_ROBOT]);
15591 RaiseScore(level.score[SC_PACMAN]);
15594 RaiseScore(level.score[SC_NUT]);
15597 case EL_EM_DYNAMITE:
15598 case EL_SP_DISK_RED:
15599 case EL_DYNABOMB_INCREASE_NUMBER:
15600 case EL_DYNABOMB_INCREASE_SIZE:
15601 case EL_DYNABOMB_INCREASE_POWER:
15602 RaiseScore(level.score[SC_DYNAMITE]);
15604 case EL_SHIELD_NORMAL:
15605 case EL_SHIELD_DEADLY:
15606 RaiseScore(level.score[SC_SHIELD]);
15608 case EL_EXTRA_TIME:
15609 RaiseScore(level.extra_time_score);
15623 case EL_DC_KEY_WHITE:
15624 RaiseScore(level.score[SC_KEY]);
15627 RaiseScore(element_info[element].collect_score);
15632 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15634 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15638 // prevent short reactivation of overlay buttons while closing door
15639 SetOverlayActive(FALSE);
15640 UnmapGameButtons();
15642 // door may still be open due to skipped or envelope style request
15643 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15646 if (network.enabled)
15647 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15651 FadeSkipNextFadeIn();
15653 SetGameStatus(GAME_MODE_MAIN);
15658 else // continue playing the game
15660 if (tape.playing && tape.deactivate_display)
15661 TapeDeactivateDisplayOff(TRUE);
15663 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15665 if (tape.playing && tape.deactivate_display)
15666 TapeDeactivateDisplayOn();
15670 void RequestQuitGame(boolean escape_key_pressed)
15672 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15673 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15674 level_editor_test_game);
15675 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15676 quick_quit || score_info_tape_play);
15678 RequestQuitGameExt(skip_request, quick_quit,
15679 "Do you really want to quit the game?");
15682 static char *getRestartGameMessage(void)
15684 boolean play_again = hasStartedNetworkGame();
15685 static char message[MAX_OUTPUT_LINESIZE];
15686 char *game_over_text = "Game over!";
15687 char *play_again_text = " Play it again?";
15689 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15690 game_mm.game_over_message != NULL)
15691 game_over_text = game_mm.game_over_message;
15693 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15694 (play_again ? play_again_text : ""));
15699 static void RequestRestartGame(void)
15701 char *message = getRestartGameMessage();
15702 boolean has_started_game = hasStartedNetworkGame();
15703 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15704 int door_state = DOOR_CLOSE_1;
15706 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15708 CloseDoor(door_state);
15710 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15714 // if game was invoked from level editor, also close tape recorder door
15715 if (level_editor_test_game)
15716 door_state = DOOR_CLOSE_ALL;
15718 CloseDoor(door_state);
15720 SetGameStatus(GAME_MODE_MAIN);
15726 boolean CheckRestartGame(void)
15728 static int game_over_delay = 0;
15729 int game_over_delay_value = 50;
15730 boolean game_over = checkGameFailed();
15734 game_over_delay = game_over_delay_value;
15739 if (game_over_delay > 0)
15741 if (game_over_delay == game_over_delay_value / 2)
15742 PlaySound(SND_GAME_LOSING);
15749 // do not handle game over if request dialog is already active
15750 if (game.request_active)
15753 // do not ask to play again if game was never actually played
15754 if (!game.GamePlayed)
15757 // do not ask to play again if this was disabled in setup menu
15758 if (!setup.ask_on_game_over)
15761 RequestRestartGame();
15766 boolean checkGameSolved(void)
15768 // set for all game engines if level was solved
15769 return game.LevelSolved_GameEnd;
15772 boolean checkGameFailed(void)
15774 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15775 return (game_em.game_over && !game_em.level_solved);
15776 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15777 return (game_sp.game_over && !game_sp.level_solved);
15778 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15779 return (game_mm.game_over && !game_mm.level_solved);
15780 else // GAME_ENGINE_TYPE_RND
15781 return (game.GameOver && !game.LevelSolved);
15784 boolean checkGameEnded(void)
15786 return (checkGameSolved() || checkGameFailed());
15790 // ----------------------------------------------------------------------------
15791 // random generator functions
15792 // ----------------------------------------------------------------------------
15794 unsigned int InitEngineRandom_RND(int seed)
15796 game.num_random_calls = 0;
15798 return InitEngineRandom(seed);
15801 unsigned int RND(int max)
15805 game.num_random_calls++;
15807 return GetEngineRandom(max);
15814 // ----------------------------------------------------------------------------
15815 // game engine snapshot handling functions
15816 // ----------------------------------------------------------------------------
15818 struct EngineSnapshotInfo
15820 // runtime values for custom element collect score
15821 int collect_score[NUM_CUSTOM_ELEMENTS];
15823 // runtime values for group element choice position
15824 int choice_pos[NUM_GROUP_ELEMENTS];
15826 // runtime values for belt position animations
15827 int belt_graphic[4][NUM_BELT_PARTS];
15828 int belt_anim_mode[4][NUM_BELT_PARTS];
15831 static struct EngineSnapshotInfo engine_snapshot_rnd;
15832 static char *snapshot_level_identifier = NULL;
15833 static int snapshot_level_nr = -1;
15835 static void SaveEngineSnapshotValues_RND(void)
15837 static int belt_base_active_element[4] =
15839 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15840 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15841 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15842 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15846 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15848 int element = EL_CUSTOM_START + i;
15850 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15853 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15855 int element = EL_GROUP_START + i;
15857 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15860 for (i = 0; i < 4; i++)
15862 for (j = 0; j < NUM_BELT_PARTS; j++)
15864 int element = belt_base_active_element[i] + j;
15865 int graphic = el2img(element);
15866 int anim_mode = graphic_info[graphic].anim_mode;
15868 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15869 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15874 static void LoadEngineSnapshotValues_RND(void)
15876 unsigned int num_random_calls = game.num_random_calls;
15879 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15881 int element = EL_CUSTOM_START + i;
15883 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15886 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15888 int element = EL_GROUP_START + i;
15890 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15893 for (i = 0; i < 4; i++)
15895 for (j = 0; j < NUM_BELT_PARTS; j++)
15897 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15898 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15900 graphic_info[graphic].anim_mode = anim_mode;
15904 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15906 InitRND(tape.random_seed);
15907 for (i = 0; i < num_random_calls; i++)
15911 if (game.num_random_calls != num_random_calls)
15913 Error("number of random calls out of sync");
15914 Error("number of random calls should be %d", num_random_calls);
15915 Error("number of random calls is %d", game.num_random_calls);
15917 Fail("this should not happen -- please debug");
15921 void FreeEngineSnapshotSingle(void)
15923 FreeSnapshotSingle();
15925 setString(&snapshot_level_identifier, NULL);
15926 snapshot_level_nr = -1;
15929 void FreeEngineSnapshotList(void)
15931 FreeSnapshotList();
15934 static ListNode *SaveEngineSnapshotBuffers(void)
15936 ListNode *buffers = NULL;
15938 // copy some special values to a structure better suited for the snapshot
15940 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15941 SaveEngineSnapshotValues_RND();
15942 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15943 SaveEngineSnapshotValues_EM();
15944 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15945 SaveEngineSnapshotValues_SP(&buffers);
15946 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15947 SaveEngineSnapshotValues_MM();
15949 // save values stored in special snapshot structure
15951 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15953 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15955 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15957 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15960 // save further RND engine values
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15966 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15979 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15988 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15990 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15992 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15993 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15994 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15997 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15998 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16000 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16004 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16005 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16010 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16013 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16014 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16015 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16021 ListNode *node = engine_snapshot_list_rnd;
16024 while (node != NULL)
16026 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16031 Debug("game:playing:SaveEngineSnapshotBuffers",
16032 "size of engine snapshot: %d bytes", num_bytes);
16038 void SaveEngineSnapshotSingle(void)
16040 ListNode *buffers = SaveEngineSnapshotBuffers();
16042 // finally save all snapshot buffers to single snapshot
16043 SaveSnapshotSingle(buffers);
16045 // save level identification information
16046 setString(&snapshot_level_identifier, leveldir_current->identifier);
16047 snapshot_level_nr = level_nr;
16050 boolean CheckSaveEngineSnapshotToList(void)
16052 boolean save_snapshot =
16053 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16054 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16055 game.snapshot.changed_action) ||
16056 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16057 game.snapshot.collected_item));
16059 game.snapshot.changed_action = FALSE;
16060 game.snapshot.collected_item = FALSE;
16061 game.snapshot.save_snapshot = save_snapshot;
16063 return save_snapshot;
16066 void SaveEngineSnapshotToList(void)
16068 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16072 ListNode *buffers = SaveEngineSnapshotBuffers();
16074 // finally save all snapshot buffers to snapshot list
16075 SaveSnapshotToList(buffers);
16078 void SaveEngineSnapshotToListInitial(void)
16080 FreeEngineSnapshotList();
16082 SaveEngineSnapshotToList();
16085 static void LoadEngineSnapshotValues(void)
16087 // restore special values from snapshot structure
16089 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16090 LoadEngineSnapshotValues_RND();
16091 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16092 LoadEngineSnapshotValues_EM();
16093 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16094 LoadEngineSnapshotValues_SP();
16095 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16096 LoadEngineSnapshotValues_MM();
16099 void LoadEngineSnapshotSingle(void)
16101 LoadSnapshotSingle();
16103 LoadEngineSnapshotValues();
16106 static void LoadEngineSnapshot_Undo(int steps)
16108 LoadSnapshotFromList_Older(steps);
16110 LoadEngineSnapshotValues();
16113 static void LoadEngineSnapshot_Redo(int steps)
16115 LoadSnapshotFromList_Newer(steps);
16117 LoadEngineSnapshotValues();
16120 boolean CheckEngineSnapshotSingle(void)
16122 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16123 snapshot_level_nr == level_nr);
16126 boolean CheckEngineSnapshotList(void)
16128 return CheckSnapshotList();
16132 // ---------- new game button stuff -------------------------------------------
16139 boolean *setup_value;
16140 boolean allowed_on_tape;
16141 boolean is_touch_button;
16143 } gamebutton_info[NUM_GAME_BUTTONS] =
16146 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16147 GAME_CTRL_ID_STOP, NULL,
16148 TRUE, FALSE, "stop game"
16151 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16152 GAME_CTRL_ID_PAUSE, NULL,
16153 TRUE, FALSE, "pause game"
16156 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16157 GAME_CTRL_ID_PLAY, NULL,
16158 TRUE, FALSE, "play game"
16161 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16162 GAME_CTRL_ID_UNDO, NULL,
16163 TRUE, FALSE, "undo step"
16166 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16167 GAME_CTRL_ID_REDO, NULL,
16168 TRUE, FALSE, "redo step"
16171 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16172 GAME_CTRL_ID_SAVE, NULL,
16173 TRUE, FALSE, "save game"
16176 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16177 GAME_CTRL_ID_PAUSE2, NULL,
16178 TRUE, FALSE, "pause game"
16181 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16182 GAME_CTRL_ID_LOAD, NULL,
16183 TRUE, FALSE, "load game"
16186 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16187 GAME_CTRL_ID_PANEL_STOP, NULL,
16188 FALSE, FALSE, "stop game"
16191 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16192 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16193 FALSE, FALSE, "pause game"
16196 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16197 GAME_CTRL_ID_PANEL_PLAY, NULL,
16198 FALSE, FALSE, "play game"
16201 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16202 GAME_CTRL_ID_TOUCH_STOP, NULL,
16203 FALSE, TRUE, "stop game"
16206 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16207 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16208 FALSE, TRUE, "pause game"
16211 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16212 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16213 TRUE, FALSE, "background music on/off"
16216 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16217 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16218 TRUE, FALSE, "sound loops on/off"
16221 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16222 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16223 TRUE, FALSE, "normal sounds on/off"
16226 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16227 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16228 FALSE, FALSE, "background music on/off"
16231 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16232 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16233 FALSE, FALSE, "sound loops on/off"
16236 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16237 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16238 FALSE, FALSE, "normal sounds on/off"
16242 void CreateGameButtons(void)
16246 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16248 int graphic = gamebutton_info[i].graphic;
16249 struct GraphicInfo *gfx = &graphic_info[graphic];
16250 struct XY *pos = gamebutton_info[i].pos;
16251 struct GadgetInfo *gi;
16254 unsigned int event_mask;
16255 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16256 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16257 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16258 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16259 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16260 int gd_x = gfx->src_x;
16261 int gd_y = gfx->src_y;
16262 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16263 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16264 int gd_xa = gfx->src_x + gfx->active_xoffset;
16265 int gd_ya = gfx->src_y + gfx->active_yoffset;
16266 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16267 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16268 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16269 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16272 // do not use touch buttons if overlay touch buttons are disabled
16273 if (is_touch_button && !setup.touch.overlay_buttons)
16276 if (gfx->bitmap == NULL)
16278 game_gadget[id] = NULL;
16283 if (id == GAME_CTRL_ID_STOP ||
16284 id == GAME_CTRL_ID_PANEL_STOP ||
16285 id == GAME_CTRL_ID_TOUCH_STOP ||
16286 id == GAME_CTRL_ID_PLAY ||
16287 id == GAME_CTRL_ID_PANEL_PLAY ||
16288 id == GAME_CTRL_ID_SAVE ||
16289 id == GAME_CTRL_ID_LOAD)
16291 button_type = GD_TYPE_NORMAL_BUTTON;
16293 event_mask = GD_EVENT_RELEASED;
16295 else if (id == GAME_CTRL_ID_UNDO ||
16296 id == GAME_CTRL_ID_REDO)
16298 button_type = GD_TYPE_NORMAL_BUTTON;
16300 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16304 button_type = GD_TYPE_CHECK_BUTTON;
16305 checked = (gamebutton_info[i].setup_value != NULL ?
16306 *gamebutton_info[i].setup_value : FALSE);
16307 event_mask = GD_EVENT_PRESSED;
16310 gi = CreateGadget(GDI_CUSTOM_ID, id,
16311 GDI_IMAGE_ID, graphic,
16312 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16315 GDI_WIDTH, gfx->width,
16316 GDI_HEIGHT, gfx->height,
16317 GDI_TYPE, button_type,
16318 GDI_STATE, GD_BUTTON_UNPRESSED,
16319 GDI_CHECKED, checked,
16320 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16321 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16322 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16323 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16324 GDI_DIRECT_DRAW, FALSE,
16325 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16326 GDI_EVENT_MASK, event_mask,
16327 GDI_CALLBACK_ACTION, HandleGameButtons,
16331 Fail("cannot create gadget");
16333 game_gadget[id] = gi;
16337 void FreeGameButtons(void)
16341 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16342 FreeGadget(game_gadget[i]);
16345 static void UnmapGameButtonsAtSamePosition(int id)
16349 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16351 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16352 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16353 UnmapGadget(game_gadget[i]);
16356 static void UnmapGameButtonsAtSamePosition_All(void)
16358 if (setup.show_load_save_buttons)
16360 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16361 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16362 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16364 else if (setup.show_undo_redo_buttons)
16366 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16367 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16368 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16372 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16373 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16374 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16376 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16377 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16378 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16382 void MapLoadSaveButtons(void)
16384 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16385 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16387 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16388 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16391 void MapUndoRedoButtons(void)
16393 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16394 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16396 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16397 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16400 void ModifyPauseButtons(void)
16404 GAME_CTRL_ID_PAUSE,
16405 GAME_CTRL_ID_PAUSE2,
16406 GAME_CTRL_ID_PANEL_PAUSE,
16407 GAME_CTRL_ID_TOUCH_PAUSE,
16412 for (i = 0; ids[i] > -1; i++)
16413 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16416 static void MapGameButtonsExt(boolean on_tape)
16420 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16422 if ((i == GAME_CTRL_ID_UNDO ||
16423 i == GAME_CTRL_ID_REDO) &&
16424 game_status != GAME_MODE_PLAYING)
16427 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16428 MapGadget(game_gadget[i]);
16431 UnmapGameButtonsAtSamePosition_All();
16433 RedrawGameButtons();
16436 static void UnmapGameButtonsExt(boolean on_tape)
16440 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16441 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16442 UnmapGadget(game_gadget[i]);
16445 static void RedrawGameButtonsExt(boolean on_tape)
16449 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16450 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16451 RedrawGadget(game_gadget[i]);
16454 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16459 gi->checked = state;
16462 static void RedrawSoundButtonGadget(int id)
16464 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16465 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16466 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16467 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16468 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16469 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16472 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16473 RedrawGadget(game_gadget[id2]);
16476 void MapGameButtons(void)
16478 MapGameButtonsExt(FALSE);
16481 void UnmapGameButtons(void)
16483 UnmapGameButtonsExt(FALSE);
16486 void RedrawGameButtons(void)
16488 RedrawGameButtonsExt(FALSE);
16491 void MapGameButtonsOnTape(void)
16493 MapGameButtonsExt(TRUE);
16496 void UnmapGameButtonsOnTape(void)
16498 UnmapGameButtonsExt(TRUE);
16501 void RedrawGameButtonsOnTape(void)
16503 RedrawGameButtonsExt(TRUE);
16506 static void GameUndoRedoExt(void)
16508 ClearPlayerAction();
16510 tape.pausing = TRUE;
16513 UpdateAndDisplayGameControlValues();
16515 DrawCompleteVideoDisplay();
16516 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16517 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16518 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16520 ModifyPauseButtons();
16525 static void GameUndo(int steps)
16527 if (!CheckEngineSnapshotList())
16530 int tape_property_bits = tape.property_bits;
16532 LoadEngineSnapshot_Undo(steps);
16534 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16539 static void GameRedo(int steps)
16541 if (!CheckEngineSnapshotList())
16544 int tape_property_bits = tape.property_bits;
16546 LoadEngineSnapshot_Redo(steps);
16548 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16553 static void HandleGameButtonsExt(int id, int button)
16555 static boolean game_undo_executed = FALSE;
16556 int steps = BUTTON_STEPSIZE(button);
16557 boolean handle_game_buttons =
16558 (game_status == GAME_MODE_PLAYING ||
16559 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16561 if (!handle_game_buttons)
16566 case GAME_CTRL_ID_STOP:
16567 case GAME_CTRL_ID_PANEL_STOP:
16568 case GAME_CTRL_ID_TOUCH_STOP:
16573 case GAME_CTRL_ID_PAUSE:
16574 case GAME_CTRL_ID_PAUSE2:
16575 case GAME_CTRL_ID_PANEL_PAUSE:
16576 case GAME_CTRL_ID_TOUCH_PAUSE:
16577 if (network.enabled && game_status == GAME_MODE_PLAYING)
16580 SendToServer_ContinuePlaying();
16582 SendToServer_PausePlaying();
16585 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16587 game_undo_executed = FALSE;
16591 case GAME_CTRL_ID_PLAY:
16592 case GAME_CTRL_ID_PANEL_PLAY:
16593 if (game_status == GAME_MODE_MAIN)
16595 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16597 else if (tape.pausing)
16599 if (network.enabled)
16600 SendToServer_ContinuePlaying();
16602 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16606 case GAME_CTRL_ID_UNDO:
16607 // Important: When using "save snapshot when collecting an item" mode,
16608 // load last (current) snapshot for first "undo" after pressing "pause"
16609 // (else the last-but-one snapshot would be loaded, because the snapshot
16610 // pointer already points to the last snapshot when pressing "pause",
16611 // which is fine for "every step/move" mode, but not for "every collect")
16612 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16613 !game_undo_executed)
16616 game_undo_executed = TRUE;
16621 case GAME_CTRL_ID_REDO:
16625 case GAME_CTRL_ID_SAVE:
16629 case GAME_CTRL_ID_LOAD:
16633 case SOUND_CTRL_ID_MUSIC:
16634 case SOUND_CTRL_ID_PANEL_MUSIC:
16635 if (setup.sound_music)
16637 setup.sound_music = FALSE;
16641 else if (audio.music_available)
16643 setup.sound = setup.sound_music = TRUE;
16645 SetAudioMode(setup.sound);
16647 if (game_status == GAME_MODE_PLAYING)
16651 RedrawSoundButtonGadget(id);
16655 case SOUND_CTRL_ID_LOOPS:
16656 case SOUND_CTRL_ID_PANEL_LOOPS:
16657 if (setup.sound_loops)
16658 setup.sound_loops = FALSE;
16659 else if (audio.loops_available)
16661 setup.sound = setup.sound_loops = TRUE;
16663 SetAudioMode(setup.sound);
16666 RedrawSoundButtonGadget(id);
16670 case SOUND_CTRL_ID_SIMPLE:
16671 case SOUND_CTRL_ID_PANEL_SIMPLE:
16672 if (setup.sound_simple)
16673 setup.sound_simple = FALSE;
16674 else if (audio.sound_available)
16676 setup.sound = setup.sound_simple = TRUE;
16678 SetAudioMode(setup.sound);
16681 RedrawSoundButtonGadget(id);
16690 static void HandleGameButtons(struct GadgetInfo *gi)
16692 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16695 void HandleSoundButtonKeys(Key key)
16697 if (key == setup.shortcut.sound_simple)
16698 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16699 else if (key == setup.shortcut.sound_loops)
16700 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16701 else if (key == setup.shortcut.sound_music)
16702 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);