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 internal run-time variables ------------------------
3200 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 ei->change_page[j].can_change_or_has_action =
3207 (ei->change_page[j].can_change |
3208 ei->change_page[j].has_action);
3212 // add change events from custom element configuration
3213 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3215 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3217 for (j = 0; j < ei->num_change_pages; j++)
3219 if (!ei->change_page[j].can_change_or_has_action)
3222 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3224 // only add event page for the first page found with this event
3225 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3227 ei->has_change_event[k] = TRUE;
3229 ei->event_page_nr[k] = j;
3230 ei->event_page[k] = &ei->change_page[j];
3236 // ---------- initialize reference elements in change conditions ------------
3238 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3240 int element = EL_CUSTOM_START + i;
3241 struct ElementInfo *ei = &element_info[element];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 int trigger_element = ei->change_page[j].initial_trigger_element;
3247 if (trigger_element >= EL_PREV_CE_8 &&
3248 trigger_element <= EL_NEXT_CE_8)
3249 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3251 ei->change_page[j].trigger_element = trigger_element;
3255 // ---------- initialize run-time trigger player and element ----------------
3257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3261 for (j = 0; j < ei->num_change_pages; j++)
3263 struct ElementChangeInfo *change = &ei->change_page[j];
3265 change->actual_trigger_element = EL_EMPTY;
3266 change->actual_trigger_player = EL_EMPTY;
3267 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3268 change->actual_trigger_side = CH_SIDE_NONE;
3269 change->actual_trigger_ce_value = 0;
3270 change->actual_trigger_ce_score = 0;
3274 // ---------- initialize trigger events -------------------------------------
3276 // initialize trigger events information
3277 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3279 trigger_events[i][j] = FALSE;
3281 // add trigger events from element change event properties
3282 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3284 struct ElementInfo *ei = &element_info[i];
3286 for (j = 0; j < ei->num_change_pages; j++)
3288 struct ElementChangeInfo *change = &ei->change_page[j];
3290 if (!change->can_change_or_has_action)
3293 if (change->has_event[CE_BY_OTHER_ACTION])
3295 int trigger_element = change->trigger_element;
3297 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3299 if (change->has_event[k])
3301 if (IS_GROUP_ELEMENT(trigger_element))
3303 struct ElementGroupInfo *group =
3304 element_info[trigger_element].group;
3306 for (l = 0; l < group->num_elements_resolved; l++)
3307 trigger_events[group->element_resolved[l]][k] = TRUE;
3309 else if (trigger_element == EL_ANY_ELEMENT)
3310 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3311 trigger_events[l][k] = TRUE;
3313 trigger_events[trigger_element][k] = TRUE;
3320 // ---------- initialize push delay -----------------------------------------
3322 // initialize push delay values to default
3323 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3325 if (!IS_CUSTOM_ELEMENT(i))
3327 // set default push delay values (corrected since version 3.0.7-1)
3328 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3330 element_info[i].push_delay_fixed = 2;
3331 element_info[i].push_delay_random = 8;
3335 element_info[i].push_delay_fixed = 8;
3336 element_info[i].push_delay_random = 8;
3341 // set push delay value for certain elements from pre-defined list
3342 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3344 int e = push_delay_list[i].element;
3346 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3347 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3350 // set push delay value for Supaplex elements for newer engine versions
3351 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3353 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3355 if (IS_SP_ELEMENT(i))
3357 // set SP push delay to just enough to push under a falling zonk
3358 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3360 element_info[i].push_delay_fixed = delay;
3361 element_info[i].push_delay_random = 0;
3366 // ---------- initialize move stepsize --------------------------------------
3368 // initialize move stepsize values to default
3369 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3370 if (!IS_CUSTOM_ELEMENT(i))
3371 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3373 // set move stepsize value for certain elements from pre-defined list
3374 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3376 int e = move_stepsize_list[i].element;
3378 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3380 // set move stepsize value for certain elements for older engine versions
3381 if (use_old_move_stepsize_for_magic_wall)
3383 if (e == EL_MAGIC_WALL_FILLING ||
3384 e == EL_MAGIC_WALL_EMPTYING ||
3385 e == EL_BD_MAGIC_WALL_FILLING ||
3386 e == EL_BD_MAGIC_WALL_EMPTYING)
3387 element_info[e].move_stepsize *= 2;
3391 // ---------- initialize collect score --------------------------------------
3393 // initialize collect score values for custom elements from initial value
3394 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3395 if (IS_CUSTOM_ELEMENT(i))
3396 element_info[i].collect_score = element_info[i].collect_score_initial;
3398 // ---------- initialize collect count --------------------------------------
3400 // initialize collect count values for non-custom elements
3401 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3402 if (!IS_CUSTOM_ELEMENT(i))
3403 element_info[i].collect_count_initial = 0;
3405 // add collect count values for all elements from pre-defined list
3406 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3407 element_info[collect_count_list[i].element].collect_count_initial =
3408 collect_count_list[i].count;
3410 // ---------- initialize access direction -----------------------------------
3412 // initialize access direction values to default (access from every side)
3413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3414 if (!IS_CUSTOM_ELEMENT(i))
3415 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3417 // set access direction value for certain elements from pre-defined list
3418 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3419 element_info[access_direction_list[i].element].access_direction =
3420 access_direction_list[i].direction;
3422 // ---------- initialize explosion content ----------------------------------
3423 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (IS_CUSTOM_ELEMENT(i))
3428 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3430 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3432 element_info[i].content.e[x][y] =
3433 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3434 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3435 i == EL_PLAYER_3 ? EL_EMERALD :
3436 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3437 i == EL_MOLE ? EL_EMERALD_RED :
3438 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3439 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3440 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3441 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3442 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3443 i == EL_WALL_EMERALD ? EL_EMERALD :
3444 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3445 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3446 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3447 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3448 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3449 i == EL_WALL_PEARL ? EL_PEARL :
3450 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3455 // ---------- initialize recursion detection --------------------------------
3456 recursion_loop_depth = 0;
3457 recursion_loop_detected = FALSE;
3458 recursion_loop_element = EL_UNDEFINED;
3460 // ---------- initialize graphics engine ------------------------------------
3461 game.scroll_delay_value =
3462 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3463 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3464 !setup.forced_scroll_delay ? 0 :
3465 setup.scroll_delay ? setup.scroll_delay_value : 0);
3466 game.scroll_delay_value =
3467 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3469 // ---------- initialize game engine snapshots ------------------------------
3470 for (i = 0; i < MAX_PLAYERS; i++)
3471 game.snapshot.last_action[i] = 0;
3472 game.snapshot.changed_action = FALSE;
3473 game.snapshot.collected_item = FALSE;
3474 game.snapshot.mode =
3475 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3476 SNAPSHOT_MODE_EVERY_STEP :
3477 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3478 SNAPSHOT_MODE_EVERY_MOVE :
3479 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3480 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3481 game.snapshot.save_snapshot = FALSE;
3483 // ---------- initialize level time for Supaplex engine ---------------------
3484 // Supaplex levels with time limit currently unsupported -- should be added
3485 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3488 // ---------- initialize flags for handling game actions --------------------
3490 // set flags for game actions to default values
3491 game.use_key_actions = TRUE;
3492 game.use_mouse_actions = FALSE;
3494 // when using Mirror Magic game engine, handle mouse events only
3495 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3497 game.use_key_actions = FALSE;
3498 game.use_mouse_actions = TRUE;
3501 // check for custom elements with mouse click events
3502 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3504 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3506 int element = EL_CUSTOM_START + i;
3508 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3509 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3510 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3511 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3512 game.use_mouse_actions = TRUE;
3517 static int get_num_special_action(int element, int action_first,
3520 int num_special_action = 0;
3523 for (i = action_first; i <= action_last; i++)
3525 boolean found = FALSE;
3527 for (j = 0; j < NUM_DIRECTIONS; j++)
3528 if (el_act_dir2img(element, i, j) !=
3529 el_act_dir2img(element, ACTION_DEFAULT, j))
3533 num_special_action++;
3538 return num_special_action;
3542 // ============================================================================
3544 // ----------------------------------------------------------------------------
3545 // initialize and start new game
3546 // ============================================================================
3548 #if DEBUG_INIT_PLAYER
3549 static void DebugPrintPlayerStatus(char *message)
3556 Debug("game:init:player", "%s:", message);
3558 for (i = 0; i < MAX_PLAYERS; i++)
3560 struct PlayerInfo *player = &stored_player[i];
3562 Debug("game:init:player",
3563 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3567 player->connected_locally,
3568 player->connected_network,
3570 (local_player == player ? " (local player)" : ""));
3577 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3578 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3579 int fade_mask = REDRAW_FIELD;
3580 boolean restarting = (game_status == GAME_MODE_PLAYING);
3581 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3582 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3583 int initial_move_dir = MV_DOWN;
3586 // required here to update video display before fading (FIX THIS)
3587 DrawMaskedBorder(REDRAW_DOOR_2);
3589 if (!game.restart_level)
3590 CloseDoor(DOOR_CLOSE_1);
3594 // force fading out global animations displayed during game play
3595 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3599 SetGameStatus(GAME_MODE_PLAYING);
3602 if (level_editor_test_game)
3603 FadeSkipNextFadeOut();
3605 FadeSetEnterScreen();
3608 fade_mask = REDRAW_ALL;
3610 FadeLevelSoundsAndMusic();
3612 ExpireSoundLoops(TRUE);
3618 // force restarting global animations displayed during game play
3619 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3621 SetGameStatus(GAME_MODE_PLAYING);
3624 if (level_editor_test_game)
3625 FadeSkipNextFadeIn();
3627 // needed if different viewport properties defined for playing
3628 ChangeViewportPropertiesIfNeeded();
3632 DrawCompleteVideoDisplay();
3634 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3637 InitGameControlValues();
3641 // initialize tape actions from game when recording tape
3642 tape.use_key_actions = game.use_key_actions;
3643 tape.use_mouse_actions = game.use_mouse_actions;
3645 // initialize visible playfield size when recording tape (for team mode)
3646 tape.scr_fieldx = SCR_FIELDX;
3647 tape.scr_fieldy = SCR_FIELDY;
3650 // don't play tapes over network
3651 network_playing = (network.enabled && !tape.playing);
3653 for (i = 0; i < MAX_PLAYERS; i++)
3655 struct PlayerInfo *player = &stored_player[i];
3657 player->index_nr = i;
3658 player->index_bit = (1 << i);
3659 player->element_nr = EL_PLAYER_1 + i;
3661 player->present = FALSE;
3662 player->active = FALSE;
3663 player->mapped = FALSE;
3665 player->killed = FALSE;
3666 player->reanimated = FALSE;
3667 player->buried = FALSE;
3670 player->effective_action = 0;
3671 player->programmed_action = 0;
3672 player->snap_action = 0;
3674 player->mouse_action.lx = 0;
3675 player->mouse_action.ly = 0;
3676 player->mouse_action.button = 0;
3677 player->mouse_action.button_hint = 0;
3679 player->effective_mouse_action.lx = 0;
3680 player->effective_mouse_action.ly = 0;
3681 player->effective_mouse_action.button = 0;
3682 player->effective_mouse_action.button_hint = 0;
3684 for (j = 0; j < MAX_NUM_KEYS; j++)
3685 player->key[j] = FALSE;
3687 player->num_white_keys = 0;
3689 player->dynabomb_count = 0;
3690 player->dynabomb_size = 1;
3691 player->dynabombs_left = 0;
3692 player->dynabomb_xl = FALSE;
3694 player->MovDir = initial_move_dir;
3697 player->GfxDir = initial_move_dir;
3698 player->GfxAction = ACTION_DEFAULT;
3700 player->StepFrame = 0;
3702 player->initial_element = player->element_nr;
3703 player->artwork_element =
3704 (level.use_artwork_element[i] ? level.artwork_element[i] :
3705 player->element_nr);
3706 player->use_murphy = FALSE;
3708 player->block_last_field = FALSE; // initialized in InitPlayerField()
3709 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3711 player->gravity = level.initial_player_gravity[i];
3713 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3715 player->actual_frame_counter.count = 0;
3716 player->actual_frame_counter.value = 1;
3718 player->step_counter = 0;
3720 player->last_move_dir = initial_move_dir;
3722 player->is_active = FALSE;
3724 player->is_waiting = FALSE;
3725 player->is_moving = FALSE;
3726 player->is_auto_moving = FALSE;
3727 player->is_digging = FALSE;
3728 player->is_snapping = FALSE;
3729 player->is_collecting = FALSE;
3730 player->is_pushing = FALSE;
3731 player->is_switching = FALSE;
3732 player->is_dropping = FALSE;
3733 player->is_dropping_pressed = FALSE;
3735 player->is_bored = FALSE;
3736 player->is_sleeping = FALSE;
3738 player->was_waiting = TRUE;
3739 player->was_moving = FALSE;
3740 player->was_snapping = FALSE;
3741 player->was_dropping = FALSE;
3743 player->force_dropping = FALSE;
3745 player->frame_counter_bored = -1;
3746 player->frame_counter_sleeping = -1;
3748 player->anim_delay_counter = 0;
3749 player->post_delay_counter = 0;
3751 player->dir_waiting = initial_move_dir;
3752 player->action_waiting = ACTION_DEFAULT;
3753 player->last_action_waiting = ACTION_DEFAULT;
3754 player->special_action_bored = ACTION_DEFAULT;
3755 player->special_action_sleeping = ACTION_DEFAULT;
3757 player->switch_x = -1;
3758 player->switch_y = -1;
3760 player->drop_x = -1;
3761 player->drop_y = -1;
3763 player->show_envelope = 0;
3765 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3767 player->push_delay = -1; // initialized when pushing starts
3768 player->push_delay_value = game.initial_push_delay_value;
3770 player->drop_delay = 0;
3771 player->drop_pressed_delay = 0;
3773 player->last_jx = -1;
3774 player->last_jy = -1;
3778 player->shield_normal_time_left = 0;
3779 player->shield_deadly_time_left = 0;
3781 player->last_removed_element = EL_UNDEFINED;
3783 player->inventory_infinite_element = EL_UNDEFINED;
3784 player->inventory_size = 0;
3786 if (level.use_initial_inventory[i])
3788 for (j = 0; j < level.initial_inventory_size[i]; j++)
3790 int element = level.initial_inventory_content[i][j];
3791 int collect_count = element_info[element].collect_count_initial;
3794 if (!IS_CUSTOM_ELEMENT(element))
3797 if (collect_count == 0)
3798 player->inventory_infinite_element = element;
3800 for (k = 0; k < collect_count; k++)
3801 if (player->inventory_size < MAX_INVENTORY_SIZE)
3802 player->inventory_element[player->inventory_size++] = element;
3806 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3807 SnapField(player, 0, 0);
3809 map_player_action[i] = i;
3812 network_player_action_received = FALSE;
3814 // initial null action
3815 if (network_playing)
3816 SendToServer_MovePlayer(MV_NONE);
3821 TimeLeft = level.time;
3824 ScreenMovDir = MV_NONE;
3828 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3830 game.robot_wheel_x = -1;
3831 game.robot_wheel_y = -1;
3836 game.all_players_gone = FALSE;
3838 game.LevelSolved = FALSE;
3839 game.GameOver = FALSE;
3841 game.GamePlayed = !tape.playing;
3843 game.LevelSolved_GameWon = FALSE;
3844 game.LevelSolved_GameEnd = FALSE;
3845 game.LevelSolved_SaveTape = FALSE;
3846 game.LevelSolved_SaveScore = FALSE;
3848 game.LevelSolved_CountingTime = 0;
3849 game.LevelSolved_CountingScore = 0;
3850 game.LevelSolved_CountingHealth = 0;
3852 game.panel.active = TRUE;
3854 game.no_level_time_limit = (level.time == 0);
3855 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3857 game.yamyam_content_nr = 0;
3858 game.robot_wheel_active = FALSE;
3859 game.magic_wall_active = FALSE;
3860 game.magic_wall_time_left = 0;
3861 game.light_time_left = 0;
3862 game.timegate_time_left = 0;
3863 game.switchgate_pos = 0;
3864 game.wind_direction = level.wind_direction_initial;
3866 game.time_final = 0;
3867 game.score_time_final = 0;
3870 game.score_final = 0;
3872 game.health = MAX_HEALTH;
3873 game.health_final = MAX_HEALTH;
3875 game.gems_still_needed = level.gems_needed;
3876 game.sokoban_fields_still_needed = 0;
3877 game.sokoban_objects_still_needed = 0;
3878 game.lights_still_needed = 0;
3879 game.players_still_needed = 0;
3880 game.friends_still_needed = 0;
3882 game.lenses_time_left = 0;
3883 game.magnify_time_left = 0;
3885 game.ball_active = level.ball_active_initial;
3886 game.ball_content_nr = 0;
3888 game.explosions_delayed = TRUE;
3890 game.envelope_active = FALSE;
3892 // special case: set custom artwork setting to initial value
3893 game.use_masked_elements = game.use_masked_elements_initial;
3895 for (i = 0; i < NUM_BELTS; i++)
3897 game.belt_dir[i] = MV_NONE;
3898 game.belt_dir_nr[i] = 3; // not moving, next moving left
3901 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3902 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3904 #if DEBUG_INIT_PLAYER
3905 DebugPrintPlayerStatus("Player status at level initialization");
3908 SCAN_PLAYFIELD(x, y)
3910 Tile[x][y] = Last[x][y] = level.field[x][y];
3911 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3912 ChangeDelay[x][y] = 0;
3913 ChangePage[x][y] = -1;
3914 CustomValue[x][y] = 0; // initialized in InitField()
3915 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3917 WasJustMoving[x][y] = 0;
3918 WasJustFalling[x][y] = 0;
3919 CheckCollision[x][y] = 0;
3920 CheckImpact[x][y] = 0;
3922 Pushed[x][y] = FALSE;
3924 ChangeCount[x][y] = 0;
3925 ChangeEvent[x][y] = -1;
3927 ExplodePhase[x][y] = 0;
3928 ExplodeDelay[x][y] = 0;
3929 ExplodeField[x][y] = EX_TYPE_NONE;
3931 RunnerVisit[x][y] = 0;
3932 PlayerVisit[x][y] = 0;
3935 GfxRandom[x][y] = INIT_GFX_RANDOM();
3936 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3937 GfxElement[x][y] = EL_UNDEFINED;
3938 GfxElementEmpty[x][y] = EL_EMPTY;
3939 GfxAction[x][y] = ACTION_DEFAULT;
3940 GfxDir[x][y] = MV_NONE;
3941 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3944 SCAN_PLAYFIELD(x, y)
3946 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3948 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3951 InitField(x, y, TRUE);
3953 ResetGfxAnimation(x, y);
3958 for (i = 0; i < MAX_PLAYERS; i++)
3960 struct PlayerInfo *player = &stored_player[i];
3962 // set number of special actions for bored and sleeping animation
3963 player->num_special_action_bored =
3964 get_num_special_action(player->artwork_element,
3965 ACTION_BORING_1, ACTION_BORING_LAST);
3966 player->num_special_action_sleeping =
3967 get_num_special_action(player->artwork_element,
3968 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3971 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3972 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3974 // initialize type of slippery elements
3975 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3977 if (!IS_CUSTOM_ELEMENT(i))
3979 // default: elements slip down either to the left or right randomly
3980 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3982 // SP style elements prefer to slip down on the left side
3983 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3984 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3986 // BD style elements prefer to slip down on the left side
3987 if (game.emulation == EMU_BOULDERDASH)
3988 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3992 // initialize explosion and ignition delay
3993 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3995 if (!IS_CUSTOM_ELEMENT(i))
3998 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3999 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4000 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4001 int last_phase = (num_phase + 1) * delay;
4002 int half_phase = (num_phase / 2) * delay;
4004 element_info[i].explosion_delay = last_phase - 1;
4005 element_info[i].ignition_delay = half_phase;
4007 if (i == EL_BLACK_ORB)
4008 element_info[i].ignition_delay = 1;
4012 // correct non-moving belts to start moving left
4013 for (i = 0; i < NUM_BELTS; i++)
4014 if (game.belt_dir[i] == MV_NONE)
4015 game.belt_dir_nr[i] = 3; // not moving, next moving left
4017 #if USE_NEW_PLAYER_ASSIGNMENTS
4018 // use preferred player also in local single-player mode
4019 if (!network.enabled && !game.team_mode)
4021 int new_index_nr = setup.network_player_nr;
4023 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4025 for (i = 0; i < MAX_PLAYERS; i++)
4026 stored_player[i].connected_locally = FALSE;
4028 stored_player[new_index_nr].connected_locally = TRUE;
4032 for (i = 0; i < MAX_PLAYERS; i++)
4034 stored_player[i].connected = FALSE;
4036 // in network game mode, the local player might not be the first player
4037 if (stored_player[i].connected_locally)
4038 local_player = &stored_player[i];
4041 if (!network.enabled)
4042 local_player->connected = TRUE;
4046 for (i = 0; i < MAX_PLAYERS; i++)
4047 stored_player[i].connected = tape.player_participates[i];
4049 else if (network.enabled)
4051 // add team mode players connected over the network (needed for correct
4052 // assignment of player figures from level to locally playing players)
4054 for (i = 0; i < MAX_PLAYERS; i++)
4055 if (stored_player[i].connected_network)
4056 stored_player[i].connected = TRUE;
4058 else if (game.team_mode)
4060 // try to guess locally connected team mode players (needed for correct
4061 // assignment of player figures from level to locally playing players)
4063 for (i = 0; i < MAX_PLAYERS; i++)
4064 if (setup.input[i].use_joystick ||
4065 setup.input[i].key.left != KSYM_UNDEFINED)
4066 stored_player[i].connected = TRUE;
4069 #if DEBUG_INIT_PLAYER
4070 DebugPrintPlayerStatus("Player status after level initialization");
4073 #if DEBUG_INIT_PLAYER
4074 Debug("game:init:player", "Reassigning players ...");
4077 // check if any connected player was not found in playfield
4078 for (i = 0; i < MAX_PLAYERS; i++)
4080 struct PlayerInfo *player = &stored_player[i];
4082 if (player->connected && !player->present)
4084 struct PlayerInfo *field_player = NULL;
4086 #if DEBUG_INIT_PLAYER
4087 Debug("game:init:player",
4088 "- looking for field player for player %d ...", i + 1);
4091 // assign first free player found that is present in the playfield
4093 // first try: look for unmapped playfield player that is not connected
4094 for (j = 0; j < MAX_PLAYERS; j++)
4095 if (field_player == NULL &&
4096 stored_player[j].present &&
4097 !stored_player[j].mapped &&
4098 !stored_player[j].connected)
4099 field_player = &stored_player[j];
4101 // second try: look for *any* unmapped playfield player
4102 for (j = 0; j < MAX_PLAYERS; j++)
4103 if (field_player == NULL &&
4104 stored_player[j].present &&
4105 !stored_player[j].mapped)
4106 field_player = &stored_player[j];
4108 if (field_player != NULL)
4110 int jx = field_player->jx, jy = field_player->jy;
4112 #if DEBUG_INIT_PLAYER
4113 Debug("game:init:player", "- found player %d",
4114 field_player->index_nr + 1);
4117 player->present = FALSE;
4118 player->active = FALSE;
4120 field_player->present = TRUE;
4121 field_player->active = TRUE;
4124 player->initial_element = field_player->initial_element;
4125 player->artwork_element = field_player->artwork_element;
4127 player->block_last_field = field_player->block_last_field;
4128 player->block_delay_adjustment = field_player->block_delay_adjustment;
4131 StorePlayer[jx][jy] = field_player->element_nr;
4133 field_player->jx = field_player->last_jx = jx;
4134 field_player->jy = field_player->last_jy = jy;
4136 if (local_player == player)
4137 local_player = field_player;
4139 map_player_action[field_player->index_nr] = i;
4141 field_player->mapped = TRUE;
4143 #if DEBUG_INIT_PLAYER
4144 Debug("game:init:player", "- map_player_action[%d] == %d",
4145 field_player->index_nr + 1, i + 1);
4150 if (player->connected && player->present)
4151 player->mapped = TRUE;
4154 #if DEBUG_INIT_PLAYER
4155 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4160 // check if any connected player was not found in playfield
4161 for (i = 0; i < MAX_PLAYERS; i++)
4163 struct PlayerInfo *player = &stored_player[i];
4165 if (player->connected && !player->present)
4167 for (j = 0; j < MAX_PLAYERS; j++)
4169 struct PlayerInfo *field_player = &stored_player[j];
4170 int jx = field_player->jx, jy = field_player->jy;
4172 // assign first free player found that is present in the playfield
4173 if (field_player->present && !field_player->connected)
4175 player->present = TRUE;
4176 player->active = TRUE;
4178 field_player->present = FALSE;
4179 field_player->active = FALSE;
4181 player->initial_element = field_player->initial_element;
4182 player->artwork_element = field_player->artwork_element;
4184 player->block_last_field = field_player->block_last_field;
4185 player->block_delay_adjustment = field_player->block_delay_adjustment;
4187 StorePlayer[jx][jy] = player->element_nr;
4189 player->jx = player->last_jx = jx;
4190 player->jy = player->last_jy = jy;
4200 Debug("game:init:player", "local_player->present == %d",
4201 local_player->present);
4204 // set focus to local player for network games, else to all players
4205 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4206 game.centered_player_nr_next = game.centered_player_nr;
4207 game.set_centered_player = FALSE;
4208 game.set_centered_player_wrap = FALSE;
4210 if (network_playing && tape.recording)
4212 // store client dependent player focus when recording network games
4213 tape.centered_player_nr_next = game.centered_player_nr_next;
4214 tape.set_centered_player = TRUE;
4219 // when playing a tape, eliminate all players who do not participate
4221 #if USE_NEW_PLAYER_ASSIGNMENTS
4223 if (!game.team_mode)
4225 for (i = 0; i < MAX_PLAYERS; i++)
4227 if (stored_player[i].active &&
4228 !tape.player_participates[map_player_action[i]])
4230 struct PlayerInfo *player = &stored_player[i];
4231 int jx = player->jx, jy = player->jy;
4233 #if DEBUG_INIT_PLAYER
4234 Debug("game:init:player", "Removing player %d at (%d, %d)",
4238 player->active = FALSE;
4239 StorePlayer[jx][jy] = 0;
4240 Tile[jx][jy] = EL_EMPTY;
4247 for (i = 0; i < MAX_PLAYERS; i++)
4249 if (stored_player[i].active &&
4250 !tape.player_participates[i])
4252 struct PlayerInfo *player = &stored_player[i];
4253 int jx = player->jx, jy = player->jy;
4255 player->active = FALSE;
4256 StorePlayer[jx][jy] = 0;
4257 Tile[jx][jy] = EL_EMPTY;
4262 else if (!network.enabled && !game.team_mode) // && !tape.playing
4264 // when in single player mode, eliminate all but the local player
4266 for (i = 0; i < MAX_PLAYERS; i++)
4268 struct PlayerInfo *player = &stored_player[i];
4270 if (player->active && player != local_player)
4272 int jx = player->jx, jy = player->jy;
4274 player->active = FALSE;
4275 player->present = FALSE;
4277 StorePlayer[jx][jy] = 0;
4278 Tile[jx][jy] = EL_EMPTY;
4283 for (i = 0; i < MAX_PLAYERS; i++)
4284 if (stored_player[i].active)
4285 game.players_still_needed++;
4287 if (level.solved_by_one_player)
4288 game.players_still_needed = 1;
4290 // when recording the game, store which players take part in the game
4293 #if USE_NEW_PLAYER_ASSIGNMENTS
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].connected)
4296 tape.player_participates[i] = TRUE;
4298 for (i = 0; i < MAX_PLAYERS; i++)
4299 if (stored_player[i].active)
4300 tape.player_participates[i] = TRUE;
4304 #if DEBUG_INIT_PLAYER
4305 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4308 if (BorderElement == EL_EMPTY)
4311 SBX_Right = lev_fieldx - SCR_FIELDX;
4313 SBY_Lower = lev_fieldy - SCR_FIELDY;
4318 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4320 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4323 if (full_lev_fieldx <= SCR_FIELDX)
4324 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4325 if (full_lev_fieldy <= SCR_FIELDY)
4326 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4328 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4330 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4333 // if local player not found, look for custom element that might create
4334 // the player (make some assumptions about the right custom element)
4335 if (!local_player->present)
4337 int start_x = 0, start_y = 0;
4338 int found_rating = 0;
4339 int found_element = EL_UNDEFINED;
4340 int player_nr = local_player->index_nr;
4342 SCAN_PLAYFIELD(x, y)
4344 int element = Tile[x][y];
4349 if (level.use_start_element[player_nr] &&
4350 level.start_element[player_nr] == element &&
4357 found_element = element;
4360 if (!IS_CUSTOM_ELEMENT(element))
4363 if (CAN_CHANGE(element))
4365 for (i = 0; i < element_info[element].num_change_pages; i++)
4367 // check for player created from custom element as single target
4368 content = element_info[element].change_page[i].target_element;
4369 is_player = IS_PLAYER_ELEMENT(content);
4371 if (is_player && (found_rating < 3 ||
4372 (found_rating == 3 && element < found_element)))
4378 found_element = element;
4383 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4385 // check for player created from custom element as explosion content
4386 content = element_info[element].content.e[xx][yy];
4387 is_player = IS_PLAYER_ELEMENT(content);
4389 if (is_player && (found_rating < 2 ||
4390 (found_rating == 2 && element < found_element)))
4392 start_x = x + xx - 1;
4393 start_y = y + yy - 1;
4396 found_element = element;
4399 if (!CAN_CHANGE(element))
4402 for (i = 0; i < element_info[element].num_change_pages; i++)
4404 // check for player created from custom element as extended target
4406 element_info[element].change_page[i].target_content.e[xx][yy];
4408 is_player = IS_PLAYER_ELEMENT(content);
4410 if (is_player && (found_rating < 1 ||
4411 (found_rating == 1 && element < found_element)))
4413 start_x = x + xx - 1;
4414 start_y = y + yy - 1;
4417 found_element = element;
4423 scroll_x = SCROLL_POSITION_X(start_x);
4424 scroll_y = SCROLL_POSITION_Y(start_y);
4428 scroll_x = SCROLL_POSITION_X(local_player->jx);
4429 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4432 // !!! FIX THIS (START) !!!
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4435 InitGameEngine_EM();
4437 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4439 InitGameEngine_SP();
4441 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4443 InitGameEngine_MM();
4447 DrawLevel(REDRAW_FIELD);
4450 // after drawing the level, correct some elements
4451 if (game.timegate_time_left == 0)
4452 CloseAllOpenTimegates();
4455 // blit playfield from scroll buffer to normal back buffer for fading in
4456 BlitScreenToBitmap(backbuffer);
4457 // !!! FIX THIS (END) !!!
4459 DrawMaskedBorder(fade_mask);
4464 // full screen redraw is required at this point in the following cases:
4465 // - special editor door undrawn when game was started from level editor
4466 // - drawing area (playfield) was changed and has to be removed completely
4467 redraw_mask = REDRAW_ALL;
4471 if (!game.restart_level)
4473 // copy default game door content to main double buffer
4475 // !!! CHECK AGAIN !!!
4476 SetPanelBackground();
4477 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4478 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4481 SetPanelBackground();
4482 SetDrawBackgroundMask(REDRAW_DOOR_1);
4484 UpdateAndDisplayGameControlValues();
4486 if (!game.restart_level)
4492 CreateGameButtons();
4497 // copy actual game door content to door double buffer for OpenDoor()
4498 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4500 OpenDoor(DOOR_OPEN_ALL);
4502 KeyboardAutoRepeatOffUnlessAutoplay();
4504 #if DEBUG_INIT_PLAYER
4505 DebugPrintPlayerStatus("Player status (final)");
4514 if (!game.restart_level && !tape.playing)
4516 LevelStats_incPlayed(level_nr);
4518 SaveLevelSetup_SeriesInfo();
4521 game.restart_level = FALSE;
4523 game.request_active = FALSE;
4524 game.request_active_or_moving = FALSE;
4526 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4527 InitGameActions_MM();
4529 SaveEngineSnapshotToListInitial();
4531 if (!game.restart_level)
4533 PlaySound(SND_GAME_STARTING);
4535 if (setup.sound_music)
4539 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4542 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4543 int actual_player_x, int actual_player_y)
4545 // this is used for non-R'n'D game engines to update certain engine values
4547 // needed to determine if sounds are played within the visible screen area
4548 scroll_x = actual_scroll_x;
4549 scroll_y = actual_scroll_y;
4551 // needed to get player position for "follow finger" playing input method
4552 local_player->jx = actual_player_x;
4553 local_player->jy = actual_player_y;
4556 void InitMovDir(int x, int y)
4558 int i, element = Tile[x][y];
4559 static int xy[4][2] =
4566 static int direction[3][4] =
4568 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4569 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4570 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4579 Tile[x][y] = EL_BUG;
4580 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4583 case EL_SPACESHIP_RIGHT:
4584 case EL_SPACESHIP_UP:
4585 case EL_SPACESHIP_LEFT:
4586 case EL_SPACESHIP_DOWN:
4587 Tile[x][y] = EL_SPACESHIP;
4588 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4591 case EL_BD_BUTTERFLY_RIGHT:
4592 case EL_BD_BUTTERFLY_UP:
4593 case EL_BD_BUTTERFLY_LEFT:
4594 case EL_BD_BUTTERFLY_DOWN:
4595 Tile[x][y] = EL_BD_BUTTERFLY;
4596 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4599 case EL_BD_FIREFLY_RIGHT:
4600 case EL_BD_FIREFLY_UP:
4601 case EL_BD_FIREFLY_LEFT:
4602 case EL_BD_FIREFLY_DOWN:
4603 Tile[x][y] = EL_BD_FIREFLY;
4604 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4607 case EL_PACMAN_RIGHT:
4609 case EL_PACMAN_LEFT:
4610 case EL_PACMAN_DOWN:
4611 Tile[x][y] = EL_PACMAN;
4612 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4615 case EL_YAMYAM_LEFT:
4616 case EL_YAMYAM_RIGHT:
4618 case EL_YAMYAM_DOWN:
4619 Tile[x][y] = EL_YAMYAM;
4620 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4623 case EL_SP_SNIKSNAK:
4624 MovDir[x][y] = MV_UP;
4627 case EL_SP_ELECTRON:
4628 MovDir[x][y] = MV_LEFT;
4635 Tile[x][y] = EL_MOLE;
4636 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4639 case EL_SPRING_LEFT:
4640 case EL_SPRING_RIGHT:
4641 Tile[x][y] = EL_SPRING;
4642 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4646 if (IS_CUSTOM_ELEMENT(element))
4648 struct ElementInfo *ei = &element_info[element];
4649 int move_direction_initial = ei->move_direction_initial;
4650 int move_pattern = ei->move_pattern;
4652 if (move_direction_initial == MV_START_PREVIOUS)
4654 if (MovDir[x][y] != MV_NONE)
4657 move_direction_initial = MV_START_AUTOMATIC;
4660 if (move_direction_initial == MV_START_RANDOM)
4661 MovDir[x][y] = 1 << RND(4);
4662 else if (move_direction_initial & MV_ANY_DIRECTION)
4663 MovDir[x][y] = move_direction_initial;
4664 else if (move_pattern == MV_ALL_DIRECTIONS ||
4665 move_pattern == MV_TURNING_LEFT ||
4666 move_pattern == MV_TURNING_RIGHT ||
4667 move_pattern == MV_TURNING_LEFT_RIGHT ||
4668 move_pattern == MV_TURNING_RIGHT_LEFT ||
4669 move_pattern == MV_TURNING_RANDOM)
4670 MovDir[x][y] = 1 << RND(4);
4671 else if (move_pattern == MV_HORIZONTAL)
4672 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4673 else if (move_pattern == MV_VERTICAL)
4674 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4675 else if (move_pattern & MV_ANY_DIRECTION)
4676 MovDir[x][y] = element_info[element].move_pattern;
4677 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4678 move_pattern == MV_ALONG_RIGHT_SIDE)
4680 // use random direction as default start direction
4681 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4682 MovDir[x][y] = 1 << RND(4);
4684 for (i = 0; i < NUM_DIRECTIONS; i++)
4686 int x1 = x + xy[i][0];
4687 int y1 = y + xy[i][1];
4689 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4691 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4692 MovDir[x][y] = direction[0][i];
4694 MovDir[x][y] = direction[1][i];
4703 MovDir[x][y] = 1 << RND(4);
4705 if (element != EL_BUG &&
4706 element != EL_SPACESHIP &&
4707 element != EL_BD_BUTTERFLY &&
4708 element != EL_BD_FIREFLY)
4711 for (i = 0; i < NUM_DIRECTIONS; i++)
4713 int x1 = x + xy[i][0];
4714 int y1 = y + xy[i][1];
4716 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4718 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4720 MovDir[x][y] = direction[0][i];
4723 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4724 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4726 MovDir[x][y] = direction[1][i];
4735 GfxDir[x][y] = MovDir[x][y];
4738 void InitAmoebaNr(int x, int y)
4741 int group_nr = AmoebaNeighbourNr(x, y);
4745 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4747 if (AmoebaCnt[i] == 0)
4755 AmoebaNr[x][y] = group_nr;
4756 AmoebaCnt[group_nr]++;
4757 AmoebaCnt2[group_nr]++;
4760 static void LevelSolved_SetFinalGameValues(void)
4762 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4763 game.score_time_final = (level.use_step_counter ? TimePlayed :
4764 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4766 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4767 game_em.lev->score :
4768 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4772 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4773 MM_HEALTH(game_mm.laser_overload_value) :
4776 game.LevelSolved_CountingTime = game.time_final;
4777 game.LevelSolved_CountingScore = game.score_final;
4778 game.LevelSolved_CountingHealth = game.health_final;
4781 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4783 game.LevelSolved_CountingTime = time;
4784 game.LevelSolved_CountingScore = score;
4785 game.LevelSolved_CountingHealth = health;
4787 game_panel_controls[GAME_PANEL_TIME].value = time;
4788 game_panel_controls[GAME_PANEL_SCORE].value = score;
4789 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4791 DisplayGameControlValues();
4794 static void LevelSolved(void)
4796 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4797 game.players_still_needed > 0)
4800 game.LevelSolved = TRUE;
4801 game.GameOver = TRUE;
4805 // needed here to display correct panel values while player walks into exit
4806 LevelSolved_SetFinalGameValues();
4811 static int time_count_steps;
4812 static int time, time_final;
4813 static float score, score_final; // needed for time score < 10 for 10 seconds
4814 static int health, health_final;
4815 static int game_over_delay_1 = 0;
4816 static int game_over_delay_2 = 0;
4817 static int game_over_delay_3 = 0;
4818 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4819 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4821 if (!game.LevelSolved_GameWon)
4825 // do not start end game actions before the player stops moving (to exit)
4826 if (local_player->active && local_player->MovPos)
4829 // calculate final game values after player finished walking into exit
4830 LevelSolved_SetFinalGameValues();
4832 game.LevelSolved_GameWon = TRUE;
4833 game.LevelSolved_SaveTape = tape.recording;
4834 game.LevelSolved_SaveScore = !tape.playing;
4838 LevelStats_incSolved(level_nr);
4840 SaveLevelSetup_SeriesInfo();
4843 if (tape.auto_play) // tape might already be stopped here
4844 tape.auto_play_level_solved = TRUE;
4848 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4849 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4850 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4852 time = time_final = game.time_final;
4853 score = score_final = game.score_final;
4854 health = health_final = game.health_final;
4856 // update game panel values before (delayed) counting of score (if any)
4857 LevelSolved_DisplayFinalGameValues(time, score, health);
4859 // if level has time score defined, calculate new final game values
4862 int time_final_max = 999;
4863 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4864 int time_frames = 0;
4865 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4866 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4871 time_frames = time_frames_left;
4873 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4875 time_final = time_final_max;
4876 time_frames = time_frames_final_max - time_frames_played;
4879 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4881 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4883 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4886 score_final += health * time_score;
4889 game.score_final = score_final;
4890 game.health_final = health_final;
4893 // if not counting score after game, immediately update game panel values
4894 if (level_editor_test_game || !setup.count_score_after_game)
4897 score = score_final;
4899 LevelSolved_DisplayFinalGameValues(time, score, health);
4902 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4904 // check if last player has left the level
4905 if (game.exit_x >= 0 &&
4908 int x = game.exit_x;
4909 int y = game.exit_y;
4910 int element = Tile[x][y];
4912 // close exit door after last player
4913 if ((game.all_players_gone &&
4914 (element == EL_EXIT_OPEN ||
4915 element == EL_SP_EXIT_OPEN ||
4916 element == EL_STEEL_EXIT_OPEN)) ||
4917 element == EL_EM_EXIT_OPEN ||
4918 element == EL_EM_STEEL_EXIT_OPEN)
4922 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4923 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4924 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4925 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4926 EL_EM_STEEL_EXIT_CLOSING);
4928 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4931 // player disappears
4932 DrawLevelField(x, y);
4935 for (i = 0; i < MAX_PLAYERS; i++)
4937 struct PlayerInfo *player = &stored_player[i];
4939 if (player->present)
4941 RemovePlayer(player);
4943 // player disappears
4944 DrawLevelField(player->jx, player->jy);
4949 PlaySound(SND_GAME_WINNING);
4952 if (setup.count_score_after_game)
4954 if (time != time_final)
4956 if (game_over_delay_1 > 0)
4958 game_over_delay_1--;
4963 int time_to_go = ABS(time_final - time);
4964 int time_count_dir = (time < time_final ? +1 : -1);
4966 if (time_to_go < time_count_steps)
4967 time_count_steps = 1;
4969 time += time_count_steps * time_count_dir;
4970 score += time_count_steps * time_score;
4972 // set final score to correct rounding differences after counting score
4973 if (time == time_final)
4974 score = score_final;
4976 LevelSolved_DisplayFinalGameValues(time, score, health);
4978 if (time == time_final)
4979 StopSound(SND_GAME_LEVELTIME_BONUS);
4980 else if (setup.sound_loops)
4981 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4983 PlaySound(SND_GAME_LEVELTIME_BONUS);
4988 if (health != health_final)
4990 if (game_over_delay_2 > 0)
4992 game_over_delay_2--;
4997 int health_count_dir = (health < health_final ? +1 : -1);
4999 health += health_count_dir;
5000 score += time_score;
5002 LevelSolved_DisplayFinalGameValues(time, score, health);
5004 if (health == health_final)
5005 StopSound(SND_GAME_LEVELTIME_BONUS);
5006 else if (setup.sound_loops)
5007 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5009 PlaySound(SND_GAME_LEVELTIME_BONUS);
5015 game.panel.active = FALSE;
5017 if (game_over_delay_3 > 0)
5019 game_over_delay_3--;
5029 // used instead of "level_nr" (needed for network games)
5030 int last_level_nr = levelset.level_nr;
5031 boolean tape_saved = FALSE;
5033 game.LevelSolved_GameEnd = TRUE;
5035 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5037 // make sure that request dialog to save tape does not open door again
5038 if (!global.use_envelope_request)
5039 CloseDoor(DOOR_CLOSE_1);
5042 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5044 // set unique basename for score tape (also saved in high score table)
5045 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5048 // if no tape is to be saved, close both doors simultaneously
5049 CloseDoor(DOOR_CLOSE_ALL);
5051 if (level_editor_test_game || score_info_tape_play)
5053 SetGameStatus(GAME_MODE_MAIN);
5060 if (!game.LevelSolved_SaveScore)
5062 SetGameStatus(GAME_MODE_MAIN);
5069 if (level_nr == leveldir_current->handicap_level)
5071 leveldir_current->handicap_level++;
5073 SaveLevelSetup_SeriesInfo();
5076 // save score and score tape before potentially erasing tape below
5077 NewHighScore(last_level_nr, tape_saved);
5079 if (setup.increment_levels &&
5080 level_nr < leveldir_current->last_level &&
5083 level_nr++; // advance to next level
5084 TapeErase(); // start with empty tape
5086 if (setup.auto_play_next_level)
5088 scores.continue_playing = TRUE;
5089 scores.next_level_nr = level_nr;
5091 LoadLevel(level_nr);
5093 SaveLevelSetup_SeriesInfo();
5097 if (scores.last_added >= 0 && setup.show_scores_after_game)
5099 SetGameStatus(GAME_MODE_SCORES);
5101 DrawHallOfFame(last_level_nr);
5103 else if (scores.continue_playing)
5105 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5109 SetGameStatus(GAME_MODE_MAIN);
5115 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5116 boolean one_score_entry_per_name)
5120 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5123 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5125 struct ScoreEntry *entry = &list->entry[i];
5126 boolean score_is_better = (new_entry->score > entry->score);
5127 boolean score_is_equal = (new_entry->score == entry->score);
5128 boolean time_is_better = (new_entry->time < entry->time);
5129 boolean time_is_equal = (new_entry->time == entry->time);
5130 boolean better_by_score = (score_is_better ||
5131 (score_is_equal && time_is_better));
5132 boolean better_by_time = (time_is_better ||
5133 (time_is_equal && score_is_better));
5134 boolean is_better = (level.rate_time_over_score ? better_by_time :
5136 boolean entry_is_empty = (entry->score == 0 &&
5139 // prevent adding server score entries if also existing in local score file
5140 // (special case: historic score entries have an empty tape basename entry)
5141 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5142 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5144 // add fields from server score entry not stored in local score entry
5145 // (currently, this means setting platform, version and country fields;
5146 // in rare cases, this may also correct an invalid score value, as
5147 // historic scores might have been truncated to 16-bit values locally)
5148 *entry = *new_entry;
5153 if (is_better || entry_is_empty)
5155 // player has made it to the hall of fame
5157 if (i < MAX_SCORE_ENTRIES - 1)
5159 int m = MAX_SCORE_ENTRIES - 1;
5162 if (one_score_entry_per_name)
5164 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5165 if (strEqual(list->entry[l].name, new_entry->name))
5168 if (m == i) // player's new highscore overwrites his old one
5172 for (l = m; l > i; l--)
5173 list->entry[l] = list->entry[l - 1];
5178 *entry = *new_entry;
5182 else if (one_score_entry_per_name &&
5183 strEqual(entry->name, new_entry->name))
5185 // player already in high score list with better score or time
5191 // special case: new score is beyond the last high score list position
5192 return MAX_SCORE_ENTRIES;
5195 void NewHighScore(int level_nr, boolean tape_saved)
5197 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5198 boolean one_per_name = FALSE;
5200 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5201 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5203 new_entry.score = game.score_final;
5204 new_entry.time = game.score_time_final;
5206 LoadScore(level_nr);
5208 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5210 if (scores.last_added >= MAX_SCORE_ENTRIES)
5212 scores.last_added = MAX_SCORE_ENTRIES - 1;
5213 scores.force_last_added = TRUE;
5215 scores.entry[scores.last_added] = new_entry;
5217 // store last added local score entry (before merging server scores)
5218 scores.last_added_local = scores.last_added;
5223 if (scores.last_added < 0)
5226 SaveScore(level_nr);
5228 // store last added local score entry (before merging server scores)
5229 scores.last_added_local = scores.last_added;
5231 if (!game.LevelSolved_SaveTape)
5234 SaveScoreTape(level_nr);
5236 if (setup.ask_for_using_api_server)
5238 setup.use_api_server =
5239 Request("Upload your score and tape to the high score server?", REQ_ASK);
5241 if (!setup.use_api_server)
5242 Request("Not using high score server! Use setup menu to enable again!",
5245 runtime.use_api_server = setup.use_api_server;
5247 // after asking for using API server once, do not ask again
5248 setup.ask_for_using_api_server = FALSE;
5250 SaveSetup_ServerSetup();
5253 SaveServerScore(level_nr, tape_saved);
5256 void MergeServerScore(void)
5258 struct ScoreEntry last_added_entry;
5259 boolean one_per_name = FALSE;
5262 if (scores.last_added >= 0)
5263 last_added_entry = scores.entry[scores.last_added];
5265 for (i = 0; i < server_scores.num_entries; i++)
5267 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5269 if (pos >= 0 && pos <= scores.last_added)
5270 scores.last_added++;
5273 if (scores.last_added >= MAX_SCORE_ENTRIES)
5275 scores.last_added = MAX_SCORE_ENTRIES - 1;
5276 scores.force_last_added = TRUE;
5278 scores.entry[scores.last_added] = last_added_entry;
5282 static int getElementMoveStepsizeExt(int x, int y, int direction)
5284 int element = Tile[x][y];
5285 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5286 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5287 int horiz_move = (dx != 0);
5288 int sign = (horiz_move ? dx : dy);
5289 int step = sign * element_info[element].move_stepsize;
5291 // special values for move stepsize for spring and things on conveyor belt
5294 if (CAN_FALL(element) &&
5295 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5296 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5297 else if (element == EL_SPRING)
5298 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5304 static int getElementMoveStepsize(int x, int y)
5306 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5309 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5311 if (player->GfxAction != action || player->GfxDir != dir)
5313 player->GfxAction = action;
5314 player->GfxDir = dir;
5316 player->StepFrame = 0;
5320 static void ResetGfxFrame(int x, int y)
5322 // profiling showed that "autotest" spends 10~20% of its time in this function
5323 if (DrawingDeactivatedField())
5326 int element = Tile[x][y];
5327 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5329 if (graphic_info[graphic].anim_global_sync)
5330 GfxFrame[x][y] = FrameCounter;
5331 else if (graphic_info[graphic].anim_global_anim_sync)
5332 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5333 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5334 GfxFrame[x][y] = CustomValue[x][y];
5335 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5336 GfxFrame[x][y] = element_info[element].collect_score;
5337 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5338 GfxFrame[x][y] = ChangeDelay[x][y];
5341 static void ResetGfxAnimation(int x, int y)
5343 GfxAction[x][y] = ACTION_DEFAULT;
5344 GfxDir[x][y] = MovDir[x][y];
5347 ResetGfxFrame(x, y);
5350 static void ResetRandomAnimationValue(int x, int y)
5352 GfxRandom[x][y] = INIT_GFX_RANDOM();
5355 static void InitMovingField(int x, int y, int direction)
5357 int element = Tile[x][y];
5358 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5359 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5362 boolean is_moving_before, is_moving_after;
5364 // check if element was/is moving or being moved before/after mode change
5365 is_moving_before = (WasJustMoving[x][y] != 0);
5366 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5368 // reset animation only for moving elements which change direction of moving
5369 // or which just started or stopped moving
5370 // (else CEs with property "can move" / "not moving" are reset each frame)
5371 if (is_moving_before != is_moving_after ||
5372 direction != MovDir[x][y])
5373 ResetGfxAnimation(x, y);
5375 MovDir[x][y] = direction;
5376 GfxDir[x][y] = direction;
5378 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5379 direction == MV_DOWN && CAN_FALL(element) ?
5380 ACTION_FALLING : ACTION_MOVING);
5382 // this is needed for CEs with property "can move" / "not moving"
5384 if (is_moving_after)
5386 if (Tile[newx][newy] == EL_EMPTY)
5387 Tile[newx][newy] = EL_BLOCKED;
5389 MovDir[newx][newy] = MovDir[x][y];
5391 CustomValue[newx][newy] = CustomValue[x][y];
5393 GfxFrame[newx][newy] = GfxFrame[x][y];
5394 GfxRandom[newx][newy] = GfxRandom[x][y];
5395 GfxAction[newx][newy] = GfxAction[x][y];
5396 GfxDir[newx][newy] = GfxDir[x][y];
5400 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5402 int direction = MovDir[x][y];
5403 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5404 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5410 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5412 int direction = MovDir[x][y];
5413 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5414 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5416 *comes_from_x = oldx;
5417 *comes_from_y = oldy;
5420 static int MovingOrBlocked2Element(int x, int y)
5422 int element = Tile[x][y];
5424 if (element == EL_BLOCKED)
5428 Blocked2Moving(x, y, &oldx, &oldy);
5430 return Tile[oldx][oldy];
5436 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5438 // like MovingOrBlocked2Element(), but if element is moving
5439 // and (x, y) is the field the moving element is just leaving,
5440 // return EL_BLOCKED instead of the element value
5441 int element = Tile[x][y];
5443 if (IS_MOVING(x, y))
5445 if (element == EL_BLOCKED)
5449 Blocked2Moving(x, y, &oldx, &oldy);
5450 return Tile[oldx][oldy];
5459 static void RemoveField(int x, int y)
5461 Tile[x][y] = EL_EMPTY;
5467 CustomValue[x][y] = 0;
5470 ChangeDelay[x][y] = 0;
5471 ChangePage[x][y] = -1;
5472 Pushed[x][y] = FALSE;
5474 GfxElement[x][y] = EL_UNDEFINED;
5475 GfxAction[x][y] = ACTION_DEFAULT;
5476 GfxDir[x][y] = MV_NONE;
5479 static void RemoveMovingField(int x, int y)
5481 int oldx = x, oldy = y, newx = x, newy = y;
5482 int element = Tile[x][y];
5483 int next_element = EL_UNDEFINED;
5485 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5488 if (IS_MOVING(x, y))
5490 Moving2Blocked(x, y, &newx, &newy);
5492 if (Tile[newx][newy] != EL_BLOCKED)
5494 // element is moving, but target field is not free (blocked), but
5495 // already occupied by something different (example: acid pool);
5496 // in this case, only remove the moving field, but not the target
5498 RemoveField(oldx, oldy);
5500 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5502 TEST_DrawLevelField(oldx, oldy);
5507 else if (element == EL_BLOCKED)
5509 Blocked2Moving(x, y, &oldx, &oldy);
5510 if (!IS_MOVING(oldx, oldy))
5514 if (element == EL_BLOCKED &&
5515 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5516 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5517 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5518 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5519 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5520 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5521 next_element = get_next_element(Tile[oldx][oldy]);
5523 RemoveField(oldx, oldy);
5524 RemoveField(newx, newy);
5526 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5528 if (next_element != EL_UNDEFINED)
5529 Tile[oldx][oldy] = next_element;
5531 TEST_DrawLevelField(oldx, oldy);
5532 TEST_DrawLevelField(newx, newy);
5535 void DrawDynamite(int x, int y)
5537 int sx = SCREENX(x), sy = SCREENY(y);
5538 int graphic = el2img(Tile[x][y]);
5541 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5544 if (IS_WALKABLE_INSIDE(Back[x][y]))
5548 DrawLevelElement(x, y, Back[x][y]);
5549 else if (Store[x][y])
5550 DrawLevelElement(x, y, Store[x][y]);
5551 else if (game.use_masked_elements)
5552 DrawLevelElement(x, y, EL_EMPTY);
5554 frame = getGraphicAnimationFrameXY(graphic, x, y);
5556 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5557 DrawGraphicThruMask(sx, sy, graphic, frame);
5559 DrawGraphic(sx, sy, graphic, frame);
5562 static void CheckDynamite(int x, int y)
5564 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5568 if (MovDelay[x][y] != 0)
5571 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5577 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5582 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5584 boolean num_checked_players = 0;
5587 for (i = 0; i < MAX_PLAYERS; i++)
5589 if (stored_player[i].active)
5591 int sx = stored_player[i].jx;
5592 int sy = stored_player[i].jy;
5594 if (num_checked_players == 0)
5601 *sx1 = MIN(*sx1, sx);
5602 *sy1 = MIN(*sy1, sy);
5603 *sx2 = MAX(*sx2, sx);
5604 *sy2 = MAX(*sy2, sy);
5607 num_checked_players++;
5612 static boolean checkIfAllPlayersFitToScreen_RND(void)
5614 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5616 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5618 return (sx2 - sx1 < SCR_FIELDX &&
5619 sy2 - sy1 < SCR_FIELDY);
5622 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5624 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5626 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5628 *sx = (sx1 + sx2) / 2;
5629 *sy = (sy1 + sy2) / 2;
5632 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5633 boolean center_screen, boolean quick_relocation)
5635 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5636 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5637 boolean no_delay = (tape.warp_forward);
5638 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5639 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5640 int new_scroll_x, new_scroll_y;
5642 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5644 // case 1: quick relocation inside visible screen (without scrolling)
5651 if (!level.shifted_relocation || center_screen)
5653 // relocation _with_ centering of screen
5655 new_scroll_x = SCROLL_POSITION_X(x);
5656 new_scroll_y = SCROLL_POSITION_Y(y);
5660 // relocation _without_ centering of screen
5662 int center_scroll_x = SCROLL_POSITION_X(old_x);
5663 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5664 int offset_x = x + (scroll_x - center_scroll_x);
5665 int offset_y = y + (scroll_y - center_scroll_y);
5667 // for new screen position, apply previous offset to center position
5668 new_scroll_x = SCROLL_POSITION_X(offset_x);
5669 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5672 if (quick_relocation)
5674 // case 2: quick relocation (redraw without visible scrolling)
5676 scroll_x = new_scroll_x;
5677 scroll_y = new_scroll_y;
5684 // case 3: visible relocation (with scrolling to new position)
5686 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5688 SetVideoFrameDelay(wait_delay_value);
5690 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5692 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5693 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5695 if (dx == 0 && dy == 0) // no scrolling needed at all
5701 // set values for horizontal/vertical screen scrolling (half tile size)
5702 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5703 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5704 int pos_x = dx * TILEX / 2;
5705 int pos_y = dy * TILEY / 2;
5706 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5707 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5709 ScrollLevel(dx, dy);
5712 // scroll in two steps of half tile size to make things smoother
5713 BlitScreenToBitmapExt_RND(window, fx, fy);
5715 // scroll second step to align at full tile size
5716 BlitScreenToBitmap(window);
5722 SetVideoFrameDelay(frame_delay_value_old);
5725 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5727 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5728 int player_nr = GET_PLAYER_NR(el_player);
5729 struct PlayerInfo *player = &stored_player[player_nr];
5730 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5731 boolean no_delay = (tape.warp_forward);
5732 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5733 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5734 int old_jx = player->jx;
5735 int old_jy = player->jy;
5736 int old_element = Tile[old_jx][old_jy];
5737 int element = Tile[jx][jy];
5738 boolean player_relocated = (old_jx != jx || old_jy != jy);
5740 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5741 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5742 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5743 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5744 int leave_side_horiz = move_dir_horiz;
5745 int leave_side_vert = move_dir_vert;
5746 int enter_side = enter_side_horiz | enter_side_vert;
5747 int leave_side = leave_side_horiz | leave_side_vert;
5749 if (player->buried) // do not reanimate dead player
5752 if (!player_relocated) // no need to relocate the player
5755 if (IS_PLAYER(jx, jy)) // player already placed at new position
5757 RemoveField(jx, jy); // temporarily remove newly placed player
5758 DrawLevelField(jx, jy);
5761 if (player->present)
5763 while (player->MovPos)
5765 ScrollPlayer(player, SCROLL_GO_ON);
5766 ScrollScreen(NULL, SCROLL_GO_ON);
5768 AdvanceFrameAndPlayerCounters(player->index_nr);
5772 BackToFront_WithFrameDelay(wait_delay_value);
5775 DrawPlayer(player); // needed here only to cleanup last field
5776 DrawLevelField(player->jx, player->jy); // remove player graphic
5778 player->is_moving = FALSE;
5781 if (IS_CUSTOM_ELEMENT(old_element))
5782 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5784 player->index_bit, leave_side);
5786 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5788 player->index_bit, leave_side);
5790 Tile[jx][jy] = el_player;
5791 InitPlayerField(jx, jy, el_player, TRUE);
5793 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5794 possible that the relocation target field did not contain a player element,
5795 but a walkable element, to which the new player was relocated -- in this
5796 case, restore that (already initialized!) element on the player field */
5797 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5799 Tile[jx][jy] = element; // restore previously existing element
5802 // only visually relocate centered player
5803 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5804 FALSE, level.instant_relocation);
5806 TestIfPlayerTouchesBadThing(jx, jy);
5807 TestIfPlayerTouchesCustomElement(jx, jy);
5809 if (IS_CUSTOM_ELEMENT(element))
5810 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5811 player->index_bit, enter_side);
5813 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5814 player->index_bit, enter_side);
5816 if (player->is_switching)
5818 /* ensure that relocation while still switching an element does not cause
5819 a new element to be treated as also switched directly after relocation
5820 (this is important for teleporter switches that teleport the player to
5821 a place where another teleporter switch is in the same direction, which
5822 would then incorrectly be treated as immediately switched before the
5823 direction key that caused the switch was released) */
5825 player->switch_x += jx - old_jx;
5826 player->switch_y += jy - old_jy;
5830 static void Explode(int ex, int ey, int phase, int mode)
5836 if (game.explosions_delayed)
5838 ExplodeField[ex][ey] = mode;
5842 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5844 int center_element = Tile[ex][ey];
5845 int ce_value = CustomValue[ex][ey];
5846 int ce_score = element_info[center_element].collect_score;
5847 int artwork_element, explosion_element; // set these values later
5849 // remove things displayed in background while burning dynamite
5850 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5853 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5855 // put moving element to center field (and let it explode there)
5856 center_element = MovingOrBlocked2Element(ex, ey);
5857 RemoveMovingField(ex, ey);
5858 Tile[ex][ey] = center_element;
5861 // now "center_element" is finally determined -- set related values now
5862 artwork_element = center_element; // for custom player artwork
5863 explosion_element = center_element; // for custom player artwork
5865 if (IS_PLAYER(ex, ey))
5867 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5869 artwork_element = stored_player[player_nr].artwork_element;
5871 if (level.use_explosion_element[player_nr])
5873 explosion_element = level.explosion_element[player_nr];
5874 artwork_element = explosion_element;
5878 if (mode == EX_TYPE_NORMAL ||
5879 mode == EX_TYPE_CENTER ||
5880 mode == EX_TYPE_CROSS)
5881 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5883 last_phase = element_info[explosion_element].explosion_delay + 1;
5885 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5887 int xx = x - ex + 1;
5888 int yy = y - ey + 1;
5891 if (!IN_LEV_FIELD(x, y) ||
5892 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5893 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5896 element = Tile[x][y];
5898 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5900 element = MovingOrBlocked2Element(x, y);
5902 if (!IS_EXPLOSION_PROOF(element))
5903 RemoveMovingField(x, y);
5906 // indestructible elements can only explode in center (but not flames)
5907 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5908 mode == EX_TYPE_BORDER)) ||
5909 element == EL_FLAMES)
5912 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5913 behaviour, for example when touching a yamyam that explodes to rocks
5914 with active deadly shield, a rock is created under the player !!! */
5915 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5917 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5918 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5919 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5921 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5924 if (IS_ACTIVE_BOMB(element))
5926 // re-activate things under the bomb like gate or penguin
5927 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5934 // save walkable background elements while explosion on same tile
5935 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5936 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5937 Back[x][y] = element;
5939 // ignite explodable elements reached by other explosion
5940 if (element == EL_EXPLOSION)
5941 element = Store2[x][y];
5943 if (AmoebaNr[x][y] &&
5944 (element == EL_AMOEBA_FULL ||
5945 element == EL_BD_AMOEBA ||
5946 element == EL_AMOEBA_GROWING))
5948 AmoebaCnt[AmoebaNr[x][y]]--;
5949 AmoebaCnt2[AmoebaNr[x][y]]--;
5954 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5956 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5958 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5960 if (PLAYERINFO(ex, ey)->use_murphy)
5961 Store[x][y] = EL_EMPTY;
5964 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5965 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5966 else if (IS_PLAYER_ELEMENT(center_element))
5967 Store[x][y] = EL_EMPTY;
5968 else if (center_element == EL_YAMYAM)
5969 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5970 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5971 Store[x][y] = element_info[center_element].content.e[xx][yy];
5973 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5974 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5975 // otherwise) -- FIX THIS !!!
5976 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5977 Store[x][y] = element_info[element].content.e[1][1];
5979 else if (!CAN_EXPLODE(element))
5980 Store[x][y] = element_info[element].content.e[1][1];
5983 Store[x][y] = EL_EMPTY;
5985 if (IS_CUSTOM_ELEMENT(center_element))
5986 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
5987 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
5988 Store[x][y] >= EL_PREV_CE_8 &&
5989 Store[x][y] <= EL_NEXT_CE_8 ?
5990 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
5993 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5994 center_element == EL_AMOEBA_TO_DIAMOND)
5995 Store2[x][y] = element;
5997 Tile[x][y] = EL_EXPLOSION;
5998 GfxElement[x][y] = artwork_element;
6000 ExplodePhase[x][y] = 1;
6001 ExplodeDelay[x][y] = last_phase;
6006 if (center_element == EL_YAMYAM)
6007 game.yamyam_content_nr =
6008 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6020 GfxFrame[x][y] = 0; // restart explosion animation
6022 last_phase = ExplodeDelay[x][y];
6024 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6026 // this can happen if the player leaves an explosion just in time
6027 if (GfxElement[x][y] == EL_UNDEFINED)
6028 GfxElement[x][y] = EL_EMPTY;
6030 border_element = Store2[x][y];
6031 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6032 border_element = StorePlayer[x][y];
6034 if (phase == element_info[border_element].ignition_delay ||
6035 phase == last_phase)
6037 boolean border_explosion = FALSE;
6039 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6040 !PLAYER_EXPLOSION_PROTECTED(x, y))
6042 KillPlayerUnlessExplosionProtected(x, y);
6043 border_explosion = TRUE;
6045 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6047 Tile[x][y] = Store2[x][y];
6050 border_explosion = TRUE;
6052 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6054 AmoebaToDiamond(x, y);
6056 border_explosion = TRUE;
6059 // if an element just explodes due to another explosion (chain-reaction),
6060 // do not immediately end the new explosion when it was the last frame of
6061 // the explosion (as it would be done in the following "if"-statement!)
6062 if (border_explosion && phase == last_phase)
6066 // this can happen if the player was just killed by an explosion
6067 if (GfxElement[x][y] == EL_UNDEFINED)
6068 GfxElement[x][y] = EL_EMPTY;
6070 if (phase == last_phase)
6074 element = Tile[x][y] = Store[x][y];
6075 Store[x][y] = Store2[x][y] = 0;
6076 GfxElement[x][y] = EL_UNDEFINED;
6078 // player can escape from explosions and might therefore be still alive
6079 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6080 element <= EL_PLAYER_IS_EXPLODING_4)
6082 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6083 int explosion_element = EL_PLAYER_1 + player_nr;
6084 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6085 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6087 if (level.use_explosion_element[player_nr])
6088 explosion_element = level.explosion_element[player_nr];
6090 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6091 element_info[explosion_element].content.e[xx][yy]);
6094 // restore probably existing indestructible background element
6095 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6096 element = Tile[x][y] = Back[x][y];
6099 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6100 GfxDir[x][y] = MV_NONE;
6101 ChangeDelay[x][y] = 0;
6102 ChangePage[x][y] = -1;
6104 CustomValue[x][y] = 0;
6106 InitField_WithBug2(x, y, FALSE);
6108 TEST_DrawLevelField(x, y);
6110 TestIfElementTouchesCustomElement(x, y);
6112 if (GFX_CRUMBLED(element))
6113 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6115 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6116 StorePlayer[x][y] = 0;
6118 if (IS_PLAYER_ELEMENT(element))
6119 RelocatePlayer(x, y, element);
6121 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6123 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6124 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6127 TEST_DrawLevelFieldCrumbled(x, y);
6129 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6131 DrawLevelElement(x, y, Back[x][y]);
6132 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6134 else if (IS_WALKABLE_UNDER(Back[x][y]))
6136 DrawLevelGraphic(x, y, graphic, frame);
6137 DrawLevelElementThruMask(x, y, Back[x][y]);
6139 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6140 DrawLevelGraphic(x, y, graphic, frame);
6144 static void DynaExplode(int ex, int ey)
6147 int dynabomb_element = Tile[ex][ey];
6148 int dynabomb_size = 1;
6149 boolean dynabomb_xl = FALSE;
6150 struct PlayerInfo *player;
6151 struct XY *xy = xy_topdown;
6153 if (IS_ACTIVE_BOMB(dynabomb_element))
6155 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6156 dynabomb_size = player->dynabomb_size;
6157 dynabomb_xl = player->dynabomb_xl;
6158 player->dynabombs_left++;
6161 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6163 for (i = 0; i < NUM_DIRECTIONS; i++)
6165 for (j = 1; j <= dynabomb_size; j++)
6167 int x = ex + j * xy[i].x;
6168 int y = ey + j * xy[i].y;
6171 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6174 element = Tile[x][y];
6176 // do not restart explosions of fields with active bombs
6177 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6180 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6182 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6183 !IS_DIGGABLE(element) && !dynabomb_xl)
6189 void Bang(int x, int y)
6191 int element = MovingOrBlocked2Element(x, y);
6192 int explosion_type = EX_TYPE_NORMAL;
6194 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6196 struct PlayerInfo *player = PLAYERINFO(x, y);
6198 element = Tile[x][y] = player->initial_element;
6200 if (level.use_explosion_element[player->index_nr])
6202 int explosion_element = level.explosion_element[player->index_nr];
6204 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6205 explosion_type = EX_TYPE_CROSS;
6206 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6207 explosion_type = EX_TYPE_CENTER;
6215 case EL_BD_BUTTERFLY:
6218 case EL_DARK_YAMYAM:
6222 RaiseScoreElement(element);
6225 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6226 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6227 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6228 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6229 case EL_DYNABOMB_INCREASE_NUMBER:
6230 case EL_DYNABOMB_INCREASE_SIZE:
6231 case EL_DYNABOMB_INCREASE_POWER:
6232 explosion_type = EX_TYPE_DYNA;
6235 case EL_DC_LANDMINE:
6236 explosion_type = EX_TYPE_CENTER;
6241 case EL_LAMP_ACTIVE:
6242 case EL_AMOEBA_TO_DIAMOND:
6243 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6244 explosion_type = EX_TYPE_CENTER;
6248 if (element_info[element].explosion_type == EXPLODES_CROSS)
6249 explosion_type = EX_TYPE_CROSS;
6250 else if (element_info[element].explosion_type == EXPLODES_1X1)
6251 explosion_type = EX_TYPE_CENTER;
6255 if (explosion_type == EX_TYPE_DYNA)
6258 Explode(x, y, EX_PHASE_START, explosion_type);
6260 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6263 static void SplashAcid(int x, int y)
6265 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6266 (!IN_LEV_FIELD(x - 1, y - 2) ||
6267 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6268 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6270 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6271 (!IN_LEV_FIELD(x + 1, y - 2) ||
6272 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6273 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6275 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6278 static void InitBeltMovement(void)
6280 static int belt_base_element[4] =
6282 EL_CONVEYOR_BELT_1_LEFT,
6283 EL_CONVEYOR_BELT_2_LEFT,
6284 EL_CONVEYOR_BELT_3_LEFT,
6285 EL_CONVEYOR_BELT_4_LEFT
6287 static int belt_base_active_element[4] =
6289 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6290 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6291 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6292 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6297 // set frame order for belt animation graphic according to belt direction
6298 for (i = 0; i < NUM_BELTS; i++)
6302 for (j = 0; j < NUM_BELT_PARTS; j++)
6304 int element = belt_base_active_element[belt_nr] + j;
6305 int graphic_1 = el2img(element);
6306 int graphic_2 = el2panelimg(element);
6308 if (game.belt_dir[i] == MV_LEFT)
6310 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6311 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6315 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6316 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6321 SCAN_PLAYFIELD(x, y)
6323 int element = Tile[x][y];
6325 for (i = 0; i < NUM_BELTS; i++)
6327 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6329 int e_belt_nr = getBeltNrFromBeltElement(element);
6332 if (e_belt_nr == belt_nr)
6334 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6336 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6343 static void ToggleBeltSwitch(int x, int y)
6345 static int belt_base_element[4] =
6347 EL_CONVEYOR_BELT_1_LEFT,
6348 EL_CONVEYOR_BELT_2_LEFT,
6349 EL_CONVEYOR_BELT_3_LEFT,
6350 EL_CONVEYOR_BELT_4_LEFT
6352 static int belt_base_active_element[4] =
6354 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6355 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6356 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6357 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6359 static int belt_base_switch_element[4] =
6361 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6362 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6363 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6364 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6366 static int belt_move_dir[4] =
6374 int element = Tile[x][y];
6375 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6376 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6377 int belt_dir = belt_move_dir[belt_dir_nr];
6380 if (!IS_BELT_SWITCH(element))
6383 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6384 game.belt_dir[belt_nr] = belt_dir;
6386 if (belt_dir_nr == 3)
6389 // set frame order for belt animation graphic according to belt direction
6390 for (i = 0; i < NUM_BELT_PARTS; i++)
6392 int element = belt_base_active_element[belt_nr] + i;
6393 int graphic_1 = el2img(element);
6394 int graphic_2 = el2panelimg(element);
6396 if (belt_dir == MV_LEFT)
6398 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6399 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6403 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6404 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6408 SCAN_PLAYFIELD(xx, yy)
6410 int element = Tile[xx][yy];
6412 if (IS_BELT_SWITCH(element))
6414 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6416 if (e_belt_nr == belt_nr)
6418 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6419 TEST_DrawLevelField(xx, yy);
6422 else if (IS_BELT(element) && belt_dir != MV_NONE)
6424 int e_belt_nr = getBeltNrFromBeltElement(element);
6426 if (e_belt_nr == belt_nr)
6428 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6430 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6431 TEST_DrawLevelField(xx, yy);
6434 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6436 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6438 if (e_belt_nr == belt_nr)
6440 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6442 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6443 TEST_DrawLevelField(xx, yy);
6449 static void ToggleSwitchgateSwitch(void)
6453 game.switchgate_pos = !game.switchgate_pos;
6455 SCAN_PLAYFIELD(xx, yy)
6457 int element = Tile[xx][yy];
6459 if (element == EL_SWITCHGATE_SWITCH_UP)
6461 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6462 TEST_DrawLevelField(xx, yy);
6464 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6466 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6467 TEST_DrawLevelField(xx, yy);
6469 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6471 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6472 TEST_DrawLevelField(xx, yy);
6474 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6476 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6477 TEST_DrawLevelField(xx, yy);
6479 else if (element == EL_SWITCHGATE_OPEN ||
6480 element == EL_SWITCHGATE_OPENING)
6482 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6484 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6486 else if (element == EL_SWITCHGATE_CLOSED ||
6487 element == EL_SWITCHGATE_CLOSING)
6489 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6491 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6496 static int getInvisibleActiveFromInvisibleElement(int element)
6498 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6499 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6500 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6504 static int getInvisibleFromInvisibleActiveElement(int element)
6506 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6507 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6508 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6512 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6516 SCAN_PLAYFIELD(x, y)
6518 int element = Tile[x][y];
6520 if (element == EL_LIGHT_SWITCH &&
6521 game.light_time_left > 0)
6523 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6524 TEST_DrawLevelField(x, y);
6526 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6527 game.light_time_left == 0)
6529 Tile[x][y] = EL_LIGHT_SWITCH;
6530 TEST_DrawLevelField(x, y);
6532 else if (element == EL_EMC_DRIPPER &&
6533 game.light_time_left > 0)
6535 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6536 TEST_DrawLevelField(x, y);
6538 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6539 game.light_time_left == 0)
6541 Tile[x][y] = EL_EMC_DRIPPER;
6542 TEST_DrawLevelField(x, y);
6544 else if (element == EL_INVISIBLE_STEELWALL ||
6545 element == EL_INVISIBLE_WALL ||
6546 element == EL_INVISIBLE_SAND)
6548 if (game.light_time_left > 0)
6549 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6551 TEST_DrawLevelField(x, y);
6553 // uncrumble neighbour fields, if needed
6554 if (element == EL_INVISIBLE_SAND)
6555 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6557 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6558 element == EL_INVISIBLE_WALL_ACTIVE ||
6559 element == EL_INVISIBLE_SAND_ACTIVE)
6561 if (game.light_time_left == 0)
6562 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6564 TEST_DrawLevelField(x, y);
6566 // re-crumble neighbour fields, if needed
6567 if (element == EL_INVISIBLE_SAND)
6568 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6573 static void RedrawAllInvisibleElementsForLenses(void)
6577 SCAN_PLAYFIELD(x, y)
6579 int element = Tile[x][y];
6581 if (element == EL_EMC_DRIPPER &&
6582 game.lenses_time_left > 0)
6584 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6585 TEST_DrawLevelField(x, y);
6587 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6588 game.lenses_time_left == 0)
6590 Tile[x][y] = EL_EMC_DRIPPER;
6591 TEST_DrawLevelField(x, y);
6593 else if (element == EL_INVISIBLE_STEELWALL ||
6594 element == EL_INVISIBLE_WALL ||
6595 element == EL_INVISIBLE_SAND)
6597 if (game.lenses_time_left > 0)
6598 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6600 TEST_DrawLevelField(x, y);
6602 // uncrumble neighbour fields, if needed
6603 if (element == EL_INVISIBLE_SAND)
6604 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6606 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6607 element == EL_INVISIBLE_WALL_ACTIVE ||
6608 element == EL_INVISIBLE_SAND_ACTIVE)
6610 if (game.lenses_time_left == 0)
6611 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6613 TEST_DrawLevelField(x, y);
6615 // re-crumble neighbour fields, if needed
6616 if (element == EL_INVISIBLE_SAND)
6617 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6622 static void RedrawAllInvisibleElementsForMagnifier(void)
6626 SCAN_PLAYFIELD(x, y)
6628 int element = Tile[x][y];
6630 if (element == EL_EMC_FAKE_GRASS &&
6631 game.magnify_time_left > 0)
6633 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6634 TEST_DrawLevelField(x, y);
6636 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6637 game.magnify_time_left == 0)
6639 Tile[x][y] = EL_EMC_FAKE_GRASS;
6640 TEST_DrawLevelField(x, y);
6642 else if (IS_GATE_GRAY(element) &&
6643 game.magnify_time_left > 0)
6645 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6646 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6647 IS_EM_GATE_GRAY(element) ?
6648 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6649 IS_EMC_GATE_GRAY(element) ?
6650 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6651 IS_DC_GATE_GRAY(element) ?
6652 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6654 TEST_DrawLevelField(x, y);
6656 else if (IS_GATE_GRAY_ACTIVE(element) &&
6657 game.magnify_time_left == 0)
6659 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6660 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6661 IS_EM_GATE_GRAY_ACTIVE(element) ?
6662 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6663 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6664 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6665 IS_DC_GATE_GRAY_ACTIVE(element) ?
6666 EL_DC_GATE_WHITE_GRAY :
6668 TEST_DrawLevelField(x, y);
6673 static void ToggleLightSwitch(int x, int y)
6675 int element = Tile[x][y];
6677 game.light_time_left =
6678 (element == EL_LIGHT_SWITCH ?
6679 level.time_light * FRAMES_PER_SECOND : 0);
6681 RedrawAllLightSwitchesAndInvisibleElements();
6684 static void ActivateTimegateSwitch(int x, int y)
6688 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6690 SCAN_PLAYFIELD(xx, yy)
6692 int element = Tile[xx][yy];
6694 if (element == EL_TIMEGATE_CLOSED ||
6695 element == EL_TIMEGATE_CLOSING)
6697 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6698 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6702 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6704 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6705 TEST_DrawLevelField(xx, yy);
6711 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6712 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6715 static void Impact(int x, int y)
6717 boolean last_line = (y == lev_fieldy - 1);
6718 boolean object_hit = FALSE;
6719 boolean impact = (last_line || object_hit);
6720 int element = Tile[x][y];
6721 int smashed = EL_STEELWALL;
6723 if (!last_line) // check if element below was hit
6725 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6728 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6729 MovDir[x][y + 1] != MV_DOWN ||
6730 MovPos[x][y + 1] <= TILEY / 2));
6732 // do not smash moving elements that left the smashed field in time
6733 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6734 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6737 #if USE_QUICKSAND_IMPACT_BUGFIX
6738 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6740 RemoveMovingField(x, y + 1);
6741 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6742 Tile[x][y + 2] = EL_ROCK;
6743 TEST_DrawLevelField(x, y + 2);
6748 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6750 RemoveMovingField(x, y + 1);
6751 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6752 Tile[x][y + 2] = EL_ROCK;
6753 TEST_DrawLevelField(x, y + 2);
6760 smashed = MovingOrBlocked2Element(x, y + 1);
6762 impact = (last_line || object_hit);
6765 if (!last_line && smashed == EL_ACID) // element falls into acid
6767 SplashAcid(x, y + 1);
6771 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6772 // only reset graphic animation if graphic really changes after impact
6774 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6776 ResetGfxAnimation(x, y);
6777 TEST_DrawLevelField(x, y);
6780 if (impact && CAN_EXPLODE_IMPACT(element))
6785 else if (impact && element == EL_PEARL &&
6786 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6788 ResetGfxAnimation(x, y);
6790 Tile[x][y] = EL_PEARL_BREAKING;
6791 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6794 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6796 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6801 if (impact && element == EL_AMOEBA_DROP)
6803 if (object_hit && IS_PLAYER(x, y + 1))
6804 KillPlayerUnlessEnemyProtected(x, y + 1);
6805 else if (object_hit && smashed == EL_PENGUIN)
6809 Tile[x][y] = EL_AMOEBA_GROWING;
6810 Store[x][y] = EL_AMOEBA_WET;
6812 ResetRandomAnimationValue(x, y);
6817 if (object_hit) // check which object was hit
6819 if ((CAN_PASS_MAGIC_WALL(element) &&
6820 (smashed == EL_MAGIC_WALL ||
6821 smashed == EL_BD_MAGIC_WALL)) ||
6822 (CAN_PASS_DC_MAGIC_WALL(element) &&
6823 smashed == EL_DC_MAGIC_WALL))
6826 int activated_magic_wall =
6827 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6828 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6829 EL_DC_MAGIC_WALL_ACTIVE);
6831 // activate magic wall / mill
6832 SCAN_PLAYFIELD(xx, yy)
6834 if (Tile[xx][yy] == smashed)
6835 Tile[xx][yy] = activated_magic_wall;
6838 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6839 game.magic_wall_active = TRUE;
6841 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6842 SND_MAGIC_WALL_ACTIVATING :
6843 smashed == EL_BD_MAGIC_WALL ?
6844 SND_BD_MAGIC_WALL_ACTIVATING :
6845 SND_DC_MAGIC_WALL_ACTIVATING));
6848 if (IS_PLAYER(x, y + 1))
6850 if (CAN_SMASH_PLAYER(element))
6852 KillPlayerUnlessEnemyProtected(x, y + 1);
6856 else if (smashed == EL_PENGUIN)
6858 if (CAN_SMASH_PLAYER(element))
6864 else if (element == EL_BD_DIAMOND)
6866 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6872 else if (((element == EL_SP_INFOTRON ||
6873 element == EL_SP_ZONK) &&
6874 (smashed == EL_SP_SNIKSNAK ||
6875 smashed == EL_SP_ELECTRON ||
6876 smashed == EL_SP_DISK_ORANGE)) ||
6877 (element == EL_SP_INFOTRON &&
6878 smashed == EL_SP_DISK_YELLOW))
6883 else if (CAN_SMASH_EVERYTHING(element))
6885 if (IS_CLASSIC_ENEMY(smashed) ||
6886 CAN_EXPLODE_SMASHED(smashed))
6891 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6893 if (smashed == EL_LAMP ||
6894 smashed == EL_LAMP_ACTIVE)
6899 else if (smashed == EL_NUT)
6901 Tile[x][y + 1] = EL_NUT_BREAKING;
6902 PlayLevelSound(x, y, SND_NUT_BREAKING);
6903 RaiseScoreElement(EL_NUT);
6906 else if (smashed == EL_PEARL)
6908 ResetGfxAnimation(x, y);
6910 Tile[x][y + 1] = EL_PEARL_BREAKING;
6911 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6914 else if (smashed == EL_DIAMOND)
6916 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6917 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6920 else if (IS_BELT_SWITCH(smashed))
6922 ToggleBeltSwitch(x, y + 1);
6924 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6925 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6926 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6927 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6929 ToggleSwitchgateSwitch();
6931 else if (smashed == EL_LIGHT_SWITCH ||
6932 smashed == EL_LIGHT_SWITCH_ACTIVE)
6934 ToggleLightSwitch(x, y + 1);
6938 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6940 CheckElementChangeBySide(x, y + 1, smashed, element,
6941 CE_SWITCHED, CH_SIDE_TOP);
6942 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6948 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6953 // play sound of magic wall / mill
6955 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6956 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6957 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6959 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6960 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6961 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6962 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6963 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6964 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6969 // play sound of object that hits the ground
6970 if (last_line || object_hit)
6971 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6974 static void TurnRoundExt(int x, int y)
6986 { 0, 0 }, { 0, 0 }, { 0, 0 },
6991 int left, right, back;
6995 { MV_DOWN, MV_UP, MV_RIGHT },
6996 { MV_UP, MV_DOWN, MV_LEFT },
6998 { MV_LEFT, MV_RIGHT, MV_DOWN },
7002 { MV_RIGHT, MV_LEFT, MV_UP }
7005 int element = Tile[x][y];
7006 int move_pattern = element_info[element].move_pattern;
7008 int old_move_dir = MovDir[x][y];
7009 int left_dir = turn[old_move_dir].left;
7010 int right_dir = turn[old_move_dir].right;
7011 int back_dir = turn[old_move_dir].back;
7013 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7014 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7015 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7016 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7018 int left_x = x + left_dx, left_y = y + left_dy;
7019 int right_x = x + right_dx, right_y = y + right_dy;
7020 int move_x = x + move_dx, move_y = y + move_dy;
7024 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7026 TestIfBadThingTouchesOtherBadThing(x, y);
7028 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7029 MovDir[x][y] = right_dir;
7030 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7031 MovDir[x][y] = left_dir;
7033 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7035 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7038 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7040 TestIfBadThingTouchesOtherBadThing(x, y);
7042 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7043 MovDir[x][y] = left_dir;
7044 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7045 MovDir[x][y] = right_dir;
7047 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7049 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7052 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7054 TestIfBadThingTouchesOtherBadThing(x, y);
7056 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7057 MovDir[x][y] = left_dir;
7058 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7059 MovDir[x][y] = right_dir;
7061 if (MovDir[x][y] != old_move_dir)
7064 else if (element == EL_YAMYAM)
7066 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7067 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7069 if (can_turn_left && can_turn_right)
7070 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7071 else if (can_turn_left)
7072 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7073 else if (can_turn_right)
7074 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7076 MovDir[x][y] = back_dir;
7078 MovDelay[x][y] = 16 + 16 * RND(3);
7080 else if (element == EL_DARK_YAMYAM)
7082 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7084 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7087 if (can_turn_left && can_turn_right)
7088 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7089 else if (can_turn_left)
7090 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7091 else if (can_turn_right)
7092 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7094 MovDir[x][y] = back_dir;
7096 MovDelay[x][y] = 16 + 16 * RND(3);
7098 else if (element == EL_PACMAN)
7100 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7101 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7103 if (can_turn_left && can_turn_right)
7104 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7105 else if (can_turn_left)
7106 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7107 else if (can_turn_right)
7108 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7110 MovDir[x][y] = back_dir;
7112 MovDelay[x][y] = 6 + RND(40);
7114 else if (element == EL_PIG)
7116 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7117 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7118 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7119 boolean should_turn_left, should_turn_right, should_move_on;
7121 int rnd = RND(rnd_value);
7123 should_turn_left = (can_turn_left &&
7125 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7126 y + back_dy + left_dy)));
7127 should_turn_right = (can_turn_right &&
7129 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7130 y + back_dy + right_dy)));
7131 should_move_on = (can_move_on &&
7134 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7135 y + move_dy + left_dy) ||
7136 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7137 y + move_dy + right_dy)));
7139 if (should_turn_left || should_turn_right || should_move_on)
7141 if (should_turn_left && should_turn_right && should_move_on)
7142 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7143 rnd < 2 * rnd_value / 3 ? right_dir :
7145 else if (should_turn_left && should_turn_right)
7146 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7147 else if (should_turn_left && should_move_on)
7148 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7149 else if (should_turn_right && should_move_on)
7150 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7151 else if (should_turn_left)
7152 MovDir[x][y] = left_dir;
7153 else if (should_turn_right)
7154 MovDir[x][y] = right_dir;
7155 else if (should_move_on)
7156 MovDir[x][y] = old_move_dir;
7158 else if (can_move_on && rnd > rnd_value / 8)
7159 MovDir[x][y] = old_move_dir;
7160 else if (can_turn_left && can_turn_right)
7161 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7162 else if (can_turn_left && rnd > rnd_value / 8)
7163 MovDir[x][y] = left_dir;
7164 else if (can_turn_right && rnd > rnd_value/8)
7165 MovDir[x][y] = right_dir;
7167 MovDir[x][y] = back_dir;
7169 xx = x + move_xy[MovDir[x][y]].dx;
7170 yy = y + move_xy[MovDir[x][y]].dy;
7172 if (!IN_LEV_FIELD(xx, yy) ||
7173 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7174 MovDir[x][y] = old_move_dir;
7178 else if (element == EL_DRAGON)
7180 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7181 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7182 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7184 int rnd = RND(rnd_value);
7186 if (can_move_on && rnd > rnd_value / 8)
7187 MovDir[x][y] = old_move_dir;
7188 else if (can_turn_left && can_turn_right)
7189 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7190 else if (can_turn_left && rnd > rnd_value / 8)
7191 MovDir[x][y] = left_dir;
7192 else if (can_turn_right && rnd > rnd_value / 8)
7193 MovDir[x][y] = right_dir;
7195 MovDir[x][y] = back_dir;
7197 xx = x + move_xy[MovDir[x][y]].dx;
7198 yy = y + move_xy[MovDir[x][y]].dy;
7200 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7201 MovDir[x][y] = old_move_dir;
7205 else if (element == EL_MOLE)
7207 boolean can_move_on =
7208 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7209 IS_AMOEBOID(Tile[move_x][move_y]) ||
7210 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7213 boolean can_turn_left =
7214 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7215 IS_AMOEBOID(Tile[left_x][left_y])));
7217 boolean can_turn_right =
7218 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7219 IS_AMOEBOID(Tile[right_x][right_y])));
7221 if (can_turn_left && can_turn_right)
7222 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7223 else if (can_turn_left)
7224 MovDir[x][y] = left_dir;
7226 MovDir[x][y] = right_dir;
7229 if (MovDir[x][y] != old_move_dir)
7232 else if (element == EL_BALLOON)
7234 MovDir[x][y] = game.wind_direction;
7237 else if (element == EL_SPRING)
7239 if (MovDir[x][y] & MV_HORIZONTAL)
7241 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7242 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7244 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7245 ResetGfxAnimation(move_x, move_y);
7246 TEST_DrawLevelField(move_x, move_y);
7248 MovDir[x][y] = back_dir;
7250 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7251 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7252 MovDir[x][y] = MV_NONE;
7257 else if (element == EL_ROBOT ||
7258 element == EL_SATELLITE ||
7259 element == EL_PENGUIN ||
7260 element == EL_EMC_ANDROID)
7262 int attr_x = -1, attr_y = -1;
7264 if (game.all_players_gone)
7266 attr_x = game.exit_x;
7267 attr_y = game.exit_y;
7273 for (i = 0; i < MAX_PLAYERS; i++)
7275 struct PlayerInfo *player = &stored_player[i];
7276 int jx = player->jx, jy = player->jy;
7278 if (!player->active)
7282 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7290 if (element == EL_ROBOT &&
7291 game.robot_wheel_x >= 0 &&
7292 game.robot_wheel_y >= 0 &&
7293 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7294 game.engine_version < VERSION_IDENT(3,1,0,0)))
7296 attr_x = game.robot_wheel_x;
7297 attr_y = game.robot_wheel_y;
7300 if (element == EL_PENGUIN)
7303 struct XY *xy = xy_topdown;
7305 for (i = 0; i < NUM_DIRECTIONS; i++)
7307 int ex = x + xy[i].x;
7308 int ey = y + xy[i].y;
7310 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7311 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7312 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7313 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7322 MovDir[x][y] = MV_NONE;
7324 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7325 else if (attr_x > x)
7326 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7328 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7329 else if (attr_y > y)
7330 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7332 if (element == EL_ROBOT)
7336 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7337 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7338 Moving2Blocked(x, y, &newx, &newy);
7340 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7341 MovDelay[x][y] = 8 + 8 * !RND(3);
7343 MovDelay[x][y] = 16;
7345 else if (element == EL_PENGUIN)
7351 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7353 boolean first_horiz = RND(2);
7354 int new_move_dir = MovDir[x][y];
7357 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7358 Moving2Blocked(x, y, &newx, &newy);
7360 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7364 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7365 Moving2Blocked(x, y, &newx, &newy);
7367 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7370 MovDir[x][y] = old_move_dir;
7374 else if (element == EL_SATELLITE)
7380 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7382 boolean first_horiz = RND(2);
7383 int new_move_dir = MovDir[x][y];
7386 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7387 Moving2Blocked(x, y, &newx, &newy);
7389 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7393 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7394 Moving2Blocked(x, y, &newx, &newy);
7396 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7399 MovDir[x][y] = old_move_dir;
7403 else if (element == EL_EMC_ANDROID)
7405 static int check_pos[16] =
7407 -1, // 0 => (invalid)
7410 -1, // 3 => (invalid)
7412 0, // 5 => MV_LEFT | MV_UP
7413 2, // 6 => MV_RIGHT | MV_UP
7414 -1, // 7 => (invalid)
7416 6, // 9 => MV_LEFT | MV_DOWN
7417 4, // 10 => MV_RIGHT | MV_DOWN
7418 -1, // 11 => (invalid)
7419 -1, // 12 => (invalid)
7420 -1, // 13 => (invalid)
7421 -1, // 14 => (invalid)
7422 -1, // 15 => (invalid)
7430 { -1, -1, MV_LEFT | MV_UP },
7432 { +1, -1, MV_RIGHT | MV_UP },
7433 { +1, 0, MV_RIGHT },
7434 { +1, +1, MV_RIGHT | MV_DOWN },
7436 { -1, +1, MV_LEFT | MV_DOWN },
7439 int start_pos, check_order;
7440 boolean can_clone = FALSE;
7443 // check if there is any free field around current position
7444 for (i = 0; i < 8; i++)
7446 int newx = x + check_xy[i].dx;
7447 int newy = y + check_xy[i].dy;
7449 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7457 if (can_clone) // randomly find an element to clone
7461 start_pos = check_pos[RND(8)];
7462 check_order = (RND(2) ? -1 : +1);
7464 for (i = 0; i < 8; i++)
7466 int pos_raw = start_pos + i * check_order;
7467 int pos = (pos_raw + 8) % 8;
7468 int newx = x + check_xy[pos].dx;
7469 int newy = y + check_xy[pos].dy;
7471 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7473 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7474 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7476 Store[x][y] = Tile[newx][newy];
7485 if (can_clone) // randomly find a direction to move
7489 start_pos = check_pos[RND(8)];
7490 check_order = (RND(2) ? -1 : +1);
7492 for (i = 0; i < 8; i++)
7494 int pos_raw = start_pos + i * check_order;
7495 int pos = (pos_raw + 8) % 8;
7496 int newx = x + check_xy[pos].dx;
7497 int newy = y + check_xy[pos].dy;
7498 int new_move_dir = check_xy[pos].dir;
7500 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7502 MovDir[x][y] = new_move_dir;
7503 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7512 if (can_clone) // cloning and moving successful
7515 // cannot clone -- try to move towards player
7517 start_pos = check_pos[MovDir[x][y] & 0x0f];
7518 check_order = (RND(2) ? -1 : +1);
7520 for (i = 0; i < 3; i++)
7522 // first check start_pos, then previous/next or (next/previous) pos
7523 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7524 int pos = (pos_raw + 8) % 8;
7525 int newx = x + check_xy[pos].dx;
7526 int newy = y + check_xy[pos].dy;
7527 int new_move_dir = check_xy[pos].dir;
7529 if (IS_PLAYER(newx, newy))
7532 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7534 MovDir[x][y] = new_move_dir;
7535 MovDelay[x][y] = level.android_move_time * 8 + 1;
7542 else if (move_pattern == MV_TURNING_LEFT ||
7543 move_pattern == MV_TURNING_RIGHT ||
7544 move_pattern == MV_TURNING_LEFT_RIGHT ||
7545 move_pattern == MV_TURNING_RIGHT_LEFT ||
7546 move_pattern == MV_TURNING_RANDOM ||
7547 move_pattern == MV_ALL_DIRECTIONS)
7549 boolean can_turn_left =
7550 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7551 boolean can_turn_right =
7552 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7554 if (element_info[element].move_stepsize == 0) // "not moving"
7557 if (move_pattern == MV_TURNING_LEFT)
7558 MovDir[x][y] = left_dir;
7559 else if (move_pattern == MV_TURNING_RIGHT)
7560 MovDir[x][y] = right_dir;
7561 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7562 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7563 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7564 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7565 else if (move_pattern == MV_TURNING_RANDOM)
7566 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7567 can_turn_right && !can_turn_left ? right_dir :
7568 RND(2) ? left_dir : right_dir);
7569 else if (can_turn_left && can_turn_right)
7570 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7571 else if (can_turn_left)
7572 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7573 else if (can_turn_right)
7574 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7576 MovDir[x][y] = back_dir;
7578 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7580 else if (move_pattern == MV_HORIZONTAL ||
7581 move_pattern == MV_VERTICAL)
7583 if (move_pattern & old_move_dir)
7584 MovDir[x][y] = back_dir;
7585 else if (move_pattern == MV_HORIZONTAL)
7586 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7587 else if (move_pattern == MV_VERTICAL)
7588 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7590 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7592 else if (move_pattern & MV_ANY_DIRECTION)
7594 MovDir[x][y] = move_pattern;
7595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7597 else if (move_pattern & MV_WIND_DIRECTION)
7599 MovDir[x][y] = game.wind_direction;
7600 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7602 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7604 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7605 MovDir[x][y] = left_dir;
7606 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7607 MovDir[x][y] = right_dir;
7609 if (MovDir[x][y] != old_move_dir)
7610 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7612 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7614 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7615 MovDir[x][y] = right_dir;
7616 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7617 MovDir[x][y] = left_dir;
7619 if (MovDir[x][y] != old_move_dir)
7620 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7622 else if (move_pattern == MV_TOWARDS_PLAYER ||
7623 move_pattern == MV_AWAY_FROM_PLAYER)
7625 int attr_x = -1, attr_y = -1;
7627 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7629 if (game.all_players_gone)
7631 attr_x = game.exit_x;
7632 attr_y = game.exit_y;
7638 for (i = 0; i < MAX_PLAYERS; i++)
7640 struct PlayerInfo *player = &stored_player[i];
7641 int jx = player->jx, jy = player->jy;
7643 if (!player->active)
7647 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7655 MovDir[x][y] = MV_NONE;
7657 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7658 else if (attr_x > x)
7659 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7661 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7662 else if (attr_y > y)
7663 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7665 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7667 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7669 boolean first_horiz = RND(2);
7670 int new_move_dir = MovDir[x][y];
7672 if (element_info[element].move_stepsize == 0) // "not moving"
7674 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7675 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7681 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7682 Moving2Blocked(x, y, &newx, &newy);
7684 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7688 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7689 Moving2Blocked(x, y, &newx, &newy);
7691 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7694 MovDir[x][y] = old_move_dir;
7697 else if (move_pattern == MV_WHEN_PUSHED ||
7698 move_pattern == MV_WHEN_DROPPED)
7700 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7701 MovDir[x][y] = MV_NONE;
7705 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7707 struct XY *test_xy = xy_topdown;
7708 static int test_dir[4] =
7715 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7716 int move_preference = -1000000; // start with very low preference
7717 int new_move_dir = MV_NONE;
7718 int start_test = RND(4);
7721 for (i = 0; i < NUM_DIRECTIONS; i++)
7723 int j = (start_test + i) % 4;
7724 int move_dir = test_dir[j];
7725 int move_dir_preference;
7727 xx = x + test_xy[j].x;
7728 yy = y + test_xy[j].y;
7730 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7731 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7733 new_move_dir = move_dir;
7738 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7741 move_dir_preference = -1 * RunnerVisit[xx][yy];
7742 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7743 move_dir_preference = PlayerVisit[xx][yy];
7745 if (move_dir_preference > move_preference)
7747 // prefer field that has not been visited for the longest time
7748 move_preference = move_dir_preference;
7749 new_move_dir = move_dir;
7751 else if (move_dir_preference == move_preference &&
7752 move_dir == old_move_dir)
7754 // prefer last direction when all directions are preferred equally
7755 move_preference = move_dir_preference;
7756 new_move_dir = move_dir;
7760 MovDir[x][y] = new_move_dir;
7761 if (old_move_dir != new_move_dir)
7762 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7766 static void TurnRound(int x, int y)
7768 int direction = MovDir[x][y];
7772 GfxDir[x][y] = MovDir[x][y];
7774 if (direction != MovDir[x][y])
7778 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7780 ResetGfxFrame(x, y);
7783 static boolean JustBeingPushed(int x, int y)
7787 for (i = 0; i < MAX_PLAYERS; i++)
7789 struct PlayerInfo *player = &stored_player[i];
7791 if (player->active && player->is_pushing && player->MovPos)
7793 int next_jx = player->jx + (player->jx - player->last_jx);
7794 int next_jy = player->jy + (player->jy - player->last_jy);
7796 if (x == next_jx && y == next_jy)
7804 static void StartMoving(int x, int y)
7806 boolean started_moving = FALSE; // some elements can fall _and_ move
7807 int element = Tile[x][y];
7812 if (MovDelay[x][y] == 0)
7813 GfxAction[x][y] = ACTION_DEFAULT;
7815 if (CAN_FALL(element) && y < lev_fieldy - 1)
7817 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7818 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7819 if (JustBeingPushed(x, y))
7822 if (element == EL_QUICKSAND_FULL)
7824 if (IS_FREE(x, y + 1))
7826 InitMovingField(x, y, MV_DOWN);
7827 started_moving = TRUE;
7829 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7830 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7831 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7832 Store[x][y] = EL_ROCK;
7834 Store[x][y] = EL_ROCK;
7837 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7839 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7841 if (!MovDelay[x][y])
7843 MovDelay[x][y] = TILEY + 1;
7845 ResetGfxAnimation(x, y);
7846 ResetGfxAnimation(x, y + 1);
7851 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7852 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7859 Tile[x][y] = EL_QUICKSAND_EMPTY;
7860 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7861 Store[x][y + 1] = Store[x][y];
7864 PlayLevelSoundAction(x, y, ACTION_FILLING);
7866 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7868 if (!MovDelay[x][y])
7870 MovDelay[x][y] = TILEY + 1;
7872 ResetGfxAnimation(x, y);
7873 ResetGfxAnimation(x, y + 1);
7878 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7879 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7886 Tile[x][y] = EL_QUICKSAND_EMPTY;
7887 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7888 Store[x][y + 1] = Store[x][y];
7891 PlayLevelSoundAction(x, y, ACTION_FILLING);
7894 else if (element == EL_QUICKSAND_FAST_FULL)
7896 if (IS_FREE(x, y + 1))
7898 InitMovingField(x, y, MV_DOWN);
7899 started_moving = TRUE;
7901 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7902 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7903 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7904 Store[x][y] = EL_ROCK;
7906 Store[x][y] = EL_ROCK;
7909 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7911 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7913 if (!MovDelay[x][y])
7915 MovDelay[x][y] = TILEY + 1;
7917 ResetGfxAnimation(x, y);
7918 ResetGfxAnimation(x, y + 1);
7923 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7924 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7931 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7932 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7933 Store[x][y + 1] = Store[x][y];
7936 PlayLevelSoundAction(x, y, ACTION_FILLING);
7938 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7940 if (!MovDelay[x][y])
7942 MovDelay[x][y] = TILEY + 1;
7944 ResetGfxAnimation(x, y);
7945 ResetGfxAnimation(x, y + 1);
7950 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7951 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7958 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7959 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7960 Store[x][y + 1] = Store[x][y];
7963 PlayLevelSoundAction(x, y, ACTION_FILLING);
7966 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7967 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7969 InitMovingField(x, y, MV_DOWN);
7970 started_moving = TRUE;
7972 Tile[x][y] = EL_QUICKSAND_FILLING;
7973 Store[x][y] = element;
7975 PlayLevelSoundAction(x, y, ACTION_FILLING);
7977 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7978 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7980 InitMovingField(x, y, MV_DOWN);
7981 started_moving = TRUE;
7983 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7984 Store[x][y] = element;
7986 PlayLevelSoundAction(x, y, ACTION_FILLING);
7988 else if (element == EL_MAGIC_WALL_FULL)
7990 if (IS_FREE(x, y + 1))
7992 InitMovingField(x, y, MV_DOWN);
7993 started_moving = TRUE;
7995 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7996 Store[x][y] = EL_CHANGED(Store[x][y]);
7998 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8000 if (!MovDelay[x][y])
8001 MovDelay[x][y] = TILEY / 4 + 1;
8010 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8011 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8012 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8016 else if (element == EL_BD_MAGIC_WALL_FULL)
8018 if (IS_FREE(x, y + 1))
8020 InitMovingField(x, y, MV_DOWN);
8021 started_moving = TRUE;
8023 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8024 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8026 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8028 if (!MovDelay[x][y])
8029 MovDelay[x][y] = TILEY / 4 + 1;
8038 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8039 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8040 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8044 else if (element == EL_DC_MAGIC_WALL_FULL)
8046 if (IS_FREE(x, y + 1))
8048 InitMovingField(x, y, MV_DOWN);
8049 started_moving = TRUE;
8051 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8052 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8054 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8056 if (!MovDelay[x][y])
8057 MovDelay[x][y] = TILEY / 4 + 1;
8066 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8067 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8068 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8072 else if ((CAN_PASS_MAGIC_WALL(element) &&
8073 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8074 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8075 (CAN_PASS_DC_MAGIC_WALL(element) &&
8076 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8079 InitMovingField(x, y, MV_DOWN);
8080 started_moving = TRUE;
8083 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8084 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8085 EL_DC_MAGIC_WALL_FILLING);
8086 Store[x][y] = element;
8088 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8090 SplashAcid(x, y + 1);
8092 InitMovingField(x, y, MV_DOWN);
8093 started_moving = TRUE;
8095 Store[x][y] = EL_ACID;
8098 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8099 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8100 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8101 CAN_FALL(element) && WasJustFalling[x][y] &&
8102 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8104 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8105 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8106 (Tile[x][y + 1] == EL_BLOCKED)))
8108 /* this is needed for a special case not covered by calling "Impact()"
8109 from "ContinueMoving()": if an element moves to a tile directly below
8110 another element which was just falling on that tile (which was empty
8111 in the previous frame), the falling element above would just stop
8112 instead of smashing the element below (in previous version, the above
8113 element was just checked for "moving" instead of "falling", resulting
8114 in incorrect smashes caused by horizontal movement of the above
8115 element; also, the case of the player being the element to smash was
8116 simply not covered here... :-/ ) */
8118 CheckCollision[x][y] = 0;
8119 CheckImpact[x][y] = 0;
8123 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8125 if (MovDir[x][y] == MV_NONE)
8127 InitMovingField(x, y, MV_DOWN);
8128 started_moving = TRUE;
8131 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8133 if (WasJustFalling[x][y]) // prevent animation from being restarted
8134 MovDir[x][y] = MV_DOWN;
8136 InitMovingField(x, y, MV_DOWN);
8137 started_moving = TRUE;
8139 else if (element == EL_AMOEBA_DROP)
8141 Tile[x][y] = EL_AMOEBA_GROWING;
8142 Store[x][y] = EL_AMOEBA_WET;
8144 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8145 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8146 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8147 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8149 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8150 (IS_FREE(x - 1, y + 1) ||
8151 Tile[x - 1][y + 1] == EL_ACID));
8152 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8153 (IS_FREE(x + 1, y + 1) ||
8154 Tile[x + 1][y + 1] == EL_ACID));
8155 boolean can_fall_any = (can_fall_left || can_fall_right);
8156 boolean can_fall_both = (can_fall_left && can_fall_right);
8157 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8159 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8161 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8162 can_fall_right = FALSE;
8163 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8164 can_fall_left = FALSE;
8165 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8166 can_fall_right = FALSE;
8167 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8168 can_fall_left = FALSE;
8170 can_fall_any = (can_fall_left || can_fall_right);
8171 can_fall_both = FALSE;
8176 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8177 can_fall_right = FALSE; // slip down on left side
8179 can_fall_left = !(can_fall_right = RND(2));
8181 can_fall_both = FALSE;
8186 // if not determined otherwise, prefer left side for slipping down
8187 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8188 started_moving = TRUE;
8191 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8193 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8194 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8195 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8196 int belt_dir = game.belt_dir[belt_nr];
8198 if ((belt_dir == MV_LEFT && left_is_free) ||
8199 (belt_dir == MV_RIGHT && right_is_free))
8201 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8203 InitMovingField(x, y, belt_dir);
8204 started_moving = TRUE;
8206 Pushed[x][y] = TRUE;
8207 Pushed[nextx][y] = TRUE;
8209 GfxAction[x][y] = ACTION_DEFAULT;
8213 MovDir[x][y] = 0; // if element was moving, stop it
8218 // not "else if" because of elements that can fall and move (EL_SPRING)
8219 if (CAN_MOVE(element) && !started_moving)
8221 int move_pattern = element_info[element].move_pattern;
8224 Moving2Blocked(x, y, &newx, &newy);
8226 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8229 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8230 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8232 WasJustMoving[x][y] = 0;
8233 CheckCollision[x][y] = 0;
8235 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8237 if (Tile[x][y] != element) // element has changed
8241 if (!MovDelay[x][y]) // start new movement phase
8243 // all objects that can change their move direction after each step
8244 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8246 if (element != EL_YAMYAM &&
8247 element != EL_DARK_YAMYAM &&
8248 element != EL_PACMAN &&
8249 !(move_pattern & MV_ANY_DIRECTION) &&
8250 move_pattern != MV_TURNING_LEFT &&
8251 move_pattern != MV_TURNING_RIGHT &&
8252 move_pattern != MV_TURNING_LEFT_RIGHT &&
8253 move_pattern != MV_TURNING_RIGHT_LEFT &&
8254 move_pattern != MV_TURNING_RANDOM)
8258 if (MovDelay[x][y] && (element == EL_BUG ||
8259 element == EL_SPACESHIP ||
8260 element == EL_SP_SNIKSNAK ||
8261 element == EL_SP_ELECTRON ||
8262 element == EL_MOLE))
8263 TEST_DrawLevelField(x, y);
8267 if (MovDelay[x][y]) // wait some time before next movement
8271 if (element == EL_ROBOT ||
8272 element == EL_YAMYAM ||
8273 element == EL_DARK_YAMYAM)
8275 DrawLevelElementAnimationIfNeeded(x, y, element);
8276 PlayLevelSoundAction(x, y, ACTION_WAITING);
8278 else if (element == EL_SP_ELECTRON)
8279 DrawLevelElementAnimationIfNeeded(x, y, element);
8280 else if (element == EL_DRAGON)
8283 int dir = MovDir[x][y];
8284 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8285 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8286 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8287 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8288 dir == MV_UP ? IMG_FLAMES_1_UP :
8289 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8290 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8292 GfxAction[x][y] = ACTION_ATTACKING;
8294 if (IS_PLAYER(x, y))
8295 DrawPlayerField(x, y);
8297 TEST_DrawLevelField(x, y);
8299 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8301 for (i = 1; i <= 3; i++)
8303 int xx = x + i * dx;
8304 int yy = y + i * dy;
8305 int sx = SCREENX(xx);
8306 int sy = SCREENY(yy);
8307 int flame_graphic = graphic + (i - 1);
8309 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8314 int flamed = MovingOrBlocked2Element(xx, yy);
8316 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8319 RemoveMovingField(xx, yy);
8321 ChangeDelay[xx][yy] = 0;
8323 Tile[xx][yy] = EL_FLAMES;
8325 if (IN_SCR_FIELD(sx, sy))
8327 TEST_DrawLevelFieldCrumbled(xx, yy);
8328 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8333 if (Tile[xx][yy] == EL_FLAMES)
8334 Tile[xx][yy] = EL_EMPTY;
8335 TEST_DrawLevelField(xx, yy);
8340 if (MovDelay[x][y]) // element still has to wait some time
8342 PlayLevelSoundAction(x, y, ACTION_WAITING);
8348 // now make next step
8350 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8352 if (DONT_COLLIDE_WITH(element) &&
8353 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8354 !PLAYER_ENEMY_PROTECTED(newx, newy))
8356 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8361 else if (CAN_MOVE_INTO_ACID(element) &&
8362 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8363 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8364 (MovDir[x][y] == MV_DOWN ||
8365 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8367 SplashAcid(newx, newy);
8368 Store[x][y] = EL_ACID;
8370 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8372 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8373 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8374 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8375 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8378 TEST_DrawLevelField(x, y);
8380 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8381 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8382 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8384 game.friends_still_needed--;
8385 if (!game.friends_still_needed &&
8387 game.all_players_gone)
8392 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8394 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8395 TEST_DrawLevelField(newx, newy);
8397 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8399 else if (!IS_FREE(newx, newy))
8401 GfxAction[x][y] = ACTION_WAITING;
8403 if (IS_PLAYER(x, y))
8404 DrawPlayerField(x, y);
8406 TEST_DrawLevelField(x, y);
8411 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8413 if (IS_FOOD_PIG(Tile[newx][newy]))
8415 if (IS_MOVING(newx, newy))
8416 RemoveMovingField(newx, newy);
8419 Tile[newx][newy] = EL_EMPTY;
8420 TEST_DrawLevelField(newx, newy);
8423 PlayLevelSound(x, y, SND_PIG_DIGGING);
8425 else if (!IS_FREE(newx, newy))
8427 if (IS_PLAYER(x, y))
8428 DrawPlayerField(x, y);
8430 TEST_DrawLevelField(x, y);
8435 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8437 if (Store[x][y] != EL_EMPTY)
8439 boolean can_clone = FALSE;
8442 // check if element to clone is still there
8443 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8445 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8453 // cannot clone or target field not free anymore -- do not clone
8454 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8455 Store[x][y] = EL_EMPTY;
8458 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8460 if (IS_MV_DIAGONAL(MovDir[x][y]))
8462 int diagonal_move_dir = MovDir[x][y];
8463 int stored = Store[x][y];
8464 int change_delay = 8;
8467 // android is moving diagonally
8469 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8471 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8472 GfxElement[x][y] = EL_EMC_ANDROID;
8473 GfxAction[x][y] = ACTION_SHRINKING;
8474 GfxDir[x][y] = diagonal_move_dir;
8475 ChangeDelay[x][y] = change_delay;
8477 if (Store[x][y] == EL_EMPTY)
8478 Store[x][y] = GfxElementEmpty[x][y];
8480 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8483 DrawLevelGraphicAnimation(x, y, graphic);
8484 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8486 if (Tile[newx][newy] == EL_ACID)
8488 SplashAcid(newx, newy);
8493 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8495 Store[newx][newy] = EL_EMC_ANDROID;
8496 GfxElement[newx][newy] = EL_EMC_ANDROID;
8497 GfxAction[newx][newy] = ACTION_GROWING;
8498 GfxDir[newx][newy] = diagonal_move_dir;
8499 ChangeDelay[newx][newy] = change_delay;
8501 graphic = el_act_dir2img(GfxElement[newx][newy],
8502 GfxAction[newx][newy], GfxDir[newx][newy]);
8504 DrawLevelGraphicAnimation(newx, newy, graphic);
8505 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8511 Tile[newx][newy] = EL_EMPTY;
8512 TEST_DrawLevelField(newx, newy);
8514 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8517 else if (!IS_FREE(newx, newy))
8522 else if (IS_CUSTOM_ELEMENT(element) &&
8523 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8525 if (!DigFieldByCE(newx, newy, element))
8528 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8530 RunnerVisit[x][y] = FrameCounter;
8531 PlayerVisit[x][y] /= 8; // expire player visit path
8534 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8536 if (!IS_FREE(newx, newy))
8538 if (IS_PLAYER(x, y))
8539 DrawPlayerField(x, y);
8541 TEST_DrawLevelField(x, y);
8547 boolean wanna_flame = !RND(10);
8548 int dx = newx - x, dy = newy - y;
8549 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8550 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8551 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8552 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8553 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8554 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8557 IS_CLASSIC_ENEMY(element1) ||
8558 IS_CLASSIC_ENEMY(element2)) &&
8559 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8560 element1 != EL_FLAMES && element2 != EL_FLAMES)
8562 ResetGfxAnimation(x, y);
8563 GfxAction[x][y] = ACTION_ATTACKING;
8565 if (IS_PLAYER(x, y))
8566 DrawPlayerField(x, y);
8568 TEST_DrawLevelField(x, y);
8570 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8572 MovDelay[x][y] = 50;
8574 Tile[newx][newy] = EL_FLAMES;
8575 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8576 Tile[newx1][newy1] = EL_FLAMES;
8577 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8578 Tile[newx2][newy2] = EL_FLAMES;
8584 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8585 Tile[newx][newy] == EL_DIAMOND)
8587 if (IS_MOVING(newx, newy))
8588 RemoveMovingField(newx, newy);
8591 Tile[newx][newy] = EL_EMPTY;
8592 TEST_DrawLevelField(newx, newy);
8595 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8597 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8598 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8600 if (AmoebaNr[newx][newy])
8602 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8603 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8604 Tile[newx][newy] == EL_BD_AMOEBA)
8605 AmoebaCnt[AmoebaNr[newx][newy]]--;
8608 if (IS_MOVING(newx, newy))
8610 RemoveMovingField(newx, newy);
8614 Tile[newx][newy] = EL_EMPTY;
8615 TEST_DrawLevelField(newx, newy);
8618 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8620 else if ((element == EL_PACMAN || element == EL_MOLE)
8621 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8623 if (AmoebaNr[newx][newy])
8625 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8626 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8627 Tile[newx][newy] == EL_BD_AMOEBA)
8628 AmoebaCnt[AmoebaNr[newx][newy]]--;
8631 if (element == EL_MOLE)
8633 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8634 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8636 ResetGfxAnimation(x, y);
8637 GfxAction[x][y] = ACTION_DIGGING;
8638 TEST_DrawLevelField(x, y);
8640 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8642 return; // wait for shrinking amoeba
8644 else // element == EL_PACMAN
8646 Tile[newx][newy] = EL_EMPTY;
8647 TEST_DrawLevelField(newx, newy);
8648 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8651 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8652 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8653 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8655 // wait for shrinking amoeba to completely disappear
8658 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8660 // object was running against a wall
8664 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8665 DrawLevelElementAnimation(x, y, element);
8667 if (DONT_TOUCH(element))
8668 TestIfBadThingTouchesPlayer(x, y);
8673 InitMovingField(x, y, MovDir[x][y]);
8675 PlayLevelSoundAction(x, y, ACTION_MOVING);
8679 ContinueMoving(x, y);
8682 void ContinueMoving(int x, int y)
8684 int element = Tile[x][y];
8685 struct ElementInfo *ei = &element_info[element];
8686 int direction = MovDir[x][y];
8687 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8688 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8689 int newx = x + dx, newy = y + dy;
8690 int stored = Store[x][y];
8691 int stored_new = Store[newx][newy];
8692 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8693 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8694 boolean last_line = (newy == lev_fieldy - 1);
8695 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8697 if (pushed_by_player) // special case: moving object pushed by player
8699 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8701 else if (use_step_delay) // special case: moving object has step delay
8703 if (!MovDelay[x][y])
8704 MovPos[x][y] += getElementMoveStepsize(x, y);
8709 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8713 TEST_DrawLevelField(x, y);
8715 return; // element is still waiting
8718 else // normal case: generically moving object
8720 MovPos[x][y] += getElementMoveStepsize(x, y);
8723 if (ABS(MovPos[x][y]) < TILEX)
8725 TEST_DrawLevelField(x, y);
8727 return; // element is still moving
8730 // element reached destination field
8732 Tile[x][y] = EL_EMPTY;
8733 Tile[newx][newy] = element;
8734 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8736 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8738 element = Tile[newx][newy] = EL_ACID;
8740 else if (element == EL_MOLE)
8742 Tile[x][y] = EL_SAND;
8744 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8746 else if (element == EL_QUICKSAND_FILLING)
8748 element = Tile[newx][newy] = get_next_element(element);
8749 Store[newx][newy] = Store[x][y];
8751 else if (element == EL_QUICKSAND_EMPTYING)
8753 Tile[x][y] = get_next_element(element);
8754 element = Tile[newx][newy] = Store[x][y];
8756 else if (element == EL_QUICKSAND_FAST_FILLING)
8758 element = Tile[newx][newy] = get_next_element(element);
8759 Store[newx][newy] = Store[x][y];
8761 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8763 Tile[x][y] = get_next_element(element);
8764 element = Tile[newx][newy] = Store[x][y];
8766 else if (element == EL_MAGIC_WALL_FILLING)
8768 element = Tile[newx][newy] = get_next_element(element);
8769 if (!game.magic_wall_active)
8770 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8771 Store[newx][newy] = Store[x][y];
8773 else if (element == EL_MAGIC_WALL_EMPTYING)
8775 Tile[x][y] = get_next_element(element);
8776 if (!game.magic_wall_active)
8777 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8778 element = Tile[newx][newy] = Store[x][y];
8780 InitField(newx, newy, FALSE);
8782 else if (element == EL_BD_MAGIC_WALL_FILLING)
8784 element = Tile[newx][newy] = get_next_element(element);
8785 if (!game.magic_wall_active)
8786 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8787 Store[newx][newy] = Store[x][y];
8789 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8791 Tile[x][y] = get_next_element(element);
8792 if (!game.magic_wall_active)
8793 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8794 element = Tile[newx][newy] = Store[x][y];
8796 InitField(newx, newy, FALSE);
8798 else if (element == EL_DC_MAGIC_WALL_FILLING)
8800 element = Tile[newx][newy] = get_next_element(element);
8801 if (!game.magic_wall_active)
8802 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8803 Store[newx][newy] = Store[x][y];
8805 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8807 Tile[x][y] = get_next_element(element);
8808 if (!game.magic_wall_active)
8809 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8810 element = Tile[newx][newy] = Store[x][y];
8812 InitField(newx, newy, FALSE);
8814 else if (element == EL_AMOEBA_DROPPING)
8816 Tile[x][y] = get_next_element(element);
8817 element = Tile[newx][newy] = Store[x][y];
8819 else if (element == EL_SOKOBAN_OBJECT)
8822 Tile[x][y] = Back[x][y];
8824 if (Back[newx][newy])
8825 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8827 Back[x][y] = Back[newx][newy] = 0;
8830 Store[x][y] = EL_EMPTY;
8835 MovDelay[newx][newy] = 0;
8837 if (CAN_CHANGE_OR_HAS_ACTION(element))
8839 // copy element change control values to new field
8840 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8841 ChangePage[newx][newy] = ChangePage[x][y];
8842 ChangeCount[newx][newy] = ChangeCount[x][y];
8843 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8846 CustomValue[newx][newy] = CustomValue[x][y];
8848 ChangeDelay[x][y] = 0;
8849 ChangePage[x][y] = -1;
8850 ChangeCount[x][y] = 0;
8851 ChangeEvent[x][y] = -1;
8853 CustomValue[x][y] = 0;
8855 // copy animation control values to new field
8856 GfxFrame[newx][newy] = GfxFrame[x][y];
8857 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8858 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8859 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8861 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8863 // some elements can leave other elements behind after moving
8864 if (ei->move_leave_element != EL_EMPTY &&
8865 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8866 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8868 int move_leave_element = ei->move_leave_element;
8870 // this makes it possible to leave the removed element again
8871 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8872 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8874 Tile[x][y] = move_leave_element;
8876 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8877 MovDir[x][y] = direction;
8879 InitField(x, y, FALSE);
8881 if (GFX_CRUMBLED(Tile[x][y]))
8882 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8884 if (IS_PLAYER_ELEMENT(move_leave_element))
8885 RelocatePlayer(x, y, move_leave_element);
8888 // do this after checking for left-behind element
8889 ResetGfxAnimation(x, y); // reset animation values for old field
8891 if (!CAN_MOVE(element) ||
8892 (CAN_FALL(element) && direction == MV_DOWN &&
8893 (element == EL_SPRING ||
8894 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8895 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8896 GfxDir[x][y] = MovDir[newx][newy] = 0;
8898 TEST_DrawLevelField(x, y);
8899 TEST_DrawLevelField(newx, newy);
8901 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8903 // prevent pushed element from moving on in pushed direction
8904 if (pushed_by_player && CAN_MOVE(element) &&
8905 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8906 !(element_info[element].move_pattern & direction))
8907 TurnRound(newx, newy);
8909 // prevent elements on conveyor belt from moving on in last direction
8910 if (pushed_by_conveyor && CAN_FALL(element) &&
8911 direction & MV_HORIZONTAL)
8912 MovDir[newx][newy] = 0;
8914 if (!pushed_by_player)
8916 int nextx = newx + dx, nexty = newy + dy;
8917 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8919 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8921 if (CAN_FALL(element) && direction == MV_DOWN)
8922 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8924 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8925 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8927 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8928 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8931 if (DONT_TOUCH(element)) // object may be nasty to player or others
8933 TestIfBadThingTouchesPlayer(newx, newy);
8934 TestIfBadThingTouchesFriend(newx, newy);
8936 if (!IS_CUSTOM_ELEMENT(element))
8937 TestIfBadThingTouchesOtherBadThing(newx, newy);
8939 else if (element == EL_PENGUIN)
8940 TestIfFriendTouchesBadThing(newx, newy);
8942 if (DONT_GET_HIT_BY(element))
8944 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8947 // give the player one last chance (one more frame) to move away
8948 if (CAN_FALL(element) && direction == MV_DOWN &&
8949 (last_line || (!IS_FREE(x, newy + 1) &&
8950 (!IS_PLAYER(x, newy + 1) ||
8951 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8954 if (pushed_by_player && !game.use_change_when_pushing_bug)
8956 int push_side = MV_DIR_OPPOSITE(direction);
8957 struct PlayerInfo *player = PLAYERINFO(x, y);
8959 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8960 player->index_bit, push_side);
8961 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8962 player->index_bit, push_side);
8965 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8966 MovDelay[newx][newy] = 1;
8968 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8970 TestIfElementTouchesCustomElement(x, y); // empty or new element
8971 TestIfElementHitsCustomElement(newx, newy, direction);
8972 TestIfPlayerTouchesCustomElement(newx, newy);
8973 TestIfElementTouchesCustomElement(newx, newy);
8975 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8976 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8977 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8978 MV_DIR_OPPOSITE(direction));
8981 int AmoebaNeighbourNr(int ax, int ay)
8984 int element = Tile[ax][ay];
8986 struct XY *xy = xy_topdown;
8988 for (i = 0; i < NUM_DIRECTIONS; i++)
8990 int x = ax + xy[i].x;
8991 int y = ay + xy[i].y;
8993 if (!IN_LEV_FIELD(x, y))
8996 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8997 group_nr = AmoebaNr[x][y];
9003 static void AmoebaMerge(int ax, int ay)
9005 int i, x, y, xx, yy;
9006 int new_group_nr = AmoebaNr[ax][ay];
9007 struct XY *xy = xy_topdown;
9009 if (new_group_nr == 0)
9012 for (i = 0; i < NUM_DIRECTIONS; i++)
9017 if (!IN_LEV_FIELD(x, y))
9020 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9021 Tile[x][y] == EL_BD_AMOEBA ||
9022 Tile[x][y] == EL_AMOEBA_DEAD) &&
9023 AmoebaNr[x][y] != new_group_nr)
9025 int old_group_nr = AmoebaNr[x][y];
9027 if (old_group_nr == 0)
9030 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9031 AmoebaCnt[old_group_nr] = 0;
9032 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9033 AmoebaCnt2[old_group_nr] = 0;
9035 SCAN_PLAYFIELD(xx, yy)
9037 if (AmoebaNr[xx][yy] == old_group_nr)
9038 AmoebaNr[xx][yy] = new_group_nr;
9044 void AmoebaToDiamond(int ax, int ay)
9048 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9050 int group_nr = AmoebaNr[ax][ay];
9055 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9056 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9062 SCAN_PLAYFIELD(x, y)
9064 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9067 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9071 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9072 SND_AMOEBA_TURNING_TO_GEM :
9073 SND_AMOEBA_TURNING_TO_ROCK));
9078 struct XY *xy = xy_topdown;
9080 for (i = 0; i < NUM_DIRECTIONS; i++)
9085 if (!IN_LEV_FIELD(x, y))
9088 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9090 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9091 SND_AMOEBA_TURNING_TO_GEM :
9092 SND_AMOEBA_TURNING_TO_ROCK));
9099 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9102 int group_nr = AmoebaNr[ax][ay];
9103 boolean done = FALSE;
9108 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9109 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9115 SCAN_PLAYFIELD(x, y)
9117 if (AmoebaNr[x][y] == group_nr &&
9118 (Tile[x][y] == EL_AMOEBA_DEAD ||
9119 Tile[x][y] == EL_BD_AMOEBA ||
9120 Tile[x][y] == EL_AMOEBA_GROWING))
9123 Tile[x][y] = new_element;
9124 InitField(x, y, FALSE);
9125 TEST_DrawLevelField(x, y);
9131 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9132 SND_BD_AMOEBA_TURNING_TO_ROCK :
9133 SND_BD_AMOEBA_TURNING_TO_GEM));
9136 static void AmoebaGrowing(int x, int y)
9138 static DelayCounter sound_delay = { 0 };
9140 if (!MovDelay[x][y]) // start new growing cycle
9144 if (DelayReached(&sound_delay))
9146 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9147 sound_delay.value = 30;
9151 if (MovDelay[x][y]) // wait some time before growing bigger
9154 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9156 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9157 6 - MovDelay[x][y]);
9159 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9162 if (!MovDelay[x][y])
9164 Tile[x][y] = Store[x][y];
9166 TEST_DrawLevelField(x, y);
9171 static void AmoebaShrinking(int x, int y)
9173 static DelayCounter sound_delay = { 0 };
9175 if (!MovDelay[x][y]) // start new shrinking cycle
9179 if (DelayReached(&sound_delay))
9180 sound_delay.value = 30;
9183 if (MovDelay[x][y]) // wait some time before shrinking
9186 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9188 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9189 6 - MovDelay[x][y]);
9191 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9194 if (!MovDelay[x][y])
9196 Tile[x][y] = EL_EMPTY;
9197 TEST_DrawLevelField(x, y);
9199 // don't let mole enter this field in this cycle;
9200 // (give priority to objects falling to this field from above)
9206 static void AmoebaReproduce(int ax, int ay)
9209 int element = Tile[ax][ay];
9210 int graphic = el2img(element);
9211 int newax = ax, neway = ay;
9212 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9213 struct XY *xy = xy_topdown;
9215 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9217 Tile[ax][ay] = EL_AMOEBA_DEAD;
9218 TEST_DrawLevelField(ax, ay);
9222 if (IS_ANIMATED(graphic))
9223 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9225 if (!MovDelay[ax][ay]) // start making new amoeba field
9226 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9228 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9231 if (MovDelay[ax][ay])
9235 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9238 int x = ax + xy[start].x;
9239 int y = ay + xy[start].y;
9241 if (!IN_LEV_FIELD(x, y))
9244 if (IS_FREE(x, y) ||
9245 CAN_GROW_INTO(Tile[x][y]) ||
9246 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9247 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9253 if (newax == ax && neway == ay)
9256 else // normal or "filled" (BD style) amoeba
9259 boolean waiting_for_player = FALSE;
9261 for (i = 0; i < NUM_DIRECTIONS; i++)
9263 int j = (start + i) % 4;
9264 int x = ax + xy[j].x;
9265 int y = ay + xy[j].y;
9267 if (!IN_LEV_FIELD(x, y))
9270 if (IS_FREE(x, y) ||
9271 CAN_GROW_INTO(Tile[x][y]) ||
9272 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9273 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9279 else if (IS_PLAYER(x, y))
9280 waiting_for_player = TRUE;
9283 if (newax == ax && neway == ay) // amoeba cannot grow
9285 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9287 Tile[ax][ay] = EL_AMOEBA_DEAD;
9288 TEST_DrawLevelField(ax, ay);
9289 AmoebaCnt[AmoebaNr[ax][ay]]--;
9291 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9293 if (element == EL_AMOEBA_FULL)
9294 AmoebaToDiamond(ax, ay);
9295 else if (element == EL_BD_AMOEBA)
9296 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9301 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9303 // amoeba gets larger by growing in some direction
9305 int new_group_nr = AmoebaNr[ax][ay];
9308 if (new_group_nr == 0)
9310 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9312 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9318 AmoebaNr[newax][neway] = new_group_nr;
9319 AmoebaCnt[new_group_nr]++;
9320 AmoebaCnt2[new_group_nr]++;
9322 // if amoeba touches other amoeba(s) after growing, unify them
9323 AmoebaMerge(newax, neway);
9325 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9327 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9333 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9334 (neway == lev_fieldy - 1 && newax != ax))
9336 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9337 Store[newax][neway] = element;
9339 else if (neway == ay || element == EL_EMC_DRIPPER)
9341 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9343 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9347 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9348 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9349 Store[ax][ay] = EL_AMOEBA_DROP;
9350 ContinueMoving(ax, ay);
9354 TEST_DrawLevelField(newax, neway);
9357 static void Life(int ax, int ay)
9361 int element = Tile[ax][ay];
9362 int graphic = el2img(element);
9363 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9365 boolean changed = FALSE;
9367 if (IS_ANIMATED(graphic))
9368 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9373 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9374 MovDelay[ax][ay] = life_time;
9376 if (MovDelay[ax][ay]) // wait some time before next cycle
9379 if (MovDelay[ax][ay])
9383 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9385 int xx = ax+x1, yy = ay+y1;
9386 int old_element = Tile[xx][yy];
9387 int num_neighbours = 0;
9389 if (!IN_LEV_FIELD(xx, yy))
9392 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9394 int x = xx+x2, y = yy+y2;
9396 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9399 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9400 boolean is_neighbour = FALSE;
9402 if (level.use_life_bugs)
9404 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9405 (IS_FREE(x, y) && Stop[x][y]));
9408 (Last[x][y] == element || is_player_cell);
9414 boolean is_free = FALSE;
9416 if (level.use_life_bugs)
9417 is_free = (IS_FREE(xx, yy));
9419 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9421 if (xx == ax && yy == ay) // field in the middle
9423 if (num_neighbours < life_parameter[0] ||
9424 num_neighbours > life_parameter[1])
9426 Tile[xx][yy] = EL_EMPTY;
9427 if (Tile[xx][yy] != old_element)
9428 TEST_DrawLevelField(xx, yy);
9429 Stop[xx][yy] = TRUE;
9433 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9434 { // free border field
9435 if (num_neighbours >= life_parameter[2] &&
9436 num_neighbours <= life_parameter[3])
9438 Tile[xx][yy] = element;
9439 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9440 if (Tile[xx][yy] != old_element)
9441 TEST_DrawLevelField(xx, yy);
9442 Stop[xx][yy] = TRUE;
9449 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9450 SND_GAME_OF_LIFE_GROWING);
9453 static void InitRobotWheel(int x, int y)
9455 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9458 static void RunRobotWheel(int x, int y)
9460 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9463 static void StopRobotWheel(int x, int y)
9465 if (game.robot_wheel_x == x &&
9466 game.robot_wheel_y == y)
9468 game.robot_wheel_x = -1;
9469 game.robot_wheel_y = -1;
9470 game.robot_wheel_active = FALSE;
9474 static void InitTimegateWheel(int x, int y)
9476 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9479 static void RunTimegateWheel(int x, int y)
9481 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9484 static void InitMagicBallDelay(int x, int y)
9486 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9489 static void ActivateMagicBall(int bx, int by)
9493 if (level.ball_random)
9495 int pos_border = RND(8); // select one of the eight border elements
9496 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9497 int xx = pos_content % 3;
9498 int yy = pos_content / 3;
9503 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9504 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9508 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9510 int xx = x - bx + 1;
9511 int yy = y - by + 1;
9513 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9514 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9518 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9521 static void CheckExit(int x, int y)
9523 if (game.gems_still_needed > 0 ||
9524 game.sokoban_fields_still_needed > 0 ||
9525 game.sokoban_objects_still_needed > 0 ||
9526 game.lights_still_needed > 0)
9528 int element = Tile[x][y];
9529 int graphic = el2img(element);
9531 if (IS_ANIMATED(graphic))
9532 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9537 // do not re-open exit door closed after last player
9538 if (game.all_players_gone)
9541 Tile[x][y] = EL_EXIT_OPENING;
9543 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9546 static void CheckExitEM(int x, int y)
9548 if (game.gems_still_needed > 0 ||
9549 game.sokoban_fields_still_needed > 0 ||
9550 game.sokoban_objects_still_needed > 0 ||
9551 game.lights_still_needed > 0)
9553 int element = Tile[x][y];
9554 int graphic = el2img(element);
9556 if (IS_ANIMATED(graphic))
9557 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9562 // do not re-open exit door closed after last player
9563 if (game.all_players_gone)
9566 Tile[x][y] = EL_EM_EXIT_OPENING;
9568 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9571 static void CheckExitSteel(int x, int y)
9573 if (game.gems_still_needed > 0 ||
9574 game.sokoban_fields_still_needed > 0 ||
9575 game.sokoban_objects_still_needed > 0 ||
9576 game.lights_still_needed > 0)
9578 int element = Tile[x][y];
9579 int graphic = el2img(element);
9581 if (IS_ANIMATED(graphic))
9582 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9587 // do not re-open exit door closed after last player
9588 if (game.all_players_gone)
9591 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9593 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9596 static void CheckExitSteelEM(int x, int y)
9598 if (game.gems_still_needed > 0 ||
9599 game.sokoban_fields_still_needed > 0 ||
9600 game.sokoban_objects_still_needed > 0 ||
9601 game.lights_still_needed > 0)
9603 int element = Tile[x][y];
9604 int graphic = el2img(element);
9606 if (IS_ANIMATED(graphic))
9607 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9612 // do not re-open exit door closed after last player
9613 if (game.all_players_gone)
9616 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9618 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9621 static void CheckExitSP(int x, int y)
9623 if (game.gems_still_needed > 0)
9625 int element = Tile[x][y];
9626 int graphic = el2img(element);
9628 if (IS_ANIMATED(graphic))
9629 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9634 // do not re-open exit door closed after last player
9635 if (game.all_players_gone)
9638 Tile[x][y] = EL_SP_EXIT_OPENING;
9640 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9643 static void CloseAllOpenTimegates(void)
9647 SCAN_PLAYFIELD(x, y)
9649 int element = Tile[x][y];
9651 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9653 Tile[x][y] = EL_TIMEGATE_CLOSING;
9655 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9660 static void DrawTwinkleOnField(int x, int y)
9662 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9665 if (Tile[x][y] == EL_BD_DIAMOND)
9668 if (MovDelay[x][y] == 0) // next animation frame
9669 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9671 if (MovDelay[x][y] != 0) // wait some time before next frame
9675 DrawLevelElementAnimation(x, y, Tile[x][y]);
9677 if (MovDelay[x][y] != 0)
9679 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9680 10 - MovDelay[x][y]);
9682 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9687 static void WallGrowing(int x, int y)
9691 if (!MovDelay[x][y]) // next animation frame
9692 MovDelay[x][y] = 3 * delay;
9694 if (MovDelay[x][y]) // wait some time before next frame
9698 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9700 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9701 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9703 DrawLevelGraphic(x, y, graphic, frame);
9706 if (!MovDelay[x][y])
9708 if (MovDir[x][y] == MV_LEFT)
9710 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9711 TEST_DrawLevelField(x - 1, y);
9713 else if (MovDir[x][y] == MV_RIGHT)
9715 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9716 TEST_DrawLevelField(x + 1, y);
9718 else if (MovDir[x][y] == MV_UP)
9720 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9721 TEST_DrawLevelField(x, y - 1);
9725 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9726 TEST_DrawLevelField(x, y + 1);
9729 Tile[x][y] = Store[x][y];
9731 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9732 TEST_DrawLevelField(x, y);
9737 static void CheckWallGrowing(int ax, int ay)
9739 int element = Tile[ax][ay];
9740 int graphic = el2img(element);
9741 boolean free_top = FALSE;
9742 boolean free_bottom = FALSE;
9743 boolean free_left = FALSE;
9744 boolean free_right = FALSE;
9745 boolean stop_top = FALSE;
9746 boolean stop_bottom = FALSE;
9747 boolean stop_left = FALSE;
9748 boolean stop_right = FALSE;
9749 boolean new_wall = FALSE;
9751 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9752 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9753 element == EL_EXPANDABLE_STEELWALL_ANY);
9755 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9756 element == EL_EXPANDABLE_WALL_ANY ||
9757 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9758 element == EL_EXPANDABLE_STEELWALL_ANY);
9760 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9761 element == EL_EXPANDABLE_WALL_ANY ||
9762 element == EL_EXPANDABLE_WALL ||
9763 element == EL_BD_EXPANDABLE_WALL ||
9764 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9765 element == EL_EXPANDABLE_STEELWALL_ANY);
9767 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9768 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9770 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9771 element == EL_EXPANDABLE_WALL ||
9772 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9774 int wall_growing = (is_steelwall ?
9775 EL_EXPANDABLE_STEELWALL_GROWING :
9776 EL_EXPANDABLE_WALL_GROWING);
9778 int gfx_wall_growing_up = (is_steelwall ?
9779 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9780 IMG_EXPANDABLE_WALL_GROWING_UP);
9781 int gfx_wall_growing_down = (is_steelwall ?
9782 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9783 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9784 int gfx_wall_growing_left = (is_steelwall ?
9785 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9786 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9787 int gfx_wall_growing_right = (is_steelwall ?
9788 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9789 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9791 if (IS_ANIMATED(graphic))
9792 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9794 if (!MovDelay[ax][ay]) // start building new wall
9795 MovDelay[ax][ay] = 6;
9797 if (MovDelay[ax][ay]) // wait some time before building new wall
9800 if (MovDelay[ax][ay])
9804 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9806 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9808 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9810 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9817 Tile[ax][ay - 1] = wall_growing;
9818 Store[ax][ay - 1] = element;
9819 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9821 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9822 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9829 Tile[ax][ay + 1] = wall_growing;
9830 Store[ax][ay + 1] = element;
9831 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9833 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9834 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9840 if (grow_horizontal)
9844 Tile[ax - 1][ay] = wall_growing;
9845 Store[ax - 1][ay] = element;
9846 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9848 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9849 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9856 Tile[ax + 1][ay] = wall_growing;
9857 Store[ax + 1][ay] = element;
9858 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9860 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9861 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9867 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9868 TEST_DrawLevelField(ax, ay);
9870 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9872 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9874 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9876 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9879 if (((stop_top && stop_bottom) || stop_horizontal) &&
9880 ((stop_left && stop_right) || stop_vertical))
9881 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9884 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9887 static void CheckForDragon(int x, int y)
9890 boolean dragon_found = FALSE;
9891 struct XY *xy = xy_topdown;
9893 for (i = 0; i < NUM_DIRECTIONS; i++)
9895 for (j = 0; j < 4; j++)
9897 int xx = x + j * xy[i].x;
9898 int yy = y + j * xy[i].y;
9900 if (IN_LEV_FIELD(xx, yy) &&
9901 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9903 if (Tile[xx][yy] == EL_DRAGON)
9904 dragon_found = TRUE;
9913 for (i = 0; i < NUM_DIRECTIONS; i++)
9915 for (j = 0; j < 3; j++)
9917 int xx = x + j * xy[i].x;
9918 int yy = y + j * xy[i].y;
9920 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9922 Tile[xx][yy] = EL_EMPTY;
9923 TEST_DrawLevelField(xx, yy);
9932 static void InitBuggyBase(int x, int y)
9934 int element = Tile[x][y];
9935 int activating_delay = FRAMES_PER_SECOND / 4;
9938 (element == EL_SP_BUGGY_BASE ?
9939 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9940 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9942 element == EL_SP_BUGGY_BASE_ACTIVE ?
9943 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9946 static void WarnBuggyBase(int x, int y)
9949 struct XY *xy = xy_topdown;
9951 for (i = 0; i < NUM_DIRECTIONS; i++)
9953 int xx = x + xy[i].x;
9954 int yy = y + xy[i].y;
9956 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9958 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9965 static void InitTrap(int x, int y)
9967 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9970 static void ActivateTrap(int x, int y)
9972 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9975 static void ChangeActiveTrap(int x, int y)
9977 int graphic = IMG_TRAP_ACTIVE;
9979 // if new animation frame was drawn, correct crumbled sand border
9980 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9981 TEST_DrawLevelFieldCrumbled(x, y);
9984 static int getSpecialActionElement(int element, int number, int base_element)
9986 return (element != EL_EMPTY ? element :
9987 number != -1 ? base_element + number - 1 :
9991 static int getModifiedActionNumber(int value_old, int operator, int operand,
9992 int value_min, int value_max)
9994 int value_new = (operator == CA_MODE_SET ? operand :
9995 operator == CA_MODE_ADD ? value_old + operand :
9996 operator == CA_MODE_SUBTRACT ? value_old - operand :
9997 operator == CA_MODE_MULTIPLY ? value_old * operand :
9998 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9999 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10002 return (value_new < value_min ? value_min :
10003 value_new > value_max ? value_max :
10007 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10009 struct ElementInfo *ei = &element_info[element];
10010 struct ElementChangeInfo *change = &ei->change_page[page];
10011 int target_element = change->target_element;
10012 int action_type = change->action_type;
10013 int action_mode = change->action_mode;
10014 int action_arg = change->action_arg;
10015 int action_element = change->action_element;
10018 if (!change->has_action)
10021 // ---------- determine action paramater values -----------------------------
10023 int level_time_value =
10024 (level.time > 0 ? TimeLeft :
10027 int action_arg_element_raw =
10028 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10029 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10030 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10031 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10032 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10033 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10034 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10036 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10038 int action_arg_direction =
10039 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10040 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10041 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10042 change->actual_trigger_side :
10043 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10044 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10047 int action_arg_number_min =
10048 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10051 int action_arg_number_max =
10052 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10053 action_type == CA_SET_LEVEL_GEMS ? 999 :
10054 action_type == CA_SET_LEVEL_TIME ? 9999 :
10055 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10056 action_type == CA_SET_CE_VALUE ? 9999 :
10057 action_type == CA_SET_CE_SCORE ? 9999 :
10060 int action_arg_number_reset =
10061 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10062 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10063 action_type == CA_SET_LEVEL_TIME ? level.time :
10064 action_type == CA_SET_LEVEL_SCORE ? 0 :
10065 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10066 action_type == CA_SET_CE_SCORE ? 0 :
10069 int action_arg_number =
10070 (action_arg <= CA_ARG_MAX ? action_arg :
10071 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10072 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10073 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10074 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10075 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10076 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10077 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10078 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10079 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10080 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10081 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10082 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10083 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10084 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10085 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10086 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10087 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10088 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10089 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10090 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10091 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10094 int action_arg_number_old =
10095 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10096 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10097 action_type == CA_SET_LEVEL_SCORE ? game.score :
10098 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10099 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10102 int action_arg_number_new =
10103 getModifiedActionNumber(action_arg_number_old,
10104 action_mode, action_arg_number,
10105 action_arg_number_min, action_arg_number_max);
10107 int trigger_player_bits =
10108 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10109 change->actual_trigger_player_bits : change->trigger_player);
10111 int action_arg_player_bits =
10112 (action_arg >= CA_ARG_PLAYER_1 &&
10113 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10114 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10115 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10118 // ---------- execute action -----------------------------------------------
10120 switch (action_type)
10127 // ---------- level actions ----------------------------------------------
10129 case CA_RESTART_LEVEL:
10131 game.restart_level = TRUE;
10136 case CA_SHOW_ENVELOPE:
10138 int element = getSpecialActionElement(action_arg_element,
10139 action_arg_number, EL_ENVELOPE_1);
10141 if (IS_ENVELOPE(element))
10142 local_player->show_envelope = element;
10147 case CA_SET_LEVEL_TIME:
10149 if (level.time > 0) // only modify limited time value
10151 TimeLeft = action_arg_number_new;
10153 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10155 DisplayGameControlValues();
10157 if (!TimeLeft && game.time_limit)
10158 for (i = 0; i < MAX_PLAYERS; i++)
10159 KillPlayer(&stored_player[i]);
10165 case CA_SET_LEVEL_SCORE:
10167 game.score = action_arg_number_new;
10169 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10171 DisplayGameControlValues();
10176 case CA_SET_LEVEL_GEMS:
10178 game.gems_still_needed = action_arg_number_new;
10180 game.snapshot.collected_item = TRUE;
10182 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10184 DisplayGameControlValues();
10189 case CA_SET_LEVEL_WIND:
10191 game.wind_direction = action_arg_direction;
10196 case CA_SET_LEVEL_RANDOM_SEED:
10198 // ensure that setting a new random seed while playing is predictable
10199 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10204 // ---------- player actions ---------------------------------------------
10206 case CA_MOVE_PLAYER:
10207 case CA_MOVE_PLAYER_NEW:
10209 // automatically move to the next field in specified direction
10210 for (i = 0; i < MAX_PLAYERS; i++)
10211 if (trigger_player_bits & (1 << i))
10212 if (action_type == CA_MOVE_PLAYER ||
10213 stored_player[i].MovPos == 0)
10214 stored_player[i].programmed_action = action_arg_direction;
10219 case CA_EXIT_PLAYER:
10221 for (i = 0; i < MAX_PLAYERS; i++)
10222 if (action_arg_player_bits & (1 << i))
10223 ExitPlayer(&stored_player[i]);
10225 if (game.players_still_needed == 0)
10231 case CA_KILL_PLAYER:
10233 for (i = 0; i < MAX_PLAYERS; i++)
10234 if (action_arg_player_bits & (1 << i))
10235 KillPlayer(&stored_player[i]);
10240 case CA_SET_PLAYER_KEYS:
10242 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10243 int element = getSpecialActionElement(action_arg_element,
10244 action_arg_number, EL_KEY_1);
10246 if (IS_KEY(element))
10248 for (i = 0; i < MAX_PLAYERS; i++)
10250 if (trigger_player_bits & (1 << i))
10252 stored_player[i].key[KEY_NR(element)] = key_state;
10254 DrawGameDoorValues();
10262 case CA_SET_PLAYER_SPEED:
10264 for (i = 0; i < MAX_PLAYERS; i++)
10266 if (trigger_player_bits & (1 << i))
10268 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10270 if (action_arg == CA_ARG_SPEED_FASTER &&
10271 stored_player[i].cannot_move)
10273 action_arg_number = STEPSIZE_VERY_SLOW;
10275 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10276 action_arg == CA_ARG_SPEED_FASTER)
10278 action_arg_number = 2;
10279 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10282 else if (action_arg == CA_ARG_NUMBER_RESET)
10284 action_arg_number = level.initial_player_stepsize[i];
10288 getModifiedActionNumber(move_stepsize,
10291 action_arg_number_min,
10292 action_arg_number_max);
10294 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10301 case CA_SET_PLAYER_SHIELD:
10303 for (i = 0; i < MAX_PLAYERS; i++)
10305 if (trigger_player_bits & (1 << i))
10307 if (action_arg == CA_ARG_SHIELD_OFF)
10309 stored_player[i].shield_normal_time_left = 0;
10310 stored_player[i].shield_deadly_time_left = 0;
10312 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10314 stored_player[i].shield_normal_time_left = 999999;
10316 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10318 stored_player[i].shield_normal_time_left = 999999;
10319 stored_player[i].shield_deadly_time_left = 999999;
10327 case CA_SET_PLAYER_GRAVITY:
10329 for (i = 0; i < MAX_PLAYERS; i++)
10331 if (trigger_player_bits & (1 << i))
10333 stored_player[i].gravity =
10334 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10335 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10336 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10337 stored_player[i].gravity);
10344 case CA_SET_PLAYER_ARTWORK:
10346 for (i = 0; i < MAX_PLAYERS; i++)
10348 if (trigger_player_bits & (1 << i))
10350 int artwork_element = action_arg_element;
10352 if (action_arg == CA_ARG_ELEMENT_RESET)
10354 (level.use_artwork_element[i] ? level.artwork_element[i] :
10355 stored_player[i].element_nr);
10357 if (stored_player[i].artwork_element != artwork_element)
10358 stored_player[i].Frame = 0;
10360 stored_player[i].artwork_element = artwork_element;
10362 SetPlayerWaiting(&stored_player[i], FALSE);
10364 // set number of special actions for bored and sleeping animation
10365 stored_player[i].num_special_action_bored =
10366 get_num_special_action(artwork_element,
10367 ACTION_BORING_1, ACTION_BORING_LAST);
10368 stored_player[i].num_special_action_sleeping =
10369 get_num_special_action(artwork_element,
10370 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10377 case CA_SET_PLAYER_INVENTORY:
10379 for (i = 0; i < MAX_PLAYERS; i++)
10381 struct PlayerInfo *player = &stored_player[i];
10384 if (trigger_player_bits & (1 << i))
10386 int inventory_element = action_arg_element;
10388 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10389 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10390 action_arg == CA_ARG_ELEMENT_ACTION)
10392 int element = inventory_element;
10393 int collect_count = element_info[element].collect_count_initial;
10395 if (!IS_CUSTOM_ELEMENT(element))
10398 if (collect_count == 0)
10399 player->inventory_infinite_element = element;
10401 for (k = 0; k < collect_count; k++)
10402 if (player->inventory_size < MAX_INVENTORY_SIZE)
10403 player->inventory_element[player->inventory_size++] =
10406 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10407 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10408 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10410 if (player->inventory_infinite_element != EL_UNDEFINED &&
10411 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10412 action_arg_element_raw))
10413 player->inventory_infinite_element = EL_UNDEFINED;
10415 for (k = 0, j = 0; j < player->inventory_size; j++)
10417 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10418 action_arg_element_raw))
10419 player->inventory_element[k++] = player->inventory_element[j];
10422 player->inventory_size = k;
10424 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10426 if (player->inventory_size > 0)
10428 for (j = 0; j < player->inventory_size - 1; j++)
10429 player->inventory_element[j] = player->inventory_element[j + 1];
10431 player->inventory_size--;
10434 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10436 if (player->inventory_size > 0)
10437 player->inventory_size--;
10439 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10441 player->inventory_infinite_element = EL_UNDEFINED;
10442 player->inventory_size = 0;
10444 else if (action_arg == CA_ARG_INVENTORY_RESET)
10446 player->inventory_infinite_element = EL_UNDEFINED;
10447 player->inventory_size = 0;
10449 if (level.use_initial_inventory[i])
10451 for (j = 0; j < level.initial_inventory_size[i]; j++)
10453 int element = level.initial_inventory_content[i][j];
10454 int collect_count = element_info[element].collect_count_initial;
10456 if (!IS_CUSTOM_ELEMENT(element))
10459 if (collect_count == 0)
10460 player->inventory_infinite_element = element;
10462 for (k = 0; k < collect_count; k++)
10463 if (player->inventory_size < MAX_INVENTORY_SIZE)
10464 player->inventory_element[player->inventory_size++] =
10475 // ---------- CE actions -------------------------------------------------
10477 case CA_SET_CE_VALUE:
10479 int last_ce_value = CustomValue[x][y];
10481 CustomValue[x][y] = action_arg_number_new;
10483 if (CustomValue[x][y] != last_ce_value)
10485 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10486 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10488 if (CustomValue[x][y] == 0)
10490 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10491 ChangeCount[x][y] = 0; // allow at least one more change
10493 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10494 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10501 case CA_SET_CE_SCORE:
10503 int last_ce_score = ei->collect_score;
10505 ei->collect_score = action_arg_number_new;
10507 if (ei->collect_score != last_ce_score)
10509 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10510 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10512 if (ei->collect_score == 0)
10516 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10517 ChangeCount[x][y] = 0; // allow at least one more change
10519 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10520 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10523 This is a very special case that seems to be a mixture between
10524 CheckElementChange() and CheckTriggeredElementChange(): while
10525 the first one only affects single elements that are triggered
10526 directly, the second one affects multiple elements in the playfield
10527 that are triggered indirectly by another element. This is a third
10528 case: Changing the CE score always affects multiple identical CEs,
10529 so every affected CE must be checked, not only the single CE for
10530 which the CE score was changed in the first place (as every instance
10531 of that CE shares the same CE score, and therefore also can change)!
10533 SCAN_PLAYFIELD(xx, yy)
10535 if (Tile[xx][yy] == element)
10536 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10537 CE_SCORE_GETS_ZERO);
10545 case CA_SET_CE_ARTWORK:
10547 int artwork_element = action_arg_element;
10548 boolean reset_frame = FALSE;
10551 if (action_arg == CA_ARG_ELEMENT_RESET)
10552 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10555 if (ei->gfx_element != artwork_element)
10556 reset_frame = TRUE;
10558 ei->gfx_element = artwork_element;
10560 SCAN_PLAYFIELD(xx, yy)
10562 if (Tile[xx][yy] == element)
10566 ResetGfxAnimation(xx, yy);
10567 ResetRandomAnimationValue(xx, yy);
10570 TEST_DrawLevelField(xx, yy);
10577 // ---------- engine actions ---------------------------------------------
10579 case CA_SET_ENGINE_SCAN_MODE:
10581 InitPlayfieldScanMode(action_arg);
10591 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10593 int old_element = Tile[x][y];
10594 int new_element = GetElementFromGroupElement(element);
10595 int previous_move_direction = MovDir[x][y];
10596 int last_ce_value = CustomValue[x][y];
10597 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10598 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10599 boolean add_player_onto_element = (new_element_is_player &&
10600 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10601 IS_WALKABLE(old_element));
10603 if (!add_player_onto_element)
10605 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10606 RemoveMovingField(x, y);
10610 Tile[x][y] = new_element;
10612 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10613 MovDir[x][y] = previous_move_direction;
10615 if (element_info[new_element].use_last_ce_value)
10616 CustomValue[x][y] = last_ce_value;
10618 InitField_WithBug1(x, y, FALSE);
10620 new_element = Tile[x][y]; // element may have changed
10622 ResetGfxAnimation(x, y);
10623 ResetRandomAnimationValue(x, y);
10625 TEST_DrawLevelField(x, y);
10627 if (GFX_CRUMBLED(new_element))
10628 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10631 // check if element under the player changes from accessible to unaccessible
10632 // (needed for special case of dropping element which then changes)
10633 // (must be checked after creating new element for walkable group elements)
10634 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10635 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10642 // "ChangeCount" not set yet to allow "entered by player" change one time
10643 if (new_element_is_player)
10644 RelocatePlayer(x, y, new_element);
10647 ChangeCount[x][y]++; // count number of changes in the same frame
10649 TestIfBadThingTouchesPlayer(x, y);
10650 TestIfPlayerTouchesCustomElement(x, y);
10651 TestIfElementTouchesCustomElement(x, y);
10654 static void CreateField(int x, int y, int element)
10656 CreateFieldExt(x, y, element, FALSE);
10659 static void CreateElementFromChange(int x, int y, int element)
10661 element = GET_VALID_RUNTIME_ELEMENT(element);
10663 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10665 int old_element = Tile[x][y];
10667 // prevent changed element from moving in same engine frame
10668 // unless both old and new element can either fall or move
10669 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10670 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10674 CreateFieldExt(x, y, element, TRUE);
10677 static boolean ChangeElement(int x, int y, int element, int page)
10679 struct ElementInfo *ei = &element_info[element];
10680 struct ElementChangeInfo *change = &ei->change_page[page];
10681 int ce_value = CustomValue[x][y];
10682 int ce_score = ei->collect_score;
10683 int target_element;
10684 int old_element = Tile[x][y];
10686 // always use default change event to prevent running into a loop
10687 if (ChangeEvent[x][y] == -1)
10688 ChangeEvent[x][y] = CE_DELAY;
10690 if (ChangeEvent[x][y] == CE_DELAY)
10692 // reset actual trigger element, trigger player and action element
10693 change->actual_trigger_element = EL_EMPTY;
10694 change->actual_trigger_player = EL_EMPTY;
10695 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10696 change->actual_trigger_side = CH_SIDE_NONE;
10697 change->actual_trigger_ce_value = 0;
10698 change->actual_trigger_ce_score = 0;
10701 // do not change elements more than a specified maximum number of changes
10702 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10705 ChangeCount[x][y]++; // count number of changes in the same frame
10707 if (change->explode)
10714 if (change->use_target_content)
10716 boolean complete_replace = TRUE;
10717 boolean can_replace[3][3];
10720 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10723 boolean is_walkable;
10724 boolean is_diggable;
10725 boolean is_collectible;
10726 boolean is_removable;
10727 boolean is_destructible;
10728 int ex = x + xx - 1;
10729 int ey = y + yy - 1;
10730 int content_element = change->target_content.e[xx][yy];
10733 can_replace[xx][yy] = TRUE;
10735 if (ex == x && ey == y) // do not check changing element itself
10738 if (content_element == EL_EMPTY_SPACE)
10740 can_replace[xx][yy] = FALSE; // do not replace border with space
10745 if (!IN_LEV_FIELD(ex, ey))
10747 can_replace[xx][yy] = FALSE;
10748 complete_replace = FALSE;
10755 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10756 e = MovingOrBlocked2Element(ex, ey);
10758 is_empty = (IS_FREE(ex, ey) ||
10759 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10761 is_walkable = (is_empty || IS_WALKABLE(e));
10762 is_diggable = (is_empty || IS_DIGGABLE(e));
10763 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10764 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10765 is_removable = (is_diggable || is_collectible);
10767 can_replace[xx][yy] =
10768 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10769 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10770 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10771 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10772 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10773 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10774 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10776 if (!can_replace[xx][yy])
10777 complete_replace = FALSE;
10780 if (!change->only_if_complete || complete_replace)
10782 boolean something_has_changed = FALSE;
10784 if (change->only_if_complete && change->use_random_replace &&
10785 RND(100) < change->random_percentage)
10788 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10790 int ex = x + xx - 1;
10791 int ey = y + yy - 1;
10792 int content_element;
10794 if (can_replace[xx][yy] && (!change->use_random_replace ||
10795 RND(100) < change->random_percentage))
10797 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10798 RemoveMovingField(ex, ey);
10800 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10802 content_element = change->target_content.e[xx][yy];
10803 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10804 ce_value, ce_score);
10806 CreateElementFromChange(ex, ey, target_element);
10808 something_has_changed = TRUE;
10810 // for symmetry reasons, freeze newly created border elements
10811 if (ex != x || ey != y)
10812 Stop[ex][ey] = TRUE; // no more moving in this frame
10816 if (something_has_changed)
10818 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10819 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10825 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10826 ce_value, ce_score);
10828 if (element == EL_DIAGONAL_GROWING ||
10829 element == EL_DIAGONAL_SHRINKING)
10831 target_element = Store[x][y];
10833 Store[x][y] = EL_EMPTY;
10836 // special case: element changes to player (and may be kept if walkable)
10837 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10838 CreateElementFromChange(x, y, EL_EMPTY);
10840 CreateElementFromChange(x, y, target_element);
10842 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10843 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10846 // this uses direct change before indirect change
10847 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10852 static void HandleElementChange(int x, int y, int page)
10854 int element = MovingOrBlocked2Element(x, y);
10855 struct ElementInfo *ei = &element_info[element];
10856 struct ElementChangeInfo *change = &ei->change_page[page];
10857 boolean handle_action_before_change = FALSE;
10860 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10861 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10863 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10864 x, y, element, element_info[element].token_name);
10865 Debug("game:playing:HandleElementChange", "This should never happen!");
10869 // this can happen with classic bombs on walkable, changing elements
10870 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10875 if (ChangeDelay[x][y] == 0) // initialize element change
10877 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10879 if (change->can_change)
10881 // !!! not clear why graphic animation should be reset at all here !!!
10882 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10883 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10886 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10888 When using an animation frame delay of 1 (this only happens with
10889 "sp_zonk.moving.left/right" in the classic graphics), the default
10890 (non-moving) animation shows wrong animation frames (while the
10891 moving animation, like "sp_zonk.moving.left/right", is correct,
10892 so this graphical bug never shows up with the classic graphics).
10893 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10894 be drawn instead of the correct frames 0,1,2,3. This is caused by
10895 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10896 an element change: First when the change delay ("ChangeDelay[][]")
10897 counter has reached zero after decrementing, then a second time in
10898 the next frame (after "GfxFrame[][]" was already incremented) when
10899 "ChangeDelay[][]" is reset to the initial delay value again.
10901 This causes frame 0 to be drawn twice, while the last frame won't
10902 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10904 As some animations may already be cleverly designed around this bug
10905 (at least the "Snake Bite" snake tail animation does this), it cannot
10906 simply be fixed here without breaking such existing animations.
10907 Unfortunately, it cannot easily be detected if a graphics set was
10908 designed "before" or "after" the bug was fixed. As a workaround,
10909 a new graphics set option "game.graphics_engine_version" was added
10910 to be able to specify the game's major release version for which the
10911 graphics set was designed, which can then be used to decide if the
10912 bugfix should be used (version 4 and above) or not (version 3 or
10913 below, or if no version was specified at all, as with old sets).
10915 (The wrong/fixed animation frames can be tested with the test level set
10916 "test_gfxframe" and level "000", which contains a specially prepared
10917 custom element at level position (x/y) == (11/9) which uses the zonk
10918 animation mentioned above. Using "game.graphics_engine_version: 4"
10919 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10920 This can also be seen from the debug output for this test element.)
10923 // when a custom element is about to change (for example by change delay),
10924 // do not reset graphic animation when the custom element is moving
10925 if (game.graphics_engine_version < 4 &&
10928 ResetGfxAnimation(x, y);
10929 ResetRandomAnimationValue(x, y);
10932 if (change->pre_change_function)
10933 change->pre_change_function(x, y);
10937 ChangeDelay[x][y]--;
10939 if (ChangeDelay[x][y] != 0) // continue element change
10941 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10943 // also needed if CE can not change, but has CE delay with CE action
10944 if (IS_ANIMATED(graphic))
10945 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10947 if (change->can_change)
10949 if (change->change_function)
10950 change->change_function(x, y);
10953 else // finish element change
10955 if (ChangePage[x][y] != -1) // remember page from delayed change
10957 page = ChangePage[x][y];
10958 ChangePage[x][y] = -1;
10960 change = &ei->change_page[page];
10963 if (IS_MOVING(x, y)) // never change a running system ;-)
10965 ChangeDelay[x][y] = 1; // try change after next move step
10966 ChangePage[x][y] = page; // remember page to use for change
10971 // special case: set new level random seed before changing element
10972 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10973 handle_action_before_change = TRUE;
10975 if (change->has_action && handle_action_before_change)
10976 ExecuteCustomElementAction(x, y, element, page);
10978 if (change->can_change)
10980 if (ChangeElement(x, y, element, page))
10982 if (change->post_change_function)
10983 change->post_change_function(x, y);
10987 if (change->has_action && !handle_action_before_change)
10988 ExecuteCustomElementAction(x, y, element, page);
10992 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10993 int trigger_element,
10995 int trigger_player,
10999 boolean change_done_any = FALSE;
11000 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11003 if (!(trigger_events[trigger_element][trigger_event]))
11006 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11008 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11010 int element = EL_CUSTOM_START + i;
11011 boolean change_done = FALSE;
11014 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11015 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11018 for (p = 0; p < element_info[element].num_change_pages; p++)
11020 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11022 if (change->can_change_or_has_action &&
11023 change->has_event[trigger_event] &&
11024 change->trigger_side & trigger_side &&
11025 change->trigger_player & trigger_player &&
11026 change->trigger_page & trigger_page_bits &&
11027 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11029 change->actual_trigger_element = trigger_element;
11030 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11031 change->actual_trigger_player_bits = trigger_player;
11032 change->actual_trigger_side = trigger_side;
11033 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11034 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11036 if ((change->can_change && !change_done) || change->has_action)
11040 SCAN_PLAYFIELD(x, y)
11042 if (Tile[x][y] == element)
11044 if (change->can_change && !change_done)
11046 // if element already changed in this frame, not only prevent
11047 // another element change (checked in ChangeElement()), but
11048 // also prevent additional element actions for this element
11050 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11051 !level.use_action_after_change_bug)
11054 ChangeDelay[x][y] = 1;
11055 ChangeEvent[x][y] = trigger_event;
11057 HandleElementChange(x, y, p);
11059 else if (change->has_action)
11061 // if element already changed in this frame, not only prevent
11062 // another element change (checked in ChangeElement()), but
11063 // also prevent additional element actions for this element
11065 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11066 !level.use_action_after_change_bug)
11069 ExecuteCustomElementAction(x, y, element, p);
11070 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11075 if (change->can_change)
11077 change_done = TRUE;
11078 change_done_any = TRUE;
11085 RECURSION_LOOP_DETECTION_END();
11087 return change_done_any;
11090 static boolean CheckElementChangeExt(int x, int y,
11092 int trigger_element,
11094 int trigger_player,
11097 boolean change_done = FALSE;
11100 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11101 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11104 if (Tile[x][y] == EL_BLOCKED)
11106 Blocked2Moving(x, y, &x, &y);
11107 element = Tile[x][y];
11110 // check if element has already changed or is about to change after moving
11111 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11112 Tile[x][y] != element) ||
11114 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11115 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11116 ChangePage[x][y] != -1)))
11119 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11121 for (p = 0; p < element_info[element].num_change_pages; p++)
11123 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11125 /* check trigger element for all events where the element that is checked
11126 for changing interacts with a directly adjacent element -- this is
11127 different to element changes that affect other elements to change on the
11128 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11129 boolean check_trigger_element =
11130 (trigger_event == CE_NEXT_TO_X ||
11131 trigger_event == CE_TOUCHING_X ||
11132 trigger_event == CE_HITTING_X ||
11133 trigger_event == CE_HIT_BY_X ||
11134 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11136 if (change->can_change_or_has_action &&
11137 change->has_event[trigger_event] &&
11138 change->trigger_side & trigger_side &&
11139 change->trigger_player & trigger_player &&
11140 (!check_trigger_element ||
11141 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11143 change->actual_trigger_element = trigger_element;
11144 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11145 change->actual_trigger_player_bits = trigger_player;
11146 change->actual_trigger_side = trigger_side;
11147 change->actual_trigger_ce_value = CustomValue[x][y];
11148 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11150 // special case: trigger element not at (x,y) position for some events
11151 if (check_trigger_element)
11163 { 0, 0 }, { 0, 0 }, { 0, 0 },
11167 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11168 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11170 change->actual_trigger_ce_value = CustomValue[xx][yy];
11171 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11174 if (change->can_change && !change_done)
11176 ChangeDelay[x][y] = 1;
11177 ChangeEvent[x][y] = trigger_event;
11179 HandleElementChange(x, y, p);
11181 change_done = TRUE;
11183 else if (change->has_action)
11185 ExecuteCustomElementAction(x, y, element, p);
11186 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11191 RECURSION_LOOP_DETECTION_END();
11193 return change_done;
11196 static void PlayPlayerSound(struct PlayerInfo *player)
11198 int jx = player->jx, jy = player->jy;
11199 int sound_element = player->artwork_element;
11200 int last_action = player->last_action_waiting;
11201 int action = player->action_waiting;
11203 if (player->is_waiting)
11205 if (action != last_action)
11206 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11208 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11212 if (action != last_action)
11213 StopSound(element_info[sound_element].sound[last_action]);
11215 if (last_action == ACTION_SLEEPING)
11216 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11220 static void PlayAllPlayersSound(void)
11224 for (i = 0; i < MAX_PLAYERS; i++)
11225 if (stored_player[i].active)
11226 PlayPlayerSound(&stored_player[i]);
11229 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11231 boolean last_waiting = player->is_waiting;
11232 int move_dir = player->MovDir;
11234 player->dir_waiting = move_dir;
11235 player->last_action_waiting = player->action_waiting;
11239 if (!last_waiting) // not waiting -> waiting
11241 player->is_waiting = TRUE;
11243 player->frame_counter_bored =
11245 game.player_boring_delay_fixed +
11246 GetSimpleRandom(game.player_boring_delay_random);
11247 player->frame_counter_sleeping =
11249 game.player_sleeping_delay_fixed +
11250 GetSimpleRandom(game.player_sleeping_delay_random);
11252 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11255 if (game.player_sleeping_delay_fixed +
11256 game.player_sleeping_delay_random > 0 &&
11257 player->anim_delay_counter == 0 &&
11258 player->post_delay_counter == 0 &&
11259 FrameCounter >= player->frame_counter_sleeping)
11260 player->is_sleeping = TRUE;
11261 else if (game.player_boring_delay_fixed +
11262 game.player_boring_delay_random > 0 &&
11263 FrameCounter >= player->frame_counter_bored)
11264 player->is_bored = TRUE;
11266 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11267 player->is_bored ? ACTION_BORING :
11270 if (player->is_sleeping && player->use_murphy)
11272 // special case for sleeping Murphy when leaning against non-free tile
11274 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11275 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11276 !IS_MOVING(player->jx - 1, player->jy)))
11277 move_dir = MV_LEFT;
11278 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11279 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11280 !IS_MOVING(player->jx + 1, player->jy)))
11281 move_dir = MV_RIGHT;
11283 player->is_sleeping = FALSE;
11285 player->dir_waiting = move_dir;
11288 if (player->is_sleeping)
11290 if (player->num_special_action_sleeping > 0)
11292 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11294 int last_special_action = player->special_action_sleeping;
11295 int num_special_action = player->num_special_action_sleeping;
11296 int special_action =
11297 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11298 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11299 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11300 last_special_action + 1 : ACTION_SLEEPING);
11301 int special_graphic =
11302 el_act_dir2img(player->artwork_element, special_action, move_dir);
11304 player->anim_delay_counter =
11305 graphic_info[special_graphic].anim_delay_fixed +
11306 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11307 player->post_delay_counter =
11308 graphic_info[special_graphic].post_delay_fixed +
11309 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11311 player->special_action_sleeping = special_action;
11314 if (player->anim_delay_counter > 0)
11316 player->action_waiting = player->special_action_sleeping;
11317 player->anim_delay_counter--;
11319 else if (player->post_delay_counter > 0)
11321 player->post_delay_counter--;
11325 else if (player->is_bored)
11327 if (player->num_special_action_bored > 0)
11329 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11331 int special_action =
11332 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11333 int special_graphic =
11334 el_act_dir2img(player->artwork_element, special_action, move_dir);
11336 player->anim_delay_counter =
11337 graphic_info[special_graphic].anim_delay_fixed +
11338 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11339 player->post_delay_counter =
11340 graphic_info[special_graphic].post_delay_fixed +
11341 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11343 player->special_action_bored = special_action;
11346 if (player->anim_delay_counter > 0)
11348 player->action_waiting = player->special_action_bored;
11349 player->anim_delay_counter--;
11351 else if (player->post_delay_counter > 0)
11353 player->post_delay_counter--;
11358 else if (last_waiting) // waiting -> not waiting
11360 player->is_waiting = FALSE;
11361 player->is_bored = FALSE;
11362 player->is_sleeping = FALSE;
11364 player->frame_counter_bored = -1;
11365 player->frame_counter_sleeping = -1;
11367 player->anim_delay_counter = 0;
11368 player->post_delay_counter = 0;
11370 player->dir_waiting = player->MovDir;
11371 player->action_waiting = ACTION_DEFAULT;
11373 player->special_action_bored = ACTION_DEFAULT;
11374 player->special_action_sleeping = ACTION_DEFAULT;
11378 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11380 if ((!player->is_moving && player->was_moving) ||
11381 (player->MovPos == 0 && player->was_moving) ||
11382 (player->is_snapping && !player->was_snapping) ||
11383 (player->is_dropping && !player->was_dropping))
11385 if (!CheckSaveEngineSnapshotToList())
11388 player->was_moving = FALSE;
11389 player->was_snapping = TRUE;
11390 player->was_dropping = TRUE;
11394 if (player->is_moving)
11395 player->was_moving = TRUE;
11397 if (!player->is_snapping)
11398 player->was_snapping = FALSE;
11400 if (!player->is_dropping)
11401 player->was_dropping = FALSE;
11404 static struct MouseActionInfo mouse_action_last = { 0 };
11405 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11406 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11409 CheckSaveEngineSnapshotToList();
11411 mouse_action_last = mouse_action;
11414 static void CheckSingleStepMode(struct PlayerInfo *player)
11416 if (tape.single_step && tape.recording && !tape.pausing)
11418 // as it is called "single step mode", just return to pause mode when the
11419 // player stopped moving after one tile (or never starts moving at all)
11420 // (reverse logic needed here in case single step mode used in team mode)
11421 if (player->is_moving ||
11422 player->is_pushing ||
11423 player->is_dropping_pressed ||
11424 player->effective_mouse_action.button)
11425 game.enter_single_step_mode = FALSE;
11428 CheckSaveEngineSnapshot(player);
11431 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11433 int left = player_action & JOY_LEFT;
11434 int right = player_action & JOY_RIGHT;
11435 int up = player_action & JOY_UP;
11436 int down = player_action & JOY_DOWN;
11437 int button1 = player_action & JOY_BUTTON_1;
11438 int button2 = player_action & JOY_BUTTON_2;
11439 int dx = (left ? -1 : right ? 1 : 0);
11440 int dy = (up ? -1 : down ? 1 : 0);
11442 if (!player->active || tape.pausing)
11448 SnapField(player, dx, dy);
11452 DropElement(player);
11454 MovePlayer(player, dx, dy);
11457 CheckSingleStepMode(player);
11459 SetPlayerWaiting(player, FALSE);
11461 return player_action;
11465 // no actions for this player (no input at player's configured device)
11467 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11468 SnapField(player, 0, 0);
11469 CheckGravityMovementWhenNotMoving(player);
11471 if (player->MovPos == 0)
11472 SetPlayerWaiting(player, TRUE);
11474 if (player->MovPos == 0) // needed for tape.playing
11475 player->is_moving = FALSE;
11477 player->is_dropping = FALSE;
11478 player->is_dropping_pressed = FALSE;
11479 player->drop_pressed_delay = 0;
11481 CheckSingleStepMode(player);
11487 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11490 if (!tape.use_mouse_actions)
11493 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11494 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11495 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11498 static void SetTapeActionFromMouseAction(byte *tape_action,
11499 struct MouseActionInfo *mouse_action)
11501 if (!tape.use_mouse_actions)
11504 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11505 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11506 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11509 static void CheckLevelSolved(void)
11511 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11513 if (game_em.level_solved &&
11514 !game_em.game_over) // game won
11518 game_em.game_over = TRUE;
11520 game.all_players_gone = TRUE;
11523 if (game_em.game_over) // game lost
11524 game.all_players_gone = TRUE;
11526 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11528 if (game_sp.level_solved &&
11529 !game_sp.game_over) // game won
11533 game_sp.game_over = TRUE;
11535 game.all_players_gone = TRUE;
11538 if (game_sp.game_over) // game lost
11539 game.all_players_gone = TRUE;
11541 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11543 if (game_mm.level_solved &&
11544 !game_mm.game_over) // game won
11548 game_mm.game_over = TRUE;
11550 game.all_players_gone = TRUE;
11553 if (game_mm.game_over) // game lost
11554 game.all_players_gone = TRUE;
11558 static void CheckLevelTime_StepCounter(void)
11568 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11569 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11571 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11573 DisplayGameControlValues();
11575 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11576 for (i = 0; i < MAX_PLAYERS; i++)
11577 KillPlayer(&stored_player[i]);
11579 else if (game.no_level_time_limit && !game.all_players_gone)
11581 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11583 DisplayGameControlValues();
11587 static void CheckLevelTime(void)
11591 if (TimeFrames >= FRAMES_PER_SECOND)
11596 for (i = 0; i < MAX_PLAYERS; i++)
11598 struct PlayerInfo *player = &stored_player[i];
11600 if (SHIELD_ON(player))
11602 player->shield_normal_time_left--;
11604 if (player->shield_deadly_time_left > 0)
11605 player->shield_deadly_time_left--;
11609 if (!game.LevelSolved && !level.use_step_counter)
11617 if (TimeLeft <= 10 && game.time_limit)
11618 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11620 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11621 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11623 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11625 if (!TimeLeft && game.time_limit)
11627 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11628 game_em.lev->killed_out_of_time = TRUE;
11630 for (i = 0; i < MAX_PLAYERS; i++)
11631 KillPlayer(&stored_player[i]);
11634 else if (game.no_level_time_limit && !game.all_players_gone)
11636 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11639 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11642 if (tape.recording || tape.playing)
11643 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11646 if (tape.recording || tape.playing)
11647 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11649 UpdateAndDisplayGameControlValues();
11652 void AdvanceFrameAndPlayerCounters(int player_nr)
11656 // advance frame counters (global frame counter and time frame counter)
11660 // advance player counters (counters for move delay, move animation etc.)
11661 for (i = 0; i < MAX_PLAYERS; i++)
11663 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11664 int move_delay_value = stored_player[i].move_delay_value;
11665 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11667 if (!advance_player_counters) // not all players may be affected
11670 if (move_frames == 0) // less than one move per game frame
11672 int stepsize = TILEX / move_delay_value;
11673 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11674 int count = (stored_player[i].is_moving ?
11675 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11677 if (count % delay == 0)
11681 stored_player[i].Frame += move_frames;
11683 if (stored_player[i].MovPos != 0)
11684 stored_player[i].StepFrame += move_frames;
11686 if (stored_player[i].move_delay > 0)
11687 stored_player[i].move_delay--;
11689 // due to bugs in previous versions, counter must count up, not down
11690 if (stored_player[i].push_delay != -1)
11691 stored_player[i].push_delay++;
11693 if (stored_player[i].drop_delay > 0)
11694 stored_player[i].drop_delay--;
11696 if (stored_player[i].is_dropping_pressed)
11697 stored_player[i].drop_pressed_delay++;
11701 void AdvanceFrameCounter(void)
11706 void AdvanceGfxFrame(void)
11710 SCAN_PLAYFIELD(x, y)
11716 void StartGameActions(boolean init_network_game, boolean record_tape,
11719 unsigned int new_random_seed = InitRND(random_seed);
11722 TapeStartRecording(new_random_seed);
11724 if (setup.auto_pause_on_start && !tape.pausing)
11725 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11727 if (init_network_game)
11729 SendToServer_LevelFile();
11730 SendToServer_StartPlaying();
11738 static void GameActionsExt(void)
11741 static unsigned int game_frame_delay = 0;
11743 unsigned int game_frame_delay_value;
11744 byte *recorded_player_action;
11745 byte summarized_player_action = 0;
11746 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11749 // detect endless loops, caused by custom element programming
11750 if (recursion_loop_detected && recursion_loop_depth == 0)
11752 char *message = getStringCat3("Internal Error! Element ",
11753 EL_NAME(recursion_loop_element),
11754 " caused endless loop! Quit the game?");
11756 Warn("element '%s' caused endless loop in game engine",
11757 EL_NAME(recursion_loop_element));
11759 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11761 recursion_loop_detected = FALSE; // if game should be continued
11768 if (game.restart_level)
11769 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11771 CheckLevelSolved();
11773 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11776 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11779 if (game_status != GAME_MODE_PLAYING) // status might have changed
11782 game_frame_delay_value =
11783 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11785 if (tape.playing && tape.warp_forward && !tape.pausing)
11786 game_frame_delay_value = 0;
11788 SetVideoFrameDelay(game_frame_delay_value);
11790 // (de)activate virtual buttons depending on current game status
11791 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11793 if (game.all_players_gone) // if no players there to be controlled anymore
11794 SetOverlayActive(FALSE);
11795 else if (!tape.playing) // if game continues after tape stopped playing
11796 SetOverlayActive(TRUE);
11801 // ---------- main game synchronization point ----------
11803 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11805 Debug("game:playing:skip", "skip == %d", skip);
11808 // ---------- main game synchronization point ----------
11810 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11814 if (network_playing && !network_player_action_received)
11816 // try to get network player actions in time
11818 // last chance to get network player actions without main loop delay
11819 HandleNetworking();
11821 // game was quit by network peer
11822 if (game_status != GAME_MODE_PLAYING)
11825 // check if network player actions still missing and game still running
11826 if (!network_player_action_received && !checkGameEnded())
11827 return; // failed to get network player actions in time
11829 // do not yet reset "network_player_action_received" (for tape.pausing)
11835 // at this point we know that we really continue executing the game
11837 network_player_action_received = FALSE;
11839 // when playing tape, read previously recorded player input from tape data
11840 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11842 local_player->effective_mouse_action = local_player->mouse_action;
11844 if (recorded_player_action != NULL)
11845 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11846 recorded_player_action);
11848 // TapePlayAction() may return NULL when toggling to "pause before death"
11852 if (tape.set_centered_player)
11854 game.centered_player_nr_next = tape.centered_player_nr_next;
11855 game.set_centered_player = TRUE;
11858 for (i = 0; i < MAX_PLAYERS; i++)
11860 summarized_player_action |= stored_player[i].action;
11862 if (!network_playing && (game.team_mode || tape.playing))
11863 stored_player[i].effective_action = stored_player[i].action;
11866 if (network_playing && !checkGameEnded())
11867 SendToServer_MovePlayer(summarized_player_action);
11869 // summarize all actions at local players mapped input device position
11870 // (this allows using different input devices in single player mode)
11871 if (!network.enabled && !game.team_mode)
11872 stored_player[map_player_action[local_player->index_nr]].effective_action =
11873 summarized_player_action;
11875 // summarize all actions at centered player in local team mode
11876 if (tape.recording &&
11877 setup.team_mode && !network.enabled &&
11878 setup.input_on_focus &&
11879 game.centered_player_nr != -1)
11881 for (i = 0; i < MAX_PLAYERS; i++)
11882 stored_player[map_player_action[i]].effective_action =
11883 (i == game.centered_player_nr ? summarized_player_action : 0);
11886 if (recorded_player_action != NULL)
11887 for (i = 0; i < MAX_PLAYERS; i++)
11888 stored_player[i].effective_action = recorded_player_action[i];
11890 for (i = 0; i < MAX_PLAYERS; i++)
11892 tape_action[i] = stored_player[i].effective_action;
11894 /* (this may happen in the RND game engine if a player was not present on
11895 the playfield on level start, but appeared later from a custom element */
11896 if (setup.team_mode &&
11899 !tape.player_participates[i])
11900 tape.player_participates[i] = TRUE;
11903 SetTapeActionFromMouseAction(tape_action,
11904 &local_player->effective_mouse_action);
11906 // only record actions from input devices, but not programmed actions
11907 if (tape.recording)
11908 TapeRecordAction(tape_action);
11910 // remember if game was played (especially after tape stopped playing)
11911 if (!tape.playing && summarized_player_action && !checkGameFailed())
11912 game.GamePlayed = TRUE;
11914 #if USE_NEW_PLAYER_ASSIGNMENTS
11915 // !!! also map player actions in single player mode !!!
11916 // if (game.team_mode)
11919 byte mapped_action[MAX_PLAYERS];
11921 #if DEBUG_PLAYER_ACTIONS
11922 for (i = 0; i < MAX_PLAYERS; i++)
11923 DebugContinued("", "%d, ", stored_player[i].effective_action);
11926 for (i = 0; i < MAX_PLAYERS; i++)
11927 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11929 for (i = 0; i < MAX_PLAYERS; i++)
11930 stored_player[i].effective_action = mapped_action[i];
11932 #if DEBUG_PLAYER_ACTIONS
11933 DebugContinued("", "=> ");
11934 for (i = 0; i < MAX_PLAYERS; i++)
11935 DebugContinued("", "%d, ", stored_player[i].effective_action);
11936 DebugContinued("game:playing:player", "\n");
11939 #if DEBUG_PLAYER_ACTIONS
11942 for (i = 0; i < MAX_PLAYERS; i++)
11943 DebugContinued("", "%d, ", stored_player[i].effective_action);
11944 DebugContinued("game:playing:player", "\n");
11949 for (i = 0; i < MAX_PLAYERS; i++)
11951 // allow engine snapshot in case of changed movement attempt
11952 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11953 (stored_player[i].effective_action & KEY_MOTION))
11954 game.snapshot.changed_action = TRUE;
11956 // allow engine snapshot in case of snapping/dropping attempt
11957 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11958 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11959 game.snapshot.changed_action = TRUE;
11961 game.snapshot.last_action[i] = stored_player[i].effective_action;
11964 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11966 GameActions_EM_Main();
11968 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11970 GameActions_SP_Main();
11972 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11974 GameActions_MM_Main();
11978 GameActions_RND_Main();
11981 BlitScreenToBitmap(backbuffer);
11983 CheckLevelSolved();
11986 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11988 if (global.show_frames_per_second)
11990 static unsigned int fps_counter = 0;
11991 static int fps_frames = 0;
11992 unsigned int fps_delay_ms = Counter() - fps_counter;
11996 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11998 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12001 fps_counter = Counter();
12003 // always draw FPS to screen after FPS value was updated
12004 redraw_mask |= REDRAW_FPS;
12007 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12008 if (GetDrawDeactivationMask() == REDRAW_NONE)
12009 redraw_mask |= REDRAW_FPS;
12013 static void GameActions_CheckSaveEngineSnapshot(void)
12015 if (!game.snapshot.save_snapshot)
12018 // clear flag for saving snapshot _before_ saving snapshot
12019 game.snapshot.save_snapshot = FALSE;
12021 SaveEngineSnapshotToList();
12024 void GameActions(void)
12028 GameActions_CheckSaveEngineSnapshot();
12031 void GameActions_EM_Main(void)
12033 byte effective_action[MAX_PLAYERS];
12036 for (i = 0; i < MAX_PLAYERS; i++)
12037 effective_action[i] = stored_player[i].effective_action;
12039 GameActions_EM(effective_action);
12042 void GameActions_SP_Main(void)
12044 byte effective_action[MAX_PLAYERS];
12047 for (i = 0; i < MAX_PLAYERS; i++)
12048 effective_action[i] = stored_player[i].effective_action;
12050 GameActions_SP(effective_action);
12052 for (i = 0; i < MAX_PLAYERS; i++)
12054 if (stored_player[i].force_dropping)
12055 stored_player[i].action |= KEY_BUTTON_DROP;
12057 stored_player[i].force_dropping = FALSE;
12061 void GameActions_MM_Main(void)
12065 GameActions_MM(local_player->effective_mouse_action);
12068 void GameActions_RND_Main(void)
12073 void GameActions_RND(void)
12075 static struct MouseActionInfo mouse_action_last = { 0 };
12076 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12077 int magic_wall_x = 0, magic_wall_y = 0;
12078 int i, x, y, element, graphic, last_gfx_frame;
12080 InitPlayfieldScanModeVars();
12082 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12084 SCAN_PLAYFIELD(x, y)
12086 ChangeCount[x][y] = 0;
12087 ChangeEvent[x][y] = -1;
12091 if (game.set_centered_player)
12093 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12095 // switching to "all players" only possible if all players fit to screen
12096 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12098 game.centered_player_nr_next = game.centered_player_nr;
12099 game.set_centered_player = FALSE;
12102 // do not switch focus to non-existing (or non-active) player
12103 if (game.centered_player_nr_next >= 0 &&
12104 !stored_player[game.centered_player_nr_next].active)
12106 game.centered_player_nr_next = game.centered_player_nr;
12107 game.set_centered_player = FALSE;
12111 if (game.set_centered_player &&
12112 ScreenMovPos == 0) // screen currently aligned at tile position
12116 if (game.centered_player_nr_next == -1)
12118 setScreenCenteredToAllPlayers(&sx, &sy);
12122 sx = stored_player[game.centered_player_nr_next].jx;
12123 sy = stored_player[game.centered_player_nr_next].jy;
12126 game.centered_player_nr = game.centered_player_nr_next;
12127 game.set_centered_player = FALSE;
12129 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12130 DrawGameDoorValues();
12133 // check single step mode (set flag and clear again if any player is active)
12134 game.enter_single_step_mode =
12135 (tape.single_step && tape.recording && !tape.pausing);
12137 for (i = 0; i < MAX_PLAYERS; i++)
12139 int actual_player_action = stored_player[i].effective_action;
12142 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12143 - rnd_equinox_tetrachloride 048
12144 - rnd_equinox_tetrachloride_ii 096
12145 - rnd_emanuel_schmieg 002
12146 - doctor_sloan_ww 001, 020
12148 if (stored_player[i].MovPos == 0)
12149 CheckGravityMovement(&stored_player[i]);
12152 // overwrite programmed action with tape action
12153 if (stored_player[i].programmed_action)
12154 actual_player_action = stored_player[i].programmed_action;
12156 PlayerActions(&stored_player[i], actual_player_action);
12158 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12161 // single step pause mode may already have been toggled by "ScrollPlayer()"
12162 if (game.enter_single_step_mode && !tape.pausing)
12163 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12165 ScrollScreen(NULL, SCROLL_GO_ON);
12167 /* for backwards compatibility, the following code emulates a fixed bug that
12168 occured when pushing elements (causing elements that just made their last
12169 pushing step to already (if possible) make their first falling step in the
12170 same game frame, which is bad); this code is also needed to use the famous
12171 "spring push bug" which is used in older levels and might be wanted to be
12172 used also in newer levels, but in this case the buggy pushing code is only
12173 affecting the "spring" element and no other elements */
12175 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12177 for (i = 0; i < MAX_PLAYERS; i++)
12179 struct PlayerInfo *player = &stored_player[i];
12180 int x = player->jx;
12181 int y = player->jy;
12183 if (player->active && player->is_pushing && player->is_moving &&
12185 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12186 Tile[x][y] == EL_SPRING))
12188 ContinueMoving(x, y);
12190 // continue moving after pushing (this is actually a bug)
12191 if (!IS_MOVING(x, y))
12192 Stop[x][y] = FALSE;
12197 SCAN_PLAYFIELD(x, y)
12199 Last[x][y] = Tile[x][y];
12201 ChangeCount[x][y] = 0;
12202 ChangeEvent[x][y] = -1;
12204 // this must be handled before main playfield loop
12205 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12208 if (MovDelay[x][y] <= 0)
12212 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12215 if (MovDelay[x][y] <= 0)
12217 int element = Store[x][y];
12218 int move_direction = MovDir[x][y];
12219 int player_index_bit = Store2[x][y];
12225 TEST_DrawLevelField(x, y);
12227 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12229 if (IS_ENVELOPE(element))
12230 local_player->show_envelope = element;
12235 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12237 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12239 Debug("game:playing:GameActions_RND", "This should never happen!");
12241 ChangePage[x][y] = -1;
12245 Stop[x][y] = FALSE;
12246 if (WasJustMoving[x][y] > 0)
12247 WasJustMoving[x][y]--;
12248 if (WasJustFalling[x][y] > 0)
12249 WasJustFalling[x][y]--;
12250 if (CheckCollision[x][y] > 0)
12251 CheckCollision[x][y]--;
12252 if (CheckImpact[x][y] > 0)
12253 CheckImpact[x][y]--;
12257 /* reset finished pushing action (not done in ContinueMoving() to allow
12258 continuous pushing animation for elements with zero push delay) */
12259 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12261 ResetGfxAnimation(x, y);
12262 TEST_DrawLevelField(x, y);
12266 if (IS_BLOCKED(x, y))
12270 Blocked2Moving(x, y, &oldx, &oldy);
12271 if (!IS_MOVING(oldx, oldy))
12273 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12274 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12275 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12276 Debug("game:playing:GameActions_RND", "This should never happen!");
12282 if (mouse_action.button)
12284 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12285 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12287 x = mouse_action.lx;
12288 y = mouse_action.ly;
12289 element = Tile[x][y];
12293 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12294 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12298 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12299 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12302 if (level.use_step_counter)
12304 boolean counted_click = FALSE;
12306 // element clicked that can change when clicked/pressed
12307 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12308 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12309 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12310 counted_click = TRUE;
12312 // element clicked that can trigger change when clicked/pressed
12313 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12314 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12315 counted_click = TRUE;
12317 if (new_button && counted_click)
12318 CheckLevelTime_StepCounter();
12322 SCAN_PLAYFIELD(x, y)
12324 element = Tile[x][y];
12325 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12326 last_gfx_frame = GfxFrame[x][y];
12328 if (element == EL_EMPTY)
12329 graphic = el2img(GfxElementEmpty[x][y]);
12331 ResetGfxFrame(x, y);
12333 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12334 DrawLevelGraphicAnimation(x, y, graphic);
12336 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12337 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12338 ResetRandomAnimationValue(x, y);
12340 SetRandomAnimationValue(x, y);
12342 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12344 if (IS_INACTIVE(element))
12346 if (IS_ANIMATED(graphic))
12347 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12352 // this may take place after moving, so 'element' may have changed
12353 if (IS_CHANGING(x, y) &&
12354 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12356 int page = element_info[element].event_page_nr[CE_DELAY];
12358 HandleElementChange(x, y, page);
12360 element = Tile[x][y];
12361 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12364 CheckNextToConditions(x, y);
12366 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12370 element = Tile[x][y];
12371 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12373 if (IS_ANIMATED(graphic) &&
12374 !IS_MOVING(x, y) &&
12376 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12378 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12379 TEST_DrawTwinkleOnField(x, y);
12381 else if (element == EL_ACID)
12384 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12386 else if ((element == EL_EXIT_OPEN ||
12387 element == EL_EM_EXIT_OPEN ||
12388 element == EL_SP_EXIT_OPEN ||
12389 element == EL_STEEL_EXIT_OPEN ||
12390 element == EL_EM_STEEL_EXIT_OPEN ||
12391 element == EL_SP_TERMINAL ||
12392 element == EL_SP_TERMINAL_ACTIVE ||
12393 element == EL_EXTRA_TIME ||
12394 element == EL_SHIELD_NORMAL ||
12395 element == EL_SHIELD_DEADLY) &&
12396 IS_ANIMATED(graphic))
12397 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12398 else if (IS_MOVING(x, y))
12399 ContinueMoving(x, y);
12400 else if (IS_ACTIVE_BOMB(element))
12401 CheckDynamite(x, y);
12402 else if (element == EL_AMOEBA_GROWING)
12403 AmoebaGrowing(x, y);
12404 else if (element == EL_AMOEBA_SHRINKING)
12405 AmoebaShrinking(x, y);
12407 #if !USE_NEW_AMOEBA_CODE
12408 else if (IS_AMOEBALIVE(element))
12409 AmoebaReproduce(x, y);
12412 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12414 else if (element == EL_EXIT_CLOSED)
12416 else if (element == EL_EM_EXIT_CLOSED)
12418 else if (element == EL_STEEL_EXIT_CLOSED)
12419 CheckExitSteel(x, y);
12420 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12421 CheckExitSteelEM(x, y);
12422 else if (element == EL_SP_EXIT_CLOSED)
12424 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12425 element == EL_EXPANDABLE_STEELWALL_GROWING)
12427 else if (element == EL_EXPANDABLE_WALL ||
12428 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12429 element == EL_EXPANDABLE_WALL_VERTICAL ||
12430 element == EL_EXPANDABLE_WALL_ANY ||
12431 element == EL_BD_EXPANDABLE_WALL ||
12432 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12433 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12434 element == EL_EXPANDABLE_STEELWALL_ANY)
12435 CheckWallGrowing(x, y);
12436 else if (element == EL_FLAMES)
12437 CheckForDragon(x, y);
12438 else if (element == EL_EXPLOSION)
12439 ; // drawing of correct explosion animation is handled separately
12440 else if (element == EL_ELEMENT_SNAPPING ||
12441 element == EL_DIAGONAL_SHRINKING ||
12442 element == EL_DIAGONAL_GROWING)
12444 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12446 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12448 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12449 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12451 if (IS_BELT_ACTIVE(element))
12452 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12454 if (game.magic_wall_active)
12456 int jx = local_player->jx, jy = local_player->jy;
12458 // play the element sound at the position nearest to the player
12459 if ((element == EL_MAGIC_WALL_FULL ||
12460 element == EL_MAGIC_WALL_ACTIVE ||
12461 element == EL_MAGIC_WALL_EMPTYING ||
12462 element == EL_BD_MAGIC_WALL_FULL ||
12463 element == EL_BD_MAGIC_WALL_ACTIVE ||
12464 element == EL_BD_MAGIC_WALL_EMPTYING ||
12465 element == EL_DC_MAGIC_WALL_FULL ||
12466 element == EL_DC_MAGIC_WALL_ACTIVE ||
12467 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12468 ABS(x - jx) + ABS(y - jy) <
12469 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12477 #if USE_NEW_AMOEBA_CODE
12478 // new experimental amoeba growth stuff
12479 if (!(FrameCounter % 8))
12481 static unsigned int random = 1684108901;
12483 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12485 x = RND(lev_fieldx);
12486 y = RND(lev_fieldy);
12487 element = Tile[x][y];
12489 if (!IS_PLAYER(x, y) &&
12490 (element == EL_EMPTY ||
12491 CAN_GROW_INTO(element) ||
12492 element == EL_QUICKSAND_EMPTY ||
12493 element == EL_QUICKSAND_FAST_EMPTY ||
12494 element == EL_ACID_SPLASH_LEFT ||
12495 element == EL_ACID_SPLASH_RIGHT))
12497 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12498 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12499 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12500 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12501 Tile[x][y] = EL_AMOEBA_DROP;
12504 random = random * 129 + 1;
12509 game.explosions_delayed = FALSE;
12511 SCAN_PLAYFIELD(x, y)
12513 element = Tile[x][y];
12515 if (ExplodeField[x][y])
12516 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12517 else if (element == EL_EXPLOSION)
12518 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12520 ExplodeField[x][y] = EX_TYPE_NONE;
12523 game.explosions_delayed = TRUE;
12525 if (game.magic_wall_active)
12527 if (!(game.magic_wall_time_left % 4))
12529 int element = Tile[magic_wall_x][magic_wall_y];
12531 if (element == EL_BD_MAGIC_WALL_FULL ||
12532 element == EL_BD_MAGIC_WALL_ACTIVE ||
12533 element == EL_BD_MAGIC_WALL_EMPTYING)
12534 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12535 else if (element == EL_DC_MAGIC_WALL_FULL ||
12536 element == EL_DC_MAGIC_WALL_ACTIVE ||
12537 element == EL_DC_MAGIC_WALL_EMPTYING)
12538 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12540 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12543 if (game.magic_wall_time_left > 0)
12545 game.magic_wall_time_left--;
12547 if (!game.magic_wall_time_left)
12549 SCAN_PLAYFIELD(x, y)
12551 element = Tile[x][y];
12553 if (element == EL_MAGIC_WALL_ACTIVE ||
12554 element == EL_MAGIC_WALL_FULL)
12556 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12557 TEST_DrawLevelField(x, y);
12559 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12560 element == EL_BD_MAGIC_WALL_FULL)
12562 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12563 TEST_DrawLevelField(x, y);
12565 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12566 element == EL_DC_MAGIC_WALL_FULL)
12568 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12569 TEST_DrawLevelField(x, y);
12573 game.magic_wall_active = FALSE;
12578 if (game.light_time_left > 0)
12580 game.light_time_left--;
12582 if (game.light_time_left == 0)
12583 RedrawAllLightSwitchesAndInvisibleElements();
12586 if (game.timegate_time_left > 0)
12588 game.timegate_time_left--;
12590 if (game.timegate_time_left == 0)
12591 CloseAllOpenTimegates();
12594 if (game.lenses_time_left > 0)
12596 game.lenses_time_left--;
12598 if (game.lenses_time_left == 0)
12599 RedrawAllInvisibleElementsForLenses();
12602 if (game.magnify_time_left > 0)
12604 game.magnify_time_left--;
12606 if (game.magnify_time_left == 0)
12607 RedrawAllInvisibleElementsForMagnifier();
12610 for (i = 0; i < MAX_PLAYERS; i++)
12612 struct PlayerInfo *player = &stored_player[i];
12614 if (SHIELD_ON(player))
12616 if (player->shield_deadly_time_left)
12617 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12618 else if (player->shield_normal_time_left)
12619 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12623 #if USE_DELAYED_GFX_REDRAW
12624 SCAN_PLAYFIELD(x, y)
12626 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12628 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12629 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12631 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12632 DrawLevelField(x, y);
12634 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12635 DrawLevelFieldCrumbled(x, y);
12637 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12638 DrawLevelFieldCrumbledNeighbours(x, y);
12640 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12641 DrawTwinkleOnField(x, y);
12644 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12649 PlayAllPlayersSound();
12651 for (i = 0; i < MAX_PLAYERS; i++)
12653 struct PlayerInfo *player = &stored_player[i];
12655 if (player->show_envelope != 0 && (!player->active ||
12656 player->MovPos == 0))
12658 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12660 player->show_envelope = 0;
12664 // use random number generator in every frame to make it less predictable
12665 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12668 mouse_action_last = mouse_action;
12671 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12673 int min_x = x, min_y = y, max_x = x, max_y = y;
12674 int scr_fieldx = getScreenFieldSizeX();
12675 int scr_fieldy = getScreenFieldSizeY();
12678 for (i = 0; i < MAX_PLAYERS; i++)
12680 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12682 if (!stored_player[i].active || &stored_player[i] == player)
12685 min_x = MIN(min_x, jx);
12686 min_y = MIN(min_y, jy);
12687 max_x = MAX(max_x, jx);
12688 max_y = MAX(max_y, jy);
12691 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12694 static boolean AllPlayersInVisibleScreen(void)
12698 for (i = 0; i < MAX_PLAYERS; i++)
12700 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12702 if (!stored_player[i].active)
12705 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12712 void ScrollLevel(int dx, int dy)
12714 int scroll_offset = 2 * TILEX_VAR;
12717 BlitBitmap(drawto_field, drawto_field,
12718 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12719 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12720 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12721 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12722 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12723 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12727 x = (dx == 1 ? BX1 : BX2);
12728 for (y = BY1; y <= BY2; y++)
12729 DrawScreenField(x, y);
12734 y = (dy == 1 ? BY1 : BY2);
12735 for (x = BX1; x <= BX2; x++)
12736 DrawScreenField(x, y);
12739 redraw_mask |= REDRAW_FIELD;
12742 static boolean canFallDown(struct PlayerInfo *player)
12744 int jx = player->jx, jy = player->jy;
12746 return (IN_LEV_FIELD(jx, jy + 1) &&
12747 (IS_FREE(jx, jy + 1) ||
12748 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12749 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12750 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12753 static boolean canPassField(int x, int y, int move_dir)
12755 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12756 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12757 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12758 int nextx = x + dx;
12759 int nexty = y + dy;
12760 int element = Tile[x][y];
12762 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12763 !CAN_MOVE(element) &&
12764 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12765 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12766 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12769 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12771 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12772 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12773 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12777 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12778 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12779 (IS_DIGGABLE(Tile[newx][newy]) ||
12780 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12781 canPassField(newx, newy, move_dir)));
12784 static void CheckGravityMovement(struct PlayerInfo *player)
12786 if (player->gravity && !player->programmed_action)
12788 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12789 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12790 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12791 int jx = player->jx, jy = player->jy;
12792 boolean player_is_moving_to_valid_field =
12793 (!player_is_snapping &&
12794 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12795 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12796 boolean player_can_fall_down = canFallDown(player);
12798 if (player_can_fall_down &&
12799 !player_is_moving_to_valid_field)
12800 player->programmed_action = MV_DOWN;
12804 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12806 return CheckGravityMovement(player);
12808 if (player->gravity && !player->programmed_action)
12810 int jx = player->jx, jy = player->jy;
12811 boolean field_under_player_is_free =
12812 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12813 boolean player_is_standing_on_valid_field =
12814 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12815 (IS_WALKABLE(Tile[jx][jy]) &&
12816 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12818 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12819 player->programmed_action = MV_DOWN;
12824 MovePlayerOneStep()
12825 -----------------------------------------------------------------------------
12826 dx, dy: direction (non-diagonal) to try to move the player to
12827 real_dx, real_dy: direction as read from input device (can be diagonal)
12830 boolean MovePlayerOneStep(struct PlayerInfo *player,
12831 int dx, int dy, int real_dx, int real_dy)
12833 int jx = player->jx, jy = player->jy;
12834 int new_jx = jx + dx, new_jy = jy + dy;
12836 boolean player_can_move = !player->cannot_move;
12838 if (!player->active || (!dx && !dy))
12839 return MP_NO_ACTION;
12841 player->MovDir = (dx < 0 ? MV_LEFT :
12842 dx > 0 ? MV_RIGHT :
12844 dy > 0 ? MV_DOWN : MV_NONE);
12846 if (!IN_LEV_FIELD(new_jx, new_jy))
12847 return MP_NO_ACTION;
12849 if (!player_can_move)
12851 if (player->MovPos == 0)
12853 player->is_moving = FALSE;
12854 player->is_digging = FALSE;
12855 player->is_collecting = FALSE;
12856 player->is_snapping = FALSE;
12857 player->is_pushing = FALSE;
12861 if (!network.enabled && game.centered_player_nr == -1 &&
12862 !AllPlayersInSight(player, new_jx, new_jy))
12863 return MP_NO_ACTION;
12865 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12866 if (can_move != MP_MOVING)
12869 // check if DigField() has caused relocation of the player
12870 if (player->jx != jx || player->jy != jy)
12871 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12873 StorePlayer[jx][jy] = 0;
12874 player->last_jx = jx;
12875 player->last_jy = jy;
12876 player->jx = new_jx;
12877 player->jy = new_jy;
12878 StorePlayer[new_jx][new_jy] = player->element_nr;
12880 if (player->move_delay_value_next != -1)
12882 player->move_delay_value = player->move_delay_value_next;
12883 player->move_delay_value_next = -1;
12887 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12889 player->step_counter++;
12891 PlayerVisit[jx][jy] = FrameCounter;
12893 player->is_moving = TRUE;
12896 // should better be called in MovePlayer(), but this breaks some tapes
12897 ScrollPlayer(player, SCROLL_INIT);
12903 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12905 int jx = player->jx, jy = player->jy;
12906 int old_jx = jx, old_jy = jy;
12907 int moved = MP_NO_ACTION;
12909 if (!player->active)
12914 if (player->MovPos == 0)
12916 player->is_moving = FALSE;
12917 player->is_digging = FALSE;
12918 player->is_collecting = FALSE;
12919 player->is_snapping = FALSE;
12920 player->is_pushing = FALSE;
12926 if (player->move_delay > 0)
12929 player->move_delay = -1; // set to "uninitialized" value
12931 // store if player is automatically moved to next field
12932 player->is_auto_moving = (player->programmed_action != MV_NONE);
12934 // remove the last programmed player action
12935 player->programmed_action = 0;
12937 if (player->MovPos)
12939 // should only happen if pre-1.2 tape recordings are played
12940 // this is only for backward compatibility
12942 int original_move_delay_value = player->move_delay_value;
12945 Debug("game:playing:MovePlayer",
12946 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12950 // scroll remaining steps with finest movement resolution
12951 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12953 while (player->MovPos)
12955 ScrollPlayer(player, SCROLL_GO_ON);
12956 ScrollScreen(NULL, SCROLL_GO_ON);
12958 AdvanceFrameAndPlayerCounters(player->index_nr);
12961 BackToFront_WithFrameDelay(0);
12964 player->move_delay_value = original_move_delay_value;
12967 player->is_active = FALSE;
12969 if (player->last_move_dir & MV_HORIZONTAL)
12971 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12972 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12976 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12977 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12980 if (!moved && !player->is_active)
12982 player->is_moving = FALSE;
12983 player->is_digging = FALSE;
12984 player->is_collecting = FALSE;
12985 player->is_snapping = FALSE;
12986 player->is_pushing = FALSE;
12992 if (moved & MP_MOVING && !ScreenMovPos &&
12993 (player->index_nr == game.centered_player_nr ||
12994 game.centered_player_nr == -1))
12996 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12998 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13000 // actual player has left the screen -- scroll in that direction
13001 if (jx != old_jx) // player has moved horizontally
13002 scroll_x += (jx - old_jx);
13003 else // player has moved vertically
13004 scroll_y += (jy - old_jy);
13008 int offset_raw = game.scroll_delay_value;
13010 if (jx != old_jx) // player has moved horizontally
13012 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13013 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13014 int new_scroll_x = jx - MIDPOSX + offset_x;
13016 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13017 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13018 scroll_x = new_scroll_x;
13020 // don't scroll over playfield boundaries
13021 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13023 // don't scroll more than one field at a time
13024 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13026 // don't scroll against the player's moving direction
13027 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13028 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13029 scroll_x = old_scroll_x;
13031 else // player has moved vertically
13033 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13034 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13035 int new_scroll_y = jy - MIDPOSY + offset_y;
13037 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13038 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13039 scroll_y = new_scroll_y;
13041 // don't scroll over playfield boundaries
13042 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13044 // don't scroll more than one field at a time
13045 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13047 // don't scroll against the player's moving direction
13048 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13049 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13050 scroll_y = old_scroll_y;
13054 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13056 if (!network.enabled && game.centered_player_nr == -1 &&
13057 !AllPlayersInVisibleScreen())
13059 scroll_x = old_scroll_x;
13060 scroll_y = old_scroll_y;
13064 ScrollScreen(player, SCROLL_INIT);
13065 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13070 player->StepFrame = 0;
13072 if (moved & MP_MOVING)
13074 if (old_jx != jx && old_jy == jy)
13075 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13076 else if (old_jx == jx && old_jy != jy)
13077 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13079 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13081 player->last_move_dir = player->MovDir;
13082 player->is_moving = TRUE;
13083 player->is_snapping = FALSE;
13084 player->is_switching = FALSE;
13085 player->is_dropping = FALSE;
13086 player->is_dropping_pressed = FALSE;
13087 player->drop_pressed_delay = 0;
13090 // should better be called here than above, but this breaks some tapes
13091 ScrollPlayer(player, SCROLL_INIT);
13096 CheckGravityMovementWhenNotMoving(player);
13098 player->is_moving = FALSE;
13100 /* at this point, the player is allowed to move, but cannot move right now
13101 (e.g. because of something blocking the way) -- ensure that the player
13102 is also allowed to move in the next frame (in old versions before 3.1.1,
13103 the player was forced to wait again for eight frames before next try) */
13105 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13106 player->move_delay = 0; // allow direct movement in the next frame
13109 if (player->move_delay == -1) // not yet initialized by DigField()
13110 player->move_delay = player->move_delay_value;
13112 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13114 TestIfPlayerTouchesBadThing(jx, jy);
13115 TestIfPlayerTouchesCustomElement(jx, jy);
13118 if (!player->active)
13119 RemovePlayer(player);
13124 void ScrollPlayer(struct PlayerInfo *player, int mode)
13126 int jx = player->jx, jy = player->jy;
13127 int last_jx = player->last_jx, last_jy = player->last_jy;
13128 int move_stepsize = TILEX / player->move_delay_value;
13130 if (!player->active)
13133 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13136 if (mode == SCROLL_INIT)
13138 player->actual_frame_counter.count = FrameCounter;
13139 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13141 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13142 Tile[last_jx][last_jy] == EL_EMPTY)
13144 int last_field_block_delay = 0; // start with no blocking at all
13145 int block_delay_adjustment = player->block_delay_adjustment;
13147 // if player blocks last field, add delay for exactly one move
13148 if (player->block_last_field)
13150 last_field_block_delay += player->move_delay_value;
13152 // when blocking enabled, prevent moving up despite gravity
13153 if (player->gravity && player->MovDir == MV_UP)
13154 block_delay_adjustment = -1;
13157 // add block delay adjustment (also possible when not blocking)
13158 last_field_block_delay += block_delay_adjustment;
13160 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13161 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13164 if (player->MovPos != 0) // player has not yet reached destination
13167 else if (!FrameReached(&player->actual_frame_counter))
13170 if (player->MovPos != 0)
13172 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13173 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13175 // before DrawPlayer() to draw correct player graphic for this case
13176 if (player->MovPos == 0)
13177 CheckGravityMovement(player);
13180 if (player->MovPos == 0) // player reached destination field
13182 if (player->move_delay_reset_counter > 0)
13184 player->move_delay_reset_counter--;
13186 if (player->move_delay_reset_counter == 0)
13188 // continue with normal speed after quickly moving through gate
13189 HALVE_PLAYER_SPEED(player);
13191 // be able to make the next move without delay
13192 player->move_delay = 0;
13196 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13197 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13198 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13199 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13200 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13201 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13202 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13203 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13205 ExitPlayer(player);
13207 if (game.players_still_needed == 0 &&
13208 (game.friends_still_needed == 0 ||
13209 IS_SP_ELEMENT(Tile[jx][jy])))
13213 player->last_jx = jx;
13214 player->last_jy = jy;
13216 // this breaks one level: "machine", level 000
13218 int move_direction = player->MovDir;
13219 int enter_side = MV_DIR_OPPOSITE(move_direction);
13220 int leave_side = move_direction;
13221 int old_jx = last_jx;
13222 int old_jy = last_jy;
13223 int old_element = Tile[old_jx][old_jy];
13224 int new_element = Tile[jx][jy];
13226 if (IS_CUSTOM_ELEMENT(old_element))
13227 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13229 player->index_bit, leave_side);
13231 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13232 CE_PLAYER_LEAVES_X,
13233 player->index_bit, leave_side);
13235 // needed because pushed element has not yet reached its destination,
13236 // so it would trigger a change event at its previous field location
13237 if (!player->is_pushing)
13239 if (IS_CUSTOM_ELEMENT(new_element))
13240 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13241 player->index_bit, enter_side);
13243 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13244 CE_PLAYER_ENTERS_X,
13245 player->index_bit, enter_side);
13248 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13249 CE_MOVE_OF_X, move_direction);
13252 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13254 TestIfPlayerTouchesBadThing(jx, jy);
13255 TestIfPlayerTouchesCustomElement(jx, jy);
13257 // needed because pushed element has not yet reached its destination,
13258 // so it would trigger a change event at its previous field location
13259 if (!player->is_pushing)
13260 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13262 if (level.finish_dig_collect &&
13263 (player->is_digging || player->is_collecting))
13265 int last_element = player->last_removed_element;
13266 int move_direction = player->MovDir;
13267 int enter_side = MV_DIR_OPPOSITE(move_direction);
13268 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13269 CE_PLAYER_COLLECTS_X);
13271 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13272 player->index_bit, enter_side);
13274 player->last_removed_element = EL_UNDEFINED;
13277 if (!player->active)
13278 RemovePlayer(player);
13281 if (level.use_step_counter)
13282 CheckLevelTime_StepCounter();
13284 if (tape.single_step && tape.recording && !tape.pausing &&
13285 !player->programmed_action)
13286 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13288 if (!player->programmed_action)
13289 CheckSaveEngineSnapshot(player);
13293 void ScrollScreen(struct PlayerInfo *player, int mode)
13295 static DelayCounter screen_frame_counter = { 0 };
13297 if (mode == SCROLL_INIT)
13299 // set scrolling step size according to actual player's moving speed
13300 ScrollStepSize = TILEX / player->move_delay_value;
13302 screen_frame_counter.count = FrameCounter;
13303 screen_frame_counter.value = 1;
13305 ScreenMovDir = player->MovDir;
13306 ScreenMovPos = player->MovPos;
13307 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13310 else if (!FrameReached(&screen_frame_counter))
13315 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13316 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13317 redraw_mask |= REDRAW_FIELD;
13320 ScreenMovDir = MV_NONE;
13323 void CheckNextToConditions(int x, int y)
13325 int element = Tile[x][y];
13327 if (IS_PLAYER(x, y))
13328 TestIfPlayerNextToCustomElement(x, y);
13330 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13331 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13332 TestIfElementNextToCustomElement(x, y);
13335 void TestIfPlayerNextToCustomElement(int x, int y)
13337 struct XY *xy = xy_topdown;
13338 static int trigger_sides[4][2] =
13340 // center side border side
13341 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13342 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13343 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13344 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13348 if (!IS_PLAYER(x, y))
13351 struct PlayerInfo *player = PLAYERINFO(x, y);
13353 if (player->is_moving)
13356 for (i = 0; i < NUM_DIRECTIONS; i++)
13358 int xx = x + xy[i].x;
13359 int yy = y + xy[i].y;
13360 int border_side = trigger_sides[i][1];
13361 int border_element;
13363 if (!IN_LEV_FIELD(xx, yy))
13366 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13367 continue; // center and border element not connected
13369 border_element = Tile[xx][yy];
13371 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13372 player->index_bit, border_side);
13373 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13374 CE_PLAYER_NEXT_TO_X,
13375 player->index_bit, border_side);
13377 /* use player element that is initially defined in the level playfield,
13378 not the player element that corresponds to the runtime player number
13379 (example: a level that contains EL_PLAYER_3 as the only player would
13380 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13382 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13383 CE_NEXT_TO_X, border_side);
13387 void TestIfPlayerTouchesCustomElement(int x, int y)
13389 struct XY *xy = xy_topdown;
13390 static int trigger_sides[4][2] =
13392 // center side border side
13393 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13394 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13395 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13396 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13398 static int touch_dir[4] =
13400 MV_LEFT | MV_RIGHT,
13405 int center_element = Tile[x][y]; // should always be non-moving!
13408 for (i = 0; i < NUM_DIRECTIONS; i++)
13410 int xx = x + xy[i].x;
13411 int yy = y + xy[i].y;
13412 int center_side = trigger_sides[i][0];
13413 int border_side = trigger_sides[i][1];
13414 int border_element;
13416 if (!IN_LEV_FIELD(xx, yy))
13419 if (IS_PLAYER(x, y)) // player found at center element
13421 struct PlayerInfo *player = PLAYERINFO(x, y);
13423 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13424 border_element = Tile[xx][yy]; // may be moving!
13425 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13426 border_element = Tile[xx][yy];
13427 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13428 border_element = MovingOrBlocked2Element(xx, yy);
13430 continue; // center and border element do not touch
13432 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13433 player->index_bit, border_side);
13434 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13435 CE_PLAYER_TOUCHES_X,
13436 player->index_bit, border_side);
13439 /* use player element that is initially defined in the level playfield,
13440 not the player element that corresponds to the runtime player number
13441 (example: a level that contains EL_PLAYER_3 as the only player would
13442 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13443 int player_element = PLAYERINFO(x, y)->initial_element;
13445 CheckElementChangeBySide(xx, yy, border_element, player_element,
13446 CE_TOUCHING_X, border_side);
13449 else if (IS_PLAYER(xx, yy)) // player found at border element
13451 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13453 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13455 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13456 continue; // center and border element do not touch
13459 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13460 player->index_bit, center_side);
13461 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13462 CE_PLAYER_TOUCHES_X,
13463 player->index_bit, center_side);
13466 /* use player element that is initially defined in the level playfield,
13467 not the player element that corresponds to the runtime player number
13468 (example: a level that contains EL_PLAYER_3 as the only player would
13469 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13470 int player_element = PLAYERINFO(xx, yy)->initial_element;
13472 CheckElementChangeBySide(x, y, center_element, player_element,
13473 CE_TOUCHING_X, center_side);
13481 void TestIfElementNextToCustomElement(int x, int y)
13483 struct XY *xy = xy_topdown;
13484 static int trigger_sides[4][2] =
13486 // center side border side
13487 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13488 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13489 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13490 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13492 int center_element = Tile[x][y]; // should always be non-moving!
13495 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13498 for (i = 0; i < NUM_DIRECTIONS; i++)
13500 int xx = x + xy[i].x;
13501 int yy = y + xy[i].y;
13502 int border_side = trigger_sides[i][1];
13503 int border_element;
13505 if (!IN_LEV_FIELD(xx, yy))
13508 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13509 continue; // center and border element not connected
13511 border_element = Tile[xx][yy];
13513 // check for change of center element (but change it only once)
13514 if (CheckElementChangeBySide(x, y, center_element, border_element,
13515 CE_NEXT_TO_X, border_side))
13520 void TestIfElementTouchesCustomElement(int x, int y)
13522 struct XY *xy = xy_topdown;
13523 static int trigger_sides[4][2] =
13525 // center side border side
13526 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13527 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13528 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13529 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13531 static int touch_dir[4] =
13533 MV_LEFT | MV_RIGHT,
13538 boolean change_center_element = FALSE;
13539 int center_element = Tile[x][y]; // should always be non-moving!
13540 int border_element_old[NUM_DIRECTIONS];
13543 for (i = 0; i < NUM_DIRECTIONS; i++)
13545 int xx = x + xy[i].x;
13546 int yy = y + xy[i].y;
13547 int border_element;
13549 border_element_old[i] = -1;
13551 if (!IN_LEV_FIELD(xx, yy))
13554 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13555 border_element = Tile[xx][yy]; // may be moving!
13556 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13557 border_element = Tile[xx][yy];
13558 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13559 border_element = MovingOrBlocked2Element(xx, yy);
13561 continue; // center and border element do not touch
13563 border_element_old[i] = border_element;
13566 for (i = 0; i < NUM_DIRECTIONS; i++)
13568 int xx = x + xy[i].x;
13569 int yy = y + xy[i].y;
13570 int center_side = trigger_sides[i][0];
13571 int border_element = border_element_old[i];
13573 if (border_element == -1)
13576 // check for change of border element
13577 CheckElementChangeBySide(xx, yy, border_element, center_element,
13578 CE_TOUCHING_X, center_side);
13580 // (center element cannot be player, so we dont have to check this here)
13583 for (i = 0; i < NUM_DIRECTIONS; i++)
13585 int xx = x + xy[i].x;
13586 int yy = y + xy[i].y;
13587 int border_side = trigger_sides[i][1];
13588 int border_element = border_element_old[i];
13590 if (border_element == -1)
13593 // check for change of center element (but change it only once)
13594 if (!change_center_element)
13595 change_center_element =
13596 CheckElementChangeBySide(x, y, center_element, border_element,
13597 CE_TOUCHING_X, border_side);
13599 if (IS_PLAYER(xx, yy))
13601 /* use player element that is initially defined in the level playfield,
13602 not the player element that corresponds to the runtime player number
13603 (example: a level that contains EL_PLAYER_3 as the only player would
13604 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13605 int player_element = PLAYERINFO(xx, yy)->initial_element;
13607 CheckElementChangeBySide(x, y, center_element, player_element,
13608 CE_TOUCHING_X, border_side);
13613 void TestIfElementHitsCustomElement(int x, int y, int direction)
13615 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13616 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13617 int hitx = x + dx, hity = y + dy;
13618 int hitting_element = Tile[x][y];
13619 int touched_element;
13621 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13624 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13625 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13627 if (IN_LEV_FIELD(hitx, hity))
13629 int opposite_direction = MV_DIR_OPPOSITE(direction);
13630 int hitting_side = direction;
13631 int touched_side = opposite_direction;
13632 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13633 MovDir[hitx][hity] != direction ||
13634 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13640 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13641 CE_HITTING_X, touched_side);
13643 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13644 CE_HIT_BY_X, hitting_side);
13646 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13647 CE_HIT_BY_SOMETHING, opposite_direction);
13649 if (IS_PLAYER(hitx, hity))
13651 /* use player element that is initially defined in the level playfield,
13652 not the player element that corresponds to the runtime player number
13653 (example: a level that contains EL_PLAYER_3 as the only player would
13654 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13655 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13657 CheckElementChangeBySide(x, y, hitting_element, player_element,
13658 CE_HITTING_X, touched_side);
13663 // "hitting something" is also true when hitting the playfield border
13664 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13665 CE_HITTING_SOMETHING, direction);
13668 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13670 int i, kill_x = -1, kill_y = -1;
13672 int bad_element = -1;
13673 struct XY *test_xy = xy_topdown;
13674 static int test_dir[4] =
13682 for (i = 0; i < NUM_DIRECTIONS; i++)
13684 int test_x, test_y, test_move_dir, test_element;
13686 test_x = good_x + test_xy[i].x;
13687 test_y = good_y + test_xy[i].y;
13689 if (!IN_LEV_FIELD(test_x, test_y))
13693 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13695 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13697 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13698 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13700 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13701 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13705 bad_element = test_element;
13711 if (kill_x != -1 || kill_y != -1)
13713 if (IS_PLAYER(good_x, good_y))
13715 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13717 if (player->shield_deadly_time_left > 0 &&
13718 !IS_INDESTRUCTIBLE(bad_element))
13719 Bang(kill_x, kill_y);
13720 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13721 KillPlayer(player);
13724 Bang(good_x, good_y);
13728 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13730 int i, kill_x = -1, kill_y = -1;
13731 int bad_element = Tile[bad_x][bad_y];
13732 struct XY *test_xy = xy_topdown;
13733 static int touch_dir[4] =
13735 MV_LEFT | MV_RIGHT,
13740 static int test_dir[4] =
13748 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13751 for (i = 0; i < NUM_DIRECTIONS; i++)
13753 int test_x, test_y, test_move_dir, test_element;
13755 test_x = bad_x + test_xy[i].x;
13756 test_y = bad_y + test_xy[i].y;
13758 if (!IN_LEV_FIELD(test_x, test_y))
13762 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13764 test_element = Tile[test_x][test_y];
13766 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13767 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13769 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13770 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13772 // good thing is player or penguin that does not move away
13773 if (IS_PLAYER(test_x, test_y))
13775 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13777 if (bad_element == EL_ROBOT && player->is_moving)
13778 continue; // robot does not kill player if he is moving
13780 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13782 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13783 continue; // center and border element do not touch
13791 else if (test_element == EL_PENGUIN)
13801 if (kill_x != -1 || kill_y != -1)
13803 if (IS_PLAYER(kill_x, kill_y))
13805 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13807 if (player->shield_deadly_time_left > 0 &&
13808 !IS_INDESTRUCTIBLE(bad_element))
13809 Bang(bad_x, bad_y);
13810 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13811 KillPlayer(player);
13814 Bang(kill_x, kill_y);
13818 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13820 int bad_element = Tile[bad_x][bad_y];
13821 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13822 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13823 int test_x = bad_x + dx, test_y = bad_y + dy;
13824 int test_move_dir, test_element;
13825 int kill_x = -1, kill_y = -1;
13827 if (!IN_LEV_FIELD(test_x, test_y))
13831 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13833 test_element = Tile[test_x][test_y];
13835 if (test_move_dir != bad_move_dir)
13837 // good thing can be player or penguin that does not move away
13838 if (IS_PLAYER(test_x, test_y))
13840 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13842 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13843 player as being hit when he is moving towards the bad thing, because
13844 the "get hit by" condition would be lost after the player stops) */
13845 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13846 return; // player moves away from bad thing
13851 else if (test_element == EL_PENGUIN)
13858 if (kill_x != -1 || kill_y != -1)
13860 if (IS_PLAYER(kill_x, kill_y))
13862 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13864 if (player->shield_deadly_time_left > 0 &&
13865 !IS_INDESTRUCTIBLE(bad_element))
13866 Bang(bad_x, bad_y);
13867 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13868 KillPlayer(player);
13871 Bang(kill_x, kill_y);
13875 void TestIfPlayerTouchesBadThing(int x, int y)
13877 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13880 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13882 TestIfGoodThingHitsBadThing(x, y, move_dir);
13885 void TestIfBadThingTouchesPlayer(int x, int y)
13887 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13890 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13892 TestIfBadThingHitsGoodThing(x, y, move_dir);
13895 void TestIfFriendTouchesBadThing(int x, int y)
13897 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13900 void TestIfBadThingTouchesFriend(int x, int y)
13902 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13905 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13907 int i, kill_x = bad_x, kill_y = bad_y;
13908 struct XY *xy = xy_topdown;
13910 for (i = 0; i < NUM_DIRECTIONS; i++)
13914 x = bad_x + xy[i].x;
13915 y = bad_y + xy[i].y;
13916 if (!IN_LEV_FIELD(x, y))
13919 element = Tile[x][y];
13920 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13921 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13929 if (kill_x != bad_x || kill_y != bad_y)
13930 Bang(bad_x, bad_y);
13933 void KillPlayer(struct PlayerInfo *player)
13935 int jx = player->jx, jy = player->jy;
13937 if (!player->active)
13941 Debug("game:playing:KillPlayer",
13942 "0: killed == %d, active == %d, reanimated == %d",
13943 player->killed, player->active, player->reanimated);
13946 /* the following code was introduced to prevent an infinite loop when calling
13948 -> CheckTriggeredElementChangeExt()
13949 -> ExecuteCustomElementAction()
13951 -> (infinitely repeating the above sequence of function calls)
13952 which occurs when killing the player while having a CE with the setting
13953 "kill player X when explosion of <player X>"; the solution using a new
13954 field "player->killed" was chosen for backwards compatibility, although
13955 clever use of the fields "player->active" etc. would probably also work */
13957 if (player->killed)
13961 player->killed = TRUE;
13963 // remove accessible field at the player's position
13964 RemoveField(jx, jy);
13966 // deactivate shield (else Bang()/Explode() would not work right)
13967 player->shield_normal_time_left = 0;
13968 player->shield_deadly_time_left = 0;
13971 Debug("game:playing:KillPlayer",
13972 "1: killed == %d, active == %d, reanimated == %d",
13973 player->killed, player->active, player->reanimated);
13979 Debug("game:playing:KillPlayer",
13980 "2: killed == %d, active == %d, reanimated == %d",
13981 player->killed, player->active, player->reanimated);
13984 if (player->reanimated) // killed player may have been reanimated
13985 player->killed = player->reanimated = FALSE;
13987 BuryPlayer(player);
13990 static void KillPlayerUnlessEnemyProtected(int x, int y)
13992 if (!PLAYER_ENEMY_PROTECTED(x, y))
13993 KillPlayer(PLAYERINFO(x, y));
13996 static void KillPlayerUnlessExplosionProtected(int x, int y)
13998 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13999 KillPlayer(PLAYERINFO(x, y));
14002 void BuryPlayer(struct PlayerInfo *player)
14004 int jx = player->jx, jy = player->jy;
14006 if (!player->active)
14009 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14011 RemovePlayer(player);
14013 player->buried = TRUE;
14015 if (game.all_players_gone)
14016 game.GameOver = TRUE;
14019 void RemovePlayer(struct PlayerInfo *player)
14021 int jx = player->jx, jy = player->jy;
14022 int i, found = FALSE;
14024 player->present = FALSE;
14025 player->active = FALSE;
14027 // required for some CE actions (even if the player is not active anymore)
14028 player->MovPos = 0;
14030 if (!ExplodeField[jx][jy])
14031 StorePlayer[jx][jy] = 0;
14033 if (player->is_moving)
14034 TEST_DrawLevelField(player->last_jx, player->last_jy);
14036 for (i = 0; i < MAX_PLAYERS; i++)
14037 if (stored_player[i].active)
14042 game.all_players_gone = TRUE;
14043 game.GameOver = TRUE;
14046 game.exit_x = game.robot_wheel_x = jx;
14047 game.exit_y = game.robot_wheel_y = jy;
14050 void ExitPlayer(struct PlayerInfo *player)
14052 DrawPlayer(player); // needed here only to cleanup last field
14053 RemovePlayer(player);
14055 if (game.players_still_needed > 0)
14056 game.players_still_needed--;
14059 static void SetFieldForSnapping(int x, int y, int element, int direction,
14060 int player_index_bit)
14062 struct ElementInfo *ei = &element_info[element];
14063 int direction_bit = MV_DIR_TO_BIT(direction);
14064 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14065 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14066 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14068 Tile[x][y] = EL_ELEMENT_SNAPPING;
14069 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14070 MovDir[x][y] = direction;
14071 Store[x][y] = element;
14072 Store2[x][y] = player_index_bit;
14074 ResetGfxAnimation(x, y);
14076 GfxElement[x][y] = element;
14077 GfxAction[x][y] = action;
14078 GfxDir[x][y] = direction;
14079 GfxFrame[x][y] = -1;
14082 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14083 int player_index_bit)
14085 TestIfElementTouchesCustomElement(x, y); // for empty space
14087 if (level.finish_dig_collect)
14089 int dig_side = MV_DIR_OPPOSITE(direction);
14090 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14091 CE_PLAYER_COLLECTS_X);
14093 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14094 player_index_bit, dig_side);
14095 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14096 player_index_bit, dig_side);
14101 =============================================================================
14102 checkDiagonalPushing()
14103 -----------------------------------------------------------------------------
14104 check if diagonal input device direction results in pushing of object
14105 (by checking if the alternative direction is walkable, diggable, ...)
14106 =============================================================================
14109 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14110 int x, int y, int real_dx, int real_dy)
14112 int jx, jy, dx, dy, xx, yy;
14114 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14117 // diagonal direction: check alternative direction
14122 xx = jx + (dx == 0 ? real_dx : 0);
14123 yy = jy + (dy == 0 ? real_dy : 0);
14125 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14129 =============================================================================
14131 -----------------------------------------------------------------------------
14132 x, y: field next to player (non-diagonal) to try to dig to
14133 real_dx, real_dy: direction as read from input device (can be diagonal)
14134 =============================================================================
14137 static int DigField(struct PlayerInfo *player,
14138 int oldx, int oldy, int x, int y,
14139 int real_dx, int real_dy, int mode)
14141 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14142 boolean player_was_pushing = player->is_pushing;
14143 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14144 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14145 int jx = oldx, jy = oldy;
14146 int dx = x - jx, dy = y - jy;
14147 int nextx = x + dx, nexty = y + dy;
14148 int move_direction = (dx == -1 ? MV_LEFT :
14149 dx == +1 ? MV_RIGHT :
14151 dy == +1 ? MV_DOWN : MV_NONE);
14152 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14153 int dig_side = MV_DIR_OPPOSITE(move_direction);
14154 int old_element = Tile[jx][jy];
14155 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14158 if (is_player) // function can also be called by EL_PENGUIN
14160 if (player->MovPos == 0)
14162 player->is_digging = FALSE;
14163 player->is_collecting = FALSE;
14166 if (player->MovPos == 0) // last pushing move finished
14167 player->is_pushing = FALSE;
14169 if (mode == DF_NO_PUSH) // player just stopped pushing
14171 player->is_switching = FALSE;
14172 player->push_delay = -1;
14174 return MP_NO_ACTION;
14177 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14178 old_element = Back[jx][jy];
14180 // in case of element dropped at player position, check background
14181 else if (Back[jx][jy] != EL_EMPTY &&
14182 game.engine_version >= VERSION_IDENT(2,2,0,0))
14183 old_element = Back[jx][jy];
14185 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14186 return MP_NO_ACTION; // field has no opening in this direction
14188 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14189 return MP_NO_ACTION; // field has no opening in this direction
14191 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14195 Tile[jx][jy] = player->artwork_element;
14196 InitMovingField(jx, jy, MV_DOWN);
14197 Store[jx][jy] = EL_ACID;
14198 ContinueMoving(jx, jy);
14199 BuryPlayer(player);
14201 return MP_DONT_RUN_INTO;
14204 if (player_can_move && DONT_RUN_INTO(element))
14206 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14208 return MP_DONT_RUN_INTO;
14211 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14212 return MP_NO_ACTION;
14214 collect_count = element_info[element].collect_count_initial;
14216 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14217 return MP_NO_ACTION;
14219 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14220 player_can_move = player_can_move_or_snap;
14222 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14223 game.engine_version >= VERSION_IDENT(2,2,0,0))
14225 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14226 player->index_bit, dig_side);
14227 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14228 player->index_bit, dig_side);
14230 if (element == EL_DC_LANDMINE)
14233 if (Tile[x][y] != element) // field changed by snapping
14236 return MP_NO_ACTION;
14239 if (player->gravity && is_player && !player->is_auto_moving &&
14240 canFallDown(player) && move_direction != MV_DOWN &&
14241 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14242 return MP_NO_ACTION; // player cannot walk here due to gravity
14244 if (player_can_move &&
14245 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14247 int sound_element = SND_ELEMENT(element);
14248 int sound_action = ACTION_WALKING;
14250 if (IS_RND_GATE(element))
14252 if (!player->key[RND_GATE_NR(element)])
14253 return MP_NO_ACTION;
14255 else if (IS_RND_GATE_GRAY(element))
14257 if (!player->key[RND_GATE_GRAY_NR(element)])
14258 return MP_NO_ACTION;
14260 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14262 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14263 return MP_NO_ACTION;
14265 else if (element == EL_EXIT_OPEN ||
14266 element == EL_EM_EXIT_OPEN ||
14267 element == EL_EM_EXIT_OPENING ||
14268 element == EL_STEEL_EXIT_OPEN ||
14269 element == EL_EM_STEEL_EXIT_OPEN ||
14270 element == EL_EM_STEEL_EXIT_OPENING ||
14271 element == EL_SP_EXIT_OPEN ||
14272 element == EL_SP_EXIT_OPENING)
14274 sound_action = ACTION_PASSING; // player is passing exit
14276 else if (element == EL_EMPTY)
14278 sound_action = ACTION_MOVING; // nothing to walk on
14281 // play sound from background or player, whatever is available
14282 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14283 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14285 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14287 else if (player_can_move &&
14288 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14290 if (!ACCESS_FROM(element, opposite_direction))
14291 return MP_NO_ACTION; // field not accessible from this direction
14293 if (CAN_MOVE(element)) // only fixed elements can be passed!
14294 return MP_NO_ACTION;
14296 if (IS_EM_GATE(element))
14298 if (!player->key[EM_GATE_NR(element)])
14299 return MP_NO_ACTION;
14301 else if (IS_EM_GATE_GRAY(element))
14303 if (!player->key[EM_GATE_GRAY_NR(element)])
14304 return MP_NO_ACTION;
14306 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14308 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14309 return MP_NO_ACTION;
14311 else if (IS_EMC_GATE(element))
14313 if (!player->key[EMC_GATE_NR(element)])
14314 return MP_NO_ACTION;
14316 else if (IS_EMC_GATE_GRAY(element))
14318 if (!player->key[EMC_GATE_GRAY_NR(element)])
14319 return MP_NO_ACTION;
14321 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14323 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14324 return MP_NO_ACTION;
14326 else if (element == EL_DC_GATE_WHITE ||
14327 element == EL_DC_GATE_WHITE_GRAY ||
14328 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14330 if (player->num_white_keys == 0)
14331 return MP_NO_ACTION;
14333 player->num_white_keys--;
14335 else if (IS_SP_PORT(element))
14337 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14338 element == EL_SP_GRAVITY_PORT_RIGHT ||
14339 element == EL_SP_GRAVITY_PORT_UP ||
14340 element == EL_SP_GRAVITY_PORT_DOWN)
14341 player->gravity = !player->gravity;
14342 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14343 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14344 element == EL_SP_GRAVITY_ON_PORT_UP ||
14345 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14346 player->gravity = TRUE;
14347 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14348 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14349 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14350 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14351 player->gravity = FALSE;
14354 // automatically move to the next field with double speed
14355 player->programmed_action = move_direction;
14357 if (player->move_delay_reset_counter == 0)
14359 player->move_delay_reset_counter = 2; // two double speed steps
14361 DOUBLE_PLAYER_SPEED(player);
14364 PlayLevelSoundAction(x, y, ACTION_PASSING);
14366 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14370 if (mode != DF_SNAP)
14372 GfxElement[x][y] = GFX_ELEMENT(element);
14373 player->is_digging = TRUE;
14376 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14378 // use old behaviour for old levels (digging)
14379 if (!level.finish_dig_collect)
14381 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14382 player->index_bit, dig_side);
14384 // if digging triggered player relocation, finish digging tile
14385 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14386 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14389 if (mode == DF_SNAP)
14391 if (level.block_snap_field)
14392 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14394 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14396 // use old behaviour for old levels (snapping)
14397 if (!level.finish_dig_collect)
14398 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14399 player->index_bit, dig_side);
14402 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14406 if (is_player && mode != DF_SNAP)
14408 GfxElement[x][y] = element;
14409 player->is_collecting = TRUE;
14412 if (element == EL_SPEED_PILL)
14414 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14416 else if (element == EL_EXTRA_TIME && level.time > 0)
14418 TimeLeft += level.extra_time;
14420 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14422 DisplayGameControlValues();
14424 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14426 int shield_time = (element == EL_SHIELD_DEADLY ?
14427 level.shield_deadly_time :
14428 level.shield_normal_time);
14430 player->shield_normal_time_left += shield_time;
14431 if (element == EL_SHIELD_DEADLY)
14432 player->shield_deadly_time_left += shield_time;
14434 else if (element == EL_DYNAMITE ||
14435 element == EL_EM_DYNAMITE ||
14436 element == EL_SP_DISK_RED)
14438 if (player->inventory_size < MAX_INVENTORY_SIZE)
14439 player->inventory_element[player->inventory_size++] = element;
14441 DrawGameDoorValues();
14443 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14445 player->dynabomb_count++;
14446 player->dynabombs_left++;
14448 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14450 player->dynabomb_size++;
14452 else if (element == EL_DYNABOMB_INCREASE_POWER)
14454 player->dynabomb_xl = TRUE;
14456 else if (IS_KEY(element))
14458 player->key[KEY_NR(element)] = TRUE;
14460 DrawGameDoorValues();
14462 else if (element == EL_DC_KEY_WHITE)
14464 player->num_white_keys++;
14466 // display white keys?
14467 // DrawGameDoorValues();
14469 else if (IS_ENVELOPE(element))
14471 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14473 if (!wait_for_snapping)
14474 player->show_envelope = element;
14476 else if (element == EL_EMC_LENSES)
14478 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14480 RedrawAllInvisibleElementsForLenses();
14482 else if (element == EL_EMC_MAGNIFIER)
14484 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14486 RedrawAllInvisibleElementsForMagnifier();
14488 else if (IS_DROPPABLE(element) ||
14489 IS_THROWABLE(element)) // can be collected and dropped
14493 if (collect_count == 0)
14494 player->inventory_infinite_element = element;
14496 for (i = 0; i < collect_count; i++)
14497 if (player->inventory_size < MAX_INVENTORY_SIZE)
14498 player->inventory_element[player->inventory_size++] = element;
14500 DrawGameDoorValues();
14502 else if (collect_count > 0)
14504 game.gems_still_needed -= collect_count;
14505 if (game.gems_still_needed < 0)
14506 game.gems_still_needed = 0;
14508 game.snapshot.collected_item = TRUE;
14510 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14512 DisplayGameControlValues();
14515 RaiseScoreElement(element);
14516 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14518 // use old behaviour for old levels (collecting)
14519 if (!level.finish_dig_collect && is_player)
14521 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14522 player->index_bit, dig_side);
14524 // if collecting triggered player relocation, finish collecting tile
14525 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14526 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14529 if (mode == DF_SNAP)
14531 if (level.block_snap_field)
14532 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14534 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14536 // use old behaviour for old levels (snapping)
14537 if (!level.finish_dig_collect)
14538 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14539 player->index_bit, dig_side);
14542 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14544 if (mode == DF_SNAP && element != EL_BD_ROCK)
14545 return MP_NO_ACTION;
14547 if (CAN_FALL(element) && dy)
14548 return MP_NO_ACTION;
14550 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14551 !(element == EL_SPRING && level.use_spring_bug))
14552 return MP_NO_ACTION;
14554 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14555 ((move_direction & MV_VERTICAL &&
14556 ((element_info[element].move_pattern & MV_LEFT &&
14557 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14558 (element_info[element].move_pattern & MV_RIGHT &&
14559 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14560 (move_direction & MV_HORIZONTAL &&
14561 ((element_info[element].move_pattern & MV_UP &&
14562 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14563 (element_info[element].move_pattern & MV_DOWN &&
14564 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14565 return MP_NO_ACTION;
14567 // do not push elements already moving away faster than player
14568 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14569 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14570 return MP_NO_ACTION;
14572 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14574 if (player->push_delay_value == -1 || !player_was_pushing)
14575 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14577 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14579 if (player->push_delay_value == -1)
14580 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14582 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14584 if (!player->is_pushing)
14585 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14588 player->is_pushing = TRUE;
14589 player->is_active = TRUE;
14591 if (!(IN_LEV_FIELD(nextx, nexty) &&
14592 (IS_FREE(nextx, nexty) ||
14593 (IS_SB_ELEMENT(element) &&
14594 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14595 (IS_CUSTOM_ELEMENT(element) &&
14596 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14597 return MP_NO_ACTION;
14599 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14600 return MP_NO_ACTION;
14602 if (player->push_delay == -1) // new pushing; restart delay
14603 player->push_delay = 0;
14605 if (player->push_delay < player->push_delay_value &&
14606 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14607 element != EL_SPRING && element != EL_BALLOON)
14609 // make sure that there is no move delay before next try to push
14610 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14611 player->move_delay = 0;
14613 return MP_NO_ACTION;
14616 if (IS_CUSTOM_ELEMENT(element) &&
14617 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14619 if (!DigFieldByCE(nextx, nexty, element))
14620 return MP_NO_ACTION;
14623 if (IS_SB_ELEMENT(element))
14625 boolean sokoban_task_solved = FALSE;
14627 if (element == EL_SOKOBAN_FIELD_FULL)
14629 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14631 IncrementSokobanFieldsNeeded();
14632 IncrementSokobanObjectsNeeded();
14635 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14637 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14639 DecrementSokobanFieldsNeeded();
14640 DecrementSokobanObjectsNeeded();
14642 // sokoban object was pushed from empty field to sokoban field
14643 if (Back[x][y] == EL_EMPTY)
14644 sokoban_task_solved = TRUE;
14647 Tile[x][y] = EL_SOKOBAN_OBJECT;
14649 if (Back[x][y] == Back[nextx][nexty])
14650 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14651 else if (Back[x][y] != 0)
14652 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14655 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14658 if (sokoban_task_solved &&
14659 game.sokoban_fields_still_needed == 0 &&
14660 game.sokoban_objects_still_needed == 0 &&
14661 level.auto_exit_sokoban)
14663 game.players_still_needed = 0;
14667 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14671 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14673 InitMovingField(x, y, move_direction);
14674 GfxAction[x][y] = ACTION_PUSHING;
14676 if (mode == DF_SNAP)
14677 ContinueMoving(x, y);
14679 MovPos[x][y] = (dx != 0 ? dx : dy);
14681 Pushed[x][y] = TRUE;
14682 Pushed[nextx][nexty] = TRUE;
14684 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14685 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14687 player->push_delay_value = -1; // get new value later
14689 // check for element change _after_ element has been pushed
14690 if (game.use_change_when_pushing_bug)
14692 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14693 player->index_bit, dig_side);
14694 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14695 player->index_bit, dig_side);
14698 else if (IS_SWITCHABLE(element))
14700 if (PLAYER_SWITCHING(player, x, y))
14702 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14703 player->index_bit, dig_side);
14708 player->is_switching = TRUE;
14709 player->switch_x = x;
14710 player->switch_y = y;
14712 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14714 if (element == EL_ROBOT_WHEEL)
14716 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14718 game.robot_wheel_x = x;
14719 game.robot_wheel_y = y;
14720 game.robot_wheel_active = TRUE;
14722 TEST_DrawLevelField(x, y);
14724 else if (element == EL_SP_TERMINAL)
14728 SCAN_PLAYFIELD(xx, yy)
14730 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14734 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14736 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14738 ResetGfxAnimation(xx, yy);
14739 TEST_DrawLevelField(xx, yy);
14743 else if (IS_BELT_SWITCH(element))
14745 ToggleBeltSwitch(x, y);
14747 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14748 element == EL_SWITCHGATE_SWITCH_DOWN ||
14749 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14750 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14752 ToggleSwitchgateSwitch();
14754 else if (element == EL_LIGHT_SWITCH ||
14755 element == EL_LIGHT_SWITCH_ACTIVE)
14757 ToggleLightSwitch(x, y);
14759 else if (element == EL_TIMEGATE_SWITCH ||
14760 element == EL_DC_TIMEGATE_SWITCH)
14762 ActivateTimegateSwitch(x, y);
14764 else if (element == EL_BALLOON_SWITCH_LEFT ||
14765 element == EL_BALLOON_SWITCH_RIGHT ||
14766 element == EL_BALLOON_SWITCH_UP ||
14767 element == EL_BALLOON_SWITCH_DOWN ||
14768 element == EL_BALLOON_SWITCH_NONE ||
14769 element == EL_BALLOON_SWITCH_ANY)
14771 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14772 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14773 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14774 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14775 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14778 else if (element == EL_LAMP)
14780 Tile[x][y] = EL_LAMP_ACTIVE;
14781 game.lights_still_needed--;
14783 ResetGfxAnimation(x, y);
14784 TEST_DrawLevelField(x, y);
14786 else if (element == EL_TIME_ORB_FULL)
14788 Tile[x][y] = EL_TIME_ORB_EMPTY;
14790 if (level.time > 0 || level.use_time_orb_bug)
14792 TimeLeft += level.time_orb_time;
14793 game.no_level_time_limit = FALSE;
14795 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14797 DisplayGameControlValues();
14800 ResetGfxAnimation(x, y);
14801 TEST_DrawLevelField(x, y);
14803 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14804 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14808 game.ball_active = !game.ball_active;
14810 SCAN_PLAYFIELD(xx, yy)
14812 int e = Tile[xx][yy];
14814 if (game.ball_active)
14816 if (e == EL_EMC_MAGIC_BALL)
14817 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14818 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14819 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14823 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14824 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14825 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14826 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14831 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14832 player->index_bit, dig_side);
14834 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14835 player->index_bit, dig_side);
14837 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14838 player->index_bit, dig_side);
14844 if (!PLAYER_SWITCHING(player, x, y))
14846 player->is_switching = TRUE;
14847 player->switch_x = x;
14848 player->switch_y = y;
14850 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14851 player->index_bit, dig_side);
14852 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14853 player->index_bit, dig_side);
14855 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14856 player->index_bit, dig_side);
14857 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14858 player->index_bit, dig_side);
14861 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14862 player->index_bit, dig_side);
14863 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14864 player->index_bit, dig_side);
14866 return MP_NO_ACTION;
14869 player->push_delay = -1;
14871 if (is_player) // function can also be called by EL_PENGUIN
14873 if (Tile[x][y] != element) // really digged/collected something
14875 player->is_collecting = !player->is_digging;
14876 player->is_active = TRUE;
14878 player->last_removed_element = element;
14885 static boolean DigFieldByCE(int x, int y, int digging_element)
14887 int element = Tile[x][y];
14889 if (!IS_FREE(x, y))
14891 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14892 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14895 // no element can dig solid indestructible elements
14896 if (IS_INDESTRUCTIBLE(element) &&
14897 !IS_DIGGABLE(element) &&
14898 !IS_COLLECTIBLE(element))
14901 if (AmoebaNr[x][y] &&
14902 (element == EL_AMOEBA_FULL ||
14903 element == EL_BD_AMOEBA ||
14904 element == EL_AMOEBA_GROWING))
14906 AmoebaCnt[AmoebaNr[x][y]]--;
14907 AmoebaCnt2[AmoebaNr[x][y]]--;
14910 if (IS_MOVING(x, y))
14911 RemoveMovingField(x, y);
14915 TEST_DrawLevelField(x, y);
14918 // if digged element was about to explode, prevent the explosion
14919 ExplodeField[x][y] = EX_TYPE_NONE;
14921 PlayLevelSoundAction(x, y, action);
14924 Store[x][y] = EL_EMPTY;
14926 // this makes it possible to leave the removed element again
14927 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14928 Store[x][y] = element;
14933 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14935 int jx = player->jx, jy = player->jy;
14936 int x = jx + dx, y = jy + dy;
14937 int snap_direction = (dx == -1 ? MV_LEFT :
14938 dx == +1 ? MV_RIGHT :
14940 dy == +1 ? MV_DOWN : MV_NONE);
14941 boolean can_continue_snapping = (level.continuous_snapping &&
14942 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14944 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14947 if (!player->active || !IN_LEV_FIELD(x, y))
14955 if (player->MovPos == 0)
14956 player->is_pushing = FALSE;
14958 player->is_snapping = FALSE;
14960 if (player->MovPos == 0)
14962 player->is_moving = FALSE;
14963 player->is_digging = FALSE;
14964 player->is_collecting = FALSE;
14970 // prevent snapping with already pressed snap key when not allowed
14971 if (player->is_snapping && !can_continue_snapping)
14974 player->MovDir = snap_direction;
14976 if (player->MovPos == 0)
14978 player->is_moving = FALSE;
14979 player->is_digging = FALSE;
14980 player->is_collecting = FALSE;
14983 player->is_dropping = FALSE;
14984 player->is_dropping_pressed = FALSE;
14985 player->drop_pressed_delay = 0;
14987 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14990 player->is_snapping = TRUE;
14991 player->is_active = TRUE;
14993 if (player->MovPos == 0)
14995 player->is_moving = FALSE;
14996 player->is_digging = FALSE;
14997 player->is_collecting = FALSE;
15000 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15001 TEST_DrawLevelField(player->last_jx, player->last_jy);
15003 TEST_DrawLevelField(x, y);
15008 static boolean DropElement(struct PlayerInfo *player)
15010 int old_element, new_element;
15011 int dropx = player->jx, dropy = player->jy;
15012 int drop_direction = player->MovDir;
15013 int drop_side = drop_direction;
15014 int drop_element = get_next_dropped_element(player);
15016 /* do not drop an element on top of another element; when holding drop key
15017 pressed without moving, dropped element must move away before the next
15018 element can be dropped (this is especially important if the next element
15019 is dynamite, which can be placed on background for historical reasons) */
15020 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15023 if (IS_THROWABLE(drop_element))
15025 dropx += GET_DX_FROM_DIR(drop_direction);
15026 dropy += GET_DY_FROM_DIR(drop_direction);
15028 if (!IN_LEV_FIELD(dropx, dropy))
15032 old_element = Tile[dropx][dropy]; // old element at dropping position
15033 new_element = drop_element; // default: no change when dropping
15035 // check if player is active, not moving and ready to drop
15036 if (!player->active || player->MovPos || player->drop_delay > 0)
15039 // check if player has anything that can be dropped
15040 if (new_element == EL_UNDEFINED)
15043 // only set if player has anything that can be dropped
15044 player->is_dropping_pressed = TRUE;
15046 // check if drop key was pressed long enough for EM style dynamite
15047 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15050 // check if anything can be dropped at the current position
15051 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15054 // collected custom elements can only be dropped on empty fields
15055 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15058 if (old_element != EL_EMPTY)
15059 Back[dropx][dropy] = old_element; // store old element on this field
15061 ResetGfxAnimation(dropx, dropy);
15062 ResetRandomAnimationValue(dropx, dropy);
15064 if (player->inventory_size > 0 ||
15065 player->inventory_infinite_element != EL_UNDEFINED)
15067 if (player->inventory_size > 0)
15069 player->inventory_size--;
15071 DrawGameDoorValues();
15073 if (new_element == EL_DYNAMITE)
15074 new_element = EL_DYNAMITE_ACTIVE;
15075 else if (new_element == EL_EM_DYNAMITE)
15076 new_element = EL_EM_DYNAMITE_ACTIVE;
15077 else if (new_element == EL_SP_DISK_RED)
15078 new_element = EL_SP_DISK_RED_ACTIVE;
15081 Tile[dropx][dropy] = new_element;
15083 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15084 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15085 el2img(Tile[dropx][dropy]), 0);
15087 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15089 // needed if previous element just changed to "empty" in the last frame
15090 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15092 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15093 player->index_bit, drop_side);
15094 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15096 player->index_bit, drop_side);
15098 TestIfElementTouchesCustomElement(dropx, dropy);
15100 else // player is dropping a dyna bomb
15102 player->dynabombs_left--;
15104 Tile[dropx][dropy] = new_element;
15106 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15107 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15108 el2img(Tile[dropx][dropy]), 0);
15110 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15113 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15114 InitField_WithBug1(dropx, dropy, FALSE);
15116 new_element = Tile[dropx][dropy]; // element might have changed
15118 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15119 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15121 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15122 MovDir[dropx][dropy] = drop_direction;
15124 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15126 // do not cause impact style collision by dropping elements that can fall
15127 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15130 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15131 player->is_dropping = TRUE;
15133 player->drop_pressed_delay = 0;
15134 player->is_dropping_pressed = FALSE;
15136 player->drop_x = dropx;
15137 player->drop_y = dropy;
15142 // ----------------------------------------------------------------------------
15143 // game sound playing functions
15144 // ----------------------------------------------------------------------------
15146 static int *loop_sound_frame = NULL;
15147 static int *loop_sound_volume = NULL;
15149 void InitPlayLevelSound(void)
15151 int num_sounds = getSoundListSize();
15153 checked_free(loop_sound_frame);
15154 checked_free(loop_sound_volume);
15156 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15157 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15160 static void PlayLevelSound(int x, int y, int nr)
15162 int sx = SCREENX(x), sy = SCREENY(y);
15163 int volume, stereo_position;
15164 int max_distance = 8;
15165 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15167 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15168 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15171 if (!IN_LEV_FIELD(x, y) ||
15172 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15173 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15176 volume = SOUND_MAX_VOLUME;
15178 if (!IN_SCR_FIELD(sx, sy))
15180 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15181 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15183 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15186 stereo_position = (SOUND_MAX_LEFT +
15187 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15188 (SCR_FIELDX + 2 * max_distance));
15190 if (IS_LOOP_SOUND(nr))
15192 /* This assures that quieter loop sounds do not overwrite louder ones,
15193 while restarting sound volume comparison with each new game frame. */
15195 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15198 loop_sound_volume[nr] = volume;
15199 loop_sound_frame[nr] = FrameCounter;
15202 PlaySoundExt(nr, volume, stereo_position, type);
15205 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15207 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15208 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15209 y < LEVELY(BY1) ? LEVELY(BY1) :
15210 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15214 static void PlayLevelSoundAction(int x, int y, int action)
15216 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15219 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15221 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15223 if (sound_effect != SND_UNDEFINED)
15224 PlayLevelSound(x, y, sound_effect);
15227 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15230 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15232 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15233 PlayLevelSound(x, y, sound_effect);
15236 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15238 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15240 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15241 PlayLevelSound(x, y, sound_effect);
15244 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15246 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15248 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15249 StopSound(sound_effect);
15252 static int getLevelMusicNr(void)
15254 int level_pos = level_nr - leveldir_current->first_level;
15256 if (levelset.music[level_nr] != MUS_UNDEFINED)
15257 return levelset.music[level_nr]; // from config file
15259 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15262 static void FadeLevelSounds(void)
15267 static void FadeLevelMusic(void)
15269 int music_nr = getLevelMusicNr();
15270 char *curr_music = getCurrentlyPlayingMusicFilename();
15271 char *next_music = getMusicInfoEntryFilename(music_nr);
15273 if (!strEqual(curr_music, next_music))
15277 void FadeLevelSoundsAndMusic(void)
15283 static void PlayLevelMusic(void)
15285 int music_nr = getLevelMusicNr();
15286 char *curr_music = getCurrentlyPlayingMusicFilename();
15287 char *next_music = getMusicInfoEntryFilename(music_nr);
15289 if (!strEqual(curr_music, next_music))
15290 PlayMusicLoop(music_nr);
15293 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15295 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15297 int x = xx - offset;
15298 int y = yy - offset;
15303 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15307 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15311 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15315 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15319 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15323 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15327 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15330 case SOUND_android_clone:
15331 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15334 case SOUND_android_move:
15335 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15339 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15343 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15347 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15350 case SOUND_eater_eat:
15351 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15355 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15358 case SOUND_collect:
15359 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15362 case SOUND_diamond:
15363 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15367 // !!! CHECK THIS !!!
15369 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15371 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15375 case SOUND_wonderfall:
15376 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15380 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15384 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15388 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15392 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15396 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15400 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15404 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15408 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15411 case SOUND_exit_open:
15412 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15415 case SOUND_exit_leave:
15416 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15419 case SOUND_dynamite:
15420 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15424 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15428 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15432 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15436 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15440 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15444 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15448 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15453 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15455 int element = map_element_SP_to_RND(element_sp);
15456 int action = map_action_SP_to_RND(action_sp);
15457 int offset = (setup.sp_show_border_elements ? 0 : 1);
15458 int x = xx - offset;
15459 int y = yy - offset;
15461 PlayLevelSoundElementAction(x, y, element, action);
15464 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15466 int element = map_element_MM_to_RND(element_mm);
15467 int action = map_action_MM_to_RND(action_mm);
15469 int x = xx - offset;
15470 int y = yy - offset;
15472 if (!IS_MM_ELEMENT(element))
15473 element = EL_MM_DEFAULT;
15475 PlayLevelSoundElementAction(x, y, element, action);
15478 void PlaySound_MM(int sound_mm)
15480 int sound = map_sound_MM_to_RND(sound_mm);
15482 if (sound == SND_UNDEFINED)
15488 void PlaySoundLoop_MM(int sound_mm)
15490 int sound = map_sound_MM_to_RND(sound_mm);
15492 if (sound == SND_UNDEFINED)
15495 PlaySoundLoop(sound);
15498 void StopSound_MM(int sound_mm)
15500 int sound = map_sound_MM_to_RND(sound_mm);
15502 if (sound == SND_UNDEFINED)
15508 void RaiseScore(int value)
15510 game.score += value;
15512 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15514 DisplayGameControlValues();
15517 void RaiseScoreElement(int element)
15522 case EL_BD_DIAMOND:
15523 case EL_EMERALD_YELLOW:
15524 case EL_EMERALD_RED:
15525 case EL_EMERALD_PURPLE:
15526 case EL_SP_INFOTRON:
15527 RaiseScore(level.score[SC_EMERALD]);
15530 RaiseScore(level.score[SC_DIAMOND]);
15533 RaiseScore(level.score[SC_CRYSTAL]);
15536 RaiseScore(level.score[SC_PEARL]);
15539 case EL_BD_BUTTERFLY:
15540 case EL_SP_ELECTRON:
15541 RaiseScore(level.score[SC_BUG]);
15544 case EL_BD_FIREFLY:
15545 case EL_SP_SNIKSNAK:
15546 RaiseScore(level.score[SC_SPACESHIP]);
15549 case EL_DARK_YAMYAM:
15550 RaiseScore(level.score[SC_YAMYAM]);
15553 RaiseScore(level.score[SC_ROBOT]);
15556 RaiseScore(level.score[SC_PACMAN]);
15559 RaiseScore(level.score[SC_NUT]);
15562 case EL_EM_DYNAMITE:
15563 case EL_SP_DISK_RED:
15564 case EL_DYNABOMB_INCREASE_NUMBER:
15565 case EL_DYNABOMB_INCREASE_SIZE:
15566 case EL_DYNABOMB_INCREASE_POWER:
15567 RaiseScore(level.score[SC_DYNAMITE]);
15569 case EL_SHIELD_NORMAL:
15570 case EL_SHIELD_DEADLY:
15571 RaiseScore(level.score[SC_SHIELD]);
15573 case EL_EXTRA_TIME:
15574 RaiseScore(level.extra_time_score);
15588 case EL_DC_KEY_WHITE:
15589 RaiseScore(level.score[SC_KEY]);
15592 RaiseScore(element_info[element].collect_score);
15597 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15599 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15603 // prevent short reactivation of overlay buttons while closing door
15604 SetOverlayActive(FALSE);
15605 UnmapGameButtons();
15607 // door may still be open due to skipped or envelope style request
15608 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15611 if (network.enabled)
15612 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15616 FadeSkipNextFadeIn();
15618 SetGameStatus(GAME_MODE_MAIN);
15623 else // continue playing the game
15625 if (tape.playing && tape.deactivate_display)
15626 TapeDeactivateDisplayOff(TRUE);
15628 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15630 if (tape.playing && tape.deactivate_display)
15631 TapeDeactivateDisplayOn();
15635 void RequestQuitGame(boolean escape_key_pressed)
15637 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15638 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15639 level_editor_test_game);
15640 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15641 quick_quit || score_info_tape_play);
15643 RequestQuitGameExt(skip_request, quick_quit,
15644 "Do you really want to quit the game?");
15647 static char *getRestartGameMessage(void)
15649 boolean play_again = hasStartedNetworkGame();
15650 static char message[MAX_OUTPUT_LINESIZE];
15651 char *game_over_text = "Game over!";
15652 char *play_again_text = " Play it again?";
15654 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15655 game_mm.game_over_message != NULL)
15656 game_over_text = game_mm.game_over_message;
15658 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15659 (play_again ? play_again_text : ""));
15664 static void RequestRestartGame(void)
15666 char *message = getRestartGameMessage();
15667 boolean has_started_game = hasStartedNetworkGame();
15668 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15669 int door_state = DOOR_CLOSE_1;
15671 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15673 CloseDoor(door_state);
15675 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15679 // if game was invoked from level editor, also close tape recorder door
15680 if (level_editor_test_game)
15681 door_state = DOOR_CLOSE_ALL;
15683 CloseDoor(door_state);
15685 SetGameStatus(GAME_MODE_MAIN);
15691 boolean CheckRestartGame(void)
15693 static int game_over_delay = 0;
15694 int game_over_delay_value = 50;
15695 boolean game_over = checkGameFailed();
15699 game_over_delay = game_over_delay_value;
15704 if (game_over_delay > 0)
15706 if (game_over_delay == game_over_delay_value / 2)
15707 PlaySound(SND_GAME_LOSING);
15714 // do not handle game over if request dialog is already active
15715 if (game.request_active)
15718 // do not ask to play again if game was never actually played
15719 if (!game.GamePlayed)
15722 // do not ask to play again if this was disabled in setup menu
15723 if (!setup.ask_on_game_over)
15726 RequestRestartGame();
15731 boolean checkGameSolved(void)
15733 // set for all game engines if level was solved
15734 return game.LevelSolved_GameEnd;
15737 boolean checkGameFailed(void)
15739 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15740 return (game_em.game_over && !game_em.level_solved);
15741 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15742 return (game_sp.game_over && !game_sp.level_solved);
15743 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15744 return (game_mm.game_over && !game_mm.level_solved);
15745 else // GAME_ENGINE_TYPE_RND
15746 return (game.GameOver && !game.LevelSolved);
15749 boolean checkGameEnded(void)
15751 return (checkGameSolved() || checkGameFailed());
15755 // ----------------------------------------------------------------------------
15756 // random generator functions
15757 // ----------------------------------------------------------------------------
15759 unsigned int InitEngineRandom_RND(int seed)
15761 game.num_random_calls = 0;
15763 return InitEngineRandom(seed);
15766 unsigned int RND(int max)
15770 game.num_random_calls++;
15772 return GetEngineRandom(max);
15779 // ----------------------------------------------------------------------------
15780 // game engine snapshot handling functions
15781 // ----------------------------------------------------------------------------
15783 struct EngineSnapshotInfo
15785 // runtime values for custom element collect score
15786 int collect_score[NUM_CUSTOM_ELEMENTS];
15788 // runtime values for group element choice position
15789 int choice_pos[NUM_GROUP_ELEMENTS];
15791 // runtime values for belt position animations
15792 int belt_graphic[4][NUM_BELT_PARTS];
15793 int belt_anim_mode[4][NUM_BELT_PARTS];
15796 static struct EngineSnapshotInfo engine_snapshot_rnd;
15797 static char *snapshot_level_identifier = NULL;
15798 static int snapshot_level_nr = -1;
15800 static void SaveEngineSnapshotValues_RND(void)
15802 static int belt_base_active_element[4] =
15804 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15805 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15806 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15807 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15811 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15813 int element = EL_CUSTOM_START + i;
15815 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15818 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15820 int element = EL_GROUP_START + i;
15822 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15825 for (i = 0; i < 4; i++)
15827 for (j = 0; j < NUM_BELT_PARTS; j++)
15829 int element = belt_base_active_element[i] + j;
15830 int graphic = el2img(element);
15831 int anim_mode = graphic_info[graphic].anim_mode;
15833 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15834 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15839 static void LoadEngineSnapshotValues_RND(void)
15841 unsigned int num_random_calls = game.num_random_calls;
15844 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15846 int element = EL_CUSTOM_START + i;
15848 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15851 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15853 int element = EL_GROUP_START + i;
15855 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15858 for (i = 0; i < 4; i++)
15860 for (j = 0; j < NUM_BELT_PARTS; j++)
15862 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15863 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15865 graphic_info[graphic].anim_mode = anim_mode;
15869 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15871 InitRND(tape.random_seed);
15872 for (i = 0; i < num_random_calls; i++)
15876 if (game.num_random_calls != num_random_calls)
15878 Error("number of random calls out of sync");
15879 Error("number of random calls should be %d", num_random_calls);
15880 Error("number of random calls is %d", game.num_random_calls);
15882 Fail("this should not happen -- please debug");
15886 void FreeEngineSnapshotSingle(void)
15888 FreeSnapshotSingle();
15890 setString(&snapshot_level_identifier, NULL);
15891 snapshot_level_nr = -1;
15894 void FreeEngineSnapshotList(void)
15896 FreeSnapshotList();
15899 static ListNode *SaveEngineSnapshotBuffers(void)
15901 ListNode *buffers = NULL;
15903 // copy some special values to a structure better suited for the snapshot
15905 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15906 SaveEngineSnapshotValues_RND();
15907 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15908 SaveEngineSnapshotValues_EM();
15909 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15910 SaveEngineSnapshotValues_SP(&buffers);
15911 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15912 SaveEngineSnapshotValues_MM();
15914 // save values stored in special snapshot structure
15916 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15917 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15918 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15920 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15921 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15922 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15925 // save further RND engine values
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15966 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15979 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15986 ListNode *node = engine_snapshot_list_rnd;
15989 while (node != NULL)
15991 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15996 Debug("game:playing:SaveEngineSnapshotBuffers",
15997 "size of engine snapshot: %d bytes", num_bytes);
16003 void SaveEngineSnapshotSingle(void)
16005 ListNode *buffers = SaveEngineSnapshotBuffers();
16007 // finally save all snapshot buffers to single snapshot
16008 SaveSnapshotSingle(buffers);
16010 // save level identification information
16011 setString(&snapshot_level_identifier, leveldir_current->identifier);
16012 snapshot_level_nr = level_nr;
16015 boolean CheckSaveEngineSnapshotToList(void)
16017 boolean save_snapshot =
16018 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16019 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16020 game.snapshot.changed_action) ||
16021 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16022 game.snapshot.collected_item));
16024 game.snapshot.changed_action = FALSE;
16025 game.snapshot.collected_item = FALSE;
16026 game.snapshot.save_snapshot = save_snapshot;
16028 return save_snapshot;
16031 void SaveEngineSnapshotToList(void)
16033 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16037 ListNode *buffers = SaveEngineSnapshotBuffers();
16039 // finally save all snapshot buffers to snapshot list
16040 SaveSnapshotToList(buffers);
16043 void SaveEngineSnapshotToListInitial(void)
16045 FreeEngineSnapshotList();
16047 SaveEngineSnapshotToList();
16050 static void LoadEngineSnapshotValues(void)
16052 // restore special values from snapshot structure
16054 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16055 LoadEngineSnapshotValues_RND();
16056 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16057 LoadEngineSnapshotValues_EM();
16058 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16059 LoadEngineSnapshotValues_SP();
16060 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16061 LoadEngineSnapshotValues_MM();
16064 void LoadEngineSnapshotSingle(void)
16066 LoadSnapshotSingle();
16068 LoadEngineSnapshotValues();
16071 static void LoadEngineSnapshot_Undo(int steps)
16073 LoadSnapshotFromList_Older(steps);
16075 LoadEngineSnapshotValues();
16078 static void LoadEngineSnapshot_Redo(int steps)
16080 LoadSnapshotFromList_Newer(steps);
16082 LoadEngineSnapshotValues();
16085 boolean CheckEngineSnapshotSingle(void)
16087 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16088 snapshot_level_nr == level_nr);
16091 boolean CheckEngineSnapshotList(void)
16093 return CheckSnapshotList();
16097 // ---------- new game button stuff -------------------------------------------
16104 boolean *setup_value;
16105 boolean allowed_on_tape;
16106 boolean is_touch_button;
16108 } gamebutton_info[NUM_GAME_BUTTONS] =
16111 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16112 GAME_CTRL_ID_STOP, NULL,
16113 TRUE, FALSE, "stop game"
16116 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16117 GAME_CTRL_ID_PAUSE, NULL,
16118 TRUE, FALSE, "pause game"
16121 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16122 GAME_CTRL_ID_PLAY, NULL,
16123 TRUE, FALSE, "play game"
16126 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16127 GAME_CTRL_ID_UNDO, NULL,
16128 TRUE, FALSE, "undo step"
16131 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16132 GAME_CTRL_ID_REDO, NULL,
16133 TRUE, FALSE, "redo step"
16136 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16137 GAME_CTRL_ID_SAVE, NULL,
16138 TRUE, FALSE, "save game"
16141 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16142 GAME_CTRL_ID_PAUSE2, NULL,
16143 TRUE, FALSE, "pause game"
16146 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16147 GAME_CTRL_ID_LOAD, NULL,
16148 TRUE, FALSE, "load game"
16151 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16152 GAME_CTRL_ID_PANEL_STOP, NULL,
16153 FALSE, FALSE, "stop game"
16156 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16157 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16158 FALSE, FALSE, "pause game"
16161 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16162 GAME_CTRL_ID_PANEL_PLAY, NULL,
16163 FALSE, FALSE, "play game"
16166 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16167 GAME_CTRL_ID_TOUCH_STOP, NULL,
16168 FALSE, TRUE, "stop game"
16171 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16172 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16173 FALSE, TRUE, "pause game"
16176 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16177 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16178 TRUE, FALSE, "background music on/off"
16181 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16182 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16183 TRUE, FALSE, "sound loops on/off"
16186 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16187 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16188 TRUE, FALSE, "normal sounds on/off"
16191 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16192 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16193 FALSE, FALSE, "background music on/off"
16196 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16197 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16198 FALSE, FALSE, "sound loops on/off"
16201 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16202 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16203 FALSE, FALSE, "normal sounds on/off"
16207 void CreateGameButtons(void)
16211 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16213 int graphic = gamebutton_info[i].graphic;
16214 struct GraphicInfo *gfx = &graphic_info[graphic];
16215 struct XY *pos = gamebutton_info[i].pos;
16216 struct GadgetInfo *gi;
16219 unsigned int event_mask;
16220 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16221 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16222 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16223 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16224 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16225 int gd_x = gfx->src_x;
16226 int gd_y = gfx->src_y;
16227 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16228 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16229 int gd_xa = gfx->src_x + gfx->active_xoffset;
16230 int gd_ya = gfx->src_y + gfx->active_yoffset;
16231 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16232 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16233 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16234 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16237 // do not use touch buttons if overlay touch buttons are disabled
16238 if (is_touch_button && !setup.touch.overlay_buttons)
16241 if (gfx->bitmap == NULL)
16243 game_gadget[id] = NULL;
16248 if (id == GAME_CTRL_ID_STOP ||
16249 id == GAME_CTRL_ID_PANEL_STOP ||
16250 id == GAME_CTRL_ID_TOUCH_STOP ||
16251 id == GAME_CTRL_ID_PLAY ||
16252 id == GAME_CTRL_ID_PANEL_PLAY ||
16253 id == GAME_CTRL_ID_SAVE ||
16254 id == GAME_CTRL_ID_LOAD)
16256 button_type = GD_TYPE_NORMAL_BUTTON;
16258 event_mask = GD_EVENT_RELEASED;
16260 else if (id == GAME_CTRL_ID_UNDO ||
16261 id == GAME_CTRL_ID_REDO)
16263 button_type = GD_TYPE_NORMAL_BUTTON;
16265 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16269 button_type = GD_TYPE_CHECK_BUTTON;
16270 checked = (gamebutton_info[i].setup_value != NULL ?
16271 *gamebutton_info[i].setup_value : FALSE);
16272 event_mask = GD_EVENT_PRESSED;
16275 gi = CreateGadget(GDI_CUSTOM_ID, id,
16276 GDI_IMAGE_ID, graphic,
16277 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16280 GDI_WIDTH, gfx->width,
16281 GDI_HEIGHT, gfx->height,
16282 GDI_TYPE, button_type,
16283 GDI_STATE, GD_BUTTON_UNPRESSED,
16284 GDI_CHECKED, checked,
16285 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16286 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16287 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16288 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16289 GDI_DIRECT_DRAW, FALSE,
16290 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16291 GDI_EVENT_MASK, event_mask,
16292 GDI_CALLBACK_ACTION, HandleGameButtons,
16296 Fail("cannot create gadget");
16298 game_gadget[id] = gi;
16302 void FreeGameButtons(void)
16306 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16307 FreeGadget(game_gadget[i]);
16310 static void UnmapGameButtonsAtSamePosition(int id)
16314 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16316 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16317 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16318 UnmapGadget(game_gadget[i]);
16321 static void UnmapGameButtonsAtSamePosition_All(void)
16323 if (setup.show_load_save_buttons)
16325 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16326 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16329 else if (setup.show_undo_redo_buttons)
16331 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16332 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16333 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16337 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16338 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16339 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16341 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16342 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16343 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16347 void MapLoadSaveButtons(void)
16349 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16350 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16352 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16353 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16356 void MapUndoRedoButtons(void)
16358 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16359 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16361 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16362 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16365 void ModifyPauseButtons(void)
16369 GAME_CTRL_ID_PAUSE,
16370 GAME_CTRL_ID_PAUSE2,
16371 GAME_CTRL_ID_PANEL_PAUSE,
16372 GAME_CTRL_ID_TOUCH_PAUSE,
16377 for (i = 0; ids[i] > -1; i++)
16378 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16381 static void MapGameButtonsExt(boolean on_tape)
16385 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16387 if ((i == GAME_CTRL_ID_UNDO ||
16388 i == GAME_CTRL_ID_REDO) &&
16389 game_status != GAME_MODE_PLAYING)
16392 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16393 MapGadget(game_gadget[i]);
16396 UnmapGameButtonsAtSamePosition_All();
16398 RedrawGameButtons();
16401 static void UnmapGameButtonsExt(boolean on_tape)
16405 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16406 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16407 UnmapGadget(game_gadget[i]);
16410 static void RedrawGameButtonsExt(boolean on_tape)
16414 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16415 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16416 RedrawGadget(game_gadget[i]);
16419 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16424 gi->checked = state;
16427 static void RedrawSoundButtonGadget(int id)
16429 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16430 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16431 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16432 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16433 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16434 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16437 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16438 RedrawGadget(game_gadget[id2]);
16441 void MapGameButtons(void)
16443 MapGameButtonsExt(FALSE);
16446 void UnmapGameButtons(void)
16448 UnmapGameButtonsExt(FALSE);
16451 void RedrawGameButtons(void)
16453 RedrawGameButtonsExt(FALSE);
16456 void MapGameButtonsOnTape(void)
16458 MapGameButtonsExt(TRUE);
16461 void UnmapGameButtonsOnTape(void)
16463 UnmapGameButtonsExt(TRUE);
16466 void RedrawGameButtonsOnTape(void)
16468 RedrawGameButtonsExt(TRUE);
16471 static void GameUndoRedoExt(void)
16473 ClearPlayerAction();
16475 tape.pausing = TRUE;
16478 UpdateAndDisplayGameControlValues();
16480 DrawCompleteVideoDisplay();
16481 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16482 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16483 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16485 ModifyPauseButtons();
16490 static void GameUndo(int steps)
16492 if (!CheckEngineSnapshotList())
16495 int tape_property_bits = tape.property_bits;
16497 LoadEngineSnapshot_Undo(steps);
16499 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16504 static void GameRedo(int steps)
16506 if (!CheckEngineSnapshotList())
16509 int tape_property_bits = tape.property_bits;
16511 LoadEngineSnapshot_Redo(steps);
16513 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16518 static void HandleGameButtonsExt(int id, int button)
16520 static boolean game_undo_executed = FALSE;
16521 int steps = BUTTON_STEPSIZE(button);
16522 boolean handle_game_buttons =
16523 (game_status == GAME_MODE_PLAYING ||
16524 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16526 if (!handle_game_buttons)
16531 case GAME_CTRL_ID_STOP:
16532 case GAME_CTRL_ID_PANEL_STOP:
16533 case GAME_CTRL_ID_TOUCH_STOP:
16538 case GAME_CTRL_ID_PAUSE:
16539 case GAME_CTRL_ID_PAUSE2:
16540 case GAME_CTRL_ID_PANEL_PAUSE:
16541 case GAME_CTRL_ID_TOUCH_PAUSE:
16542 if (network.enabled && game_status == GAME_MODE_PLAYING)
16545 SendToServer_ContinuePlaying();
16547 SendToServer_PausePlaying();
16550 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16552 game_undo_executed = FALSE;
16556 case GAME_CTRL_ID_PLAY:
16557 case GAME_CTRL_ID_PANEL_PLAY:
16558 if (game_status == GAME_MODE_MAIN)
16560 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16562 else if (tape.pausing)
16564 if (network.enabled)
16565 SendToServer_ContinuePlaying();
16567 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16571 case GAME_CTRL_ID_UNDO:
16572 // Important: When using "save snapshot when collecting an item" mode,
16573 // load last (current) snapshot for first "undo" after pressing "pause"
16574 // (else the last-but-one snapshot would be loaded, because the snapshot
16575 // pointer already points to the last snapshot when pressing "pause",
16576 // which is fine for "every step/move" mode, but not for "every collect")
16577 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16578 !game_undo_executed)
16581 game_undo_executed = TRUE;
16586 case GAME_CTRL_ID_REDO:
16590 case GAME_CTRL_ID_SAVE:
16594 case GAME_CTRL_ID_LOAD:
16598 case SOUND_CTRL_ID_MUSIC:
16599 case SOUND_CTRL_ID_PANEL_MUSIC:
16600 if (setup.sound_music)
16602 setup.sound_music = FALSE;
16606 else if (audio.music_available)
16608 setup.sound = setup.sound_music = TRUE;
16610 SetAudioMode(setup.sound);
16612 if (game_status == GAME_MODE_PLAYING)
16616 RedrawSoundButtonGadget(id);
16620 case SOUND_CTRL_ID_LOOPS:
16621 case SOUND_CTRL_ID_PANEL_LOOPS:
16622 if (setup.sound_loops)
16623 setup.sound_loops = FALSE;
16624 else if (audio.loops_available)
16626 setup.sound = setup.sound_loops = TRUE;
16628 SetAudioMode(setup.sound);
16631 RedrawSoundButtonGadget(id);
16635 case SOUND_CTRL_ID_SIMPLE:
16636 case SOUND_CTRL_ID_PANEL_SIMPLE:
16637 if (setup.sound_simple)
16638 setup.sound_simple = FALSE;
16639 else if (audio.sound_available)
16641 setup.sound = setup.sound_simple = TRUE;
16643 SetAudioMode(setup.sound);
16646 RedrawSoundButtonGadget(id);
16655 static void HandleGameButtons(struct GadgetInfo *gi)
16657 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16660 void HandleSoundButtonKeys(Key key)
16662 if (key == setup.shortcut.sound_simple)
16663 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16664 else if (key == setup.shortcut.sound_loops)
16665 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16666 else if (key == setup.shortcut.sound_music)
16667 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);