1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize if element can trigger global animations -----------
3200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[i];
3204 ei->has_anim_event = FALSE;
3207 InitGlobalAnimEventsForCustomElements();
3209 // ---------- initialize internal run-time variables ------------------------
3211 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 ei->change_page[j].can_change_or_has_action =
3218 (ei->change_page[j].can_change |
3219 ei->change_page[j].has_action);
3223 // add change events from custom element configuration
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 if (!ei->change_page[j].can_change_or_has_action)
3233 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3235 // only add event page for the first page found with this event
3236 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3238 ei->has_change_event[k] = TRUE;
3240 ei->event_page_nr[k] = j;
3241 ei->event_page[k] = &ei->change_page[j];
3247 // ---------- initialize reference elements in change conditions ------------
3249 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3251 int element = EL_CUSTOM_START + i;
3252 struct ElementInfo *ei = &element_info[element];
3254 for (j = 0; j < ei->num_change_pages; j++)
3256 int trigger_element = ei->change_page[j].initial_trigger_element;
3258 if (trigger_element >= EL_PREV_CE_8 &&
3259 trigger_element <= EL_NEXT_CE_8)
3260 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3262 ei->change_page[j].trigger_element = trigger_element;
3266 // ---------- initialize run-time trigger player and element ----------------
3268 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 struct ElementChangeInfo *change = &ei->change_page[j];
3276 change->actual_trigger_element = EL_EMPTY;
3277 change->actual_trigger_player = EL_EMPTY;
3278 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3279 change->actual_trigger_side = CH_SIDE_NONE;
3280 change->actual_trigger_ce_value = 0;
3281 change->actual_trigger_ce_score = 0;
3282 change->actual_trigger_x = -1;
3283 change->actual_trigger_y = -1;
3287 // ---------- initialize trigger events -------------------------------------
3289 // initialize trigger events information
3290 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3291 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3292 trigger_events[i][j] = FALSE;
3294 // add trigger events from element change event properties
3295 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3297 struct ElementInfo *ei = &element_info[i];
3299 for (j = 0; j < ei->num_change_pages; j++)
3301 struct ElementChangeInfo *change = &ei->change_page[j];
3303 if (!change->can_change_or_has_action)
3306 if (change->has_event[CE_BY_OTHER_ACTION])
3308 int trigger_element = change->trigger_element;
3310 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3312 if (change->has_event[k])
3314 if (IS_GROUP_ELEMENT(trigger_element))
3316 struct ElementGroupInfo *group =
3317 element_info[trigger_element].group;
3319 for (l = 0; l < group->num_elements_resolved; l++)
3320 trigger_events[group->element_resolved[l]][k] = TRUE;
3322 else if (trigger_element == EL_ANY_ELEMENT)
3323 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3324 trigger_events[l][k] = TRUE;
3326 trigger_events[trigger_element][k] = TRUE;
3333 // ---------- initialize push delay -----------------------------------------
3335 // initialize push delay values to default
3336 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3338 if (!IS_CUSTOM_ELEMENT(i))
3340 // set default push delay values (corrected since version 3.0.7-1)
3341 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3343 element_info[i].push_delay_fixed = 2;
3344 element_info[i].push_delay_random = 8;
3348 element_info[i].push_delay_fixed = 8;
3349 element_info[i].push_delay_random = 8;
3354 // set push delay value for certain elements from pre-defined list
3355 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3357 int e = push_delay_list[i].element;
3359 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3360 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3363 // set push delay value for Supaplex elements for newer engine versions
3364 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3366 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3368 if (IS_SP_ELEMENT(i))
3370 // set SP push delay to just enough to push under a falling zonk
3371 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3373 element_info[i].push_delay_fixed = delay;
3374 element_info[i].push_delay_random = 0;
3379 // ---------- initialize move stepsize --------------------------------------
3381 // initialize move stepsize values to default
3382 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3383 if (!IS_CUSTOM_ELEMENT(i))
3384 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3386 // set move stepsize value for certain elements from pre-defined list
3387 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3389 int e = move_stepsize_list[i].element;
3391 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3393 // set move stepsize value for certain elements for older engine versions
3394 if (use_old_move_stepsize_for_magic_wall)
3396 if (e == EL_MAGIC_WALL_FILLING ||
3397 e == EL_MAGIC_WALL_EMPTYING ||
3398 e == EL_BD_MAGIC_WALL_FILLING ||
3399 e == EL_BD_MAGIC_WALL_EMPTYING)
3400 element_info[e].move_stepsize *= 2;
3404 // ---------- initialize collect score --------------------------------------
3406 // initialize collect score values for custom elements from initial value
3407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3408 if (IS_CUSTOM_ELEMENT(i))
3409 element_info[i].collect_score = element_info[i].collect_score_initial;
3411 // ---------- initialize collect count --------------------------------------
3413 // initialize collect count values for non-custom elements
3414 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3415 if (!IS_CUSTOM_ELEMENT(i))
3416 element_info[i].collect_count_initial = 0;
3418 // add collect count values for all elements from pre-defined list
3419 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3420 element_info[collect_count_list[i].element].collect_count_initial =
3421 collect_count_list[i].count;
3423 // ---------- initialize access direction -----------------------------------
3425 // initialize access direction values to default (access from every side)
3426 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3427 if (!IS_CUSTOM_ELEMENT(i))
3428 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3430 // set access direction value for certain elements from pre-defined list
3431 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3432 element_info[access_direction_list[i].element].access_direction =
3433 access_direction_list[i].direction;
3435 // ---------- initialize explosion content ----------------------------------
3436 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3438 if (IS_CUSTOM_ELEMENT(i))
3441 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3443 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3445 element_info[i].content.e[x][y] =
3446 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3447 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3448 i == EL_PLAYER_3 ? EL_EMERALD :
3449 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3450 i == EL_MOLE ? EL_EMERALD_RED :
3451 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3452 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3453 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3454 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3455 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3456 i == EL_WALL_EMERALD ? EL_EMERALD :
3457 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3458 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3459 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3460 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3461 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3462 i == EL_WALL_PEARL ? EL_PEARL :
3463 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3468 // ---------- initialize recursion detection --------------------------------
3469 recursion_loop_depth = 0;
3470 recursion_loop_detected = FALSE;
3471 recursion_loop_element = EL_UNDEFINED;
3473 // ---------- initialize graphics engine ------------------------------------
3474 game.scroll_delay_value =
3475 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3476 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3477 !setup.forced_scroll_delay ? 0 :
3478 setup.scroll_delay ? setup.scroll_delay_value : 0);
3479 if (game.forced_scroll_delay_value == -1)
3480 game.scroll_delay_value =
3481 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3483 // ---------- initialize game engine snapshots ------------------------------
3484 for (i = 0; i < MAX_PLAYERS; i++)
3485 game.snapshot.last_action[i] = 0;
3486 game.snapshot.changed_action = FALSE;
3487 game.snapshot.collected_item = FALSE;
3488 game.snapshot.mode =
3489 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3490 SNAPSHOT_MODE_EVERY_STEP :
3491 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3492 SNAPSHOT_MODE_EVERY_MOVE :
3493 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3494 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3495 game.snapshot.save_snapshot = FALSE;
3497 // ---------- initialize level time for Supaplex engine ---------------------
3498 // Supaplex levels with time limit currently unsupported -- should be added
3499 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3502 // ---------- initialize flags for handling game actions --------------------
3504 // set flags for game actions to default values
3505 game.use_key_actions = TRUE;
3506 game.use_mouse_actions = FALSE;
3508 // when using Mirror Magic game engine, handle mouse events only
3509 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3511 game.use_key_actions = FALSE;
3512 game.use_mouse_actions = TRUE;
3515 // check for custom elements with mouse click events
3516 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3518 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3520 int element = EL_CUSTOM_START + i;
3522 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3523 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3524 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3525 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3526 game.use_mouse_actions = TRUE;
3531 static int get_num_special_action(int element, int action_first,
3534 int num_special_action = 0;
3537 for (i = action_first; i <= action_last; i++)
3539 boolean found = FALSE;
3541 for (j = 0; j < NUM_DIRECTIONS; j++)
3542 if (el_act_dir2img(element, i, j) !=
3543 el_act_dir2img(element, ACTION_DEFAULT, j))
3547 num_special_action++;
3552 return num_special_action;
3556 // ============================================================================
3558 // ----------------------------------------------------------------------------
3559 // initialize and start new game
3560 // ============================================================================
3562 #if DEBUG_INIT_PLAYER
3563 static void DebugPrintPlayerStatus(char *message)
3570 Debug("game:init:player", "%s:", message);
3572 for (i = 0; i < MAX_PLAYERS; i++)
3574 struct PlayerInfo *player = &stored_player[i];
3576 Debug("game:init:player",
3577 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3581 player->connected_locally,
3582 player->connected_network,
3584 (local_player == player ? " (local player)" : ""));
3591 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3592 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3593 int fade_mask = REDRAW_FIELD;
3594 boolean restarting = (game_status == GAME_MODE_PLAYING);
3595 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3596 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3597 int initial_move_dir = MV_DOWN;
3600 // required here to update video display before fading (FIX THIS)
3601 DrawMaskedBorder(REDRAW_DOOR_2);
3603 if (!game.restart_level)
3604 CloseDoor(DOOR_CLOSE_1);
3608 // force fading out global animations displayed during game play
3609 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3613 SetGameStatus(GAME_MODE_PLAYING);
3616 if (level_editor_test_game)
3617 FadeSkipNextFadeOut();
3619 FadeSetEnterScreen();
3622 fade_mask = REDRAW_ALL;
3624 FadeLevelSoundsAndMusic();
3626 ExpireSoundLoops(TRUE);
3632 // force restarting global animations displayed during game play
3633 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3635 // this is required for "transforming" fade modes like cross-fading
3636 // (else global animations will be stopped, but not restarted here)
3637 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3639 SetGameStatus(GAME_MODE_PLAYING);
3642 if (level_editor_test_game)
3643 FadeSkipNextFadeIn();
3645 // needed if different viewport properties defined for playing
3646 ChangeViewportPropertiesIfNeeded();
3650 DrawCompleteVideoDisplay();
3652 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3655 InitGameControlValues();
3659 // initialize tape actions from game when recording tape
3660 tape.use_key_actions = game.use_key_actions;
3661 tape.use_mouse_actions = game.use_mouse_actions;
3663 // initialize visible playfield size when recording tape (for team mode)
3664 tape.scr_fieldx = SCR_FIELDX;
3665 tape.scr_fieldy = SCR_FIELDY;
3668 // don't play tapes over network
3669 network_playing = (network.enabled && !tape.playing);
3671 for (i = 0; i < MAX_PLAYERS; i++)
3673 struct PlayerInfo *player = &stored_player[i];
3675 player->index_nr = i;
3676 player->index_bit = (1 << i);
3677 player->element_nr = EL_PLAYER_1 + i;
3679 player->present = FALSE;
3680 player->active = FALSE;
3681 player->mapped = FALSE;
3683 player->killed = FALSE;
3684 player->reanimated = FALSE;
3685 player->buried = FALSE;
3688 player->effective_action = 0;
3689 player->programmed_action = 0;
3690 player->snap_action = 0;
3692 player->mouse_action.lx = 0;
3693 player->mouse_action.ly = 0;
3694 player->mouse_action.button = 0;
3695 player->mouse_action.button_hint = 0;
3697 player->effective_mouse_action.lx = 0;
3698 player->effective_mouse_action.ly = 0;
3699 player->effective_mouse_action.button = 0;
3700 player->effective_mouse_action.button_hint = 0;
3702 for (j = 0; j < MAX_NUM_KEYS; j++)
3703 player->key[j] = FALSE;
3705 player->num_white_keys = 0;
3707 player->dynabomb_count = 0;
3708 player->dynabomb_size = 1;
3709 player->dynabombs_left = 0;
3710 player->dynabomb_xl = FALSE;
3712 player->MovDir = initial_move_dir;
3715 player->GfxDir = initial_move_dir;
3716 player->GfxAction = ACTION_DEFAULT;
3718 player->StepFrame = 0;
3720 player->initial_element = player->element_nr;
3721 player->artwork_element =
3722 (level.use_artwork_element[i] ? level.artwork_element[i] :
3723 player->element_nr);
3724 player->use_murphy = FALSE;
3726 player->block_last_field = FALSE; // initialized in InitPlayerField()
3727 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3729 player->gravity = level.initial_player_gravity[i];
3731 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3733 player->actual_frame_counter.count = 0;
3734 player->actual_frame_counter.value = 1;
3736 player->step_counter = 0;
3738 player->last_move_dir = initial_move_dir;
3740 player->is_active = FALSE;
3742 player->is_waiting = FALSE;
3743 player->is_moving = FALSE;
3744 player->is_auto_moving = FALSE;
3745 player->is_digging = FALSE;
3746 player->is_snapping = FALSE;
3747 player->is_collecting = FALSE;
3748 player->is_pushing = FALSE;
3749 player->is_switching = FALSE;
3750 player->is_dropping = FALSE;
3751 player->is_dropping_pressed = FALSE;
3753 player->is_bored = FALSE;
3754 player->is_sleeping = FALSE;
3756 player->was_waiting = TRUE;
3757 player->was_moving = FALSE;
3758 player->was_snapping = FALSE;
3759 player->was_dropping = FALSE;
3761 player->force_dropping = FALSE;
3763 player->frame_counter_bored = -1;
3764 player->frame_counter_sleeping = -1;
3766 player->anim_delay_counter = 0;
3767 player->post_delay_counter = 0;
3769 player->dir_waiting = initial_move_dir;
3770 player->action_waiting = ACTION_DEFAULT;
3771 player->last_action_waiting = ACTION_DEFAULT;
3772 player->special_action_bored = ACTION_DEFAULT;
3773 player->special_action_sleeping = ACTION_DEFAULT;
3775 player->switch_x = -1;
3776 player->switch_y = -1;
3778 player->drop_x = -1;
3779 player->drop_y = -1;
3781 player->show_envelope = 0;
3783 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3785 player->push_delay = -1; // initialized when pushing starts
3786 player->push_delay_value = game.initial_push_delay_value;
3788 player->drop_delay = 0;
3789 player->drop_pressed_delay = 0;
3791 player->last_jx = -1;
3792 player->last_jy = -1;
3796 player->shield_normal_time_left = 0;
3797 player->shield_deadly_time_left = 0;
3799 player->last_removed_element = EL_UNDEFINED;
3801 player->inventory_infinite_element = EL_UNDEFINED;
3802 player->inventory_size = 0;
3804 if (level.use_initial_inventory[i])
3806 for (j = 0; j < level.initial_inventory_size[i]; j++)
3808 int element = level.initial_inventory_content[i][j];
3809 int collect_count = element_info[element].collect_count_initial;
3812 if (!IS_CUSTOM_ELEMENT(element))
3815 if (collect_count == 0)
3816 player->inventory_infinite_element = element;
3818 for (k = 0; k < collect_count; k++)
3819 if (player->inventory_size < MAX_INVENTORY_SIZE)
3820 player->inventory_element[player->inventory_size++] = element;
3824 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3825 SnapField(player, 0, 0);
3827 map_player_action[i] = i;
3830 network_player_action_received = FALSE;
3832 // initial null action
3833 if (network_playing)
3834 SendToServer_MovePlayer(MV_NONE);
3839 TimeLeft = level.time;
3842 ScreenMovDir = MV_NONE;
3846 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3848 game.robot_wheel_x = -1;
3849 game.robot_wheel_y = -1;
3854 game.all_players_gone = FALSE;
3856 game.LevelSolved = FALSE;
3857 game.GameOver = FALSE;
3859 game.GamePlayed = !tape.playing;
3861 game.LevelSolved_GameWon = FALSE;
3862 game.LevelSolved_GameEnd = FALSE;
3863 game.LevelSolved_SaveTape = FALSE;
3864 game.LevelSolved_SaveScore = FALSE;
3866 game.LevelSolved_CountingTime = 0;
3867 game.LevelSolved_CountingScore = 0;
3868 game.LevelSolved_CountingHealth = 0;
3870 game.panel.active = TRUE;
3872 game.no_level_time_limit = (level.time == 0);
3873 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3875 game.yamyam_content_nr = 0;
3876 game.robot_wheel_active = FALSE;
3877 game.magic_wall_active = FALSE;
3878 game.magic_wall_time_left = 0;
3879 game.light_time_left = 0;
3880 game.timegate_time_left = 0;
3881 game.switchgate_pos = 0;
3882 game.wind_direction = level.wind_direction_initial;
3884 game.time_final = 0;
3885 game.score_time_final = 0;
3888 game.score_final = 0;
3890 game.health = MAX_HEALTH;
3891 game.health_final = MAX_HEALTH;
3893 game.gems_still_needed = level.gems_needed;
3894 game.sokoban_fields_still_needed = 0;
3895 game.sokoban_objects_still_needed = 0;
3896 game.lights_still_needed = 0;
3897 game.players_still_needed = 0;
3898 game.friends_still_needed = 0;
3900 game.lenses_time_left = 0;
3901 game.magnify_time_left = 0;
3903 game.ball_active = level.ball_active_initial;
3904 game.ball_content_nr = 0;
3906 game.explosions_delayed = TRUE;
3908 game.envelope_active = FALSE;
3910 // special case: set custom artwork setting to initial value
3911 game.use_masked_elements = game.use_masked_elements_initial;
3913 for (i = 0; i < NUM_BELTS; i++)
3915 game.belt_dir[i] = MV_NONE;
3916 game.belt_dir_nr[i] = 3; // not moving, next moving left
3919 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3920 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3922 #if DEBUG_INIT_PLAYER
3923 DebugPrintPlayerStatus("Player status at level initialization");
3926 SCAN_PLAYFIELD(x, y)
3928 Tile[x][y] = Last[x][y] = level.field[x][y];
3929 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3930 ChangeDelay[x][y] = 0;
3931 ChangePage[x][y] = -1;
3932 CustomValue[x][y] = 0; // initialized in InitField()
3933 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3935 WasJustMoving[x][y] = 0;
3936 WasJustFalling[x][y] = 0;
3937 CheckCollision[x][y] = 0;
3938 CheckImpact[x][y] = 0;
3940 Pushed[x][y] = FALSE;
3942 ChangeCount[x][y] = 0;
3943 ChangeEvent[x][y] = -1;
3945 ExplodePhase[x][y] = 0;
3946 ExplodeDelay[x][y] = 0;
3947 ExplodeField[x][y] = EX_TYPE_NONE;
3949 RunnerVisit[x][y] = 0;
3950 PlayerVisit[x][y] = 0;
3953 GfxRandom[x][y] = INIT_GFX_RANDOM();
3954 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3955 GfxElement[x][y] = EL_UNDEFINED;
3956 GfxElementEmpty[x][y] = EL_EMPTY;
3957 GfxAction[x][y] = ACTION_DEFAULT;
3958 GfxDir[x][y] = MV_NONE;
3959 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3962 SCAN_PLAYFIELD(x, y)
3964 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3966 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3969 InitField(x, y, TRUE);
3971 ResetGfxAnimation(x, y);
3976 // required if level does not contain any "empty space" element
3977 if (element_info[EL_EMPTY].use_gfx_element)
3978 game.use_masked_elements = TRUE;
3980 for (i = 0; i < MAX_PLAYERS; i++)
3982 struct PlayerInfo *player = &stored_player[i];
3984 // set number of special actions for bored and sleeping animation
3985 player->num_special_action_bored =
3986 get_num_special_action(player->artwork_element,
3987 ACTION_BORING_1, ACTION_BORING_LAST);
3988 player->num_special_action_sleeping =
3989 get_num_special_action(player->artwork_element,
3990 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3993 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3994 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3996 // initialize type of slippery elements
3997 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3999 if (!IS_CUSTOM_ELEMENT(i))
4001 // default: elements slip down either to the left or right randomly
4002 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4004 // SP style elements prefer to slip down on the left side
4005 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4006 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4008 // BD style elements prefer to slip down on the left side
4009 if (game.emulation == EMU_BOULDERDASH)
4010 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4014 // initialize explosion and ignition delay
4015 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4017 if (!IS_CUSTOM_ELEMENT(i))
4020 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4021 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4022 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4023 int last_phase = (num_phase + 1) * delay;
4024 int half_phase = (num_phase / 2) * delay;
4026 element_info[i].explosion_delay = last_phase - 1;
4027 element_info[i].ignition_delay = half_phase;
4029 if (i == EL_BLACK_ORB)
4030 element_info[i].ignition_delay = 1;
4034 // correct non-moving belts to start moving left
4035 for (i = 0; i < NUM_BELTS; i++)
4036 if (game.belt_dir[i] == MV_NONE)
4037 game.belt_dir_nr[i] = 3; // not moving, next moving left
4039 #if USE_NEW_PLAYER_ASSIGNMENTS
4040 // use preferred player also in local single-player mode
4041 if (!network.enabled && !game.team_mode)
4043 int new_index_nr = setup.network_player_nr;
4045 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4047 for (i = 0; i < MAX_PLAYERS; i++)
4048 stored_player[i].connected_locally = FALSE;
4050 stored_player[new_index_nr].connected_locally = TRUE;
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 stored_player[i].connected = FALSE;
4058 // in network game mode, the local player might not be the first player
4059 if (stored_player[i].connected_locally)
4060 local_player = &stored_player[i];
4063 if (!network.enabled)
4064 local_player->connected = TRUE;
4068 for (i = 0; i < MAX_PLAYERS; i++)
4069 stored_player[i].connected = tape.player_participates[i];
4071 else if (network.enabled)
4073 // add team mode players connected over the network (needed for correct
4074 // assignment of player figures from level to locally playing players)
4076 for (i = 0; i < MAX_PLAYERS; i++)
4077 if (stored_player[i].connected_network)
4078 stored_player[i].connected = TRUE;
4080 else if (game.team_mode)
4082 // try to guess locally connected team mode players (needed for correct
4083 // assignment of player figures from level to locally playing players)
4085 for (i = 0; i < MAX_PLAYERS; i++)
4086 if (setup.input[i].use_joystick ||
4087 setup.input[i].key.left != KSYM_UNDEFINED)
4088 stored_player[i].connected = TRUE;
4091 #if DEBUG_INIT_PLAYER
4092 DebugPrintPlayerStatus("Player status after level initialization");
4095 #if DEBUG_INIT_PLAYER
4096 Debug("game:init:player", "Reassigning players ...");
4099 // check if any connected player was not found in playfield
4100 for (i = 0; i < MAX_PLAYERS; i++)
4102 struct PlayerInfo *player = &stored_player[i];
4104 if (player->connected && !player->present)
4106 struct PlayerInfo *field_player = NULL;
4108 #if DEBUG_INIT_PLAYER
4109 Debug("game:init:player",
4110 "- looking for field player for player %d ...", i + 1);
4113 // assign first free player found that is present in the playfield
4115 // first try: look for unmapped playfield player that is not connected
4116 for (j = 0; j < MAX_PLAYERS; j++)
4117 if (field_player == NULL &&
4118 stored_player[j].present &&
4119 !stored_player[j].mapped &&
4120 !stored_player[j].connected)
4121 field_player = &stored_player[j];
4123 // second try: look for *any* unmapped playfield player
4124 for (j = 0; j < MAX_PLAYERS; j++)
4125 if (field_player == NULL &&
4126 stored_player[j].present &&
4127 !stored_player[j].mapped)
4128 field_player = &stored_player[j];
4130 if (field_player != NULL)
4132 int jx = field_player->jx, jy = field_player->jy;
4134 #if DEBUG_INIT_PLAYER
4135 Debug("game:init:player", "- found player %d",
4136 field_player->index_nr + 1);
4139 player->present = FALSE;
4140 player->active = FALSE;
4142 field_player->present = TRUE;
4143 field_player->active = TRUE;
4146 player->initial_element = field_player->initial_element;
4147 player->artwork_element = field_player->artwork_element;
4149 player->block_last_field = field_player->block_last_field;
4150 player->block_delay_adjustment = field_player->block_delay_adjustment;
4153 StorePlayer[jx][jy] = field_player->element_nr;
4155 field_player->jx = field_player->last_jx = jx;
4156 field_player->jy = field_player->last_jy = jy;
4158 if (local_player == player)
4159 local_player = field_player;
4161 map_player_action[field_player->index_nr] = i;
4163 field_player->mapped = TRUE;
4165 #if DEBUG_INIT_PLAYER
4166 Debug("game:init:player", "- map_player_action[%d] == %d",
4167 field_player->index_nr + 1, i + 1);
4172 if (player->connected && player->present)
4173 player->mapped = TRUE;
4176 #if DEBUG_INIT_PLAYER
4177 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4182 // check if any connected player was not found in playfield
4183 for (i = 0; i < MAX_PLAYERS; i++)
4185 struct PlayerInfo *player = &stored_player[i];
4187 if (player->connected && !player->present)
4189 for (j = 0; j < MAX_PLAYERS; j++)
4191 struct PlayerInfo *field_player = &stored_player[j];
4192 int jx = field_player->jx, jy = field_player->jy;
4194 // assign first free player found that is present in the playfield
4195 if (field_player->present && !field_player->connected)
4197 player->present = TRUE;
4198 player->active = TRUE;
4200 field_player->present = FALSE;
4201 field_player->active = FALSE;
4203 player->initial_element = field_player->initial_element;
4204 player->artwork_element = field_player->artwork_element;
4206 player->block_last_field = field_player->block_last_field;
4207 player->block_delay_adjustment = field_player->block_delay_adjustment;
4209 StorePlayer[jx][jy] = player->element_nr;
4211 player->jx = player->last_jx = jx;
4212 player->jy = player->last_jy = jy;
4222 Debug("game:init:player", "local_player->present == %d",
4223 local_player->present);
4226 // set focus to local player for network games, else to all players
4227 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4228 game.centered_player_nr_next = game.centered_player_nr;
4229 game.set_centered_player = FALSE;
4230 game.set_centered_player_wrap = FALSE;
4232 if (network_playing && tape.recording)
4234 // store client dependent player focus when recording network games
4235 tape.centered_player_nr_next = game.centered_player_nr_next;
4236 tape.set_centered_player = TRUE;
4241 // when playing a tape, eliminate all players who do not participate
4243 #if USE_NEW_PLAYER_ASSIGNMENTS
4245 if (!game.team_mode)
4247 for (i = 0; i < MAX_PLAYERS; i++)
4249 if (stored_player[i].active &&
4250 !tape.player_participates[map_player_action[i]])
4252 struct PlayerInfo *player = &stored_player[i];
4253 int jx = player->jx, jy = player->jy;
4255 #if DEBUG_INIT_PLAYER
4256 Debug("game:init:player", "Removing player %d at (%d, %d)",
4260 player->active = FALSE;
4261 StorePlayer[jx][jy] = 0;
4262 Tile[jx][jy] = EL_EMPTY;
4269 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].active &&
4272 !tape.player_participates[i])
4274 struct PlayerInfo *player = &stored_player[i];
4275 int jx = player->jx, jy = player->jy;
4277 player->active = FALSE;
4278 StorePlayer[jx][jy] = 0;
4279 Tile[jx][jy] = EL_EMPTY;
4284 else if (!network.enabled && !game.team_mode) // && !tape.playing
4286 // when in single player mode, eliminate all but the local player
4288 for (i = 0; i < MAX_PLAYERS; i++)
4290 struct PlayerInfo *player = &stored_player[i];
4292 if (player->active && player != local_player)
4294 int jx = player->jx, jy = player->jy;
4296 player->active = FALSE;
4297 player->present = FALSE;
4299 StorePlayer[jx][jy] = 0;
4300 Tile[jx][jy] = EL_EMPTY;
4305 for (i = 0; i < MAX_PLAYERS; i++)
4306 if (stored_player[i].active)
4307 game.players_still_needed++;
4309 if (level.solved_by_one_player)
4310 game.players_still_needed = 1;
4312 // when recording the game, store which players take part in the game
4315 #if USE_NEW_PLAYER_ASSIGNMENTS
4316 for (i = 0; i < MAX_PLAYERS; i++)
4317 if (stored_player[i].connected)
4318 tape.player_participates[i] = TRUE;
4320 for (i = 0; i < MAX_PLAYERS; i++)
4321 if (stored_player[i].active)
4322 tape.player_participates[i] = TRUE;
4326 #if DEBUG_INIT_PLAYER
4327 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4330 if (BorderElement == EL_EMPTY)
4333 SBX_Right = lev_fieldx - SCR_FIELDX;
4335 SBY_Lower = lev_fieldy - SCR_FIELDY;
4340 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4342 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4345 if (full_lev_fieldx <= SCR_FIELDX)
4346 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4347 if (full_lev_fieldy <= SCR_FIELDY)
4348 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4350 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4352 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4355 // if local player not found, look for custom element that might create
4356 // the player (make some assumptions about the right custom element)
4357 if (!local_player->present)
4359 int start_x = 0, start_y = 0;
4360 int found_rating = 0;
4361 int found_element = EL_UNDEFINED;
4362 int player_nr = local_player->index_nr;
4364 SCAN_PLAYFIELD(x, y)
4366 int element = Tile[x][y];
4371 if (level.use_start_element[player_nr] &&
4372 level.start_element[player_nr] == element &&
4379 found_element = element;
4382 if (!IS_CUSTOM_ELEMENT(element))
4385 if (CAN_CHANGE(element))
4387 for (i = 0; i < element_info[element].num_change_pages; i++)
4389 // check for player created from custom element as single target
4390 content = element_info[element].change_page[i].target_element;
4391 is_player = IS_PLAYER_ELEMENT(content);
4393 if (is_player && (found_rating < 3 ||
4394 (found_rating == 3 && element < found_element)))
4400 found_element = element;
4405 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4407 // check for player created from custom element as explosion content
4408 content = element_info[element].content.e[xx][yy];
4409 is_player = IS_PLAYER_ELEMENT(content);
4411 if (is_player && (found_rating < 2 ||
4412 (found_rating == 2 && element < found_element)))
4414 start_x = x + xx - 1;
4415 start_y = y + yy - 1;
4418 found_element = element;
4421 if (!CAN_CHANGE(element))
4424 for (i = 0; i < element_info[element].num_change_pages; i++)
4426 // check for player created from custom element as extended target
4428 element_info[element].change_page[i].target_content.e[xx][yy];
4430 is_player = IS_PLAYER_ELEMENT(content);
4432 if (is_player && (found_rating < 1 ||
4433 (found_rating == 1 && element < found_element)))
4435 start_x = x + xx - 1;
4436 start_y = y + yy - 1;
4439 found_element = element;
4445 scroll_x = SCROLL_POSITION_X(start_x);
4446 scroll_y = SCROLL_POSITION_Y(start_y);
4450 scroll_x = SCROLL_POSITION_X(local_player->jx);
4451 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4454 if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
4455 scroll_x = game.forced_scroll_x;
4456 if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
4457 scroll_y = game.forced_scroll_y;
4459 // !!! FIX THIS (START) !!!
4460 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4462 InitGameEngine_EM();
4464 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4466 InitGameEngine_SP();
4468 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4470 InitGameEngine_MM();
4474 DrawLevel(REDRAW_FIELD);
4477 // after drawing the level, correct some elements
4478 if (game.timegate_time_left == 0)
4479 CloseAllOpenTimegates();
4482 // blit playfield from scroll buffer to normal back buffer for fading in
4483 BlitScreenToBitmap(backbuffer);
4484 // !!! FIX THIS (END) !!!
4486 DrawMaskedBorder(fade_mask);
4491 // full screen redraw is required at this point in the following cases:
4492 // - special editor door undrawn when game was started from level editor
4493 // - drawing area (playfield) was changed and has to be removed completely
4494 redraw_mask = REDRAW_ALL;
4498 if (!game.restart_level)
4500 // copy default game door content to main double buffer
4502 // !!! CHECK AGAIN !!!
4503 SetPanelBackground();
4504 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4505 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4508 SetPanelBackground();
4509 SetDrawBackgroundMask(REDRAW_DOOR_1);
4511 UpdateAndDisplayGameControlValues();
4513 if (!game.restart_level)
4519 CreateGameButtons();
4524 // copy actual game door content to door double buffer for OpenDoor()
4525 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4527 OpenDoor(DOOR_OPEN_ALL);
4529 KeyboardAutoRepeatOffUnlessAutoplay();
4531 #if DEBUG_INIT_PLAYER
4532 DebugPrintPlayerStatus("Player status (final)");
4541 if (!game.restart_level && !tape.playing)
4543 LevelStats_incPlayed(level_nr);
4545 SaveLevelSetup_SeriesInfo();
4548 game.restart_level = FALSE;
4550 game.request_active = FALSE;
4551 game.request_active_or_moving = FALSE;
4553 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4554 InitGameActions_MM();
4556 SaveEngineSnapshotToListInitial();
4558 if (!game.restart_level)
4560 PlaySound(SND_GAME_STARTING);
4562 if (setup.sound_music)
4566 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4569 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4570 int actual_player_x, int actual_player_y)
4572 // this is used for non-R'n'D game engines to update certain engine values
4574 // needed to determine if sounds are played within the visible screen area
4575 scroll_x = actual_scroll_x;
4576 scroll_y = actual_scroll_y;
4578 // needed to get player position for "follow finger" playing input method
4579 local_player->jx = actual_player_x;
4580 local_player->jy = actual_player_y;
4583 void InitMovDir(int x, int y)
4585 int i, element = Tile[x][y];
4586 static int xy[4][2] =
4593 static int direction[3][4] =
4595 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4596 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4597 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4606 Tile[x][y] = EL_BUG;
4607 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4610 case EL_SPACESHIP_RIGHT:
4611 case EL_SPACESHIP_UP:
4612 case EL_SPACESHIP_LEFT:
4613 case EL_SPACESHIP_DOWN:
4614 Tile[x][y] = EL_SPACESHIP;
4615 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4618 case EL_BD_BUTTERFLY_RIGHT:
4619 case EL_BD_BUTTERFLY_UP:
4620 case EL_BD_BUTTERFLY_LEFT:
4621 case EL_BD_BUTTERFLY_DOWN:
4622 Tile[x][y] = EL_BD_BUTTERFLY;
4623 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4626 case EL_BD_FIREFLY_RIGHT:
4627 case EL_BD_FIREFLY_UP:
4628 case EL_BD_FIREFLY_LEFT:
4629 case EL_BD_FIREFLY_DOWN:
4630 Tile[x][y] = EL_BD_FIREFLY;
4631 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4634 case EL_PACMAN_RIGHT:
4636 case EL_PACMAN_LEFT:
4637 case EL_PACMAN_DOWN:
4638 Tile[x][y] = EL_PACMAN;
4639 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4642 case EL_YAMYAM_LEFT:
4643 case EL_YAMYAM_RIGHT:
4645 case EL_YAMYAM_DOWN:
4646 Tile[x][y] = EL_YAMYAM;
4647 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4650 case EL_SP_SNIKSNAK:
4651 MovDir[x][y] = MV_UP;
4654 case EL_SP_ELECTRON:
4655 MovDir[x][y] = MV_LEFT;
4662 Tile[x][y] = EL_MOLE;
4663 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4666 case EL_SPRING_LEFT:
4667 case EL_SPRING_RIGHT:
4668 Tile[x][y] = EL_SPRING;
4669 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4673 if (IS_CUSTOM_ELEMENT(element))
4675 struct ElementInfo *ei = &element_info[element];
4676 int move_direction_initial = ei->move_direction_initial;
4677 int move_pattern = ei->move_pattern;
4679 if (move_direction_initial == MV_START_PREVIOUS)
4681 if (MovDir[x][y] != MV_NONE)
4684 move_direction_initial = MV_START_AUTOMATIC;
4687 if (move_direction_initial == MV_START_RANDOM)
4688 MovDir[x][y] = 1 << RND(4);
4689 else if (move_direction_initial & MV_ANY_DIRECTION)
4690 MovDir[x][y] = move_direction_initial;
4691 else if (move_pattern == MV_ALL_DIRECTIONS ||
4692 move_pattern == MV_TURNING_LEFT ||
4693 move_pattern == MV_TURNING_RIGHT ||
4694 move_pattern == MV_TURNING_LEFT_RIGHT ||
4695 move_pattern == MV_TURNING_RIGHT_LEFT ||
4696 move_pattern == MV_TURNING_RANDOM)
4697 MovDir[x][y] = 1 << RND(4);
4698 else if (move_pattern == MV_HORIZONTAL)
4699 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4700 else if (move_pattern == MV_VERTICAL)
4701 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4702 else if (move_pattern & MV_ANY_DIRECTION)
4703 MovDir[x][y] = element_info[element].move_pattern;
4704 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4705 move_pattern == MV_ALONG_RIGHT_SIDE)
4707 // use random direction as default start direction
4708 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4709 MovDir[x][y] = 1 << RND(4);
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 (move_pattern == MV_ALONG_RIGHT_SIDE)
4719 MovDir[x][y] = direction[0][i];
4721 MovDir[x][y] = direction[1][i];
4730 MovDir[x][y] = 1 << RND(4);
4732 if (element != EL_BUG &&
4733 element != EL_SPACESHIP &&
4734 element != EL_BD_BUTTERFLY &&
4735 element != EL_BD_FIREFLY)
4738 for (i = 0; i < NUM_DIRECTIONS; i++)
4740 int x1 = x + xy[i][0];
4741 int y1 = y + xy[i][1];
4743 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4745 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4747 MovDir[x][y] = direction[0][i];
4750 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4751 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4753 MovDir[x][y] = direction[1][i];
4762 GfxDir[x][y] = MovDir[x][y];
4765 void InitAmoebaNr(int x, int y)
4768 int group_nr = AmoebaNeighbourNr(x, y);
4772 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4774 if (AmoebaCnt[i] == 0)
4782 AmoebaNr[x][y] = group_nr;
4783 AmoebaCnt[group_nr]++;
4784 AmoebaCnt2[group_nr]++;
4787 static void LevelSolved_SetFinalGameValues(void)
4789 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4790 game.score_time_final = (level.use_step_counter ? TimePlayed :
4791 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4793 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4794 game_em.lev->score :
4795 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4799 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4800 MM_HEALTH(game_mm.laser_overload_value) :
4803 game.LevelSolved_CountingTime = game.time_final;
4804 game.LevelSolved_CountingScore = game.score_final;
4805 game.LevelSolved_CountingHealth = game.health_final;
4808 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4810 game.LevelSolved_CountingTime = time;
4811 game.LevelSolved_CountingScore = score;
4812 game.LevelSolved_CountingHealth = health;
4814 game_panel_controls[GAME_PANEL_TIME].value = time;
4815 game_panel_controls[GAME_PANEL_SCORE].value = score;
4816 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4818 DisplayGameControlValues();
4821 static void LevelSolved(void)
4823 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4824 game.players_still_needed > 0)
4827 game.LevelSolved = TRUE;
4828 game.GameOver = TRUE;
4832 // needed here to display correct panel values while player walks into exit
4833 LevelSolved_SetFinalGameValues();
4838 static int time_count_steps;
4839 static int time, time_final;
4840 static float score, score_final; // needed for time score < 10 for 10 seconds
4841 static int health, health_final;
4842 static int game_over_delay_1 = 0;
4843 static int game_over_delay_2 = 0;
4844 static int game_over_delay_3 = 0;
4845 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4846 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4848 if (!game.LevelSolved_GameWon)
4852 // do not start end game actions before the player stops moving (to exit)
4853 if (local_player->active && local_player->MovPos)
4856 // calculate final game values after player finished walking into exit
4857 LevelSolved_SetFinalGameValues();
4859 game.LevelSolved_GameWon = TRUE;
4860 game.LevelSolved_SaveTape = tape.recording;
4861 game.LevelSolved_SaveScore = !tape.playing;
4865 LevelStats_incSolved(level_nr);
4867 SaveLevelSetup_SeriesInfo();
4870 if (tape.auto_play) // tape might already be stopped here
4871 tape.auto_play_level_solved = TRUE;
4875 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4876 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4877 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4879 time = time_final = game.time_final;
4880 score = score_final = game.score_final;
4881 health = health_final = game.health_final;
4883 // update game panel values before (delayed) counting of score (if any)
4884 LevelSolved_DisplayFinalGameValues(time, score, health);
4886 // if level has time score defined, calculate new final game values
4889 int time_final_max = 999;
4890 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4891 int time_frames = 0;
4892 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4893 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4898 time_frames = time_frames_left;
4900 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4902 time_final = time_final_max;
4903 time_frames = time_frames_final_max - time_frames_played;
4906 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4908 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4910 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4913 score_final += health * time_score;
4916 game.score_final = score_final;
4917 game.health_final = health_final;
4920 // if not counting score after game, immediately update game panel values
4921 if (level_editor_test_game || !setup.count_score_after_game)
4924 score = score_final;
4926 LevelSolved_DisplayFinalGameValues(time, score, health);
4929 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4931 // check if last player has left the level
4932 if (game.exit_x >= 0 &&
4935 int x = game.exit_x;
4936 int y = game.exit_y;
4937 int element = Tile[x][y];
4939 // close exit door after last player
4940 if ((game.all_players_gone &&
4941 (element == EL_EXIT_OPEN ||
4942 element == EL_SP_EXIT_OPEN ||
4943 element == EL_STEEL_EXIT_OPEN)) ||
4944 element == EL_EM_EXIT_OPEN ||
4945 element == EL_EM_STEEL_EXIT_OPEN)
4949 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4950 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4951 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4952 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4953 EL_EM_STEEL_EXIT_CLOSING);
4955 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4958 // player disappears
4959 DrawLevelField(x, y);
4962 for (i = 0; i < MAX_PLAYERS; i++)
4964 struct PlayerInfo *player = &stored_player[i];
4966 if (player->present)
4968 RemovePlayer(player);
4970 // player disappears
4971 DrawLevelField(player->jx, player->jy);
4976 PlaySound(SND_GAME_WINNING);
4979 if (setup.count_score_after_game)
4981 if (time != time_final)
4983 if (game_over_delay_1 > 0)
4985 game_over_delay_1--;
4990 int time_to_go = ABS(time_final - time);
4991 int time_count_dir = (time < time_final ? +1 : -1);
4993 if (time_to_go < time_count_steps)
4994 time_count_steps = 1;
4996 time += time_count_steps * time_count_dir;
4997 score += time_count_steps * time_score;
4999 // set final score to correct rounding differences after counting score
5000 if (time == time_final)
5001 score = score_final;
5003 LevelSolved_DisplayFinalGameValues(time, score, health);
5005 if (time == time_final)
5006 StopSound(SND_GAME_LEVELTIME_BONUS);
5007 else if (setup.sound_loops)
5008 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5010 PlaySound(SND_GAME_LEVELTIME_BONUS);
5015 if (health != health_final)
5017 if (game_over_delay_2 > 0)
5019 game_over_delay_2--;
5024 int health_count_dir = (health < health_final ? +1 : -1);
5026 health += health_count_dir;
5027 score += time_score;
5029 LevelSolved_DisplayFinalGameValues(time, score, health);
5031 if (health == health_final)
5032 StopSound(SND_GAME_LEVELTIME_BONUS);
5033 else if (setup.sound_loops)
5034 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5036 PlaySound(SND_GAME_LEVELTIME_BONUS);
5042 game.panel.active = FALSE;
5044 if (game_over_delay_3 > 0)
5046 game_over_delay_3--;
5056 // used instead of "level_nr" (needed for network games)
5057 int last_level_nr = levelset.level_nr;
5058 boolean tape_saved = FALSE;
5060 game.LevelSolved_GameEnd = TRUE;
5062 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5064 // make sure that request dialog to save tape does not open door again
5065 if (!global.use_envelope_request)
5066 CloseDoor(DOOR_CLOSE_1);
5069 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5071 // set unique basename for score tape (also saved in high score table)
5072 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5075 // if no tape is to be saved, close both doors simultaneously
5076 CloseDoor(DOOR_CLOSE_ALL);
5078 if (level_editor_test_game || score_info_tape_play)
5080 SetGameStatus(GAME_MODE_MAIN);
5087 if (!game.LevelSolved_SaveScore)
5089 SetGameStatus(GAME_MODE_MAIN);
5096 if (level_nr == leveldir_current->handicap_level)
5098 leveldir_current->handicap_level++;
5100 SaveLevelSetup_SeriesInfo();
5103 // save score and score tape before potentially erasing tape below
5104 NewHighScore(last_level_nr, tape_saved);
5106 if (setup.increment_levels &&
5107 level_nr < leveldir_current->last_level &&
5110 level_nr++; // advance to next level
5111 TapeErase(); // start with empty tape
5113 if (setup.auto_play_next_level)
5115 scores.continue_playing = TRUE;
5116 scores.next_level_nr = level_nr;
5118 LoadLevel(level_nr);
5120 SaveLevelSetup_SeriesInfo();
5124 if (scores.last_added >= 0 && setup.show_scores_after_game)
5126 SetGameStatus(GAME_MODE_SCORES);
5128 DrawHallOfFame(last_level_nr);
5130 else if (scores.continue_playing)
5132 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5136 SetGameStatus(GAME_MODE_MAIN);
5142 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5143 boolean one_score_entry_per_name)
5147 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5150 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5152 struct ScoreEntry *entry = &list->entry[i];
5153 boolean score_is_better = (new_entry->score > entry->score);
5154 boolean score_is_equal = (new_entry->score == entry->score);
5155 boolean time_is_better = (new_entry->time < entry->time);
5156 boolean time_is_equal = (new_entry->time == entry->time);
5157 boolean better_by_score = (score_is_better ||
5158 (score_is_equal && time_is_better));
5159 boolean better_by_time = (time_is_better ||
5160 (time_is_equal && score_is_better));
5161 boolean is_better = (level.rate_time_over_score ? better_by_time :
5163 boolean entry_is_empty = (entry->score == 0 &&
5166 // prevent adding server score entries if also existing in local score file
5167 // (special case: historic score entries have an empty tape basename entry)
5168 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5169 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5171 // add fields from server score entry not stored in local score entry
5172 // (currently, this means setting platform, version and country fields;
5173 // in rare cases, this may also correct an invalid score value, as
5174 // historic scores might have been truncated to 16-bit values locally)
5175 *entry = *new_entry;
5180 if (is_better || entry_is_empty)
5182 // player has made it to the hall of fame
5184 if (i < MAX_SCORE_ENTRIES - 1)
5186 int m = MAX_SCORE_ENTRIES - 1;
5189 if (one_score_entry_per_name)
5191 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5192 if (strEqual(list->entry[l].name, new_entry->name))
5195 if (m == i) // player's new highscore overwrites his old one
5199 for (l = m; l > i; l--)
5200 list->entry[l] = list->entry[l - 1];
5205 *entry = *new_entry;
5209 else if (one_score_entry_per_name &&
5210 strEqual(entry->name, new_entry->name))
5212 // player already in high score list with better score or time
5218 // special case: new score is beyond the last high score list position
5219 return MAX_SCORE_ENTRIES;
5222 void NewHighScore(int level_nr, boolean tape_saved)
5224 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5225 boolean one_per_name = FALSE;
5227 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5228 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5230 new_entry.score = game.score_final;
5231 new_entry.time = game.score_time_final;
5233 LoadScore(level_nr);
5235 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5237 if (scores.last_added >= MAX_SCORE_ENTRIES)
5239 scores.last_added = MAX_SCORE_ENTRIES - 1;
5240 scores.force_last_added = TRUE;
5242 scores.entry[scores.last_added] = new_entry;
5244 // store last added local score entry (before merging server scores)
5245 scores.last_added_local = scores.last_added;
5250 if (scores.last_added < 0)
5253 SaveScore(level_nr);
5255 // store last added local score entry (before merging server scores)
5256 scores.last_added_local = scores.last_added;
5258 if (!game.LevelSolved_SaveTape)
5261 SaveScoreTape(level_nr);
5263 if (setup.ask_for_using_api_server)
5265 setup.use_api_server =
5266 Request("Upload your score and tape to the high score server?", REQ_ASK);
5268 if (!setup.use_api_server)
5269 Request("Not using high score server! Use setup menu to enable again!",
5272 runtime.use_api_server = setup.use_api_server;
5274 // after asking for using API server once, do not ask again
5275 setup.ask_for_using_api_server = FALSE;
5277 SaveSetup_ServerSetup();
5280 SaveServerScore(level_nr, tape_saved);
5283 void MergeServerScore(void)
5285 struct ScoreEntry last_added_entry;
5286 boolean one_per_name = FALSE;
5289 if (scores.last_added >= 0)
5290 last_added_entry = scores.entry[scores.last_added];
5292 for (i = 0; i < server_scores.num_entries; i++)
5294 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5296 if (pos >= 0 && pos <= scores.last_added)
5297 scores.last_added++;
5300 if (scores.last_added >= MAX_SCORE_ENTRIES)
5302 scores.last_added = MAX_SCORE_ENTRIES - 1;
5303 scores.force_last_added = TRUE;
5305 scores.entry[scores.last_added] = last_added_entry;
5309 static int getElementMoveStepsizeExt(int x, int y, int direction)
5311 int element = Tile[x][y];
5312 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5313 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5314 int horiz_move = (dx != 0);
5315 int sign = (horiz_move ? dx : dy);
5316 int step = sign * element_info[element].move_stepsize;
5318 // special values for move stepsize for spring and things on conveyor belt
5321 if (CAN_FALL(element) &&
5322 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5323 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5324 else if (element == EL_SPRING)
5325 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5331 static int getElementMoveStepsize(int x, int y)
5333 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5336 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5338 if (player->GfxAction != action || player->GfxDir != dir)
5340 player->GfxAction = action;
5341 player->GfxDir = dir;
5343 player->StepFrame = 0;
5347 static void ResetGfxFrame(int x, int y)
5349 // profiling showed that "autotest" spends 10~20% of its time in this function
5350 if (DrawingDeactivatedField())
5353 int element = Tile[x][y];
5354 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5356 if (graphic_info[graphic].anim_global_sync)
5357 GfxFrame[x][y] = FrameCounter;
5358 else if (graphic_info[graphic].anim_global_anim_sync)
5359 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5360 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5361 GfxFrame[x][y] = CustomValue[x][y];
5362 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5363 GfxFrame[x][y] = element_info[element].collect_score;
5364 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5365 GfxFrame[x][y] = ChangeDelay[x][y];
5368 static void ResetGfxAnimation(int x, int y)
5370 GfxAction[x][y] = ACTION_DEFAULT;
5371 GfxDir[x][y] = MovDir[x][y];
5374 ResetGfxFrame(x, y);
5377 static void ResetRandomAnimationValue(int x, int y)
5379 GfxRandom[x][y] = INIT_GFX_RANDOM();
5382 static void InitMovingField(int x, int y, int direction)
5384 int element = Tile[x][y];
5385 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5386 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5389 boolean is_moving_before, is_moving_after;
5391 // check if element was/is moving or being moved before/after mode change
5392 is_moving_before = (WasJustMoving[x][y] != 0);
5393 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5395 // reset animation only for moving elements which change direction of moving
5396 // or which just started or stopped moving
5397 // (else CEs with property "can move" / "not moving" are reset each frame)
5398 if (is_moving_before != is_moving_after ||
5399 direction != MovDir[x][y])
5400 ResetGfxAnimation(x, y);
5402 MovDir[x][y] = direction;
5403 GfxDir[x][y] = direction;
5405 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5406 direction == MV_DOWN && CAN_FALL(element) ?
5407 ACTION_FALLING : ACTION_MOVING);
5409 // this is needed for CEs with property "can move" / "not moving"
5411 if (is_moving_after)
5413 if (Tile[newx][newy] == EL_EMPTY)
5414 Tile[newx][newy] = EL_BLOCKED;
5416 MovDir[newx][newy] = MovDir[x][y];
5418 CustomValue[newx][newy] = CustomValue[x][y];
5420 GfxFrame[newx][newy] = GfxFrame[x][y];
5421 GfxRandom[newx][newy] = GfxRandom[x][y];
5422 GfxAction[newx][newy] = GfxAction[x][y];
5423 GfxDir[newx][newy] = GfxDir[x][y];
5427 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5429 int direction = MovDir[x][y];
5430 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5431 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5437 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5439 int direction = MovDir[x][y];
5440 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5441 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5443 *comes_from_x = oldx;
5444 *comes_from_y = oldy;
5447 static int MovingOrBlocked2Element(int x, int y)
5449 int element = Tile[x][y];
5451 if (element == EL_BLOCKED)
5455 Blocked2Moving(x, y, &oldx, &oldy);
5457 return Tile[oldx][oldy];
5463 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5465 // like MovingOrBlocked2Element(), but if element is moving
5466 // and (x, y) is the field the moving element is just leaving,
5467 // return EL_BLOCKED instead of the element value
5468 int element = Tile[x][y];
5470 if (IS_MOVING(x, y))
5472 if (element == EL_BLOCKED)
5476 Blocked2Moving(x, y, &oldx, &oldy);
5477 return Tile[oldx][oldy];
5486 static void RemoveField(int x, int y)
5488 Tile[x][y] = EL_EMPTY;
5494 CustomValue[x][y] = 0;
5497 ChangeDelay[x][y] = 0;
5498 ChangePage[x][y] = -1;
5499 Pushed[x][y] = FALSE;
5501 GfxElement[x][y] = EL_UNDEFINED;
5502 GfxAction[x][y] = ACTION_DEFAULT;
5503 GfxDir[x][y] = MV_NONE;
5506 static void RemoveMovingField(int x, int y)
5508 int oldx = x, oldy = y, newx = x, newy = y;
5509 int element = Tile[x][y];
5510 int next_element = EL_UNDEFINED;
5512 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5515 if (IS_MOVING(x, y))
5517 Moving2Blocked(x, y, &newx, &newy);
5519 if (Tile[newx][newy] != EL_BLOCKED)
5521 // element is moving, but target field is not free (blocked), but
5522 // already occupied by something different (example: acid pool);
5523 // in this case, only remove the moving field, but not the target
5525 RemoveField(oldx, oldy);
5527 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5529 TEST_DrawLevelField(oldx, oldy);
5534 else if (element == EL_BLOCKED)
5536 Blocked2Moving(x, y, &oldx, &oldy);
5537 if (!IS_MOVING(oldx, oldy))
5541 if (element == EL_BLOCKED &&
5542 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5543 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5544 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5545 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5546 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5547 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5548 next_element = get_next_element(Tile[oldx][oldy]);
5550 RemoveField(oldx, oldy);
5551 RemoveField(newx, newy);
5553 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5555 if (next_element != EL_UNDEFINED)
5556 Tile[oldx][oldy] = next_element;
5558 TEST_DrawLevelField(oldx, oldy);
5559 TEST_DrawLevelField(newx, newy);
5562 void DrawDynamite(int x, int y)
5564 int sx = SCREENX(x), sy = SCREENY(y);
5565 int graphic = el2img(Tile[x][y]);
5568 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5571 if (IS_WALKABLE_INSIDE(Back[x][y]))
5575 DrawLevelElement(x, y, Back[x][y]);
5576 else if (Store[x][y])
5577 DrawLevelElement(x, y, Store[x][y]);
5578 else if (game.use_masked_elements)
5579 DrawLevelElement(x, y, EL_EMPTY);
5581 frame = getGraphicAnimationFrameXY(graphic, x, y);
5583 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5584 DrawGraphicThruMask(sx, sy, graphic, frame);
5586 DrawGraphic(sx, sy, graphic, frame);
5589 static void CheckDynamite(int x, int y)
5591 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5595 if (MovDelay[x][y] != 0)
5598 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5604 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5609 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5611 boolean num_checked_players = 0;
5614 for (i = 0; i < MAX_PLAYERS; i++)
5616 if (stored_player[i].active)
5618 int sx = stored_player[i].jx;
5619 int sy = stored_player[i].jy;
5621 if (num_checked_players == 0)
5628 *sx1 = MIN(*sx1, sx);
5629 *sy1 = MIN(*sy1, sy);
5630 *sx2 = MAX(*sx2, sx);
5631 *sy2 = MAX(*sy2, sy);
5634 num_checked_players++;
5639 static boolean checkIfAllPlayersFitToScreen_RND(void)
5641 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5643 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5645 return (sx2 - sx1 < SCR_FIELDX &&
5646 sy2 - sy1 < SCR_FIELDY);
5649 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5651 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5653 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5655 *sx = (sx1 + sx2) / 2;
5656 *sy = (sy1 + sy2) / 2;
5659 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5660 boolean center_screen, boolean quick_relocation)
5662 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5663 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5664 boolean no_delay = (tape.warp_forward);
5665 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5666 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5667 int new_scroll_x, new_scroll_y;
5669 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5671 // case 1: quick relocation inside visible screen (without scrolling)
5678 if (!level.shifted_relocation || center_screen)
5680 // relocation _with_ centering of screen
5682 new_scroll_x = SCROLL_POSITION_X(x);
5683 new_scroll_y = SCROLL_POSITION_Y(y);
5687 // relocation _without_ centering of screen
5689 // apply distance between old and new player position to scroll position
5690 int shifted_scroll_x = scroll_x + (x - old_x);
5691 int shifted_scroll_y = scroll_y + (y - old_y);
5693 // make sure that shifted scroll position does not scroll beyond screen
5694 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5695 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5697 // special case for teleporting from one end of the playfield to the other
5698 // (this kludge prevents the destination area to be shifted by half a tile
5699 // against the source destination for even screen width or screen height;
5700 // probably most useful when used with high "game.forced_scroll_delay_value"
5701 // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
5702 if (quick_relocation)
5704 if (EVEN(SCR_FIELDX))
5706 // relocate (teleport) between left and right border (half or full)
5707 if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
5708 new_scroll_x = SBX_Right;
5709 else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
5710 new_scroll_x = SBX_Right - 1;
5711 else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
5712 new_scroll_x = SBX_Left;
5713 else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
5714 new_scroll_x = SBX_Left + 1;
5717 if (EVEN(SCR_FIELDY))
5719 // relocate (teleport) between top and bottom border (half or full)
5720 if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
5721 new_scroll_y = SBY_Lower;
5722 else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
5723 new_scroll_y = SBY_Lower - 1;
5724 else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
5725 new_scroll_y = SBY_Upper;
5726 else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
5727 new_scroll_y = SBY_Upper + 1;
5732 if (quick_relocation)
5734 // case 2: quick relocation (redraw without visible scrolling)
5736 scroll_x = new_scroll_x;
5737 scroll_y = new_scroll_y;
5744 // case 3: visible relocation (with scrolling to new position)
5746 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5748 SetVideoFrameDelay(wait_delay_value);
5750 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5752 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5753 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5755 if (dx == 0 && dy == 0) // no scrolling needed at all
5761 // set values for horizontal/vertical screen scrolling (half tile size)
5762 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5763 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5764 int pos_x = dx * TILEX / 2;
5765 int pos_y = dy * TILEY / 2;
5766 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5767 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5769 ScrollLevel(dx, dy);
5772 // scroll in two steps of half tile size to make things smoother
5773 BlitScreenToBitmapExt_RND(window, fx, fy);
5775 // scroll second step to align at full tile size
5776 BlitScreenToBitmap(window);
5782 SetVideoFrameDelay(frame_delay_value_old);
5785 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5787 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5788 int player_nr = GET_PLAYER_NR(el_player);
5789 struct PlayerInfo *player = &stored_player[player_nr];
5790 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5791 boolean no_delay = (tape.warp_forward);
5792 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5793 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5794 int old_jx = player->jx;
5795 int old_jy = player->jy;
5796 int old_element = Tile[old_jx][old_jy];
5797 int element = Tile[jx][jy];
5798 boolean player_relocated = (old_jx != jx || old_jy != jy);
5800 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5801 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5802 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5803 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5804 int leave_side_horiz = move_dir_horiz;
5805 int leave_side_vert = move_dir_vert;
5806 int enter_side = enter_side_horiz | enter_side_vert;
5807 int leave_side = leave_side_horiz | leave_side_vert;
5809 if (player->buried) // do not reanimate dead player
5812 if (!player_relocated) // no need to relocate the player
5815 if (IS_PLAYER(jx, jy)) // player already placed at new position
5817 RemoveField(jx, jy); // temporarily remove newly placed player
5818 DrawLevelField(jx, jy);
5821 if (player->present)
5823 while (player->MovPos)
5825 ScrollPlayer(player, SCROLL_GO_ON);
5826 ScrollScreen(NULL, SCROLL_GO_ON);
5828 AdvanceFrameAndPlayerCounters(player->index_nr);
5832 BackToFront_WithFrameDelay(wait_delay_value);
5835 DrawPlayer(player); // needed here only to cleanup last field
5836 DrawLevelField(player->jx, player->jy); // remove player graphic
5838 player->is_moving = FALSE;
5841 if (IS_CUSTOM_ELEMENT(old_element))
5842 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5844 player->index_bit, leave_side);
5846 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5848 player->index_bit, leave_side);
5850 Tile[jx][jy] = el_player;
5851 InitPlayerField(jx, jy, el_player, TRUE);
5853 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5854 possible that the relocation target field did not contain a player element,
5855 but a walkable element, to which the new player was relocated -- in this
5856 case, restore that (already initialized!) element on the player field */
5857 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5859 Tile[jx][jy] = element; // restore previously existing element
5862 // only visually relocate centered player
5863 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5864 FALSE, level.instant_relocation);
5866 TestIfPlayerTouchesBadThing(jx, jy);
5867 TestIfPlayerTouchesCustomElement(jx, jy);
5869 if (IS_CUSTOM_ELEMENT(element))
5870 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5871 player->index_bit, enter_side);
5873 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5874 player->index_bit, enter_side);
5876 if (player->is_switching)
5878 /* ensure that relocation while still switching an element does not cause
5879 a new element to be treated as also switched directly after relocation
5880 (this is important for teleporter switches that teleport the player to
5881 a place where another teleporter switch is in the same direction, which
5882 would then incorrectly be treated as immediately switched before the
5883 direction key that caused the switch was released) */
5885 player->switch_x += jx - old_jx;
5886 player->switch_y += jy - old_jy;
5890 static void Explode(int ex, int ey, int phase, int mode)
5896 if (game.explosions_delayed)
5898 ExplodeField[ex][ey] = mode;
5902 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5904 int center_element = Tile[ex][ey];
5905 int ce_value = CustomValue[ex][ey];
5906 int ce_score = element_info[center_element].collect_score;
5907 int artwork_element, explosion_element; // set these values later
5909 // remove things displayed in background while burning dynamite
5910 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5913 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5915 // put moving element to center field (and let it explode there)
5916 center_element = MovingOrBlocked2Element(ex, ey);
5917 RemoveMovingField(ex, ey);
5918 Tile[ex][ey] = center_element;
5921 // now "center_element" is finally determined -- set related values now
5922 artwork_element = center_element; // for custom player artwork
5923 explosion_element = center_element; // for custom player artwork
5925 if (IS_PLAYER(ex, ey))
5927 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5929 artwork_element = stored_player[player_nr].artwork_element;
5931 if (level.use_explosion_element[player_nr])
5933 explosion_element = level.explosion_element[player_nr];
5934 artwork_element = explosion_element;
5938 if (mode == EX_TYPE_NORMAL ||
5939 mode == EX_TYPE_CENTER ||
5940 mode == EX_TYPE_CROSS)
5941 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5943 last_phase = element_info[explosion_element].explosion_delay + 1;
5945 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5947 int xx = x - ex + 1;
5948 int yy = y - ey + 1;
5951 if (!IN_LEV_FIELD(x, y) ||
5952 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5953 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5956 element = Tile[x][y];
5958 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5960 element = MovingOrBlocked2Element(x, y);
5962 if (!IS_EXPLOSION_PROOF(element))
5963 RemoveMovingField(x, y);
5966 // indestructible elements can only explode in center (but not flames)
5967 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5968 mode == EX_TYPE_BORDER)) ||
5969 element == EL_FLAMES)
5972 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5973 behaviour, for example when touching a yamyam that explodes to rocks
5974 with active deadly shield, a rock is created under the player !!! */
5975 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5977 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5978 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5979 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5981 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5984 if (IS_ACTIVE_BOMB(element))
5986 // re-activate things under the bomb like gate or penguin
5987 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5994 // save walkable background elements while explosion on same tile
5995 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5996 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5997 Back[x][y] = element;
5999 // ignite explodable elements reached by other explosion
6000 if (element == EL_EXPLOSION)
6001 element = Store2[x][y];
6003 if (AmoebaNr[x][y] &&
6004 (element == EL_AMOEBA_FULL ||
6005 element == EL_BD_AMOEBA ||
6006 element == EL_AMOEBA_GROWING))
6008 AmoebaCnt[AmoebaNr[x][y]]--;
6009 AmoebaCnt2[AmoebaNr[x][y]]--;
6014 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6016 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6018 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6020 if (PLAYERINFO(ex, ey)->use_murphy)
6021 Store[x][y] = EL_EMPTY;
6024 // !!! check this case -- currently needed for rnd_rado_negundo_v,
6025 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
6026 else if (IS_PLAYER_ELEMENT(center_element))
6027 Store[x][y] = EL_EMPTY;
6028 else if (center_element == EL_YAMYAM)
6029 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6030 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6031 Store[x][y] = element_info[center_element].content.e[xx][yy];
6033 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6034 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6035 // otherwise) -- FIX THIS !!!
6036 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6037 Store[x][y] = element_info[element].content.e[1][1];
6039 else if (!CAN_EXPLODE(element))
6040 Store[x][y] = element_info[element].content.e[1][1];
6043 Store[x][y] = EL_EMPTY;
6045 if (IS_CUSTOM_ELEMENT(center_element))
6046 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6047 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6048 Store[x][y] >= EL_PREV_CE_8 &&
6049 Store[x][y] <= EL_NEXT_CE_8 ?
6050 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6053 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6054 center_element == EL_AMOEBA_TO_DIAMOND)
6055 Store2[x][y] = element;
6057 Tile[x][y] = EL_EXPLOSION;
6058 GfxElement[x][y] = artwork_element;
6060 ExplodePhase[x][y] = 1;
6061 ExplodeDelay[x][y] = last_phase;
6066 if (center_element == EL_YAMYAM)
6067 game.yamyam_content_nr =
6068 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6080 GfxFrame[x][y] = 0; // restart explosion animation
6082 last_phase = ExplodeDelay[x][y];
6084 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6086 // this can happen if the player leaves an explosion just in time
6087 if (GfxElement[x][y] == EL_UNDEFINED)
6088 GfxElement[x][y] = EL_EMPTY;
6090 border_element = Store2[x][y];
6091 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6092 border_element = StorePlayer[x][y];
6094 if (phase == element_info[border_element].ignition_delay ||
6095 phase == last_phase)
6097 boolean border_explosion = FALSE;
6099 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6100 !PLAYER_EXPLOSION_PROTECTED(x, y))
6102 KillPlayerUnlessExplosionProtected(x, y);
6103 border_explosion = TRUE;
6105 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6107 Tile[x][y] = Store2[x][y];
6110 border_explosion = TRUE;
6112 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6114 AmoebaToDiamond(x, y);
6116 border_explosion = TRUE;
6119 // if an element just explodes due to another explosion (chain-reaction),
6120 // do not immediately end the new explosion when it was the last frame of
6121 // the explosion (as it would be done in the following "if"-statement!)
6122 if (border_explosion && phase == last_phase)
6126 // this can happen if the player was just killed by an explosion
6127 if (GfxElement[x][y] == EL_UNDEFINED)
6128 GfxElement[x][y] = EL_EMPTY;
6130 if (phase == last_phase)
6134 element = Tile[x][y] = Store[x][y];
6135 Store[x][y] = Store2[x][y] = 0;
6136 GfxElement[x][y] = EL_UNDEFINED;
6138 // player can escape from explosions and might therefore be still alive
6139 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6140 element <= EL_PLAYER_IS_EXPLODING_4)
6142 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6143 int explosion_element = EL_PLAYER_1 + player_nr;
6144 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6145 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6147 if (level.use_explosion_element[player_nr])
6148 explosion_element = level.explosion_element[player_nr];
6150 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6151 element_info[explosion_element].content.e[xx][yy]);
6154 // restore probably existing indestructible background element
6155 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6156 element = Tile[x][y] = Back[x][y];
6159 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6160 GfxDir[x][y] = MV_NONE;
6161 ChangeDelay[x][y] = 0;
6162 ChangePage[x][y] = -1;
6164 CustomValue[x][y] = 0;
6166 InitField_WithBug2(x, y, FALSE);
6168 TEST_DrawLevelField(x, y);
6170 TestIfElementTouchesCustomElement(x, y);
6172 if (GFX_CRUMBLED(element))
6173 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6175 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6176 StorePlayer[x][y] = 0;
6178 if (IS_PLAYER_ELEMENT(element))
6179 RelocatePlayer(x, y, element);
6181 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6183 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6184 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6187 TEST_DrawLevelFieldCrumbled(x, y);
6189 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6191 DrawLevelElement(x, y, Back[x][y]);
6192 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6194 else if (IS_WALKABLE_UNDER(Back[x][y]))
6196 DrawLevelGraphic(x, y, graphic, frame);
6197 DrawLevelElementThruMask(x, y, Back[x][y]);
6199 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6200 DrawLevelGraphic(x, y, graphic, frame);
6204 static void DynaExplode(int ex, int ey)
6207 int dynabomb_element = Tile[ex][ey];
6208 int dynabomb_size = 1;
6209 boolean dynabomb_xl = FALSE;
6210 struct PlayerInfo *player;
6211 struct XY *xy = xy_topdown;
6213 if (IS_ACTIVE_BOMB(dynabomb_element))
6215 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6216 dynabomb_size = player->dynabomb_size;
6217 dynabomb_xl = player->dynabomb_xl;
6218 player->dynabombs_left++;
6221 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6223 for (i = 0; i < NUM_DIRECTIONS; i++)
6225 for (j = 1; j <= dynabomb_size; j++)
6227 int x = ex + j * xy[i].x;
6228 int y = ey + j * xy[i].y;
6231 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6234 element = Tile[x][y];
6236 // do not restart explosions of fields with active bombs
6237 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6240 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6242 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6243 !IS_DIGGABLE(element) && !dynabomb_xl)
6249 void Bang(int x, int y)
6251 int element = MovingOrBlocked2Element(x, y);
6252 int explosion_type = EX_TYPE_NORMAL;
6254 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6256 struct PlayerInfo *player = PLAYERINFO(x, y);
6258 element = Tile[x][y] = player->initial_element;
6260 if (level.use_explosion_element[player->index_nr])
6262 int explosion_element = level.explosion_element[player->index_nr];
6264 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6265 explosion_type = EX_TYPE_CROSS;
6266 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6267 explosion_type = EX_TYPE_CENTER;
6275 case EL_BD_BUTTERFLY:
6278 case EL_DARK_YAMYAM:
6282 RaiseScoreElement(element);
6285 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6286 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6287 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6288 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6289 case EL_DYNABOMB_INCREASE_NUMBER:
6290 case EL_DYNABOMB_INCREASE_SIZE:
6291 case EL_DYNABOMB_INCREASE_POWER:
6292 explosion_type = EX_TYPE_DYNA;
6295 case EL_DC_LANDMINE:
6296 explosion_type = EX_TYPE_CENTER;
6301 case EL_LAMP_ACTIVE:
6302 case EL_AMOEBA_TO_DIAMOND:
6303 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6304 explosion_type = EX_TYPE_CENTER;
6308 if (element_info[element].explosion_type == EXPLODES_CROSS)
6309 explosion_type = EX_TYPE_CROSS;
6310 else if (element_info[element].explosion_type == EXPLODES_1X1)
6311 explosion_type = EX_TYPE_CENTER;
6315 if (explosion_type == EX_TYPE_DYNA)
6318 Explode(x, y, EX_PHASE_START, explosion_type);
6320 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6323 static void SplashAcid(int x, int y)
6325 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6326 (!IN_LEV_FIELD(x - 1, y - 2) ||
6327 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6328 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6330 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6331 (!IN_LEV_FIELD(x + 1, y - 2) ||
6332 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6333 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6335 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6338 static void InitBeltMovement(void)
6340 static int belt_base_element[4] =
6342 EL_CONVEYOR_BELT_1_LEFT,
6343 EL_CONVEYOR_BELT_2_LEFT,
6344 EL_CONVEYOR_BELT_3_LEFT,
6345 EL_CONVEYOR_BELT_4_LEFT
6347 static int belt_base_active_element[4] =
6349 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6350 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6351 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6352 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6357 // set frame order for belt animation graphic according to belt direction
6358 for (i = 0; i < NUM_BELTS; i++)
6362 for (j = 0; j < NUM_BELT_PARTS; j++)
6364 int element = belt_base_active_element[belt_nr] + j;
6365 int graphic_1 = el2img(element);
6366 int graphic_2 = el2panelimg(element);
6368 if (game.belt_dir[i] == MV_LEFT)
6370 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6371 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6375 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6376 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6381 SCAN_PLAYFIELD(x, y)
6383 int element = Tile[x][y];
6385 for (i = 0; i < NUM_BELTS; i++)
6387 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6389 int e_belt_nr = getBeltNrFromBeltElement(element);
6392 if (e_belt_nr == belt_nr)
6394 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6396 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6403 static void ToggleBeltSwitch(int x, int y)
6405 static int belt_base_element[4] =
6407 EL_CONVEYOR_BELT_1_LEFT,
6408 EL_CONVEYOR_BELT_2_LEFT,
6409 EL_CONVEYOR_BELT_3_LEFT,
6410 EL_CONVEYOR_BELT_4_LEFT
6412 static int belt_base_active_element[4] =
6414 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6415 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6416 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6417 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6419 static int belt_base_switch_element[4] =
6421 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6422 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6423 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6424 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6426 static int belt_move_dir[4] =
6434 int element = Tile[x][y];
6435 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6436 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6437 int belt_dir = belt_move_dir[belt_dir_nr];
6440 if (!IS_BELT_SWITCH(element))
6443 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6444 game.belt_dir[belt_nr] = belt_dir;
6446 if (belt_dir_nr == 3)
6449 // set frame order for belt animation graphic according to belt direction
6450 for (i = 0; i < NUM_BELT_PARTS; i++)
6452 int element = belt_base_active_element[belt_nr] + i;
6453 int graphic_1 = el2img(element);
6454 int graphic_2 = el2panelimg(element);
6456 if (belt_dir == MV_LEFT)
6458 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6459 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6463 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6464 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6468 SCAN_PLAYFIELD(xx, yy)
6470 int element = Tile[xx][yy];
6472 if (IS_BELT_SWITCH(element))
6474 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6476 if (e_belt_nr == belt_nr)
6478 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6479 TEST_DrawLevelField(xx, yy);
6482 else if (IS_BELT(element) && belt_dir != MV_NONE)
6484 int e_belt_nr = getBeltNrFromBeltElement(element);
6486 if (e_belt_nr == belt_nr)
6488 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6490 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6491 TEST_DrawLevelField(xx, yy);
6494 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6496 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6498 if (e_belt_nr == belt_nr)
6500 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6502 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6503 TEST_DrawLevelField(xx, yy);
6509 static void ToggleSwitchgateSwitch(void)
6513 game.switchgate_pos = !game.switchgate_pos;
6515 SCAN_PLAYFIELD(xx, yy)
6517 int element = Tile[xx][yy];
6519 if (element == EL_SWITCHGATE_SWITCH_UP)
6521 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6522 TEST_DrawLevelField(xx, yy);
6524 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6526 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6527 TEST_DrawLevelField(xx, yy);
6529 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6531 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6532 TEST_DrawLevelField(xx, yy);
6534 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6536 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6537 TEST_DrawLevelField(xx, yy);
6539 else if (element == EL_SWITCHGATE_OPEN ||
6540 element == EL_SWITCHGATE_OPENING)
6542 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6544 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6546 else if (element == EL_SWITCHGATE_CLOSED ||
6547 element == EL_SWITCHGATE_CLOSING)
6549 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6551 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6556 static int getInvisibleActiveFromInvisibleElement(int element)
6558 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6559 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6560 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6564 static int getInvisibleFromInvisibleActiveElement(int element)
6566 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6567 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6568 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6572 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6576 SCAN_PLAYFIELD(x, y)
6578 int element = Tile[x][y];
6580 if (element == EL_LIGHT_SWITCH &&
6581 game.light_time_left > 0)
6583 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6584 TEST_DrawLevelField(x, y);
6586 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6587 game.light_time_left == 0)
6589 Tile[x][y] = EL_LIGHT_SWITCH;
6590 TEST_DrawLevelField(x, y);
6592 else if (element == EL_EMC_DRIPPER &&
6593 game.light_time_left > 0)
6595 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6596 TEST_DrawLevelField(x, y);
6598 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6599 game.light_time_left == 0)
6601 Tile[x][y] = EL_EMC_DRIPPER;
6602 TEST_DrawLevelField(x, y);
6604 else if (element == EL_INVISIBLE_STEELWALL ||
6605 element == EL_INVISIBLE_WALL ||
6606 element == EL_INVISIBLE_SAND)
6608 if (game.light_time_left > 0)
6609 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6611 TEST_DrawLevelField(x, y);
6613 // uncrumble neighbour fields, if needed
6614 if (element == EL_INVISIBLE_SAND)
6615 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6617 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6618 element == EL_INVISIBLE_WALL_ACTIVE ||
6619 element == EL_INVISIBLE_SAND_ACTIVE)
6621 if (game.light_time_left == 0)
6622 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6624 TEST_DrawLevelField(x, y);
6626 // re-crumble neighbour fields, if needed
6627 if (element == EL_INVISIBLE_SAND)
6628 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6633 static void RedrawAllInvisibleElementsForLenses(void)
6637 SCAN_PLAYFIELD(x, y)
6639 int element = Tile[x][y];
6641 if (element == EL_EMC_DRIPPER &&
6642 game.lenses_time_left > 0)
6644 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6645 TEST_DrawLevelField(x, y);
6647 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6648 game.lenses_time_left == 0)
6650 Tile[x][y] = EL_EMC_DRIPPER;
6651 TEST_DrawLevelField(x, y);
6653 else if (element == EL_INVISIBLE_STEELWALL ||
6654 element == EL_INVISIBLE_WALL ||
6655 element == EL_INVISIBLE_SAND)
6657 if (game.lenses_time_left > 0)
6658 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6660 TEST_DrawLevelField(x, y);
6662 // uncrumble neighbour fields, if needed
6663 if (element == EL_INVISIBLE_SAND)
6664 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6666 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6667 element == EL_INVISIBLE_WALL_ACTIVE ||
6668 element == EL_INVISIBLE_SAND_ACTIVE)
6670 if (game.lenses_time_left == 0)
6671 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6673 TEST_DrawLevelField(x, y);
6675 // re-crumble neighbour fields, if needed
6676 if (element == EL_INVISIBLE_SAND)
6677 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6682 static void RedrawAllInvisibleElementsForMagnifier(void)
6686 SCAN_PLAYFIELD(x, y)
6688 int element = Tile[x][y];
6690 if (element == EL_EMC_FAKE_GRASS &&
6691 game.magnify_time_left > 0)
6693 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6694 TEST_DrawLevelField(x, y);
6696 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6697 game.magnify_time_left == 0)
6699 Tile[x][y] = EL_EMC_FAKE_GRASS;
6700 TEST_DrawLevelField(x, y);
6702 else if (IS_GATE_GRAY(element) &&
6703 game.magnify_time_left > 0)
6705 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6706 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6707 IS_EM_GATE_GRAY(element) ?
6708 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6709 IS_EMC_GATE_GRAY(element) ?
6710 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6711 IS_DC_GATE_GRAY(element) ?
6712 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6714 TEST_DrawLevelField(x, y);
6716 else if (IS_GATE_GRAY_ACTIVE(element) &&
6717 game.magnify_time_left == 0)
6719 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6720 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6721 IS_EM_GATE_GRAY_ACTIVE(element) ?
6722 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6723 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6724 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6725 IS_DC_GATE_GRAY_ACTIVE(element) ?
6726 EL_DC_GATE_WHITE_GRAY :
6728 TEST_DrawLevelField(x, y);
6733 static void ToggleLightSwitch(int x, int y)
6735 int element = Tile[x][y];
6737 game.light_time_left =
6738 (element == EL_LIGHT_SWITCH ?
6739 level.time_light * FRAMES_PER_SECOND : 0);
6741 RedrawAllLightSwitchesAndInvisibleElements();
6744 static void ActivateTimegateSwitch(int x, int y)
6748 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6750 SCAN_PLAYFIELD(xx, yy)
6752 int element = Tile[xx][yy];
6754 if (element == EL_TIMEGATE_CLOSED ||
6755 element == EL_TIMEGATE_CLOSING)
6757 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6758 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6762 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6764 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6765 TEST_DrawLevelField(xx, yy);
6771 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6772 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6775 static void Impact(int x, int y)
6777 boolean last_line = (y == lev_fieldy - 1);
6778 boolean object_hit = FALSE;
6779 boolean impact = (last_line || object_hit);
6780 int element = Tile[x][y];
6781 int smashed = EL_STEELWALL;
6783 if (!last_line) // check if element below was hit
6785 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6788 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6789 MovDir[x][y + 1] != MV_DOWN ||
6790 MovPos[x][y + 1] <= TILEY / 2));
6792 // do not smash moving elements that left the smashed field in time
6793 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6794 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6797 #if USE_QUICKSAND_IMPACT_BUGFIX
6798 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6800 RemoveMovingField(x, y + 1);
6801 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6802 Tile[x][y + 2] = EL_ROCK;
6803 TEST_DrawLevelField(x, y + 2);
6808 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6810 RemoveMovingField(x, y + 1);
6811 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6812 Tile[x][y + 2] = EL_ROCK;
6813 TEST_DrawLevelField(x, y + 2);
6820 smashed = MovingOrBlocked2Element(x, y + 1);
6822 impact = (last_line || object_hit);
6825 if (!last_line && smashed == EL_ACID) // element falls into acid
6827 SplashAcid(x, y + 1);
6831 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6832 // only reset graphic animation if graphic really changes after impact
6834 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6836 ResetGfxAnimation(x, y);
6837 TEST_DrawLevelField(x, y);
6840 if (impact && CAN_EXPLODE_IMPACT(element))
6845 else if (impact && element == EL_PEARL &&
6846 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6848 ResetGfxAnimation(x, y);
6850 Tile[x][y] = EL_PEARL_BREAKING;
6851 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6854 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6856 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6861 if (impact && element == EL_AMOEBA_DROP)
6863 if (object_hit && IS_PLAYER(x, y + 1))
6864 KillPlayerUnlessEnemyProtected(x, y + 1);
6865 else if (object_hit && smashed == EL_PENGUIN)
6869 Tile[x][y] = EL_AMOEBA_GROWING;
6870 Store[x][y] = EL_AMOEBA_WET;
6872 ResetRandomAnimationValue(x, y);
6877 if (object_hit) // check which object was hit
6879 if ((CAN_PASS_MAGIC_WALL(element) &&
6880 (smashed == EL_MAGIC_WALL ||
6881 smashed == EL_BD_MAGIC_WALL)) ||
6882 (CAN_PASS_DC_MAGIC_WALL(element) &&
6883 smashed == EL_DC_MAGIC_WALL))
6886 int activated_magic_wall =
6887 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6888 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6889 EL_DC_MAGIC_WALL_ACTIVE);
6891 // activate magic wall / mill
6892 SCAN_PLAYFIELD(xx, yy)
6894 if (Tile[xx][yy] == smashed)
6895 Tile[xx][yy] = activated_magic_wall;
6898 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6899 game.magic_wall_active = TRUE;
6901 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6902 SND_MAGIC_WALL_ACTIVATING :
6903 smashed == EL_BD_MAGIC_WALL ?
6904 SND_BD_MAGIC_WALL_ACTIVATING :
6905 SND_DC_MAGIC_WALL_ACTIVATING));
6908 if (IS_PLAYER(x, y + 1))
6910 if (CAN_SMASH_PLAYER(element))
6912 KillPlayerUnlessEnemyProtected(x, y + 1);
6916 else if (smashed == EL_PENGUIN)
6918 if (CAN_SMASH_PLAYER(element))
6924 else if (element == EL_BD_DIAMOND)
6926 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6932 else if (((element == EL_SP_INFOTRON ||
6933 element == EL_SP_ZONK) &&
6934 (smashed == EL_SP_SNIKSNAK ||
6935 smashed == EL_SP_ELECTRON ||
6936 smashed == EL_SP_DISK_ORANGE)) ||
6937 (element == EL_SP_INFOTRON &&
6938 smashed == EL_SP_DISK_YELLOW))
6943 else if (CAN_SMASH_EVERYTHING(element))
6945 if (IS_CLASSIC_ENEMY(smashed) ||
6946 CAN_EXPLODE_SMASHED(smashed))
6951 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6953 if (smashed == EL_LAMP ||
6954 smashed == EL_LAMP_ACTIVE)
6959 else if (smashed == EL_NUT)
6961 Tile[x][y + 1] = EL_NUT_BREAKING;
6962 PlayLevelSound(x, y, SND_NUT_BREAKING);
6963 RaiseScoreElement(EL_NUT);
6966 else if (smashed == EL_PEARL)
6968 ResetGfxAnimation(x, y);
6970 Tile[x][y + 1] = EL_PEARL_BREAKING;
6971 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6974 else if (smashed == EL_DIAMOND)
6976 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6977 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6980 else if (IS_BELT_SWITCH(smashed))
6982 ToggleBeltSwitch(x, y + 1);
6984 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6985 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6986 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6987 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6989 ToggleSwitchgateSwitch();
6991 else if (smashed == EL_LIGHT_SWITCH ||
6992 smashed == EL_LIGHT_SWITCH_ACTIVE)
6994 ToggleLightSwitch(x, y + 1);
6998 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7000 CheckElementChangeBySide(x, y + 1, smashed, element,
7001 CE_SWITCHED, CH_SIDE_TOP);
7002 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7008 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7013 // play sound of magic wall / mill
7015 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7016 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7017 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7019 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7020 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7021 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7022 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7023 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7024 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7029 // play sound of object that hits the ground
7030 if (last_line || object_hit)
7031 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7034 static void TurnRoundExt(int x, int y)
7046 { 0, 0 }, { 0, 0 }, { 0, 0 },
7051 int left, right, back;
7055 { MV_DOWN, MV_UP, MV_RIGHT },
7056 { MV_UP, MV_DOWN, MV_LEFT },
7058 { MV_LEFT, MV_RIGHT, MV_DOWN },
7062 { MV_RIGHT, MV_LEFT, MV_UP }
7065 int element = Tile[x][y];
7066 int move_pattern = element_info[element].move_pattern;
7068 int old_move_dir = MovDir[x][y];
7069 int left_dir = turn[old_move_dir].left;
7070 int right_dir = turn[old_move_dir].right;
7071 int back_dir = turn[old_move_dir].back;
7073 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7074 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7075 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7076 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7078 int left_x = x + left_dx, left_y = y + left_dy;
7079 int right_x = x + right_dx, right_y = y + right_dy;
7080 int move_x = x + move_dx, move_y = y + move_dy;
7084 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7086 TestIfBadThingTouchesOtherBadThing(x, y);
7088 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7089 MovDir[x][y] = right_dir;
7090 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7091 MovDir[x][y] = left_dir;
7093 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7095 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7098 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7100 TestIfBadThingTouchesOtherBadThing(x, y);
7102 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7103 MovDir[x][y] = left_dir;
7104 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7105 MovDir[x][y] = right_dir;
7107 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7109 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7112 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7114 TestIfBadThingTouchesOtherBadThing(x, y);
7116 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7117 MovDir[x][y] = left_dir;
7118 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7119 MovDir[x][y] = right_dir;
7121 if (MovDir[x][y] != old_move_dir)
7124 else if (element == EL_YAMYAM)
7126 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7127 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7129 if (can_turn_left && can_turn_right)
7130 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7131 else if (can_turn_left)
7132 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7133 else if (can_turn_right)
7134 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7136 MovDir[x][y] = back_dir;
7138 MovDelay[x][y] = 16 + 16 * RND(3);
7140 else if (element == EL_DARK_YAMYAM)
7142 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7144 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7147 if (can_turn_left && can_turn_right)
7148 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7149 else if (can_turn_left)
7150 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7151 else if (can_turn_right)
7152 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7154 MovDir[x][y] = back_dir;
7156 MovDelay[x][y] = 16 + 16 * RND(3);
7158 else if (element == EL_PACMAN)
7160 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7161 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7163 if (can_turn_left && can_turn_right)
7164 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7165 else if (can_turn_left)
7166 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7167 else if (can_turn_right)
7168 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7170 MovDir[x][y] = back_dir;
7172 MovDelay[x][y] = 6 + RND(40);
7174 else if (element == EL_PIG)
7176 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7177 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7178 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7179 boolean should_turn_left, should_turn_right, should_move_on;
7181 int rnd = RND(rnd_value);
7183 should_turn_left = (can_turn_left &&
7185 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7186 y + back_dy + left_dy)));
7187 should_turn_right = (can_turn_right &&
7189 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7190 y + back_dy + right_dy)));
7191 should_move_on = (can_move_on &&
7194 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7195 y + move_dy + left_dy) ||
7196 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7197 y + move_dy + right_dy)));
7199 if (should_turn_left || should_turn_right || should_move_on)
7201 if (should_turn_left && should_turn_right && should_move_on)
7202 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7203 rnd < 2 * rnd_value / 3 ? right_dir :
7205 else if (should_turn_left && should_turn_right)
7206 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7207 else if (should_turn_left && should_move_on)
7208 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7209 else if (should_turn_right && should_move_on)
7210 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7211 else if (should_turn_left)
7212 MovDir[x][y] = left_dir;
7213 else if (should_turn_right)
7214 MovDir[x][y] = right_dir;
7215 else if (should_move_on)
7216 MovDir[x][y] = old_move_dir;
7218 else if (can_move_on && rnd > rnd_value / 8)
7219 MovDir[x][y] = old_move_dir;
7220 else if (can_turn_left && can_turn_right)
7221 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7222 else if (can_turn_left && rnd > rnd_value / 8)
7223 MovDir[x][y] = left_dir;
7224 else if (can_turn_right && rnd > rnd_value/8)
7225 MovDir[x][y] = right_dir;
7227 MovDir[x][y] = back_dir;
7229 xx = x + move_xy[MovDir[x][y]].dx;
7230 yy = y + move_xy[MovDir[x][y]].dy;
7232 if (!IN_LEV_FIELD(xx, yy) ||
7233 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7234 MovDir[x][y] = old_move_dir;
7238 else if (element == EL_DRAGON)
7240 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7241 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7242 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7244 int rnd = RND(rnd_value);
7246 if (can_move_on && rnd > rnd_value / 8)
7247 MovDir[x][y] = old_move_dir;
7248 else if (can_turn_left && can_turn_right)
7249 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7250 else if (can_turn_left && rnd > rnd_value / 8)
7251 MovDir[x][y] = left_dir;
7252 else if (can_turn_right && rnd > rnd_value / 8)
7253 MovDir[x][y] = right_dir;
7255 MovDir[x][y] = back_dir;
7257 xx = x + move_xy[MovDir[x][y]].dx;
7258 yy = y + move_xy[MovDir[x][y]].dy;
7260 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7261 MovDir[x][y] = old_move_dir;
7265 else if (element == EL_MOLE)
7267 boolean can_move_on =
7268 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7269 IS_AMOEBOID(Tile[move_x][move_y]) ||
7270 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7273 boolean can_turn_left =
7274 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7275 IS_AMOEBOID(Tile[left_x][left_y])));
7277 boolean can_turn_right =
7278 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7279 IS_AMOEBOID(Tile[right_x][right_y])));
7281 if (can_turn_left && can_turn_right)
7282 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7283 else if (can_turn_left)
7284 MovDir[x][y] = left_dir;
7286 MovDir[x][y] = right_dir;
7289 if (MovDir[x][y] != old_move_dir)
7292 else if (element == EL_BALLOON)
7294 MovDir[x][y] = game.wind_direction;
7297 else if (element == EL_SPRING)
7299 if (MovDir[x][y] & MV_HORIZONTAL)
7301 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7302 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7304 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7305 ResetGfxAnimation(move_x, move_y);
7306 TEST_DrawLevelField(move_x, move_y);
7308 MovDir[x][y] = back_dir;
7310 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7311 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7312 MovDir[x][y] = MV_NONE;
7317 else if (element == EL_ROBOT ||
7318 element == EL_SATELLITE ||
7319 element == EL_PENGUIN ||
7320 element == EL_EMC_ANDROID)
7322 int attr_x = -1, attr_y = -1;
7324 if (game.all_players_gone)
7326 attr_x = game.exit_x;
7327 attr_y = game.exit_y;
7333 for (i = 0; i < MAX_PLAYERS; i++)
7335 struct PlayerInfo *player = &stored_player[i];
7336 int jx = player->jx, jy = player->jy;
7338 if (!player->active)
7342 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7350 if (element == EL_ROBOT &&
7351 game.robot_wheel_x >= 0 &&
7352 game.robot_wheel_y >= 0 &&
7353 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7354 game.engine_version < VERSION_IDENT(3,1,0,0)))
7356 attr_x = game.robot_wheel_x;
7357 attr_y = game.robot_wheel_y;
7360 if (element == EL_PENGUIN)
7363 struct XY *xy = xy_topdown;
7365 for (i = 0; i < NUM_DIRECTIONS; i++)
7367 int ex = x + xy[i].x;
7368 int ey = y + xy[i].y;
7370 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7371 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7372 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7373 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7382 MovDir[x][y] = MV_NONE;
7384 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7385 else if (attr_x > x)
7386 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7388 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7389 else if (attr_y > y)
7390 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7392 if (element == EL_ROBOT)
7396 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7397 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7398 Moving2Blocked(x, y, &newx, &newy);
7400 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7401 MovDelay[x][y] = 8 + 8 * !RND(3);
7403 MovDelay[x][y] = 16;
7405 else if (element == EL_PENGUIN)
7411 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7413 boolean first_horiz = RND(2);
7414 int new_move_dir = MovDir[x][y];
7417 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7418 Moving2Blocked(x, y, &newx, &newy);
7420 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7424 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7425 Moving2Blocked(x, y, &newx, &newy);
7427 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7430 MovDir[x][y] = old_move_dir;
7434 else if (element == EL_SATELLITE)
7440 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7442 boolean first_horiz = RND(2);
7443 int new_move_dir = MovDir[x][y];
7446 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7447 Moving2Blocked(x, y, &newx, &newy);
7449 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7453 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7454 Moving2Blocked(x, y, &newx, &newy);
7456 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7459 MovDir[x][y] = old_move_dir;
7463 else if (element == EL_EMC_ANDROID)
7465 static int check_pos[16] =
7467 -1, // 0 => (invalid)
7470 -1, // 3 => (invalid)
7472 0, // 5 => MV_LEFT | MV_UP
7473 2, // 6 => MV_RIGHT | MV_UP
7474 -1, // 7 => (invalid)
7476 6, // 9 => MV_LEFT | MV_DOWN
7477 4, // 10 => MV_RIGHT | MV_DOWN
7478 -1, // 11 => (invalid)
7479 -1, // 12 => (invalid)
7480 -1, // 13 => (invalid)
7481 -1, // 14 => (invalid)
7482 -1, // 15 => (invalid)
7490 { -1, -1, MV_LEFT | MV_UP },
7492 { +1, -1, MV_RIGHT | MV_UP },
7493 { +1, 0, MV_RIGHT },
7494 { +1, +1, MV_RIGHT | MV_DOWN },
7496 { -1, +1, MV_LEFT | MV_DOWN },
7499 int start_pos, check_order;
7500 boolean can_clone = FALSE;
7503 // check if there is any free field around current position
7504 for (i = 0; i < 8; i++)
7506 int newx = x + check_xy[i].dx;
7507 int newy = y + check_xy[i].dy;
7509 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7517 if (can_clone) // randomly find an element to clone
7521 start_pos = check_pos[RND(8)];
7522 check_order = (RND(2) ? -1 : +1);
7524 for (i = 0; i < 8; i++)
7526 int pos_raw = start_pos + i * check_order;
7527 int pos = (pos_raw + 8) % 8;
7528 int newx = x + check_xy[pos].dx;
7529 int newy = y + check_xy[pos].dy;
7531 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7533 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7534 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7536 Store[x][y] = Tile[newx][newy];
7545 if (can_clone) // randomly find a direction to move
7549 start_pos = check_pos[RND(8)];
7550 check_order = (RND(2) ? -1 : +1);
7552 for (i = 0; i < 8; i++)
7554 int pos_raw = start_pos + i * check_order;
7555 int pos = (pos_raw + 8) % 8;
7556 int newx = x + check_xy[pos].dx;
7557 int newy = y + check_xy[pos].dy;
7558 int new_move_dir = check_xy[pos].dir;
7560 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7562 MovDir[x][y] = new_move_dir;
7563 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7572 if (can_clone) // cloning and moving successful
7575 // cannot clone -- try to move towards player
7577 start_pos = check_pos[MovDir[x][y] & 0x0f];
7578 check_order = (RND(2) ? -1 : +1);
7580 for (i = 0; i < 3; i++)
7582 // first check start_pos, then previous/next or (next/previous) pos
7583 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7584 int pos = (pos_raw + 8) % 8;
7585 int newx = x + check_xy[pos].dx;
7586 int newy = y + check_xy[pos].dy;
7587 int new_move_dir = check_xy[pos].dir;
7589 if (IS_PLAYER(newx, newy))
7592 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7594 MovDir[x][y] = new_move_dir;
7595 MovDelay[x][y] = level.android_move_time * 8 + 1;
7602 else if (move_pattern == MV_TURNING_LEFT ||
7603 move_pattern == MV_TURNING_RIGHT ||
7604 move_pattern == MV_TURNING_LEFT_RIGHT ||
7605 move_pattern == MV_TURNING_RIGHT_LEFT ||
7606 move_pattern == MV_TURNING_RANDOM ||
7607 move_pattern == MV_ALL_DIRECTIONS)
7609 boolean can_turn_left =
7610 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7611 boolean can_turn_right =
7612 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7614 if (element_info[element].move_stepsize == 0) // "not moving"
7617 if (move_pattern == MV_TURNING_LEFT)
7618 MovDir[x][y] = left_dir;
7619 else if (move_pattern == MV_TURNING_RIGHT)
7620 MovDir[x][y] = right_dir;
7621 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7622 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7623 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7624 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7625 else if (move_pattern == MV_TURNING_RANDOM)
7626 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7627 can_turn_right && !can_turn_left ? right_dir :
7628 RND(2) ? left_dir : right_dir);
7629 else if (can_turn_left && can_turn_right)
7630 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7631 else if (can_turn_left)
7632 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7633 else if (can_turn_right)
7634 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7636 MovDir[x][y] = back_dir;
7638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7640 else if (move_pattern == MV_HORIZONTAL ||
7641 move_pattern == MV_VERTICAL)
7643 if (move_pattern & old_move_dir)
7644 MovDir[x][y] = back_dir;
7645 else if (move_pattern == MV_HORIZONTAL)
7646 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7647 else if (move_pattern == MV_VERTICAL)
7648 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7650 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7652 else if (move_pattern & MV_ANY_DIRECTION)
7654 MovDir[x][y] = move_pattern;
7655 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7657 else if (move_pattern & MV_WIND_DIRECTION)
7659 MovDir[x][y] = game.wind_direction;
7660 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7662 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7664 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7665 MovDir[x][y] = left_dir;
7666 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7667 MovDir[x][y] = right_dir;
7669 if (MovDir[x][y] != old_move_dir)
7670 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7672 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7674 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7675 MovDir[x][y] = right_dir;
7676 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7677 MovDir[x][y] = left_dir;
7679 if (MovDir[x][y] != old_move_dir)
7680 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7682 else if (move_pattern == MV_TOWARDS_PLAYER ||
7683 move_pattern == MV_AWAY_FROM_PLAYER)
7685 int attr_x = -1, attr_y = -1;
7687 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7689 if (game.all_players_gone)
7691 attr_x = game.exit_x;
7692 attr_y = game.exit_y;
7698 for (i = 0; i < MAX_PLAYERS; i++)
7700 struct PlayerInfo *player = &stored_player[i];
7701 int jx = player->jx, jy = player->jy;
7703 if (!player->active)
7707 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7715 MovDir[x][y] = MV_NONE;
7717 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7718 else if (attr_x > x)
7719 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7721 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7722 else if (attr_y > y)
7723 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7725 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7727 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7729 boolean first_horiz = RND(2);
7730 int new_move_dir = MovDir[x][y];
7732 if (element_info[element].move_stepsize == 0) // "not moving"
7734 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7735 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7741 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7742 Moving2Blocked(x, y, &newx, &newy);
7744 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7748 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7749 Moving2Blocked(x, y, &newx, &newy);
7751 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7754 MovDir[x][y] = old_move_dir;
7757 else if (move_pattern == MV_WHEN_PUSHED ||
7758 move_pattern == MV_WHEN_DROPPED)
7760 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7761 MovDir[x][y] = MV_NONE;
7765 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7767 struct XY *test_xy = xy_topdown;
7768 static int test_dir[4] =
7775 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7776 int move_preference = -1000000; // start with very low preference
7777 int new_move_dir = MV_NONE;
7778 int start_test = RND(4);
7781 for (i = 0; i < NUM_DIRECTIONS; i++)
7783 int j = (start_test + i) % 4;
7784 int move_dir = test_dir[j];
7785 int move_dir_preference;
7787 xx = x + test_xy[j].x;
7788 yy = y + test_xy[j].y;
7790 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7791 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7793 new_move_dir = move_dir;
7798 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7801 move_dir_preference = -1 * RunnerVisit[xx][yy];
7802 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7803 move_dir_preference = PlayerVisit[xx][yy];
7805 if (move_dir_preference > move_preference)
7807 // prefer field that has not been visited for the longest time
7808 move_preference = move_dir_preference;
7809 new_move_dir = move_dir;
7811 else if (move_dir_preference == move_preference &&
7812 move_dir == old_move_dir)
7814 // prefer last direction when all directions are preferred equally
7815 move_preference = move_dir_preference;
7816 new_move_dir = move_dir;
7820 MovDir[x][y] = new_move_dir;
7821 if (old_move_dir != new_move_dir)
7822 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7826 static void TurnRound(int x, int y)
7828 int direction = MovDir[x][y];
7832 GfxDir[x][y] = MovDir[x][y];
7834 if (direction != MovDir[x][y])
7838 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7840 ResetGfxFrame(x, y);
7843 static boolean JustBeingPushed(int x, int y)
7847 for (i = 0; i < MAX_PLAYERS; i++)
7849 struct PlayerInfo *player = &stored_player[i];
7851 if (player->active && player->is_pushing && player->MovPos)
7853 int next_jx = player->jx + (player->jx - player->last_jx);
7854 int next_jy = player->jy + (player->jy - player->last_jy);
7856 if (x == next_jx && y == next_jy)
7864 static void StartMoving(int x, int y)
7866 boolean started_moving = FALSE; // some elements can fall _and_ move
7867 int element = Tile[x][y];
7872 if (MovDelay[x][y] == 0)
7873 GfxAction[x][y] = ACTION_DEFAULT;
7875 if (CAN_FALL(element) && y < lev_fieldy - 1)
7877 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7878 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7879 if (JustBeingPushed(x, y))
7882 if (element == EL_QUICKSAND_FULL)
7884 if (IS_FREE(x, y + 1))
7886 InitMovingField(x, y, MV_DOWN);
7887 started_moving = TRUE;
7889 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7890 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7891 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7892 Store[x][y] = EL_ROCK;
7894 Store[x][y] = EL_ROCK;
7897 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7899 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7901 if (!MovDelay[x][y])
7903 MovDelay[x][y] = TILEY + 1;
7905 ResetGfxAnimation(x, y);
7906 ResetGfxAnimation(x, y + 1);
7911 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7912 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7919 Tile[x][y] = EL_QUICKSAND_EMPTY;
7920 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7921 Store[x][y + 1] = Store[x][y];
7924 PlayLevelSoundAction(x, y, ACTION_FILLING);
7926 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7928 if (!MovDelay[x][y])
7930 MovDelay[x][y] = TILEY + 1;
7932 ResetGfxAnimation(x, y);
7933 ResetGfxAnimation(x, y + 1);
7938 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7939 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7946 Tile[x][y] = EL_QUICKSAND_EMPTY;
7947 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7948 Store[x][y + 1] = Store[x][y];
7951 PlayLevelSoundAction(x, y, ACTION_FILLING);
7954 else if (element == EL_QUICKSAND_FAST_FULL)
7956 if (IS_FREE(x, y + 1))
7958 InitMovingField(x, y, MV_DOWN);
7959 started_moving = TRUE;
7961 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7962 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7963 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7964 Store[x][y] = EL_ROCK;
7966 Store[x][y] = EL_ROCK;
7969 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7971 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7973 if (!MovDelay[x][y])
7975 MovDelay[x][y] = TILEY + 1;
7977 ResetGfxAnimation(x, y);
7978 ResetGfxAnimation(x, y + 1);
7983 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7984 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7991 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7992 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7993 Store[x][y + 1] = Store[x][y];
7996 PlayLevelSoundAction(x, y, ACTION_FILLING);
7998 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8000 if (!MovDelay[x][y])
8002 MovDelay[x][y] = TILEY + 1;
8004 ResetGfxAnimation(x, y);
8005 ResetGfxAnimation(x, y + 1);
8010 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8011 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8018 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8019 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8020 Store[x][y + 1] = Store[x][y];
8023 PlayLevelSoundAction(x, y, ACTION_FILLING);
8026 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8027 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8029 InitMovingField(x, y, MV_DOWN);
8030 started_moving = TRUE;
8032 Tile[x][y] = EL_QUICKSAND_FILLING;
8033 Store[x][y] = element;
8035 PlayLevelSoundAction(x, y, ACTION_FILLING);
8037 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8038 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8040 InitMovingField(x, y, MV_DOWN);
8041 started_moving = TRUE;
8043 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
8044 Store[x][y] = element;
8046 PlayLevelSoundAction(x, y, ACTION_FILLING);
8048 else if (element == EL_MAGIC_WALL_FULL)
8050 if (IS_FREE(x, y + 1))
8052 InitMovingField(x, y, MV_DOWN);
8053 started_moving = TRUE;
8055 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8056 Store[x][y] = EL_CHANGED(Store[x][y]);
8058 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8060 if (!MovDelay[x][y])
8061 MovDelay[x][y] = TILEY / 4 + 1;
8070 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8071 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8072 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8076 else if (element == EL_BD_MAGIC_WALL_FULL)
8078 if (IS_FREE(x, y + 1))
8080 InitMovingField(x, y, MV_DOWN);
8081 started_moving = TRUE;
8083 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8084 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8086 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8088 if (!MovDelay[x][y])
8089 MovDelay[x][y] = TILEY / 4 + 1;
8098 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8099 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8100 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8104 else if (element == EL_DC_MAGIC_WALL_FULL)
8106 if (IS_FREE(x, y + 1))
8108 InitMovingField(x, y, MV_DOWN);
8109 started_moving = TRUE;
8111 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8112 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8114 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8116 if (!MovDelay[x][y])
8117 MovDelay[x][y] = TILEY / 4 + 1;
8126 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8127 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8128 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8132 else if ((CAN_PASS_MAGIC_WALL(element) &&
8133 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8134 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8135 (CAN_PASS_DC_MAGIC_WALL(element) &&
8136 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8139 InitMovingField(x, y, MV_DOWN);
8140 started_moving = TRUE;
8143 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8144 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8145 EL_DC_MAGIC_WALL_FILLING);
8146 Store[x][y] = element;
8148 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8150 SplashAcid(x, y + 1);
8152 InitMovingField(x, y, MV_DOWN);
8153 started_moving = TRUE;
8155 Store[x][y] = EL_ACID;
8158 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8159 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8160 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8161 CAN_FALL(element) && WasJustFalling[x][y] &&
8162 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8164 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8165 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8166 (Tile[x][y + 1] == EL_BLOCKED)))
8168 /* this is needed for a special case not covered by calling "Impact()"
8169 from "ContinueMoving()": if an element moves to a tile directly below
8170 another element which was just falling on that tile (which was empty
8171 in the previous frame), the falling element above would just stop
8172 instead of smashing the element below (in previous version, the above
8173 element was just checked for "moving" instead of "falling", resulting
8174 in incorrect smashes caused by horizontal movement of the above
8175 element; also, the case of the player being the element to smash was
8176 simply not covered here... :-/ ) */
8178 CheckCollision[x][y] = 0;
8179 CheckImpact[x][y] = 0;
8183 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8185 if (MovDir[x][y] == MV_NONE)
8187 InitMovingField(x, y, MV_DOWN);
8188 started_moving = TRUE;
8191 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8193 if (WasJustFalling[x][y]) // prevent animation from being restarted
8194 MovDir[x][y] = MV_DOWN;
8196 InitMovingField(x, y, MV_DOWN);
8197 started_moving = TRUE;
8199 else if (element == EL_AMOEBA_DROP)
8201 Tile[x][y] = EL_AMOEBA_GROWING;
8202 Store[x][y] = EL_AMOEBA_WET;
8204 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8205 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8206 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8207 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8209 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8210 (IS_FREE(x - 1, y + 1) ||
8211 Tile[x - 1][y + 1] == EL_ACID));
8212 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8213 (IS_FREE(x + 1, y + 1) ||
8214 Tile[x + 1][y + 1] == EL_ACID));
8215 boolean can_fall_any = (can_fall_left || can_fall_right);
8216 boolean can_fall_both = (can_fall_left && can_fall_right);
8217 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8219 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8221 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8222 can_fall_right = FALSE;
8223 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8224 can_fall_left = FALSE;
8225 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8226 can_fall_right = FALSE;
8227 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8228 can_fall_left = FALSE;
8230 can_fall_any = (can_fall_left || can_fall_right);
8231 can_fall_both = FALSE;
8236 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8237 can_fall_right = FALSE; // slip down on left side
8239 can_fall_left = !(can_fall_right = RND(2));
8241 can_fall_both = FALSE;
8246 // if not determined otherwise, prefer left side for slipping down
8247 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8248 started_moving = TRUE;
8251 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8253 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8254 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8255 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8256 int belt_dir = game.belt_dir[belt_nr];
8258 if ((belt_dir == MV_LEFT && left_is_free) ||
8259 (belt_dir == MV_RIGHT && right_is_free))
8261 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8263 InitMovingField(x, y, belt_dir);
8264 started_moving = TRUE;
8266 Pushed[x][y] = TRUE;
8267 Pushed[nextx][y] = TRUE;
8269 GfxAction[x][y] = ACTION_DEFAULT;
8273 MovDir[x][y] = 0; // if element was moving, stop it
8278 // not "else if" because of elements that can fall and move (EL_SPRING)
8279 if (CAN_MOVE(element) && !started_moving)
8281 int move_pattern = element_info[element].move_pattern;
8284 Moving2Blocked(x, y, &newx, &newy);
8286 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8289 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8290 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8292 WasJustMoving[x][y] = 0;
8293 CheckCollision[x][y] = 0;
8295 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8297 if (Tile[x][y] != element) // element has changed
8301 if (!MovDelay[x][y]) // start new movement phase
8303 // all objects that can change their move direction after each step
8304 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8306 if (element != EL_YAMYAM &&
8307 element != EL_DARK_YAMYAM &&
8308 element != EL_PACMAN &&
8309 !(move_pattern & MV_ANY_DIRECTION) &&
8310 move_pattern != MV_TURNING_LEFT &&
8311 move_pattern != MV_TURNING_RIGHT &&
8312 move_pattern != MV_TURNING_LEFT_RIGHT &&
8313 move_pattern != MV_TURNING_RIGHT_LEFT &&
8314 move_pattern != MV_TURNING_RANDOM)
8318 if (MovDelay[x][y] && (element == EL_BUG ||
8319 element == EL_SPACESHIP ||
8320 element == EL_SP_SNIKSNAK ||
8321 element == EL_SP_ELECTRON ||
8322 element == EL_MOLE))
8323 TEST_DrawLevelField(x, y);
8327 if (MovDelay[x][y]) // wait some time before next movement
8331 if (element == EL_ROBOT ||
8332 element == EL_YAMYAM ||
8333 element == EL_DARK_YAMYAM)
8335 DrawLevelElementAnimationIfNeeded(x, y, element);
8336 PlayLevelSoundAction(x, y, ACTION_WAITING);
8338 else if (element == EL_SP_ELECTRON)
8339 DrawLevelElementAnimationIfNeeded(x, y, element);
8340 else if (element == EL_DRAGON)
8343 int dir = MovDir[x][y];
8344 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8345 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8346 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8347 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8348 dir == MV_UP ? IMG_FLAMES_1_UP :
8349 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8350 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8352 GfxAction[x][y] = ACTION_ATTACKING;
8354 if (IS_PLAYER(x, y))
8355 DrawPlayerField(x, y);
8357 TEST_DrawLevelField(x, y);
8359 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8361 for (i = 1; i <= 3; i++)
8363 int xx = x + i * dx;
8364 int yy = y + i * dy;
8365 int sx = SCREENX(xx);
8366 int sy = SCREENY(yy);
8367 int flame_graphic = graphic + (i - 1);
8369 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8374 int flamed = MovingOrBlocked2Element(xx, yy);
8376 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8379 RemoveMovingField(xx, yy);
8381 ChangeDelay[xx][yy] = 0;
8383 Tile[xx][yy] = EL_FLAMES;
8385 if (IN_SCR_FIELD(sx, sy))
8387 TEST_DrawLevelFieldCrumbled(xx, yy);
8388 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8393 if (Tile[xx][yy] == EL_FLAMES)
8394 Tile[xx][yy] = EL_EMPTY;
8395 TEST_DrawLevelField(xx, yy);
8400 if (MovDelay[x][y]) // element still has to wait some time
8402 PlayLevelSoundAction(x, y, ACTION_WAITING);
8408 // now make next step
8410 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8412 if (DONT_COLLIDE_WITH(element) &&
8413 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8414 !PLAYER_ENEMY_PROTECTED(newx, newy))
8416 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8421 else if (CAN_MOVE_INTO_ACID(element) &&
8422 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8423 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8424 (MovDir[x][y] == MV_DOWN ||
8425 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8427 SplashAcid(newx, newy);
8428 Store[x][y] = EL_ACID;
8430 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8432 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8433 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8434 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8435 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8438 TEST_DrawLevelField(x, y);
8440 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8441 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8442 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8444 game.friends_still_needed--;
8445 if (!game.friends_still_needed &&
8447 game.all_players_gone)
8452 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8454 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8455 TEST_DrawLevelField(newx, newy);
8457 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8459 else if (!IS_FREE(newx, newy))
8461 GfxAction[x][y] = ACTION_WAITING;
8463 if (IS_PLAYER(x, y))
8464 DrawPlayerField(x, y);
8466 TEST_DrawLevelField(x, y);
8471 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8473 if (IS_FOOD_PIG(Tile[newx][newy]))
8475 if (IS_MOVING(newx, newy))
8476 RemoveMovingField(newx, newy);
8479 Tile[newx][newy] = EL_EMPTY;
8480 TEST_DrawLevelField(newx, newy);
8483 PlayLevelSound(x, y, SND_PIG_DIGGING);
8485 else if (!IS_FREE(newx, newy))
8487 if (IS_PLAYER(x, y))
8488 DrawPlayerField(x, y);
8490 TEST_DrawLevelField(x, y);
8495 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8497 if (Store[x][y] != EL_EMPTY)
8499 boolean can_clone = FALSE;
8502 // check if element to clone is still there
8503 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8505 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8513 // cannot clone or target field not free anymore -- do not clone
8514 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8515 Store[x][y] = EL_EMPTY;
8518 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8520 if (IS_MV_DIAGONAL(MovDir[x][y]))
8522 int diagonal_move_dir = MovDir[x][y];
8523 int stored = Store[x][y];
8524 int change_delay = 8;
8527 // android is moving diagonally
8529 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8531 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8532 GfxElement[x][y] = EL_EMC_ANDROID;
8533 GfxAction[x][y] = ACTION_SHRINKING;
8534 GfxDir[x][y] = diagonal_move_dir;
8535 ChangeDelay[x][y] = change_delay;
8537 if (Store[x][y] == EL_EMPTY)
8538 Store[x][y] = GfxElementEmpty[x][y];
8540 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8543 DrawLevelGraphicAnimation(x, y, graphic);
8544 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8546 if (Tile[newx][newy] == EL_ACID)
8548 SplashAcid(newx, newy);
8553 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8555 Store[newx][newy] = EL_EMC_ANDROID;
8556 GfxElement[newx][newy] = EL_EMC_ANDROID;
8557 GfxAction[newx][newy] = ACTION_GROWING;
8558 GfxDir[newx][newy] = diagonal_move_dir;
8559 ChangeDelay[newx][newy] = change_delay;
8561 graphic = el_act_dir2img(GfxElement[newx][newy],
8562 GfxAction[newx][newy], GfxDir[newx][newy]);
8564 DrawLevelGraphicAnimation(newx, newy, graphic);
8565 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8571 Tile[newx][newy] = EL_EMPTY;
8572 TEST_DrawLevelField(newx, newy);
8574 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8577 else if (!IS_FREE(newx, newy))
8582 else if (IS_CUSTOM_ELEMENT(element) &&
8583 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8585 if (!DigFieldByCE(newx, newy, element))
8588 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8590 RunnerVisit[x][y] = FrameCounter;
8591 PlayerVisit[x][y] /= 8; // expire player visit path
8594 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8596 if (!IS_FREE(newx, newy))
8598 if (IS_PLAYER(x, y))
8599 DrawPlayerField(x, y);
8601 TEST_DrawLevelField(x, y);
8607 boolean wanna_flame = !RND(10);
8608 int dx = newx - x, dy = newy - y;
8609 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8610 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8611 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8612 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8613 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8614 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8617 IS_CLASSIC_ENEMY(element1) ||
8618 IS_CLASSIC_ENEMY(element2)) &&
8619 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8620 element1 != EL_FLAMES && element2 != EL_FLAMES)
8622 ResetGfxAnimation(x, y);
8623 GfxAction[x][y] = ACTION_ATTACKING;
8625 if (IS_PLAYER(x, y))
8626 DrawPlayerField(x, y);
8628 TEST_DrawLevelField(x, y);
8630 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8632 MovDelay[x][y] = 50;
8634 Tile[newx][newy] = EL_FLAMES;
8635 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8636 Tile[newx1][newy1] = EL_FLAMES;
8637 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8638 Tile[newx2][newy2] = EL_FLAMES;
8644 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8645 Tile[newx][newy] == EL_DIAMOND)
8647 if (IS_MOVING(newx, newy))
8648 RemoveMovingField(newx, newy);
8651 Tile[newx][newy] = EL_EMPTY;
8652 TEST_DrawLevelField(newx, newy);
8655 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8657 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8658 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8660 if (AmoebaNr[newx][newy])
8662 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8663 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8664 Tile[newx][newy] == EL_BD_AMOEBA)
8665 AmoebaCnt[AmoebaNr[newx][newy]]--;
8668 if (IS_MOVING(newx, newy))
8670 RemoveMovingField(newx, newy);
8674 Tile[newx][newy] = EL_EMPTY;
8675 TEST_DrawLevelField(newx, newy);
8678 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8680 else if ((element == EL_PACMAN || element == EL_MOLE)
8681 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8683 if (AmoebaNr[newx][newy])
8685 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8686 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8687 Tile[newx][newy] == EL_BD_AMOEBA)
8688 AmoebaCnt[AmoebaNr[newx][newy]]--;
8691 if (element == EL_MOLE)
8693 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8694 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8696 ResetGfxAnimation(x, y);
8697 GfxAction[x][y] = ACTION_DIGGING;
8698 TEST_DrawLevelField(x, y);
8700 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8702 return; // wait for shrinking amoeba
8704 else // element == EL_PACMAN
8706 Tile[newx][newy] = EL_EMPTY;
8707 TEST_DrawLevelField(newx, newy);
8708 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8711 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8712 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8713 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8715 // wait for shrinking amoeba to completely disappear
8718 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8720 // object was running against a wall
8724 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8725 DrawLevelElementAnimation(x, y, element);
8727 if (DONT_TOUCH(element))
8728 TestIfBadThingTouchesPlayer(x, y);
8733 InitMovingField(x, y, MovDir[x][y]);
8735 PlayLevelSoundAction(x, y, ACTION_MOVING);
8739 ContinueMoving(x, y);
8742 void ContinueMoving(int x, int y)
8744 int element = Tile[x][y];
8745 struct ElementInfo *ei = &element_info[element];
8746 int direction = MovDir[x][y];
8747 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8748 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8749 int newx = x + dx, newy = y + dy;
8750 int stored = Store[x][y];
8751 int stored_new = Store[newx][newy];
8752 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8753 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8754 boolean last_line = (newy == lev_fieldy - 1);
8755 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8757 if (pushed_by_player) // special case: moving object pushed by player
8759 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8761 else if (use_step_delay) // special case: moving object has step delay
8763 if (!MovDelay[x][y])
8764 MovPos[x][y] += getElementMoveStepsize(x, y);
8769 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8773 TEST_DrawLevelField(x, y);
8775 return; // element is still waiting
8778 else // normal case: generically moving object
8780 MovPos[x][y] += getElementMoveStepsize(x, y);
8783 if (ABS(MovPos[x][y]) < TILEX)
8785 TEST_DrawLevelField(x, y);
8787 return; // element is still moving
8790 // element reached destination field
8792 Tile[x][y] = EL_EMPTY;
8793 Tile[newx][newy] = element;
8794 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8796 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8798 element = Tile[newx][newy] = EL_ACID;
8800 else if (element == EL_MOLE)
8802 Tile[x][y] = EL_SAND;
8804 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8806 else if (element == EL_QUICKSAND_FILLING)
8808 element = Tile[newx][newy] = get_next_element(element);
8809 Store[newx][newy] = Store[x][y];
8811 else if (element == EL_QUICKSAND_EMPTYING)
8813 Tile[x][y] = get_next_element(element);
8814 element = Tile[newx][newy] = Store[x][y];
8816 else if (element == EL_QUICKSAND_FAST_FILLING)
8818 element = Tile[newx][newy] = get_next_element(element);
8819 Store[newx][newy] = Store[x][y];
8821 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8823 Tile[x][y] = get_next_element(element);
8824 element = Tile[newx][newy] = Store[x][y];
8826 else if (element == EL_MAGIC_WALL_FILLING)
8828 element = Tile[newx][newy] = get_next_element(element);
8829 if (!game.magic_wall_active)
8830 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8831 Store[newx][newy] = Store[x][y];
8833 else if (element == EL_MAGIC_WALL_EMPTYING)
8835 Tile[x][y] = get_next_element(element);
8836 if (!game.magic_wall_active)
8837 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8838 element = Tile[newx][newy] = Store[x][y];
8840 InitField(newx, newy, FALSE);
8842 else if (element == EL_BD_MAGIC_WALL_FILLING)
8844 element = Tile[newx][newy] = get_next_element(element);
8845 if (!game.magic_wall_active)
8846 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8847 Store[newx][newy] = Store[x][y];
8849 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8851 Tile[x][y] = get_next_element(element);
8852 if (!game.magic_wall_active)
8853 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8854 element = Tile[newx][newy] = Store[x][y];
8856 InitField(newx, newy, FALSE);
8858 else if (element == EL_DC_MAGIC_WALL_FILLING)
8860 element = Tile[newx][newy] = get_next_element(element);
8861 if (!game.magic_wall_active)
8862 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8863 Store[newx][newy] = Store[x][y];
8865 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8867 Tile[x][y] = get_next_element(element);
8868 if (!game.magic_wall_active)
8869 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8870 element = Tile[newx][newy] = Store[x][y];
8872 InitField(newx, newy, FALSE);
8874 else if (element == EL_AMOEBA_DROPPING)
8876 Tile[x][y] = get_next_element(element);
8877 element = Tile[newx][newy] = Store[x][y];
8879 else if (element == EL_SOKOBAN_OBJECT)
8882 Tile[x][y] = Back[x][y];
8884 if (Back[newx][newy])
8885 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8887 Back[x][y] = Back[newx][newy] = 0;
8890 Store[x][y] = EL_EMPTY;
8895 MovDelay[newx][newy] = 0;
8897 if (CAN_CHANGE_OR_HAS_ACTION(element))
8899 // copy element change control values to new field
8900 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8901 ChangePage[newx][newy] = ChangePage[x][y];
8902 ChangeCount[newx][newy] = ChangeCount[x][y];
8903 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8906 CustomValue[newx][newy] = CustomValue[x][y];
8908 ChangeDelay[x][y] = 0;
8909 ChangePage[x][y] = -1;
8910 ChangeCount[x][y] = 0;
8911 ChangeEvent[x][y] = -1;
8913 CustomValue[x][y] = 0;
8915 // copy animation control values to new field
8916 GfxFrame[newx][newy] = GfxFrame[x][y];
8917 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8918 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8919 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8921 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8923 // some elements can leave other elements behind after moving
8924 if (ei->move_leave_element != EL_EMPTY &&
8925 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8926 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8928 int move_leave_element = ei->move_leave_element;
8930 // this makes it possible to leave the removed element again
8931 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8932 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8934 Tile[x][y] = move_leave_element;
8936 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8937 MovDir[x][y] = direction;
8939 InitField(x, y, FALSE);
8941 if (GFX_CRUMBLED(Tile[x][y]))
8942 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8944 if (IS_PLAYER_ELEMENT(move_leave_element))
8945 RelocatePlayer(x, y, move_leave_element);
8948 // do this after checking for left-behind element
8949 ResetGfxAnimation(x, y); // reset animation values for old field
8951 if (!CAN_MOVE(element) ||
8952 (CAN_FALL(element) && direction == MV_DOWN &&
8953 (element == EL_SPRING ||
8954 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8955 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8956 GfxDir[x][y] = MovDir[newx][newy] = 0;
8958 TEST_DrawLevelField(x, y);
8959 TEST_DrawLevelField(newx, newy);
8961 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8963 // prevent pushed element from moving on in pushed direction
8964 if (pushed_by_player && CAN_MOVE(element) &&
8965 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8966 !(element_info[element].move_pattern & direction))
8967 TurnRound(newx, newy);
8969 // prevent elements on conveyor belt from moving on in last direction
8970 if (pushed_by_conveyor && CAN_FALL(element) &&
8971 direction & MV_HORIZONTAL)
8972 MovDir[newx][newy] = 0;
8974 if (!pushed_by_player)
8976 int nextx = newx + dx, nexty = newy + dy;
8977 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8979 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8981 if (CAN_FALL(element) && direction == MV_DOWN)
8982 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8984 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8985 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8987 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8988 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8991 if (DONT_TOUCH(element)) // object may be nasty to player or others
8993 TestIfBadThingTouchesPlayer(newx, newy);
8994 TestIfBadThingTouchesFriend(newx, newy);
8996 if (!IS_CUSTOM_ELEMENT(element))
8997 TestIfBadThingTouchesOtherBadThing(newx, newy);
8999 else if (element == EL_PENGUIN)
9000 TestIfFriendTouchesBadThing(newx, newy);
9002 if (DONT_GET_HIT_BY(element))
9004 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9007 // give the player one last chance (one more frame) to move away
9008 if (CAN_FALL(element) && direction == MV_DOWN &&
9009 (last_line || (!IS_FREE(x, newy + 1) &&
9010 (!IS_PLAYER(x, newy + 1) ||
9011 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9014 if (pushed_by_player && !game.use_change_when_pushing_bug)
9016 int push_side = MV_DIR_OPPOSITE(direction);
9017 struct PlayerInfo *player = PLAYERINFO(x, y);
9019 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9020 player->index_bit, push_side);
9021 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
9022 player->index_bit, push_side);
9025 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
9026 MovDelay[newx][newy] = 1;
9028 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9030 TestIfElementTouchesCustomElement(x, y); // empty or new element
9031 TestIfElementHitsCustomElement(newx, newy, direction);
9032 TestIfPlayerTouchesCustomElement(newx, newy);
9033 TestIfElementTouchesCustomElement(newx, newy);
9035 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9036 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9037 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9038 MV_DIR_OPPOSITE(direction));
9041 int AmoebaNeighbourNr(int ax, int ay)
9044 int element = Tile[ax][ay];
9046 struct XY *xy = xy_topdown;
9048 for (i = 0; i < NUM_DIRECTIONS; i++)
9050 int x = ax + xy[i].x;
9051 int y = ay + xy[i].y;
9053 if (!IN_LEV_FIELD(x, y))
9056 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9057 group_nr = AmoebaNr[x][y];
9063 static void AmoebaMerge(int ax, int ay)
9065 int i, x, y, xx, yy;
9066 int new_group_nr = AmoebaNr[ax][ay];
9067 struct XY *xy = xy_topdown;
9069 if (new_group_nr == 0)
9072 for (i = 0; i < NUM_DIRECTIONS; i++)
9077 if (!IN_LEV_FIELD(x, y))
9080 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9081 Tile[x][y] == EL_BD_AMOEBA ||
9082 Tile[x][y] == EL_AMOEBA_DEAD) &&
9083 AmoebaNr[x][y] != new_group_nr)
9085 int old_group_nr = AmoebaNr[x][y];
9087 if (old_group_nr == 0)
9090 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9091 AmoebaCnt[old_group_nr] = 0;
9092 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9093 AmoebaCnt2[old_group_nr] = 0;
9095 SCAN_PLAYFIELD(xx, yy)
9097 if (AmoebaNr[xx][yy] == old_group_nr)
9098 AmoebaNr[xx][yy] = new_group_nr;
9104 void AmoebaToDiamond(int ax, int ay)
9108 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9110 int group_nr = AmoebaNr[ax][ay];
9115 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9116 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9122 SCAN_PLAYFIELD(x, y)
9124 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9127 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9131 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9132 SND_AMOEBA_TURNING_TO_GEM :
9133 SND_AMOEBA_TURNING_TO_ROCK));
9138 struct XY *xy = xy_topdown;
9140 for (i = 0; i < NUM_DIRECTIONS; i++)
9145 if (!IN_LEV_FIELD(x, y))
9148 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9150 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9151 SND_AMOEBA_TURNING_TO_GEM :
9152 SND_AMOEBA_TURNING_TO_ROCK));
9159 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9162 int group_nr = AmoebaNr[ax][ay];
9163 boolean done = FALSE;
9168 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9169 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9175 SCAN_PLAYFIELD(x, y)
9177 if (AmoebaNr[x][y] == group_nr &&
9178 (Tile[x][y] == EL_AMOEBA_DEAD ||
9179 Tile[x][y] == EL_BD_AMOEBA ||
9180 Tile[x][y] == EL_AMOEBA_GROWING))
9183 Tile[x][y] = new_element;
9184 InitField(x, y, FALSE);
9185 TEST_DrawLevelField(x, y);
9191 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9192 SND_BD_AMOEBA_TURNING_TO_ROCK :
9193 SND_BD_AMOEBA_TURNING_TO_GEM));
9196 static void AmoebaGrowing(int x, int y)
9198 static DelayCounter sound_delay = { 0 };
9200 if (!MovDelay[x][y]) // start new growing cycle
9204 if (DelayReached(&sound_delay))
9206 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9207 sound_delay.value = 30;
9211 if (MovDelay[x][y]) // wait some time before growing bigger
9214 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9216 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9217 6 - MovDelay[x][y]);
9219 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9222 if (!MovDelay[x][y])
9224 Tile[x][y] = Store[x][y];
9226 TEST_DrawLevelField(x, y);
9231 static void AmoebaShrinking(int x, int y)
9233 static DelayCounter sound_delay = { 0 };
9235 if (!MovDelay[x][y]) // start new shrinking cycle
9239 if (DelayReached(&sound_delay))
9240 sound_delay.value = 30;
9243 if (MovDelay[x][y]) // wait some time before shrinking
9246 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9248 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9249 6 - MovDelay[x][y]);
9251 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9254 if (!MovDelay[x][y])
9256 Tile[x][y] = EL_EMPTY;
9257 TEST_DrawLevelField(x, y);
9259 // don't let mole enter this field in this cycle;
9260 // (give priority to objects falling to this field from above)
9266 static void AmoebaReproduce(int ax, int ay)
9269 int element = Tile[ax][ay];
9270 int graphic = el2img(element);
9271 int newax = ax, neway = ay;
9272 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9273 struct XY *xy = xy_topdown;
9275 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9277 Tile[ax][ay] = EL_AMOEBA_DEAD;
9278 TEST_DrawLevelField(ax, ay);
9282 if (IS_ANIMATED(graphic))
9283 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9285 if (!MovDelay[ax][ay]) // start making new amoeba field
9286 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9288 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9291 if (MovDelay[ax][ay])
9295 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9298 int x = ax + xy[start].x;
9299 int y = ay + xy[start].y;
9301 if (!IN_LEV_FIELD(x, y))
9304 if (IS_FREE(x, y) ||
9305 CAN_GROW_INTO(Tile[x][y]) ||
9306 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9307 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9313 if (newax == ax && neway == ay)
9316 else // normal or "filled" (BD style) amoeba
9319 boolean waiting_for_player = FALSE;
9321 for (i = 0; i < NUM_DIRECTIONS; i++)
9323 int j = (start + i) % 4;
9324 int x = ax + xy[j].x;
9325 int y = ay + xy[j].y;
9327 if (!IN_LEV_FIELD(x, y))
9330 if (IS_FREE(x, y) ||
9331 CAN_GROW_INTO(Tile[x][y]) ||
9332 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9333 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9339 else if (IS_PLAYER(x, y))
9340 waiting_for_player = TRUE;
9343 if (newax == ax && neway == ay) // amoeba cannot grow
9345 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9347 Tile[ax][ay] = EL_AMOEBA_DEAD;
9348 TEST_DrawLevelField(ax, ay);
9349 AmoebaCnt[AmoebaNr[ax][ay]]--;
9351 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9353 if (element == EL_AMOEBA_FULL)
9354 AmoebaToDiamond(ax, ay);
9355 else if (element == EL_BD_AMOEBA)
9356 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9361 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9363 // amoeba gets larger by growing in some direction
9365 int new_group_nr = AmoebaNr[ax][ay];
9368 if (new_group_nr == 0)
9370 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9372 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9378 AmoebaNr[newax][neway] = new_group_nr;
9379 AmoebaCnt[new_group_nr]++;
9380 AmoebaCnt2[new_group_nr]++;
9382 // if amoeba touches other amoeba(s) after growing, unify them
9383 AmoebaMerge(newax, neway);
9385 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9387 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9393 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9394 (neway == lev_fieldy - 1 && newax != ax))
9396 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9397 Store[newax][neway] = element;
9399 else if (neway == ay || element == EL_EMC_DRIPPER)
9401 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9403 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9407 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9408 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9409 Store[ax][ay] = EL_AMOEBA_DROP;
9410 ContinueMoving(ax, ay);
9414 TEST_DrawLevelField(newax, neway);
9417 static void Life(int ax, int ay)
9421 int element = Tile[ax][ay];
9422 int graphic = el2img(element);
9423 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9425 boolean changed = FALSE;
9427 if (IS_ANIMATED(graphic))
9428 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9433 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9434 MovDelay[ax][ay] = life_time;
9436 if (MovDelay[ax][ay]) // wait some time before next cycle
9439 if (MovDelay[ax][ay])
9443 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9445 int xx = ax+x1, yy = ay+y1;
9446 int old_element = Tile[xx][yy];
9447 int num_neighbours = 0;
9449 if (!IN_LEV_FIELD(xx, yy))
9452 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9454 int x = xx+x2, y = yy+y2;
9456 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9459 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9460 boolean is_neighbour = FALSE;
9462 if (level.use_life_bugs)
9464 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9465 (IS_FREE(x, y) && Stop[x][y]));
9468 (Last[x][y] == element || is_player_cell);
9474 boolean is_free = FALSE;
9476 if (level.use_life_bugs)
9477 is_free = (IS_FREE(xx, yy));
9479 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9481 if (xx == ax && yy == ay) // field in the middle
9483 if (num_neighbours < life_parameter[0] ||
9484 num_neighbours > life_parameter[1])
9486 Tile[xx][yy] = EL_EMPTY;
9487 if (Tile[xx][yy] != old_element)
9488 TEST_DrawLevelField(xx, yy);
9489 Stop[xx][yy] = TRUE;
9493 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9494 { // free border field
9495 if (num_neighbours >= life_parameter[2] &&
9496 num_neighbours <= life_parameter[3])
9498 Tile[xx][yy] = element;
9499 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9500 if (Tile[xx][yy] != old_element)
9501 TEST_DrawLevelField(xx, yy);
9502 Stop[xx][yy] = TRUE;
9509 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9510 SND_GAME_OF_LIFE_GROWING);
9513 static void InitRobotWheel(int x, int y)
9515 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9518 static void RunRobotWheel(int x, int y)
9520 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9523 static void StopRobotWheel(int x, int y)
9525 if (game.robot_wheel_x == x &&
9526 game.robot_wheel_y == y)
9528 game.robot_wheel_x = -1;
9529 game.robot_wheel_y = -1;
9530 game.robot_wheel_active = FALSE;
9534 static void InitTimegateWheel(int x, int y)
9536 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9539 static void RunTimegateWheel(int x, int y)
9541 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9544 static void InitMagicBallDelay(int x, int y)
9546 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9549 static void ActivateMagicBall(int bx, int by)
9553 if (level.ball_random)
9555 int pos_border = RND(8); // select one of the eight border elements
9556 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9557 int xx = pos_content % 3;
9558 int yy = pos_content / 3;
9563 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9564 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9568 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9570 int xx = x - bx + 1;
9571 int yy = y - by + 1;
9573 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9574 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9578 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9581 static void CheckExit(int x, int y)
9583 if (game.gems_still_needed > 0 ||
9584 game.sokoban_fields_still_needed > 0 ||
9585 game.sokoban_objects_still_needed > 0 ||
9586 game.lights_still_needed > 0)
9588 int element = Tile[x][y];
9589 int graphic = el2img(element);
9591 if (IS_ANIMATED(graphic))
9592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9597 // do not re-open exit door closed after last player
9598 if (game.all_players_gone)
9601 Tile[x][y] = EL_EXIT_OPENING;
9603 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9606 static void CheckExitEM(int x, int y)
9608 if (game.gems_still_needed > 0 ||
9609 game.sokoban_fields_still_needed > 0 ||
9610 game.sokoban_objects_still_needed > 0 ||
9611 game.lights_still_needed > 0)
9613 int element = Tile[x][y];
9614 int graphic = el2img(element);
9616 if (IS_ANIMATED(graphic))
9617 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9622 // do not re-open exit door closed after last player
9623 if (game.all_players_gone)
9626 Tile[x][y] = EL_EM_EXIT_OPENING;
9628 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9631 static void CheckExitSteel(int x, int y)
9633 if (game.gems_still_needed > 0 ||
9634 game.sokoban_fields_still_needed > 0 ||
9635 game.sokoban_objects_still_needed > 0 ||
9636 game.lights_still_needed > 0)
9638 int element = Tile[x][y];
9639 int graphic = el2img(element);
9641 if (IS_ANIMATED(graphic))
9642 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9647 // do not re-open exit door closed after last player
9648 if (game.all_players_gone)
9651 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9653 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9656 static void CheckExitSteelEM(int x, int y)
9658 if (game.gems_still_needed > 0 ||
9659 game.sokoban_fields_still_needed > 0 ||
9660 game.sokoban_objects_still_needed > 0 ||
9661 game.lights_still_needed > 0)
9663 int element = Tile[x][y];
9664 int graphic = el2img(element);
9666 if (IS_ANIMATED(graphic))
9667 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9672 // do not re-open exit door closed after last player
9673 if (game.all_players_gone)
9676 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9678 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9681 static void CheckExitSP(int x, int y)
9683 if (game.gems_still_needed > 0)
9685 int element = Tile[x][y];
9686 int graphic = el2img(element);
9688 if (IS_ANIMATED(graphic))
9689 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9694 // do not re-open exit door closed after last player
9695 if (game.all_players_gone)
9698 Tile[x][y] = EL_SP_EXIT_OPENING;
9700 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9703 static void CloseAllOpenTimegates(void)
9707 SCAN_PLAYFIELD(x, y)
9709 int element = Tile[x][y];
9711 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9713 Tile[x][y] = EL_TIMEGATE_CLOSING;
9715 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9720 static void DrawTwinkleOnField(int x, int y)
9722 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9725 if (Tile[x][y] == EL_BD_DIAMOND)
9728 if (MovDelay[x][y] == 0) // next animation frame
9729 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9731 if (MovDelay[x][y] != 0) // wait some time before next frame
9735 DrawLevelElementAnimation(x, y, Tile[x][y]);
9737 if (MovDelay[x][y] != 0)
9739 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9740 10 - MovDelay[x][y]);
9742 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9747 static void WallGrowing(int x, int y)
9751 if (!MovDelay[x][y]) // next animation frame
9752 MovDelay[x][y] = 3 * delay;
9754 if (MovDelay[x][y]) // wait some time before next frame
9758 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9760 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9761 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9763 DrawLevelGraphic(x, y, graphic, frame);
9766 if (!MovDelay[x][y])
9768 if (MovDir[x][y] == MV_LEFT)
9770 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9771 TEST_DrawLevelField(x - 1, y);
9773 else if (MovDir[x][y] == MV_RIGHT)
9775 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9776 TEST_DrawLevelField(x + 1, y);
9778 else if (MovDir[x][y] == MV_UP)
9780 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9781 TEST_DrawLevelField(x, y - 1);
9785 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9786 TEST_DrawLevelField(x, y + 1);
9789 Tile[x][y] = Store[x][y];
9791 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9792 TEST_DrawLevelField(x, y);
9797 static void CheckWallGrowing(int ax, int ay)
9799 int element = Tile[ax][ay];
9800 int graphic = el2img(element);
9801 boolean free_top = FALSE;
9802 boolean free_bottom = FALSE;
9803 boolean free_left = FALSE;
9804 boolean free_right = FALSE;
9805 boolean stop_top = FALSE;
9806 boolean stop_bottom = FALSE;
9807 boolean stop_left = FALSE;
9808 boolean stop_right = FALSE;
9809 boolean new_wall = FALSE;
9811 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9812 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9813 element == EL_EXPANDABLE_STEELWALL_ANY);
9815 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9816 element == EL_EXPANDABLE_WALL_ANY ||
9817 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9818 element == EL_EXPANDABLE_STEELWALL_ANY);
9820 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9821 element == EL_EXPANDABLE_WALL_ANY ||
9822 element == EL_EXPANDABLE_WALL ||
9823 element == EL_BD_EXPANDABLE_WALL ||
9824 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9825 element == EL_EXPANDABLE_STEELWALL_ANY);
9827 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9828 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9830 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9831 element == EL_EXPANDABLE_WALL ||
9832 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9834 int wall_growing = (is_steelwall ?
9835 EL_EXPANDABLE_STEELWALL_GROWING :
9836 EL_EXPANDABLE_WALL_GROWING);
9838 int gfx_wall_growing_up = (is_steelwall ?
9839 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9840 IMG_EXPANDABLE_WALL_GROWING_UP);
9841 int gfx_wall_growing_down = (is_steelwall ?
9842 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9843 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9844 int gfx_wall_growing_left = (is_steelwall ?
9845 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9846 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9847 int gfx_wall_growing_right = (is_steelwall ?
9848 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9849 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9851 if (IS_ANIMATED(graphic))
9852 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9854 if (!MovDelay[ax][ay]) // start building new wall
9855 MovDelay[ax][ay] = 6;
9857 if (MovDelay[ax][ay]) // wait some time before building new wall
9860 if (MovDelay[ax][ay])
9864 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9866 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9868 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9870 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9877 Tile[ax][ay - 1] = wall_growing;
9878 Store[ax][ay - 1] = element;
9879 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9881 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9882 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9889 Tile[ax][ay + 1] = wall_growing;
9890 Store[ax][ay + 1] = element;
9891 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9893 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9894 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9900 if (grow_horizontal)
9904 Tile[ax - 1][ay] = wall_growing;
9905 Store[ax - 1][ay] = element;
9906 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9908 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9909 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9916 Tile[ax + 1][ay] = wall_growing;
9917 Store[ax + 1][ay] = element;
9918 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9920 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9921 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9927 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9928 TEST_DrawLevelField(ax, ay);
9930 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9932 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9934 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9936 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9939 if (((stop_top && stop_bottom) || stop_horizontal) &&
9940 ((stop_left && stop_right) || stop_vertical))
9941 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9944 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9947 static void CheckForDragon(int x, int y)
9950 boolean dragon_found = FALSE;
9951 struct XY *xy = xy_topdown;
9953 for (i = 0; i < NUM_DIRECTIONS; i++)
9955 for (j = 0; j < 4; j++)
9957 int xx = x + j * xy[i].x;
9958 int yy = y + j * xy[i].y;
9960 if (IN_LEV_FIELD(xx, yy) &&
9961 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9963 if (Tile[xx][yy] == EL_DRAGON)
9964 dragon_found = TRUE;
9973 for (i = 0; i < NUM_DIRECTIONS; i++)
9975 for (j = 0; j < 3; j++)
9977 int xx = x + j * xy[i].x;
9978 int yy = y + j * xy[i].y;
9980 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9982 Tile[xx][yy] = EL_EMPTY;
9983 TEST_DrawLevelField(xx, yy);
9992 static void InitBuggyBase(int x, int y)
9994 int element = Tile[x][y];
9995 int activating_delay = FRAMES_PER_SECOND / 4;
9998 (element == EL_SP_BUGGY_BASE ?
9999 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10000 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10002 element == EL_SP_BUGGY_BASE_ACTIVE ?
10003 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10006 static void WarnBuggyBase(int x, int y)
10009 struct XY *xy = xy_topdown;
10011 for (i = 0; i < NUM_DIRECTIONS; i++)
10013 int xx = x + xy[i].x;
10014 int yy = y + xy[i].y;
10016 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10018 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10025 static void InitTrap(int x, int y)
10027 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10030 static void ActivateTrap(int x, int y)
10032 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10035 static void ChangeActiveTrap(int x, int y)
10037 int graphic = IMG_TRAP_ACTIVE;
10039 // if new animation frame was drawn, correct crumbled sand border
10040 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10041 TEST_DrawLevelFieldCrumbled(x, y);
10044 static int getSpecialActionElement(int element, int number, int base_element)
10046 return (element != EL_EMPTY ? element :
10047 number != -1 ? base_element + number - 1 :
10051 static int getModifiedActionNumber(int value_old, int operator, int operand,
10052 int value_min, int value_max)
10054 int value_new = (operator == CA_MODE_SET ? operand :
10055 operator == CA_MODE_ADD ? value_old + operand :
10056 operator == CA_MODE_SUBTRACT ? value_old - operand :
10057 operator == CA_MODE_MULTIPLY ? value_old * operand :
10058 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10059 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10062 return (value_new < value_min ? value_min :
10063 value_new > value_max ? value_max :
10067 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10069 struct ElementInfo *ei = &element_info[element];
10070 struct ElementChangeInfo *change = &ei->change_page[page];
10071 int target_element = change->target_element;
10072 int action_type = change->action_type;
10073 int action_mode = change->action_mode;
10074 int action_arg = change->action_arg;
10075 int action_element = change->action_element;
10078 if (!change->has_action)
10081 // ---------- determine action paramater values -----------------------------
10083 int level_time_value =
10084 (level.time > 0 ? TimeLeft :
10087 int action_arg_element_raw =
10088 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10089 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10090 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10091 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10092 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10093 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10094 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10096 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10098 int action_arg_direction =
10099 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10100 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10101 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10102 change->actual_trigger_side :
10103 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10104 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10107 int action_arg_number_min =
10108 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10111 int action_arg_number_max =
10112 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10113 action_type == CA_SET_LEVEL_GEMS ? 999 :
10114 action_type == CA_SET_LEVEL_TIME ? 9999 :
10115 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10116 action_type == CA_SET_CE_VALUE ? 9999 :
10117 action_type == CA_SET_CE_SCORE ? 9999 :
10120 int action_arg_number_reset =
10121 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10122 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10123 action_type == CA_SET_LEVEL_TIME ? level.time :
10124 action_type == CA_SET_LEVEL_SCORE ? 0 :
10125 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10126 action_type == CA_SET_CE_SCORE ? 0 :
10129 int action_arg_number =
10130 (action_arg <= CA_ARG_MAX ? action_arg :
10131 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10132 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10133 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10134 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10135 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10136 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10137 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10138 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10139 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10140 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10141 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10142 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10143 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10144 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10145 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10146 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10147 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10148 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10149 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10150 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10151 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10154 int action_arg_number_old =
10155 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10156 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10157 action_type == CA_SET_LEVEL_SCORE ? game.score :
10158 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10159 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10162 int action_arg_number_new =
10163 getModifiedActionNumber(action_arg_number_old,
10164 action_mode, action_arg_number,
10165 action_arg_number_min, action_arg_number_max);
10167 int trigger_player_bits =
10168 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10169 change->actual_trigger_player_bits : change->trigger_player);
10171 int action_arg_player_bits =
10172 (action_arg >= CA_ARG_PLAYER_1 &&
10173 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10174 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10175 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10178 // ---------- execute action -----------------------------------------------
10180 switch (action_type)
10187 // ---------- level actions ----------------------------------------------
10189 case CA_RESTART_LEVEL:
10191 game.restart_level = TRUE;
10196 case CA_SHOW_ENVELOPE:
10198 int element = getSpecialActionElement(action_arg_element,
10199 action_arg_number, EL_ENVELOPE_1);
10201 if (IS_ENVELOPE(element))
10202 local_player->show_envelope = element;
10207 case CA_SET_LEVEL_TIME:
10209 if (level.time > 0) // only modify limited time value
10211 TimeLeft = action_arg_number_new;
10213 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10215 DisplayGameControlValues();
10217 if (!TimeLeft && game.time_limit)
10218 for (i = 0; i < MAX_PLAYERS; i++)
10219 KillPlayer(&stored_player[i]);
10225 case CA_SET_LEVEL_SCORE:
10227 game.score = action_arg_number_new;
10229 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10231 DisplayGameControlValues();
10236 case CA_SET_LEVEL_GEMS:
10238 game.gems_still_needed = action_arg_number_new;
10240 game.snapshot.collected_item = TRUE;
10242 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10244 DisplayGameControlValues();
10249 case CA_SET_LEVEL_WIND:
10251 game.wind_direction = action_arg_direction;
10256 case CA_SET_LEVEL_RANDOM_SEED:
10258 // ensure that setting a new random seed while playing is predictable
10259 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10264 // ---------- player actions ---------------------------------------------
10266 case CA_MOVE_PLAYER:
10267 case CA_MOVE_PLAYER_NEW:
10269 // automatically move to the next field in specified direction
10270 for (i = 0; i < MAX_PLAYERS; i++)
10271 if (trigger_player_bits & (1 << i))
10272 if (action_type == CA_MOVE_PLAYER ||
10273 stored_player[i].MovPos == 0)
10274 stored_player[i].programmed_action = action_arg_direction;
10279 case CA_EXIT_PLAYER:
10281 for (i = 0; i < MAX_PLAYERS; i++)
10282 if (action_arg_player_bits & (1 << i))
10283 ExitPlayer(&stored_player[i]);
10285 if (game.players_still_needed == 0)
10291 case CA_KILL_PLAYER:
10293 for (i = 0; i < MAX_PLAYERS; i++)
10294 if (action_arg_player_bits & (1 << i))
10295 KillPlayer(&stored_player[i]);
10300 case CA_SET_PLAYER_KEYS:
10302 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10303 int element = getSpecialActionElement(action_arg_element,
10304 action_arg_number, EL_KEY_1);
10306 if (IS_KEY(element))
10308 for (i = 0; i < MAX_PLAYERS; i++)
10310 if (trigger_player_bits & (1 << i))
10312 stored_player[i].key[KEY_NR(element)] = key_state;
10314 DrawGameDoorValues();
10322 case CA_SET_PLAYER_SPEED:
10324 for (i = 0; i < MAX_PLAYERS; i++)
10326 if (trigger_player_bits & (1 << i))
10328 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10330 if (action_arg == CA_ARG_SPEED_FASTER &&
10331 stored_player[i].cannot_move)
10333 action_arg_number = STEPSIZE_VERY_SLOW;
10335 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10336 action_arg == CA_ARG_SPEED_FASTER)
10338 action_arg_number = 2;
10339 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10342 else if (action_arg == CA_ARG_NUMBER_RESET)
10344 action_arg_number = level.initial_player_stepsize[i];
10348 getModifiedActionNumber(move_stepsize,
10351 action_arg_number_min,
10352 action_arg_number_max);
10354 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10361 case CA_SET_PLAYER_SHIELD:
10363 for (i = 0; i < MAX_PLAYERS; i++)
10365 if (trigger_player_bits & (1 << i))
10367 if (action_arg == CA_ARG_SHIELD_OFF)
10369 stored_player[i].shield_normal_time_left = 0;
10370 stored_player[i].shield_deadly_time_left = 0;
10372 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10374 stored_player[i].shield_normal_time_left = 999999;
10376 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10378 stored_player[i].shield_normal_time_left = 999999;
10379 stored_player[i].shield_deadly_time_left = 999999;
10387 case CA_SET_PLAYER_GRAVITY:
10389 for (i = 0; i < MAX_PLAYERS; i++)
10391 if (trigger_player_bits & (1 << i))
10393 stored_player[i].gravity =
10394 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10395 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10396 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10397 stored_player[i].gravity);
10404 case CA_SET_PLAYER_ARTWORK:
10406 for (i = 0; i < MAX_PLAYERS; i++)
10408 if (trigger_player_bits & (1 << i))
10410 int artwork_element = action_arg_element;
10412 if (action_arg == CA_ARG_ELEMENT_RESET)
10414 (level.use_artwork_element[i] ? level.artwork_element[i] :
10415 stored_player[i].element_nr);
10417 if (stored_player[i].artwork_element != artwork_element)
10418 stored_player[i].Frame = 0;
10420 stored_player[i].artwork_element = artwork_element;
10422 SetPlayerWaiting(&stored_player[i], FALSE);
10424 // set number of special actions for bored and sleeping animation
10425 stored_player[i].num_special_action_bored =
10426 get_num_special_action(artwork_element,
10427 ACTION_BORING_1, ACTION_BORING_LAST);
10428 stored_player[i].num_special_action_sleeping =
10429 get_num_special_action(artwork_element,
10430 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10437 case CA_SET_PLAYER_INVENTORY:
10439 for (i = 0; i < MAX_PLAYERS; i++)
10441 struct PlayerInfo *player = &stored_player[i];
10444 if (trigger_player_bits & (1 << i))
10446 int inventory_element = action_arg_element;
10448 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10449 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10450 action_arg == CA_ARG_ELEMENT_ACTION)
10452 int element = inventory_element;
10453 int collect_count = element_info[element].collect_count_initial;
10455 if (!IS_CUSTOM_ELEMENT(element))
10458 if (collect_count == 0)
10459 player->inventory_infinite_element = element;
10461 for (k = 0; k < collect_count; k++)
10462 if (player->inventory_size < MAX_INVENTORY_SIZE)
10463 player->inventory_element[player->inventory_size++] =
10466 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10467 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10468 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10470 if (player->inventory_infinite_element != EL_UNDEFINED &&
10471 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10472 action_arg_element_raw))
10473 player->inventory_infinite_element = EL_UNDEFINED;
10475 for (k = 0, j = 0; j < player->inventory_size; j++)
10477 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10478 action_arg_element_raw))
10479 player->inventory_element[k++] = player->inventory_element[j];
10482 player->inventory_size = k;
10484 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10486 if (player->inventory_size > 0)
10488 for (j = 0; j < player->inventory_size - 1; j++)
10489 player->inventory_element[j] = player->inventory_element[j + 1];
10491 player->inventory_size--;
10494 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10496 if (player->inventory_size > 0)
10497 player->inventory_size--;
10499 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10501 player->inventory_infinite_element = EL_UNDEFINED;
10502 player->inventory_size = 0;
10504 else if (action_arg == CA_ARG_INVENTORY_RESET)
10506 player->inventory_infinite_element = EL_UNDEFINED;
10507 player->inventory_size = 0;
10509 if (level.use_initial_inventory[i])
10511 for (j = 0; j < level.initial_inventory_size[i]; j++)
10513 int element = level.initial_inventory_content[i][j];
10514 int collect_count = element_info[element].collect_count_initial;
10516 if (!IS_CUSTOM_ELEMENT(element))
10519 if (collect_count == 0)
10520 player->inventory_infinite_element = element;
10522 for (k = 0; k < collect_count; k++)
10523 if (player->inventory_size < MAX_INVENTORY_SIZE)
10524 player->inventory_element[player->inventory_size++] =
10535 // ---------- CE actions -------------------------------------------------
10537 case CA_SET_CE_VALUE:
10539 int last_ce_value = CustomValue[x][y];
10541 CustomValue[x][y] = action_arg_number_new;
10543 if (CustomValue[x][y] != last_ce_value)
10545 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10546 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10548 if (CustomValue[x][y] == 0)
10550 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10551 ChangeCount[x][y] = 0; // allow at least one more change
10553 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10554 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10561 case CA_SET_CE_SCORE:
10563 int last_ce_score = ei->collect_score;
10565 ei->collect_score = action_arg_number_new;
10567 if (ei->collect_score != last_ce_score)
10569 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10570 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10572 if (ei->collect_score == 0)
10576 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10577 ChangeCount[x][y] = 0; // allow at least one more change
10579 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10580 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10583 This is a very special case that seems to be a mixture between
10584 CheckElementChange() and CheckTriggeredElementChange(): while
10585 the first one only affects single elements that are triggered
10586 directly, the second one affects multiple elements in the playfield
10587 that are triggered indirectly by another element. This is a third
10588 case: Changing the CE score always affects multiple identical CEs,
10589 so every affected CE must be checked, not only the single CE for
10590 which the CE score was changed in the first place (as every instance
10591 of that CE shares the same CE score, and therefore also can change)!
10593 SCAN_PLAYFIELD(xx, yy)
10595 if (Tile[xx][yy] == element)
10596 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10597 CE_SCORE_GETS_ZERO);
10605 case CA_SET_CE_ARTWORK:
10607 int artwork_element = action_arg_element;
10608 boolean reset_frame = FALSE;
10611 if (action_arg == CA_ARG_ELEMENT_RESET)
10612 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10615 if (ei->gfx_element != artwork_element)
10616 reset_frame = TRUE;
10618 ei->gfx_element = artwork_element;
10620 SCAN_PLAYFIELD(xx, yy)
10622 if (Tile[xx][yy] == element)
10626 ResetGfxAnimation(xx, yy);
10627 ResetRandomAnimationValue(xx, yy);
10630 TEST_DrawLevelField(xx, yy);
10637 // ---------- engine actions ---------------------------------------------
10639 case CA_SET_ENGINE_SCAN_MODE:
10641 InitPlayfieldScanMode(action_arg);
10651 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10653 int old_element = Tile[x][y];
10654 int new_element = GetElementFromGroupElement(element);
10655 int previous_move_direction = MovDir[x][y];
10656 int last_ce_value = CustomValue[x][y];
10657 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10658 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10659 boolean add_player_onto_element = (new_element_is_player &&
10660 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10661 IS_WALKABLE(old_element));
10663 if (!add_player_onto_element)
10665 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10666 RemoveMovingField(x, y);
10670 Tile[x][y] = new_element;
10672 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10673 MovDir[x][y] = previous_move_direction;
10675 if (element_info[new_element].use_last_ce_value)
10676 CustomValue[x][y] = last_ce_value;
10678 InitField_WithBug1(x, y, FALSE);
10680 new_element = Tile[x][y]; // element may have changed
10682 ResetGfxAnimation(x, y);
10683 ResetRandomAnimationValue(x, y);
10685 TEST_DrawLevelField(x, y);
10687 if (GFX_CRUMBLED(new_element))
10688 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10690 if (old_element == EL_EXPLOSION)
10692 Store[x][y] = Store2[x][y] = 0;
10694 // check if new element replaces an exploding player, requiring cleanup
10695 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10696 StorePlayer[x][y] = 0;
10699 // check if element under the player changes from accessible to unaccessible
10700 // (needed for special case of dropping element which then changes)
10701 // (must be checked after creating new element for walkable group elements)
10702 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10703 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10705 KillPlayer(PLAYERINFO(x, y));
10711 // "ChangeCount" not set yet to allow "entered by player" change one time
10712 if (new_element_is_player)
10713 RelocatePlayer(x, y, new_element);
10716 ChangeCount[x][y]++; // count number of changes in the same frame
10718 TestIfBadThingTouchesPlayer(x, y);
10719 TestIfPlayerTouchesCustomElement(x, y);
10720 TestIfElementTouchesCustomElement(x, y);
10723 static void CreateField(int x, int y, int element)
10725 CreateFieldExt(x, y, element, FALSE);
10728 static void CreateElementFromChange(int x, int y, int element)
10730 element = GET_VALID_RUNTIME_ELEMENT(element);
10732 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10734 int old_element = Tile[x][y];
10736 // prevent changed element from moving in same engine frame
10737 // unless both old and new element can either fall or move
10738 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10739 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10743 CreateFieldExt(x, y, element, TRUE);
10746 static boolean ChangeElement(int x, int y, int element, int page)
10748 struct ElementInfo *ei = &element_info[element];
10749 struct ElementChangeInfo *change = &ei->change_page[page];
10750 int ce_value = CustomValue[x][y];
10751 int ce_score = ei->collect_score;
10752 int target_element;
10753 int old_element = Tile[x][y];
10755 // always use default change event to prevent running into a loop
10756 if (ChangeEvent[x][y] == -1)
10757 ChangeEvent[x][y] = CE_DELAY;
10759 if (ChangeEvent[x][y] == CE_DELAY)
10761 // reset actual trigger element, trigger player and action element
10762 change->actual_trigger_element = EL_EMPTY;
10763 change->actual_trigger_player = EL_EMPTY;
10764 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10765 change->actual_trigger_side = CH_SIDE_NONE;
10766 change->actual_trigger_ce_value = 0;
10767 change->actual_trigger_ce_score = 0;
10768 change->actual_trigger_x = -1;
10769 change->actual_trigger_y = -1;
10772 // do not change elements more than a specified maximum number of changes
10773 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10776 ChangeCount[x][y]++; // count number of changes in the same frame
10778 if (ei->has_anim_event)
10779 HandleGlobalAnimEventByElementChange(element, page, x, y,
10780 change->actual_trigger_x,
10781 change->actual_trigger_y);
10783 if (change->explode)
10790 if (change->use_target_content)
10792 boolean complete_replace = TRUE;
10793 boolean can_replace[3][3];
10796 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10799 boolean is_walkable;
10800 boolean is_diggable;
10801 boolean is_collectible;
10802 boolean is_removable;
10803 boolean is_destructible;
10804 int ex = x + xx - 1;
10805 int ey = y + yy - 1;
10806 int content_element = change->target_content.e[xx][yy];
10809 can_replace[xx][yy] = TRUE;
10811 if (ex == x && ey == y) // do not check changing element itself
10814 if (content_element == EL_EMPTY_SPACE)
10816 can_replace[xx][yy] = FALSE; // do not replace border with space
10821 if (!IN_LEV_FIELD(ex, ey))
10823 can_replace[xx][yy] = FALSE;
10824 complete_replace = FALSE;
10831 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10832 e = MovingOrBlocked2Element(ex, ey);
10834 is_empty = (IS_FREE(ex, ey) ||
10835 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10837 is_walkable = (is_empty || IS_WALKABLE(e));
10838 is_diggable = (is_empty || IS_DIGGABLE(e));
10839 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10840 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10841 is_removable = (is_diggable || is_collectible);
10843 can_replace[xx][yy] =
10844 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10845 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10846 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10847 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10848 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10849 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10850 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10852 if (!can_replace[xx][yy])
10853 complete_replace = FALSE;
10856 if (!change->only_if_complete || complete_replace)
10858 boolean something_has_changed = FALSE;
10860 if (change->only_if_complete && change->use_random_replace &&
10861 RND(100) < change->random_percentage)
10864 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10866 int ex = x + xx - 1;
10867 int ey = y + yy - 1;
10868 int content_element;
10870 if (can_replace[xx][yy] && (!change->use_random_replace ||
10871 RND(100) < change->random_percentage))
10873 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10874 RemoveMovingField(ex, ey);
10876 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10878 content_element = change->target_content.e[xx][yy];
10879 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10880 ce_value, ce_score);
10882 CreateElementFromChange(ex, ey, target_element);
10884 something_has_changed = TRUE;
10886 // for symmetry reasons, freeze newly created border elements
10887 if (ex != x || ey != y)
10888 Stop[ex][ey] = TRUE; // no more moving in this frame
10892 if (something_has_changed)
10894 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10895 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10901 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10902 ce_value, ce_score);
10904 if (element == EL_DIAGONAL_GROWING ||
10905 element == EL_DIAGONAL_SHRINKING)
10907 target_element = Store[x][y];
10909 Store[x][y] = EL_EMPTY;
10912 // special case: element changes to player (and may be kept if walkable)
10913 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10914 CreateElementFromChange(x, y, EL_EMPTY);
10916 CreateElementFromChange(x, y, target_element);
10918 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10919 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10922 // this uses direct change before indirect change
10923 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10928 static void HandleElementChange(int x, int y, int page)
10930 int element = MovingOrBlocked2Element(x, y);
10931 struct ElementInfo *ei = &element_info[element];
10932 struct ElementChangeInfo *change = &ei->change_page[page];
10933 boolean handle_action_before_change = FALSE;
10936 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10937 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10939 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10940 x, y, element, element_info[element].token_name);
10941 Debug("game:playing:HandleElementChange", "This should never happen!");
10945 // this can happen with classic bombs on walkable, changing elements
10946 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10951 if (ChangeDelay[x][y] == 0) // initialize element change
10953 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10955 if (change->can_change)
10957 // !!! not clear why graphic animation should be reset at all here !!!
10958 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10959 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10962 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10964 When using an animation frame delay of 1 (this only happens with
10965 "sp_zonk.moving.left/right" in the classic graphics), the default
10966 (non-moving) animation shows wrong animation frames (while the
10967 moving animation, like "sp_zonk.moving.left/right", is correct,
10968 so this graphical bug never shows up with the classic graphics).
10969 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10970 be drawn instead of the correct frames 0,1,2,3. This is caused by
10971 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10972 an element change: First when the change delay ("ChangeDelay[][]")
10973 counter has reached zero after decrementing, then a second time in
10974 the next frame (after "GfxFrame[][]" was already incremented) when
10975 "ChangeDelay[][]" is reset to the initial delay value again.
10977 This causes frame 0 to be drawn twice, while the last frame won't
10978 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10980 As some animations may already be cleverly designed around this bug
10981 (at least the "Snake Bite" snake tail animation does this), it cannot
10982 simply be fixed here without breaking such existing animations.
10983 Unfortunately, it cannot easily be detected if a graphics set was
10984 designed "before" or "after" the bug was fixed. As a workaround,
10985 a new graphics set option "game.graphics_engine_version" was added
10986 to be able to specify the game's major release version for which the
10987 graphics set was designed, which can then be used to decide if the
10988 bugfix should be used (version 4 and above) or not (version 3 or
10989 below, or if no version was specified at all, as with old sets).
10991 (The wrong/fixed animation frames can be tested with the test level set
10992 "test_gfxframe" and level "000", which contains a specially prepared
10993 custom element at level position (x/y) == (11/9) which uses the zonk
10994 animation mentioned above. Using "game.graphics_engine_version: 4"
10995 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10996 This can also be seen from the debug output for this test element.)
10999 // when a custom element is about to change (for example by change delay),
11000 // do not reset graphic animation when the custom element is moving
11001 if (game.graphics_engine_version < 4 &&
11004 ResetGfxAnimation(x, y);
11005 ResetRandomAnimationValue(x, y);
11008 if (change->pre_change_function)
11009 change->pre_change_function(x, y);
11013 ChangeDelay[x][y]--;
11015 if (ChangeDelay[x][y] != 0) // continue element change
11017 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11019 // also needed if CE can not change, but has CE delay with CE action
11020 if (IS_ANIMATED(graphic))
11021 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11023 if (change->can_change)
11025 if (change->change_function)
11026 change->change_function(x, y);
11029 else // finish element change
11031 if (ChangePage[x][y] != -1) // remember page from delayed change
11033 page = ChangePage[x][y];
11034 ChangePage[x][y] = -1;
11036 change = &ei->change_page[page];
11039 if (IS_MOVING(x, y)) // never change a running system ;-)
11041 ChangeDelay[x][y] = 1; // try change after next move step
11042 ChangePage[x][y] = page; // remember page to use for change
11047 // special case: set new level random seed before changing element
11048 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11049 handle_action_before_change = TRUE;
11051 if (change->has_action && handle_action_before_change)
11052 ExecuteCustomElementAction(x, y, element, page);
11054 if (change->can_change)
11056 if (ChangeElement(x, y, element, page))
11058 if (change->post_change_function)
11059 change->post_change_function(x, y);
11063 if (change->has_action && !handle_action_before_change)
11064 ExecuteCustomElementAction(x, y, element, page);
11068 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11069 int trigger_element,
11071 int trigger_player,
11075 boolean change_done_any = FALSE;
11076 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11079 if (!(trigger_events[trigger_element][trigger_event]))
11082 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11084 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11086 int element = EL_CUSTOM_START + i;
11087 boolean change_done = FALSE;
11090 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11091 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11094 for (p = 0; p < element_info[element].num_change_pages; p++)
11096 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11098 if (change->can_change_or_has_action &&
11099 change->has_event[trigger_event] &&
11100 change->trigger_side & trigger_side &&
11101 change->trigger_player & trigger_player &&
11102 change->trigger_page & trigger_page_bits &&
11103 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11105 change->actual_trigger_element = trigger_element;
11106 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11107 change->actual_trigger_player_bits = trigger_player;
11108 change->actual_trigger_side = trigger_side;
11109 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11110 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11111 change->actual_trigger_x = trigger_x;
11112 change->actual_trigger_y = trigger_y;
11114 if ((change->can_change && !change_done) || change->has_action)
11118 SCAN_PLAYFIELD(x, y)
11120 if (Tile[x][y] == element)
11122 if (change->can_change && !change_done)
11124 // if element already changed in this frame, not only prevent
11125 // another element change (checked in ChangeElement()), but
11126 // also prevent additional element actions for this element
11128 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11129 !level.use_action_after_change_bug)
11132 ChangeDelay[x][y] = 1;
11133 ChangeEvent[x][y] = trigger_event;
11135 HandleElementChange(x, y, p);
11137 else if (change->has_action)
11139 // if element already changed in this frame, not only prevent
11140 // another element change (checked in ChangeElement()), but
11141 // also prevent additional element actions for this element
11143 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11144 !level.use_action_after_change_bug)
11147 ExecuteCustomElementAction(x, y, element, p);
11148 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11153 if (change->can_change)
11155 change_done = TRUE;
11156 change_done_any = TRUE;
11163 RECURSION_LOOP_DETECTION_END();
11165 return change_done_any;
11168 static boolean CheckElementChangeExt(int x, int y,
11170 int trigger_element,
11172 int trigger_player,
11175 boolean change_done = FALSE;
11178 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11179 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11182 if (Tile[x][y] == EL_BLOCKED)
11184 Blocked2Moving(x, y, &x, &y);
11185 element = Tile[x][y];
11188 // check if element has already changed or is about to change after moving
11189 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11190 Tile[x][y] != element) ||
11192 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11193 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11194 ChangePage[x][y] != -1)))
11197 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11199 for (p = 0; p < element_info[element].num_change_pages; p++)
11201 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11203 /* check trigger element for all events where the element that is checked
11204 for changing interacts with a directly adjacent element -- this is
11205 different to element changes that affect other elements to change on the
11206 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11207 boolean check_trigger_element =
11208 (trigger_event == CE_NEXT_TO_X ||
11209 trigger_event == CE_TOUCHING_X ||
11210 trigger_event == CE_HITTING_X ||
11211 trigger_event == CE_HIT_BY_X ||
11212 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11214 if (change->can_change_or_has_action &&
11215 change->has_event[trigger_event] &&
11216 change->trigger_side & trigger_side &&
11217 change->trigger_player & trigger_player &&
11218 (!check_trigger_element ||
11219 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11221 change->actual_trigger_element = trigger_element;
11222 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11223 change->actual_trigger_player_bits = trigger_player;
11224 change->actual_trigger_side = trigger_side;
11225 change->actual_trigger_ce_value = CustomValue[x][y];
11226 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11227 change->actual_trigger_x = x;
11228 change->actual_trigger_y = y;
11230 // special case: trigger element not at (x,y) position for some events
11231 if (check_trigger_element)
11243 { 0, 0 }, { 0, 0 }, { 0, 0 },
11247 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11248 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11250 change->actual_trigger_ce_value = CustomValue[xx][yy];
11251 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11252 change->actual_trigger_x = xx;
11253 change->actual_trigger_y = yy;
11256 if (change->can_change && !change_done)
11258 ChangeDelay[x][y] = 1;
11259 ChangeEvent[x][y] = trigger_event;
11261 HandleElementChange(x, y, p);
11263 change_done = TRUE;
11265 else if (change->has_action)
11267 ExecuteCustomElementAction(x, y, element, p);
11268 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11273 RECURSION_LOOP_DETECTION_END();
11275 return change_done;
11278 static void PlayPlayerSound(struct PlayerInfo *player)
11280 int jx = player->jx, jy = player->jy;
11281 int sound_element = player->artwork_element;
11282 int last_action = player->last_action_waiting;
11283 int action = player->action_waiting;
11285 if (player->is_waiting)
11287 if (action != last_action)
11288 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11290 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11294 if (action != last_action)
11295 StopSound(element_info[sound_element].sound[last_action]);
11297 if (last_action == ACTION_SLEEPING)
11298 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11302 static void PlayAllPlayersSound(void)
11306 for (i = 0; i < MAX_PLAYERS; i++)
11307 if (stored_player[i].active)
11308 PlayPlayerSound(&stored_player[i]);
11311 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11313 boolean last_waiting = player->is_waiting;
11314 int move_dir = player->MovDir;
11316 player->dir_waiting = move_dir;
11317 player->last_action_waiting = player->action_waiting;
11321 if (!last_waiting) // not waiting -> waiting
11323 player->is_waiting = TRUE;
11325 player->frame_counter_bored =
11327 game.player_boring_delay_fixed +
11328 GetSimpleRandom(game.player_boring_delay_random);
11329 player->frame_counter_sleeping =
11331 game.player_sleeping_delay_fixed +
11332 GetSimpleRandom(game.player_sleeping_delay_random);
11334 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11337 if (game.player_sleeping_delay_fixed +
11338 game.player_sleeping_delay_random > 0 &&
11339 player->anim_delay_counter == 0 &&
11340 player->post_delay_counter == 0 &&
11341 FrameCounter >= player->frame_counter_sleeping)
11342 player->is_sleeping = TRUE;
11343 else if (game.player_boring_delay_fixed +
11344 game.player_boring_delay_random > 0 &&
11345 FrameCounter >= player->frame_counter_bored)
11346 player->is_bored = TRUE;
11348 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11349 player->is_bored ? ACTION_BORING :
11352 if (player->is_sleeping && player->use_murphy)
11354 // special case for sleeping Murphy when leaning against non-free tile
11356 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11357 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11358 !IS_MOVING(player->jx - 1, player->jy)))
11359 move_dir = MV_LEFT;
11360 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11361 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11362 !IS_MOVING(player->jx + 1, player->jy)))
11363 move_dir = MV_RIGHT;
11365 player->is_sleeping = FALSE;
11367 player->dir_waiting = move_dir;
11370 if (player->is_sleeping)
11372 if (player->num_special_action_sleeping > 0)
11374 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11376 int last_special_action = player->special_action_sleeping;
11377 int num_special_action = player->num_special_action_sleeping;
11378 int special_action =
11379 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11380 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11381 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11382 last_special_action + 1 : ACTION_SLEEPING);
11383 int special_graphic =
11384 el_act_dir2img(player->artwork_element, special_action, move_dir);
11386 player->anim_delay_counter =
11387 graphic_info[special_graphic].anim_delay_fixed +
11388 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11389 player->post_delay_counter =
11390 graphic_info[special_graphic].post_delay_fixed +
11391 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11393 player->special_action_sleeping = special_action;
11396 if (player->anim_delay_counter > 0)
11398 player->action_waiting = player->special_action_sleeping;
11399 player->anim_delay_counter--;
11401 else if (player->post_delay_counter > 0)
11403 player->post_delay_counter--;
11407 else if (player->is_bored)
11409 if (player->num_special_action_bored > 0)
11411 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11413 int special_action =
11414 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11415 int special_graphic =
11416 el_act_dir2img(player->artwork_element, special_action, move_dir);
11418 player->anim_delay_counter =
11419 graphic_info[special_graphic].anim_delay_fixed +
11420 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11421 player->post_delay_counter =
11422 graphic_info[special_graphic].post_delay_fixed +
11423 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11425 player->special_action_bored = special_action;
11428 if (player->anim_delay_counter > 0)
11430 player->action_waiting = player->special_action_bored;
11431 player->anim_delay_counter--;
11433 else if (player->post_delay_counter > 0)
11435 player->post_delay_counter--;
11440 else if (last_waiting) // waiting -> not waiting
11442 player->is_waiting = FALSE;
11443 player->is_bored = FALSE;
11444 player->is_sleeping = FALSE;
11446 player->frame_counter_bored = -1;
11447 player->frame_counter_sleeping = -1;
11449 player->anim_delay_counter = 0;
11450 player->post_delay_counter = 0;
11452 player->dir_waiting = player->MovDir;
11453 player->action_waiting = ACTION_DEFAULT;
11455 player->special_action_bored = ACTION_DEFAULT;
11456 player->special_action_sleeping = ACTION_DEFAULT;
11460 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11462 if ((!player->is_moving && player->was_moving) ||
11463 (player->MovPos == 0 && player->was_moving) ||
11464 (player->is_snapping && !player->was_snapping) ||
11465 (player->is_dropping && !player->was_dropping))
11467 if (!CheckSaveEngineSnapshotToList())
11470 player->was_moving = FALSE;
11471 player->was_snapping = TRUE;
11472 player->was_dropping = TRUE;
11476 if (player->is_moving)
11477 player->was_moving = TRUE;
11479 if (!player->is_snapping)
11480 player->was_snapping = FALSE;
11482 if (!player->is_dropping)
11483 player->was_dropping = FALSE;
11486 static struct MouseActionInfo mouse_action_last = { 0 };
11487 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11488 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11491 CheckSaveEngineSnapshotToList();
11493 mouse_action_last = mouse_action;
11496 static void CheckSingleStepMode(struct PlayerInfo *player)
11498 if (tape.single_step && tape.recording && !tape.pausing)
11500 // as it is called "single step mode", just return to pause mode when the
11501 // player stopped moving after one tile (or never starts moving at all)
11502 // (reverse logic needed here in case single step mode used in team mode)
11503 if (player->is_moving ||
11504 player->is_pushing ||
11505 player->is_dropping_pressed ||
11506 player->effective_mouse_action.button)
11507 game.enter_single_step_mode = FALSE;
11510 CheckSaveEngineSnapshot(player);
11513 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11515 int left = player_action & JOY_LEFT;
11516 int right = player_action & JOY_RIGHT;
11517 int up = player_action & JOY_UP;
11518 int down = player_action & JOY_DOWN;
11519 int button1 = player_action & JOY_BUTTON_1;
11520 int button2 = player_action & JOY_BUTTON_2;
11521 int dx = (left ? -1 : right ? 1 : 0);
11522 int dy = (up ? -1 : down ? 1 : 0);
11524 if (!player->active || tape.pausing)
11530 SnapField(player, dx, dy);
11534 DropElement(player);
11536 MovePlayer(player, dx, dy);
11539 CheckSingleStepMode(player);
11541 SetPlayerWaiting(player, FALSE);
11543 return player_action;
11547 // no actions for this player (no input at player's configured device)
11549 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11550 SnapField(player, 0, 0);
11551 CheckGravityMovementWhenNotMoving(player);
11553 if (player->MovPos == 0)
11554 SetPlayerWaiting(player, TRUE);
11556 if (player->MovPos == 0) // needed for tape.playing
11557 player->is_moving = FALSE;
11559 player->is_dropping = FALSE;
11560 player->is_dropping_pressed = FALSE;
11561 player->drop_pressed_delay = 0;
11563 CheckSingleStepMode(player);
11569 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11572 if (!tape.use_mouse_actions)
11575 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11576 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11577 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11580 static void SetTapeActionFromMouseAction(byte *tape_action,
11581 struct MouseActionInfo *mouse_action)
11583 if (!tape.use_mouse_actions)
11586 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11587 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11588 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11591 static void CheckLevelSolved(void)
11593 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11595 if (game_em.level_solved &&
11596 !game_em.game_over) // game won
11600 game_em.game_over = TRUE;
11602 game.all_players_gone = TRUE;
11605 if (game_em.game_over) // game lost
11606 game.all_players_gone = TRUE;
11608 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11610 if (game_sp.level_solved &&
11611 !game_sp.game_over) // game won
11615 game_sp.game_over = TRUE;
11617 game.all_players_gone = TRUE;
11620 if (game_sp.game_over) // game lost
11621 game.all_players_gone = TRUE;
11623 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11625 if (game_mm.level_solved &&
11626 !game_mm.game_over) // game won
11630 game_mm.game_over = TRUE;
11632 game.all_players_gone = TRUE;
11635 if (game_mm.game_over) // game lost
11636 game.all_players_gone = TRUE;
11640 static void CheckLevelTime_StepCounter(void)
11650 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11651 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11653 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11655 DisplayGameControlValues();
11657 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11658 for (i = 0; i < MAX_PLAYERS; i++)
11659 KillPlayer(&stored_player[i]);
11661 else if (game.no_level_time_limit && !game.all_players_gone)
11663 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11665 DisplayGameControlValues();
11669 static void CheckLevelTime(void)
11673 if (TimeFrames >= FRAMES_PER_SECOND)
11678 for (i = 0; i < MAX_PLAYERS; i++)
11680 struct PlayerInfo *player = &stored_player[i];
11682 if (SHIELD_ON(player))
11684 player->shield_normal_time_left--;
11686 if (player->shield_deadly_time_left > 0)
11687 player->shield_deadly_time_left--;
11691 if (!game.LevelSolved && !level.use_step_counter)
11699 if (TimeLeft <= 10 && game.time_limit)
11700 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11702 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11703 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11705 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11707 if (!TimeLeft && game.time_limit)
11709 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11710 game_em.lev->killed_out_of_time = TRUE;
11712 for (i = 0; i < MAX_PLAYERS; i++)
11713 KillPlayer(&stored_player[i]);
11716 else if (game.no_level_time_limit && !game.all_players_gone)
11718 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11721 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11724 if (tape.recording || tape.playing)
11725 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11728 if (tape.recording || tape.playing)
11729 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11731 UpdateAndDisplayGameControlValues();
11734 void AdvanceFrameAndPlayerCounters(int player_nr)
11738 // advance frame counters (global frame counter and time frame counter)
11742 // advance player counters (counters for move delay, move animation etc.)
11743 for (i = 0; i < MAX_PLAYERS; i++)
11745 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11746 int move_delay_value = stored_player[i].move_delay_value;
11747 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11749 if (!advance_player_counters) // not all players may be affected
11752 if (move_frames == 0) // less than one move per game frame
11754 int stepsize = TILEX / move_delay_value;
11755 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11756 int count = (stored_player[i].is_moving ?
11757 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11759 if (count % delay == 0)
11763 stored_player[i].Frame += move_frames;
11765 if (stored_player[i].MovPos != 0)
11766 stored_player[i].StepFrame += move_frames;
11768 if (stored_player[i].move_delay > 0)
11769 stored_player[i].move_delay--;
11771 // due to bugs in previous versions, counter must count up, not down
11772 if (stored_player[i].push_delay != -1)
11773 stored_player[i].push_delay++;
11775 if (stored_player[i].drop_delay > 0)
11776 stored_player[i].drop_delay--;
11778 if (stored_player[i].is_dropping_pressed)
11779 stored_player[i].drop_pressed_delay++;
11783 void AdvanceFrameCounter(void)
11788 void AdvanceGfxFrame(void)
11792 SCAN_PLAYFIELD(x, y)
11798 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11799 struct MouseActionInfo *mouse_action_last)
11801 if (mouse_action->button)
11803 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11804 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11805 int x = mouse_action->lx;
11806 int y = mouse_action->ly;
11807 int element = Tile[x][y];
11811 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11812 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11816 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11817 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11820 if (level.use_step_counter)
11822 boolean counted_click = FALSE;
11824 // element clicked that can change when clicked/pressed
11825 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11826 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11827 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11828 counted_click = TRUE;
11830 // element clicked that can trigger change when clicked/pressed
11831 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11832 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11833 counted_click = TRUE;
11835 if (new_button && counted_click)
11836 CheckLevelTime_StepCounter();
11841 void StartGameActions(boolean init_network_game, boolean record_tape,
11844 unsigned int new_random_seed = InitRND(random_seed);
11847 TapeStartRecording(new_random_seed);
11849 if (setup.auto_pause_on_start && !tape.pausing)
11850 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11852 if (init_network_game)
11854 SendToServer_LevelFile();
11855 SendToServer_StartPlaying();
11863 static void GameActionsExt(void)
11866 static unsigned int game_frame_delay = 0;
11868 unsigned int game_frame_delay_value;
11869 byte *recorded_player_action;
11870 byte summarized_player_action = 0;
11871 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11874 // detect endless loops, caused by custom element programming
11875 if (recursion_loop_detected && recursion_loop_depth == 0)
11877 char *message = getStringCat3("Internal Error! Element ",
11878 EL_NAME(recursion_loop_element),
11879 " caused endless loop! Quit the game?");
11881 Warn("element '%s' caused endless loop in game engine",
11882 EL_NAME(recursion_loop_element));
11884 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11886 recursion_loop_detected = FALSE; // if game should be continued
11893 if (game.restart_level)
11894 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11896 CheckLevelSolved();
11898 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11901 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11904 if (game_status != GAME_MODE_PLAYING) // status might have changed
11907 game_frame_delay_value =
11908 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11910 if (tape.playing && tape.warp_forward && !tape.pausing)
11911 game_frame_delay_value = 0;
11913 SetVideoFrameDelay(game_frame_delay_value);
11915 // (de)activate virtual buttons depending on current game status
11916 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11918 if (game.all_players_gone) // if no players there to be controlled anymore
11919 SetOverlayActive(FALSE);
11920 else if (!tape.playing) // if game continues after tape stopped playing
11921 SetOverlayActive(TRUE);
11926 // ---------- main game synchronization point ----------
11928 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11930 Debug("game:playing:skip", "skip == %d", skip);
11933 // ---------- main game synchronization point ----------
11935 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11939 if (network_playing && !network_player_action_received)
11941 // try to get network player actions in time
11943 // last chance to get network player actions without main loop delay
11944 HandleNetworking();
11946 // game was quit by network peer
11947 if (game_status != GAME_MODE_PLAYING)
11950 // check if network player actions still missing and game still running
11951 if (!network_player_action_received && !checkGameEnded())
11952 return; // failed to get network player actions in time
11954 // do not yet reset "network_player_action_received" (for tape.pausing)
11960 // at this point we know that we really continue executing the game
11962 network_player_action_received = FALSE;
11964 // when playing tape, read previously recorded player input from tape data
11965 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11967 local_player->effective_mouse_action = local_player->mouse_action;
11969 if (recorded_player_action != NULL)
11970 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11971 recorded_player_action);
11973 // TapePlayAction() may return NULL when toggling to "pause before death"
11977 if (tape.set_centered_player)
11979 game.centered_player_nr_next = tape.centered_player_nr_next;
11980 game.set_centered_player = TRUE;
11983 for (i = 0; i < MAX_PLAYERS; i++)
11985 summarized_player_action |= stored_player[i].action;
11987 if (!network_playing && (game.team_mode || tape.playing))
11988 stored_player[i].effective_action = stored_player[i].action;
11991 if (network_playing && !checkGameEnded())
11992 SendToServer_MovePlayer(summarized_player_action);
11994 // summarize all actions at local players mapped input device position
11995 // (this allows using different input devices in single player mode)
11996 if (!network.enabled && !game.team_mode)
11997 stored_player[map_player_action[local_player->index_nr]].effective_action =
11998 summarized_player_action;
12000 // summarize all actions at centered player in local team mode
12001 if (tape.recording &&
12002 setup.team_mode && !network.enabled &&
12003 setup.input_on_focus &&
12004 game.centered_player_nr != -1)
12006 for (i = 0; i < MAX_PLAYERS; i++)
12007 stored_player[map_player_action[i]].effective_action =
12008 (i == game.centered_player_nr ? summarized_player_action : 0);
12011 if (recorded_player_action != NULL)
12012 for (i = 0; i < MAX_PLAYERS; i++)
12013 stored_player[i].effective_action = recorded_player_action[i];
12015 for (i = 0; i < MAX_PLAYERS; i++)
12017 tape_action[i] = stored_player[i].effective_action;
12019 /* (this may happen in the RND game engine if a player was not present on
12020 the playfield on level start, but appeared later from a custom element */
12021 if (setup.team_mode &&
12024 !tape.player_participates[i])
12025 tape.player_participates[i] = TRUE;
12028 SetTapeActionFromMouseAction(tape_action,
12029 &local_player->effective_mouse_action);
12031 // only record actions from input devices, but not programmed actions
12032 if (tape.recording)
12033 TapeRecordAction(tape_action);
12035 // remember if game was played (especially after tape stopped playing)
12036 if (!tape.playing && summarized_player_action && !checkGameFailed())
12037 game.GamePlayed = TRUE;
12039 #if USE_NEW_PLAYER_ASSIGNMENTS
12040 // !!! also map player actions in single player mode !!!
12041 // if (game.team_mode)
12044 byte mapped_action[MAX_PLAYERS];
12046 #if DEBUG_PLAYER_ACTIONS
12047 for (i = 0; i < MAX_PLAYERS; i++)
12048 DebugContinued("", "%d, ", stored_player[i].effective_action);
12051 for (i = 0; i < MAX_PLAYERS; i++)
12052 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12054 for (i = 0; i < MAX_PLAYERS; i++)
12055 stored_player[i].effective_action = mapped_action[i];
12057 #if DEBUG_PLAYER_ACTIONS
12058 DebugContinued("", "=> ");
12059 for (i = 0; i < MAX_PLAYERS; i++)
12060 DebugContinued("", "%d, ", stored_player[i].effective_action);
12061 DebugContinued("game:playing:player", "\n");
12064 #if DEBUG_PLAYER_ACTIONS
12067 for (i = 0; i < MAX_PLAYERS; i++)
12068 DebugContinued("", "%d, ", stored_player[i].effective_action);
12069 DebugContinued("game:playing:player", "\n");
12074 for (i = 0; i < MAX_PLAYERS; i++)
12076 // allow engine snapshot in case of changed movement attempt
12077 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12078 (stored_player[i].effective_action & KEY_MOTION))
12079 game.snapshot.changed_action = TRUE;
12081 // allow engine snapshot in case of snapping/dropping attempt
12082 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12083 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12084 game.snapshot.changed_action = TRUE;
12086 game.snapshot.last_action[i] = stored_player[i].effective_action;
12089 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12091 GameActions_EM_Main();
12093 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12095 GameActions_SP_Main();
12097 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12099 GameActions_MM_Main();
12103 GameActions_RND_Main();
12106 BlitScreenToBitmap(backbuffer);
12108 CheckLevelSolved();
12111 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12113 if (global.show_frames_per_second)
12115 static unsigned int fps_counter = 0;
12116 static int fps_frames = 0;
12117 unsigned int fps_delay_ms = Counter() - fps_counter;
12121 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12123 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12126 fps_counter = Counter();
12128 // always draw FPS to screen after FPS value was updated
12129 redraw_mask |= REDRAW_FPS;
12132 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12133 if (GetDrawDeactivationMask() == REDRAW_NONE)
12134 redraw_mask |= REDRAW_FPS;
12138 static void GameActions_CheckSaveEngineSnapshot(void)
12140 if (!game.snapshot.save_snapshot)
12143 // clear flag for saving snapshot _before_ saving snapshot
12144 game.snapshot.save_snapshot = FALSE;
12146 SaveEngineSnapshotToList();
12149 void GameActions(void)
12153 GameActions_CheckSaveEngineSnapshot();
12156 void GameActions_EM_Main(void)
12158 byte effective_action[MAX_PLAYERS];
12161 for (i = 0; i < MAX_PLAYERS; i++)
12162 effective_action[i] = stored_player[i].effective_action;
12164 GameActions_EM(effective_action);
12167 void GameActions_SP_Main(void)
12169 byte effective_action[MAX_PLAYERS];
12172 for (i = 0; i < MAX_PLAYERS; i++)
12173 effective_action[i] = stored_player[i].effective_action;
12175 GameActions_SP(effective_action);
12177 for (i = 0; i < MAX_PLAYERS; i++)
12179 if (stored_player[i].force_dropping)
12180 stored_player[i].action |= KEY_BUTTON_DROP;
12182 stored_player[i].force_dropping = FALSE;
12186 void GameActions_MM_Main(void)
12190 GameActions_MM(local_player->effective_mouse_action);
12193 void GameActions_RND_Main(void)
12198 void GameActions_RND(void)
12200 static struct MouseActionInfo mouse_action_last = { 0 };
12201 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12202 int magic_wall_x = 0, magic_wall_y = 0;
12203 int i, x, y, element, graphic, last_gfx_frame;
12205 InitPlayfieldScanModeVars();
12207 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12209 SCAN_PLAYFIELD(x, y)
12211 ChangeCount[x][y] = 0;
12212 ChangeEvent[x][y] = -1;
12216 if (game.set_centered_player)
12218 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12220 // switching to "all players" only possible if all players fit to screen
12221 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12223 game.centered_player_nr_next = game.centered_player_nr;
12224 game.set_centered_player = FALSE;
12227 // do not switch focus to non-existing (or non-active) player
12228 if (game.centered_player_nr_next >= 0 &&
12229 !stored_player[game.centered_player_nr_next].active)
12231 game.centered_player_nr_next = game.centered_player_nr;
12232 game.set_centered_player = FALSE;
12236 if (game.set_centered_player &&
12237 ScreenMovPos == 0) // screen currently aligned at tile position
12241 if (game.centered_player_nr_next == -1)
12243 setScreenCenteredToAllPlayers(&sx, &sy);
12247 sx = stored_player[game.centered_player_nr_next].jx;
12248 sy = stored_player[game.centered_player_nr_next].jy;
12251 game.centered_player_nr = game.centered_player_nr_next;
12252 game.set_centered_player = FALSE;
12254 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12255 DrawGameDoorValues();
12258 // check single step mode (set flag and clear again if any player is active)
12259 game.enter_single_step_mode =
12260 (tape.single_step && tape.recording && !tape.pausing);
12262 for (i = 0; i < MAX_PLAYERS; i++)
12264 int actual_player_action = stored_player[i].effective_action;
12267 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12268 - rnd_equinox_tetrachloride 048
12269 - rnd_equinox_tetrachloride_ii 096
12270 - rnd_emanuel_schmieg 002
12271 - doctor_sloan_ww 001, 020
12273 if (stored_player[i].MovPos == 0)
12274 CheckGravityMovement(&stored_player[i]);
12277 // overwrite programmed action with tape action
12278 if (stored_player[i].programmed_action)
12279 actual_player_action = stored_player[i].programmed_action;
12281 PlayerActions(&stored_player[i], actual_player_action);
12283 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12286 // single step pause mode may already have been toggled by "ScrollPlayer()"
12287 if (game.enter_single_step_mode && !tape.pausing)
12288 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12290 ScrollScreen(NULL, SCROLL_GO_ON);
12292 /* for backwards compatibility, the following code emulates a fixed bug that
12293 occured when pushing elements (causing elements that just made their last
12294 pushing step to already (if possible) make their first falling step in the
12295 same game frame, which is bad); this code is also needed to use the famous
12296 "spring push bug" which is used in older levels and might be wanted to be
12297 used also in newer levels, but in this case the buggy pushing code is only
12298 affecting the "spring" element and no other elements */
12300 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12302 for (i = 0; i < MAX_PLAYERS; i++)
12304 struct PlayerInfo *player = &stored_player[i];
12305 int x = player->jx;
12306 int y = player->jy;
12308 if (player->active && player->is_pushing && player->is_moving &&
12310 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12311 Tile[x][y] == EL_SPRING))
12313 ContinueMoving(x, y);
12315 // continue moving after pushing (this is actually a bug)
12316 if (!IS_MOVING(x, y))
12317 Stop[x][y] = FALSE;
12322 SCAN_PLAYFIELD(x, y)
12324 Last[x][y] = Tile[x][y];
12326 ChangeCount[x][y] = 0;
12327 ChangeEvent[x][y] = -1;
12329 // this must be handled before main playfield loop
12330 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12333 if (MovDelay[x][y] <= 0)
12337 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12340 if (MovDelay[x][y] <= 0)
12342 int element = Store[x][y];
12343 int move_direction = MovDir[x][y];
12344 int player_index_bit = Store2[x][y];
12350 TEST_DrawLevelField(x, y);
12352 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12354 if (IS_ENVELOPE(element))
12355 local_player->show_envelope = element;
12360 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12362 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12364 Debug("game:playing:GameActions_RND", "This should never happen!");
12366 ChangePage[x][y] = -1;
12370 Stop[x][y] = FALSE;
12371 if (WasJustMoving[x][y] > 0)
12372 WasJustMoving[x][y]--;
12373 if (WasJustFalling[x][y] > 0)
12374 WasJustFalling[x][y]--;
12375 if (CheckCollision[x][y] > 0)
12376 CheckCollision[x][y]--;
12377 if (CheckImpact[x][y] > 0)
12378 CheckImpact[x][y]--;
12382 /* reset finished pushing action (not done in ContinueMoving() to allow
12383 continuous pushing animation for elements with zero push delay) */
12384 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12386 ResetGfxAnimation(x, y);
12387 TEST_DrawLevelField(x, y);
12391 if (IS_BLOCKED(x, y))
12395 Blocked2Moving(x, y, &oldx, &oldy);
12396 if (!IS_MOVING(oldx, oldy))
12398 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12399 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12400 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12401 Debug("game:playing:GameActions_RND", "This should never happen!");
12407 HandleMouseAction(&mouse_action, &mouse_action_last);
12409 SCAN_PLAYFIELD(x, y)
12411 element = Tile[x][y];
12412 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12413 last_gfx_frame = GfxFrame[x][y];
12415 if (element == EL_EMPTY)
12416 graphic = el2img(GfxElementEmpty[x][y]);
12418 ResetGfxFrame(x, y);
12420 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12421 DrawLevelGraphicAnimation(x, y, graphic);
12423 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12424 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12425 ResetRandomAnimationValue(x, y);
12427 SetRandomAnimationValue(x, y);
12429 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12431 if (IS_INACTIVE(element))
12433 if (IS_ANIMATED(graphic))
12434 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12439 // this may take place after moving, so 'element' may have changed
12440 if (IS_CHANGING(x, y) &&
12441 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12443 int page = element_info[element].event_page_nr[CE_DELAY];
12445 HandleElementChange(x, y, page);
12447 element = Tile[x][y];
12448 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12451 CheckNextToConditions(x, y);
12453 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12457 element = Tile[x][y];
12458 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12460 if (IS_ANIMATED(graphic) &&
12461 !IS_MOVING(x, y) &&
12463 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12465 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12466 TEST_DrawTwinkleOnField(x, y);
12468 else if (element == EL_ACID)
12471 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12473 else if ((element == EL_EXIT_OPEN ||
12474 element == EL_EM_EXIT_OPEN ||
12475 element == EL_SP_EXIT_OPEN ||
12476 element == EL_STEEL_EXIT_OPEN ||
12477 element == EL_EM_STEEL_EXIT_OPEN ||
12478 element == EL_SP_TERMINAL ||
12479 element == EL_SP_TERMINAL_ACTIVE ||
12480 element == EL_EXTRA_TIME ||
12481 element == EL_SHIELD_NORMAL ||
12482 element == EL_SHIELD_DEADLY) &&
12483 IS_ANIMATED(graphic))
12484 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12485 else if (IS_MOVING(x, y))
12486 ContinueMoving(x, y);
12487 else if (IS_ACTIVE_BOMB(element))
12488 CheckDynamite(x, y);
12489 else if (element == EL_AMOEBA_GROWING)
12490 AmoebaGrowing(x, y);
12491 else if (element == EL_AMOEBA_SHRINKING)
12492 AmoebaShrinking(x, y);
12494 #if !USE_NEW_AMOEBA_CODE
12495 else if (IS_AMOEBALIVE(element))
12496 AmoebaReproduce(x, y);
12499 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12501 else if (element == EL_EXIT_CLOSED)
12503 else if (element == EL_EM_EXIT_CLOSED)
12505 else if (element == EL_STEEL_EXIT_CLOSED)
12506 CheckExitSteel(x, y);
12507 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12508 CheckExitSteelEM(x, y);
12509 else if (element == EL_SP_EXIT_CLOSED)
12511 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12512 element == EL_EXPANDABLE_STEELWALL_GROWING)
12514 else if (element == EL_EXPANDABLE_WALL ||
12515 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12516 element == EL_EXPANDABLE_WALL_VERTICAL ||
12517 element == EL_EXPANDABLE_WALL_ANY ||
12518 element == EL_BD_EXPANDABLE_WALL ||
12519 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12520 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12521 element == EL_EXPANDABLE_STEELWALL_ANY)
12522 CheckWallGrowing(x, y);
12523 else if (element == EL_FLAMES)
12524 CheckForDragon(x, y);
12525 else if (element == EL_EXPLOSION)
12526 ; // drawing of correct explosion animation is handled separately
12527 else if (element == EL_ELEMENT_SNAPPING ||
12528 element == EL_DIAGONAL_SHRINKING ||
12529 element == EL_DIAGONAL_GROWING)
12531 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12533 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12535 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12536 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12538 if (IS_BELT_ACTIVE(element))
12539 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12541 if (game.magic_wall_active)
12543 int jx = local_player->jx, jy = local_player->jy;
12545 // play the element sound at the position nearest to the player
12546 if ((element == EL_MAGIC_WALL_FULL ||
12547 element == EL_MAGIC_WALL_ACTIVE ||
12548 element == EL_MAGIC_WALL_EMPTYING ||
12549 element == EL_BD_MAGIC_WALL_FULL ||
12550 element == EL_BD_MAGIC_WALL_ACTIVE ||
12551 element == EL_BD_MAGIC_WALL_EMPTYING ||
12552 element == EL_DC_MAGIC_WALL_FULL ||
12553 element == EL_DC_MAGIC_WALL_ACTIVE ||
12554 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12555 ABS(x - jx) + ABS(y - jy) <
12556 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12564 #if USE_NEW_AMOEBA_CODE
12565 // new experimental amoeba growth stuff
12566 if (!(FrameCounter % 8))
12568 static unsigned int random = 1684108901;
12570 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12572 x = RND(lev_fieldx);
12573 y = RND(lev_fieldy);
12574 element = Tile[x][y];
12576 if (!IS_PLAYER(x, y) &&
12577 (element == EL_EMPTY ||
12578 CAN_GROW_INTO(element) ||
12579 element == EL_QUICKSAND_EMPTY ||
12580 element == EL_QUICKSAND_FAST_EMPTY ||
12581 element == EL_ACID_SPLASH_LEFT ||
12582 element == EL_ACID_SPLASH_RIGHT))
12584 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12585 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12586 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12587 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12588 Tile[x][y] = EL_AMOEBA_DROP;
12591 random = random * 129 + 1;
12596 game.explosions_delayed = FALSE;
12598 SCAN_PLAYFIELD(x, y)
12600 element = Tile[x][y];
12602 if (ExplodeField[x][y])
12603 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12604 else if (element == EL_EXPLOSION)
12605 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12607 ExplodeField[x][y] = EX_TYPE_NONE;
12610 game.explosions_delayed = TRUE;
12612 if (game.magic_wall_active)
12614 if (!(game.magic_wall_time_left % 4))
12616 int element = Tile[magic_wall_x][magic_wall_y];
12618 if (element == EL_BD_MAGIC_WALL_FULL ||
12619 element == EL_BD_MAGIC_WALL_ACTIVE ||
12620 element == EL_BD_MAGIC_WALL_EMPTYING)
12621 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12622 else if (element == EL_DC_MAGIC_WALL_FULL ||
12623 element == EL_DC_MAGIC_WALL_ACTIVE ||
12624 element == EL_DC_MAGIC_WALL_EMPTYING)
12625 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12627 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12630 if (game.magic_wall_time_left > 0)
12632 game.magic_wall_time_left--;
12634 if (!game.magic_wall_time_left)
12636 SCAN_PLAYFIELD(x, y)
12638 element = Tile[x][y];
12640 if (element == EL_MAGIC_WALL_ACTIVE ||
12641 element == EL_MAGIC_WALL_FULL)
12643 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12644 TEST_DrawLevelField(x, y);
12646 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12647 element == EL_BD_MAGIC_WALL_FULL)
12649 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12650 TEST_DrawLevelField(x, y);
12652 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12653 element == EL_DC_MAGIC_WALL_FULL)
12655 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12656 TEST_DrawLevelField(x, y);
12660 game.magic_wall_active = FALSE;
12665 if (game.light_time_left > 0)
12667 game.light_time_left--;
12669 if (game.light_time_left == 0)
12670 RedrawAllLightSwitchesAndInvisibleElements();
12673 if (game.timegate_time_left > 0)
12675 game.timegate_time_left--;
12677 if (game.timegate_time_left == 0)
12678 CloseAllOpenTimegates();
12681 if (game.lenses_time_left > 0)
12683 game.lenses_time_left--;
12685 if (game.lenses_time_left == 0)
12686 RedrawAllInvisibleElementsForLenses();
12689 if (game.magnify_time_left > 0)
12691 game.magnify_time_left--;
12693 if (game.magnify_time_left == 0)
12694 RedrawAllInvisibleElementsForMagnifier();
12697 for (i = 0; i < MAX_PLAYERS; i++)
12699 struct PlayerInfo *player = &stored_player[i];
12701 if (SHIELD_ON(player))
12703 if (player->shield_deadly_time_left)
12704 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12705 else if (player->shield_normal_time_left)
12706 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12710 #if USE_DELAYED_GFX_REDRAW
12711 SCAN_PLAYFIELD(x, y)
12713 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12715 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12716 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12718 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12719 DrawLevelField(x, y);
12721 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12722 DrawLevelFieldCrumbled(x, y);
12724 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12725 DrawLevelFieldCrumbledNeighbours(x, y);
12727 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12728 DrawTwinkleOnField(x, y);
12731 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12736 PlayAllPlayersSound();
12738 for (i = 0; i < MAX_PLAYERS; i++)
12740 struct PlayerInfo *player = &stored_player[i];
12742 if (player->show_envelope != 0 && (!player->active ||
12743 player->MovPos == 0))
12745 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12747 player->show_envelope = 0;
12751 // use random number generator in every frame to make it less predictable
12752 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12755 mouse_action_last = mouse_action;
12758 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12760 int min_x = x, min_y = y, max_x = x, max_y = y;
12761 int scr_fieldx = getScreenFieldSizeX();
12762 int scr_fieldy = getScreenFieldSizeY();
12765 for (i = 0; i < MAX_PLAYERS; i++)
12767 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12769 if (!stored_player[i].active || &stored_player[i] == player)
12772 min_x = MIN(min_x, jx);
12773 min_y = MIN(min_y, jy);
12774 max_x = MAX(max_x, jx);
12775 max_y = MAX(max_y, jy);
12778 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12781 static boolean AllPlayersInVisibleScreen(void)
12785 for (i = 0; i < MAX_PLAYERS; i++)
12787 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12789 if (!stored_player[i].active)
12792 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12799 void ScrollLevel(int dx, int dy)
12801 int scroll_offset = 2 * TILEX_VAR;
12804 BlitBitmap(drawto_field, drawto_field,
12805 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12806 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12807 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12808 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12809 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12810 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12814 x = (dx == 1 ? BX1 : BX2);
12815 for (y = BY1; y <= BY2; y++)
12816 DrawScreenField(x, y);
12821 y = (dy == 1 ? BY1 : BY2);
12822 for (x = BX1; x <= BX2; x++)
12823 DrawScreenField(x, y);
12826 redraw_mask |= REDRAW_FIELD;
12829 static boolean canFallDown(struct PlayerInfo *player)
12831 int jx = player->jx, jy = player->jy;
12833 return (IN_LEV_FIELD(jx, jy + 1) &&
12834 (IS_FREE(jx, jy + 1) ||
12835 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12836 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12837 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12840 static boolean canPassField(int x, int y, int move_dir)
12842 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12843 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12844 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12845 int nextx = x + dx;
12846 int nexty = y + dy;
12847 int element = Tile[x][y];
12849 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12850 !CAN_MOVE(element) &&
12851 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12852 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12853 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12856 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12858 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12859 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12860 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12864 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12865 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12866 (IS_DIGGABLE(Tile[newx][newy]) ||
12867 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12868 canPassField(newx, newy, move_dir)));
12871 static void CheckGravityMovement(struct PlayerInfo *player)
12873 if (player->gravity && !player->programmed_action)
12875 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12876 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12877 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12878 int jx = player->jx, jy = player->jy;
12879 boolean player_is_moving_to_valid_field =
12880 (!player_is_snapping &&
12881 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12882 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12883 boolean player_can_fall_down = canFallDown(player);
12885 if (player_can_fall_down &&
12886 !player_is_moving_to_valid_field)
12887 player->programmed_action = MV_DOWN;
12891 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12893 return CheckGravityMovement(player);
12895 if (player->gravity && !player->programmed_action)
12897 int jx = player->jx, jy = player->jy;
12898 boolean field_under_player_is_free =
12899 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12900 boolean player_is_standing_on_valid_field =
12901 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12902 (IS_WALKABLE(Tile[jx][jy]) &&
12903 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12905 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12906 player->programmed_action = MV_DOWN;
12911 MovePlayerOneStep()
12912 -----------------------------------------------------------------------------
12913 dx, dy: direction (non-diagonal) to try to move the player to
12914 real_dx, real_dy: direction as read from input device (can be diagonal)
12917 boolean MovePlayerOneStep(struct PlayerInfo *player,
12918 int dx, int dy, int real_dx, int real_dy)
12920 int jx = player->jx, jy = player->jy;
12921 int new_jx = jx + dx, new_jy = jy + dy;
12923 boolean player_can_move = !player->cannot_move;
12925 if (!player->active || (!dx && !dy))
12926 return MP_NO_ACTION;
12928 player->MovDir = (dx < 0 ? MV_LEFT :
12929 dx > 0 ? MV_RIGHT :
12931 dy > 0 ? MV_DOWN : MV_NONE);
12933 if (!IN_LEV_FIELD(new_jx, new_jy))
12934 return MP_NO_ACTION;
12936 if (!player_can_move)
12938 if (player->MovPos == 0)
12940 player->is_moving = FALSE;
12941 player->is_digging = FALSE;
12942 player->is_collecting = FALSE;
12943 player->is_snapping = FALSE;
12944 player->is_pushing = FALSE;
12948 if (!network.enabled && game.centered_player_nr == -1 &&
12949 !AllPlayersInSight(player, new_jx, new_jy))
12950 return MP_NO_ACTION;
12952 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12953 if (can_move != MP_MOVING)
12956 // check if DigField() has caused relocation of the player
12957 if (player->jx != jx || player->jy != jy)
12958 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12960 StorePlayer[jx][jy] = 0;
12961 player->last_jx = jx;
12962 player->last_jy = jy;
12963 player->jx = new_jx;
12964 player->jy = new_jy;
12965 StorePlayer[new_jx][new_jy] = player->element_nr;
12967 if (player->move_delay_value_next != -1)
12969 player->move_delay_value = player->move_delay_value_next;
12970 player->move_delay_value_next = -1;
12974 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12976 player->step_counter++;
12978 PlayerVisit[jx][jy] = FrameCounter;
12980 player->is_moving = TRUE;
12983 // should better be called in MovePlayer(), but this breaks some tapes
12984 ScrollPlayer(player, SCROLL_INIT);
12990 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12992 int jx = player->jx, jy = player->jy;
12993 int old_jx = jx, old_jy = jy;
12994 int moved = MP_NO_ACTION;
12996 if (!player->active)
13001 if (player->MovPos == 0)
13003 player->is_moving = FALSE;
13004 player->is_digging = FALSE;
13005 player->is_collecting = FALSE;
13006 player->is_snapping = FALSE;
13007 player->is_pushing = FALSE;
13013 if (player->move_delay > 0)
13016 player->move_delay = -1; // set to "uninitialized" value
13018 // store if player is automatically moved to next field
13019 player->is_auto_moving = (player->programmed_action != MV_NONE);
13021 // remove the last programmed player action
13022 player->programmed_action = 0;
13024 if (player->MovPos)
13026 // should only happen if pre-1.2 tape recordings are played
13027 // this is only for backward compatibility
13029 int original_move_delay_value = player->move_delay_value;
13032 Debug("game:playing:MovePlayer",
13033 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13037 // scroll remaining steps with finest movement resolution
13038 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13040 while (player->MovPos)
13042 ScrollPlayer(player, SCROLL_GO_ON);
13043 ScrollScreen(NULL, SCROLL_GO_ON);
13045 AdvanceFrameAndPlayerCounters(player->index_nr);
13048 BackToFront_WithFrameDelay(0);
13051 player->move_delay_value = original_move_delay_value;
13054 player->is_active = FALSE;
13056 if (player->last_move_dir & MV_HORIZONTAL)
13058 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13059 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13063 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13064 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13067 if (!moved && !player->is_active)
13069 player->is_moving = FALSE;
13070 player->is_digging = FALSE;
13071 player->is_collecting = FALSE;
13072 player->is_snapping = FALSE;
13073 player->is_pushing = FALSE;
13079 if (moved & MP_MOVING && !ScreenMovPos &&
13080 (player->index_nr == game.centered_player_nr ||
13081 game.centered_player_nr == -1))
13083 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13085 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13087 // actual player has left the screen -- scroll in that direction
13088 if (jx != old_jx) // player has moved horizontally
13089 scroll_x += (jx - old_jx);
13090 else // player has moved vertically
13091 scroll_y += (jy - old_jy);
13095 int offset_raw = game.scroll_delay_value;
13097 if (jx != old_jx) // player has moved horizontally
13099 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13100 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13101 int new_scroll_x = jx - MIDPOSX + offset_x;
13103 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13104 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13105 scroll_x = new_scroll_x;
13107 // don't scroll over playfield boundaries
13108 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13110 // don't scroll more than one field at a time
13111 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13113 // don't scroll against the player's moving direction
13114 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13115 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13116 scroll_x = old_scroll_x;
13118 else // player has moved vertically
13120 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13121 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13122 int new_scroll_y = jy - MIDPOSY + offset_y;
13124 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13125 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13126 scroll_y = new_scroll_y;
13128 // don't scroll over playfield boundaries
13129 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13131 // don't scroll more than one field at a time
13132 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13134 // don't scroll against the player's moving direction
13135 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13136 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13137 scroll_y = old_scroll_y;
13141 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13143 if (!network.enabled && game.centered_player_nr == -1 &&
13144 !AllPlayersInVisibleScreen())
13146 scroll_x = old_scroll_x;
13147 scroll_y = old_scroll_y;
13151 ScrollScreen(player, SCROLL_INIT);
13152 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13157 player->StepFrame = 0;
13159 if (moved & MP_MOVING)
13161 if (old_jx != jx && old_jy == jy)
13162 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13163 else if (old_jx == jx && old_jy != jy)
13164 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13166 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13168 player->last_move_dir = player->MovDir;
13169 player->is_moving = TRUE;
13170 player->is_snapping = FALSE;
13171 player->is_switching = FALSE;
13172 player->is_dropping = FALSE;
13173 player->is_dropping_pressed = FALSE;
13174 player->drop_pressed_delay = 0;
13177 // should better be called here than above, but this breaks some tapes
13178 ScrollPlayer(player, SCROLL_INIT);
13183 CheckGravityMovementWhenNotMoving(player);
13185 player->is_moving = FALSE;
13187 /* at this point, the player is allowed to move, but cannot move right now
13188 (e.g. because of something blocking the way) -- ensure that the player
13189 is also allowed to move in the next frame (in old versions before 3.1.1,
13190 the player was forced to wait again for eight frames before next try) */
13192 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13193 player->move_delay = 0; // allow direct movement in the next frame
13196 if (player->move_delay == -1) // not yet initialized by DigField()
13197 player->move_delay = player->move_delay_value;
13199 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13201 TestIfPlayerTouchesBadThing(jx, jy);
13202 TestIfPlayerTouchesCustomElement(jx, jy);
13205 if (!player->active)
13206 RemovePlayer(player);
13211 void ScrollPlayer(struct PlayerInfo *player, int mode)
13213 int jx = player->jx, jy = player->jy;
13214 int last_jx = player->last_jx, last_jy = player->last_jy;
13215 int move_stepsize = TILEX / player->move_delay_value;
13217 if (!player->active)
13220 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13223 if (mode == SCROLL_INIT)
13225 player->actual_frame_counter.count = FrameCounter;
13226 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13228 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13229 Tile[last_jx][last_jy] == EL_EMPTY)
13231 int last_field_block_delay = 0; // start with no blocking at all
13232 int block_delay_adjustment = player->block_delay_adjustment;
13234 // if player blocks last field, add delay for exactly one move
13235 if (player->block_last_field)
13237 last_field_block_delay += player->move_delay_value;
13239 // when blocking enabled, prevent moving up despite gravity
13240 if (player->gravity && player->MovDir == MV_UP)
13241 block_delay_adjustment = -1;
13244 // add block delay adjustment (also possible when not blocking)
13245 last_field_block_delay += block_delay_adjustment;
13247 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13248 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13251 if (player->MovPos != 0) // player has not yet reached destination
13254 else if (!FrameReached(&player->actual_frame_counter))
13257 if (player->MovPos != 0)
13259 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13260 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13262 // before DrawPlayer() to draw correct player graphic for this case
13263 if (player->MovPos == 0)
13264 CheckGravityMovement(player);
13267 if (player->MovPos == 0) // player reached destination field
13269 if (player->move_delay_reset_counter > 0)
13271 player->move_delay_reset_counter--;
13273 if (player->move_delay_reset_counter == 0)
13275 // continue with normal speed after quickly moving through gate
13276 HALVE_PLAYER_SPEED(player);
13278 // be able to make the next move without delay
13279 player->move_delay = 0;
13283 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13284 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13285 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13286 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13287 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13288 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13289 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13290 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13292 ExitPlayer(player);
13294 if (game.players_still_needed == 0 &&
13295 (game.friends_still_needed == 0 ||
13296 IS_SP_ELEMENT(Tile[jx][jy])))
13300 player->last_jx = jx;
13301 player->last_jy = jy;
13303 // this breaks one level: "machine", level 000
13305 int move_direction = player->MovDir;
13306 int enter_side = MV_DIR_OPPOSITE(move_direction);
13307 int leave_side = move_direction;
13308 int old_jx = last_jx;
13309 int old_jy = last_jy;
13310 int old_element = Tile[old_jx][old_jy];
13311 int new_element = Tile[jx][jy];
13313 if (IS_CUSTOM_ELEMENT(old_element))
13314 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13316 player->index_bit, leave_side);
13318 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13319 CE_PLAYER_LEAVES_X,
13320 player->index_bit, leave_side);
13322 // needed because pushed element has not yet reached its destination,
13323 // so it would trigger a change event at its previous field location
13324 if (!player->is_pushing)
13326 if (IS_CUSTOM_ELEMENT(new_element))
13327 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13328 player->index_bit, enter_side);
13330 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13331 CE_PLAYER_ENTERS_X,
13332 player->index_bit, enter_side);
13335 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13336 CE_MOVE_OF_X, move_direction);
13339 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13341 TestIfPlayerTouchesBadThing(jx, jy);
13342 TestIfPlayerTouchesCustomElement(jx, jy);
13344 // needed because pushed element has not yet reached its destination,
13345 // so it would trigger a change event at its previous field location
13346 if (!player->is_pushing)
13347 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13349 if (level.finish_dig_collect &&
13350 (player->is_digging || player->is_collecting))
13352 int last_element = player->last_removed_element;
13353 int move_direction = player->MovDir;
13354 int enter_side = MV_DIR_OPPOSITE(move_direction);
13355 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13356 CE_PLAYER_COLLECTS_X);
13358 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13359 player->index_bit, enter_side);
13361 player->last_removed_element = EL_UNDEFINED;
13364 if (!player->active)
13365 RemovePlayer(player);
13368 if (level.use_step_counter)
13369 CheckLevelTime_StepCounter();
13371 if (tape.single_step && tape.recording && !tape.pausing &&
13372 !player->programmed_action)
13373 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13375 if (!player->programmed_action)
13376 CheckSaveEngineSnapshot(player);
13380 void ScrollScreen(struct PlayerInfo *player, int mode)
13382 static DelayCounter screen_frame_counter = { 0 };
13384 if (mode == SCROLL_INIT)
13386 // set scrolling step size according to actual player's moving speed
13387 ScrollStepSize = TILEX / player->move_delay_value;
13389 screen_frame_counter.count = FrameCounter;
13390 screen_frame_counter.value = 1;
13392 ScreenMovDir = player->MovDir;
13393 ScreenMovPos = player->MovPos;
13394 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13397 else if (!FrameReached(&screen_frame_counter))
13402 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13403 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13404 redraw_mask |= REDRAW_FIELD;
13407 ScreenMovDir = MV_NONE;
13410 void CheckNextToConditions(int x, int y)
13412 int element = Tile[x][y];
13414 if (IS_PLAYER(x, y))
13415 TestIfPlayerNextToCustomElement(x, y);
13417 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13418 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13419 TestIfElementNextToCustomElement(x, y);
13422 void TestIfPlayerNextToCustomElement(int x, int y)
13424 struct XY *xy = xy_topdown;
13425 static int trigger_sides[4][2] =
13427 // center side border side
13428 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13429 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13430 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13431 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13435 if (!IS_PLAYER(x, y))
13438 struct PlayerInfo *player = PLAYERINFO(x, y);
13440 if (player->is_moving)
13443 for (i = 0; i < NUM_DIRECTIONS; i++)
13445 int xx = x + xy[i].x;
13446 int yy = y + xy[i].y;
13447 int border_side = trigger_sides[i][1];
13448 int border_element;
13450 if (!IN_LEV_FIELD(xx, yy))
13453 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13454 continue; // center and border element not connected
13456 border_element = Tile[xx][yy];
13458 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13459 player->index_bit, border_side);
13460 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13461 CE_PLAYER_NEXT_TO_X,
13462 player->index_bit, border_side);
13464 /* use player element that is initially defined in the level playfield,
13465 not the player element that corresponds to the runtime player number
13466 (example: a level that contains EL_PLAYER_3 as the only player would
13467 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13469 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13470 CE_NEXT_TO_X, border_side);
13474 void TestIfPlayerTouchesCustomElement(int x, int y)
13476 struct XY *xy = xy_topdown;
13477 static int trigger_sides[4][2] =
13479 // center side border side
13480 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13481 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13482 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13483 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13485 static int touch_dir[4] =
13487 MV_LEFT | MV_RIGHT,
13492 int center_element = Tile[x][y]; // should always be non-moving!
13495 for (i = 0; i < NUM_DIRECTIONS; i++)
13497 int xx = x + xy[i].x;
13498 int yy = y + xy[i].y;
13499 int center_side = trigger_sides[i][0];
13500 int border_side = trigger_sides[i][1];
13501 int border_element;
13503 if (!IN_LEV_FIELD(xx, yy))
13506 if (IS_PLAYER(x, y)) // player found at center element
13508 struct PlayerInfo *player = PLAYERINFO(x, y);
13510 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13511 border_element = Tile[xx][yy]; // may be moving!
13512 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13513 border_element = Tile[xx][yy];
13514 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13515 border_element = MovingOrBlocked2Element(xx, yy);
13517 continue; // center and border element do not touch
13519 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13520 player->index_bit, border_side);
13521 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13522 CE_PLAYER_TOUCHES_X,
13523 player->index_bit, border_side);
13526 /* use player element that is initially defined in the level playfield,
13527 not the player element that corresponds to the runtime player number
13528 (example: a level that contains EL_PLAYER_3 as the only player would
13529 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13530 int player_element = PLAYERINFO(x, y)->initial_element;
13532 // as element "X" is the player here, check opposite (center) side
13533 CheckElementChangeBySide(xx, yy, border_element, player_element,
13534 CE_TOUCHING_X, center_side);
13537 else if (IS_PLAYER(xx, yy)) // player found at border element
13539 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13541 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13543 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13544 continue; // center and border element do not touch
13547 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13548 player->index_bit, center_side);
13549 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13550 CE_PLAYER_TOUCHES_X,
13551 player->index_bit, center_side);
13554 /* use player element that is initially defined in the level playfield,
13555 not the player element that corresponds to the runtime player number
13556 (example: a level that contains EL_PLAYER_3 as the only player would
13557 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13558 int player_element = PLAYERINFO(xx, yy)->initial_element;
13560 // as element "X" is the player here, check opposite (border) side
13561 CheckElementChangeBySide(x, y, center_element, player_element,
13562 CE_TOUCHING_X, border_side);
13570 void TestIfElementNextToCustomElement(int x, int y)
13572 struct XY *xy = xy_topdown;
13573 static int trigger_sides[4][2] =
13575 // center side border side
13576 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13577 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13578 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13579 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13581 int center_element = Tile[x][y]; // should always be non-moving!
13584 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13587 for (i = 0; i < NUM_DIRECTIONS; i++)
13589 int xx = x + xy[i].x;
13590 int yy = y + xy[i].y;
13591 int border_side = trigger_sides[i][1];
13592 int border_element;
13594 if (!IN_LEV_FIELD(xx, yy))
13597 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13598 continue; // center and border element not connected
13600 border_element = Tile[xx][yy];
13602 // check for change of center element (but change it only once)
13603 if (CheckElementChangeBySide(x, y, center_element, border_element,
13604 CE_NEXT_TO_X, border_side))
13609 void TestIfElementTouchesCustomElement(int x, int y)
13611 struct XY *xy = xy_topdown;
13612 static int trigger_sides[4][2] =
13614 // center side border side
13615 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13616 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13617 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13618 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13620 static int touch_dir[4] =
13622 MV_LEFT | MV_RIGHT,
13627 boolean change_center_element = FALSE;
13628 int center_element = Tile[x][y]; // should always be non-moving!
13629 int border_element_old[NUM_DIRECTIONS];
13632 for (i = 0; i < NUM_DIRECTIONS; i++)
13634 int xx = x + xy[i].x;
13635 int yy = y + xy[i].y;
13636 int border_element;
13638 border_element_old[i] = -1;
13640 if (!IN_LEV_FIELD(xx, yy))
13643 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13644 border_element = Tile[xx][yy]; // may be moving!
13645 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13646 border_element = Tile[xx][yy];
13647 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13648 border_element = MovingOrBlocked2Element(xx, yy);
13650 continue; // center and border element do not touch
13652 border_element_old[i] = border_element;
13655 for (i = 0; i < NUM_DIRECTIONS; i++)
13657 int xx = x + xy[i].x;
13658 int yy = y + xy[i].y;
13659 int center_side = trigger_sides[i][0];
13660 int border_element = border_element_old[i];
13662 if (border_element == -1)
13665 // check for change of border element
13666 CheckElementChangeBySide(xx, yy, border_element, center_element,
13667 CE_TOUCHING_X, center_side);
13669 // (center element cannot be player, so we don't have to check this here)
13672 for (i = 0; i < NUM_DIRECTIONS; i++)
13674 int xx = x + xy[i].x;
13675 int yy = y + xy[i].y;
13676 int border_side = trigger_sides[i][1];
13677 int border_element = border_element_old[i];
13679 if (border_element == -1)
13682 // check for change of center element (but change it only once)
13683 if (!change_center_element)
13684 change_center_element =
13685 CheckElementChangeBySide(x, y, center_element, border_element,
13686 CE_TOUCHING_X, border_side);
13688 if (IS_PLAYER(xx, yy))
13690 /* use player element that is initially defined in the level playfield,
13691 not the player element that corresponds to the runtime player number
13692 (example: a level that contains EL_PLAYER_3 as the only player would
13693 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13694 int player_element = PLAYERINFO(xx, yy)->initial_element;
13696 // as element "X" is the player here, check opposite (border) side
13697 CheckElementChangeBySide(x, y, center_element, player_element,
13698 CE_TOUCHING_X, border_side);
13703 void TestIfElementHitsCustomElement(int x, int y, int direction)
13705 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13706 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13707 int hitx = x + dx, hity = y + dy;
13708 int hitting_element = Tile[x][y];
13709 int touched_element;
13711 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13714 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13715 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13717 if (IN_LEV_FIELD(hitx, hity))
13719 int opposite_direction = MV_DIR_OPPOSITE(direction);
13720 int hitting_side = direction;
13721 int touched_side = opposite_direction;
13722 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13723 MovDir[hitx][hity] != direction ||
13724 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13730 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13731 CE_HITTING_X, touched_side);
13733 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13734 CE_HIT_BY_X, hitting_side);
13736 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13737 CE_HIT_BY_SOMETHING, opposite_direction);
13739 if (IS_PLAYER(hitx, hity))
13741 /* use player element that is initially defined in the level playfield,
13742 not the player element that corresponds to the runtime player number
13743 (example: a level that contains EL_PLAYER_3 as the only player would
13744 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13745 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13747 CheckElementChangeBySide(x, y, hitting_element, player_element,
13748 CE_HITTING_X, touched_side);
13753 // "hitting something" is also true when hitting the playfield border
13754 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13755 CE_HITTING_SOMETHING, direction);
13758 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13760 int i, kill_x = -1, kill_y = -1;
13762 int bad_element = -1;
13763 struct XY *test_xy = xy_topdown;
13764 static int test_dir[4] =
13772 for (i = 0; i < NUM_DIRECTIONS; i++)
13774 int test_x, test_y, test_move_dir, test_element;
13776 test_x = good_x + test_xy[i].x;
13777 test_y = good_y + test_xy[i].y;
13779 if (!IN_LEV_FIELD(test_x, test_y))
13783 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13785 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13787 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13788 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13790 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13791 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13795 bad_element = test_element;
13801 if (kill_x != -1 || kill_y != -1)
13803 if (IS_PLAYER(good_x, good_y))
13805 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13807 if (player->shield_deadly_time_left > 0 &&
13808 !IS_INDESTRUCTIBLE(bad_element))
13809 Bang(kill_x, kill_y);
13810 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13811 KillPlayer(player);
13814 Bang(good_x, good_y);
13818 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13820 int i, kill_x = -1, kill_y = -1;
13821 int bad_element = Tile[bad_x][bad_y];
13822 struct XY *test_xy = xy_topdown;
13823 static int touch_dir[4] =
13825 MV_LEFT | MV_RIGHT,
13830 static int test_dir[4] =
13838 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13841 for (i = 0; i < NUM_DIRECTIONS; i++)
13843 int test_x, test_y, test_move_dir, test_element;
13845 test_x = bad_x + test_xy[i].x;
13846 test_y = bad_y + test_xy[i].y;
13848 if (!IN_LEV_FIELD(test_x, test_y))
13852 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13854 test_element = Tile[test_x][test_y];
13856 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13857 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13859 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13860 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13862 // good thing is player or penguin that does not move away
13863 if (IS_PLAYER(test_x, test_y))
13865 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13867 if (bad_element == EL_ROBOT && player->is_moving)
13868 continue; // robot does not kill player if he is moving
13870 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13872 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13873 continue; // center and border element do not touch
13881 else if (test_element == EL_PENGUIN)
13891 if (kill_x != -1 || kill_y != -1)
13893 if (IS_PLAYER(kill_x, kill_y))
13895 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13897 if (player->shield_deadly_time_left > 0 &&
13898 !IS_INDESTRUCTIBLE(bad_element))
13899 Bang(bad_x, bad_y);
13900 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13901 KillPlayer(player);
13904 Bang(kill_x, kill_y);
13908 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13910 int bad_element = Tile[bad_x][bad_y];
13911 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13912 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13913 int test_x = bad_x + dx, test_y = bad_y + dy;
13914 int test_move_dir, test_element;
13915 int kill_x = -1, kill_y = -1;
13917 if (!IN_LEV_FIELD(test_x, test_y))
13921 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13923 test_element = Tile[test_x][test_y];
13925 if (test_move_dir != bad_move_dir)
13927 // good thing can be player or penguin that does not move away
13928 if (IS_PLAYER(test_x, test_y))
13930 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13932 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13933 player as being hit when he is moving towards the bad thing, because
13934 the "get hit by" condition would be lost after the player stops) */
13935 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13936 return; // player moves away from bad thing
13941 else if (test_element == EL_PENGUIN)
13948 if (kill_x != -1 || kill_y != -1)
13950 if (IS_PLAYER(kill_x, kill_y))
13952 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13954 if (player->shield_deadly_time_left > 0 &&
13955 !IS_INDESTRUCTIBLE(bad_element))
13956 Bang(bad_x, bad_y);
13957 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13958 KillPlayer(player);
13961 Bang(kill_x, kill_y);
13965 void TestIfPlayerTouchesBadThing(int x, int y)
13967 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13970 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13972 TestIfGoodThingHitsBadThing(x, y, move_dir);
13975 void TestIfBadThingTouchesPlayer(int x, int y)
13977 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13980 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13982 TestIfBadThingHitsGoodThing(x, y, move_dir);
13985 void TestIfFriendTouchesBadThing(int x, int y)
13987 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13990 void TestIfBadThingTouchesFriend(int x, int y)
13992 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13995 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13997 int i, kill_x = bad_x, kill_y = bad_y;
13998 struct XY *xy = xy_topdown;
14000 for (i = 0; i < NUM_DIRECTIONS; i++)
14004 x = bad_x + xy[i].x;
14005 y = bad_y + xy[i].y;
14006 if (!IN_LEV_FIELD(x, y))
14009 element = Tile[x][y];
14010 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14011 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14019 if (kill_x != bad_x || kill_y != bad_y)
14020 Bang(bad_x, bad_y);
14023 void KillPlayer(struct PlayerInfo *player)
14025 int jx = player->jx, jy = player->jy;
14027 if (!player->active)
14031 Debug("game:playing:KillPlayer",
14032 "0: killed == %d, active == %d, reanimated == %d",
14033 player->killed, player->active, player->reanimated);
14036 /* the following code was introduced to prevent an infinite loop when calling
14038 -> CheckTriggeredElementChangeExt()
14039 -> ExecuteCustomElementAction()
14041 -> (infinitely repeating the above sequence of function calls)
14042 which occurs when killing the player while having a CE with the setting
14043 "kill player X when explosion of <player X>"; the solution using a new
14044 field "player->killed" was chosen for backwards compatibility, although
14045 clever use of the fields "player->active" etc. would probably also work */
14047 if (player->killed)
14051 player->killed = TRUE;
14053 // remove accessible field at the player's position
14054 RemoveField(jx, jy);
14056 // deactivate shield (else Bang()/Explode() would not work right)
14057 player->shield_normal_time_left = 0;
14058 player->shield_deadly_time_left = 0;
14061 Debug("game:playing:KillPlayer",
14062 "1: killed == %d, active == %d, reanimated == %d",
14063 player->killed, player->active, player->reanimated);
14069 Debug("game:playing:KillPlayer",
14070 "2: killed == %d, active == %d, reanimated == %d",
14071 player->killed, player->active, player->reanimated);
14074 if (player->reanimated) // killed player may have been reanimated
14075 player->killed = player->reanimated = FALSE;
14077 BuryPlayer(player);
14080 static void KillPlayerUnlessEnemyProtected(int x, int y)
14082 if (!PLAYER_ENEMY_PROTECTED(x, y))
14083 KillPlayer(PLAYERINFO(x, y));
14086 static void KillPlayerUnlessExplosionProtected(int x, int y)
14088 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14089 KillPlayer(PLAYERINFO(x, y));
14092 void BuryPlayer(struct PlayerInfo *player)
14094 int jx = player->jx, jy = player->jy;
14096 if (!player->active)
14099 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14101 RemovePlayer(player);
14103 player->buried = TRUE;
14105 if (game.all_players_gone)
14106 game.GameOver = TRUE;
14109 void RemovePlayer(struct PlayerInfo *player)
14111 int jx = player->jx, jy = player->jy;
14112 int i, found = FALSE;
14114 player->present = FALSE;
14115 player->active = FALSE;
14117 // required for some CE actions (even if the player is not active anymore)
14118 player->MovPos = 0;
14120 if (!ExplodeField[jx][jy])
14121 StorePlayer[jx][jy] = 0;
14123 if (player->is_moving)
14124 TEST_DrawLevelField(player->last_jx, player->last_jy);
14126 for (i = 0; i < MAX_PLAYERS; i++)
14127 if (stored_player[i].active)
14132 game.all_players_gone = TRUE;
14133 game.GameOver = TRUE;
14136 game.exit_x = game.robot_wheel_x = jx;
14137 game.exit_y = game.robot_wheel_y = jy;
14140 void ExitPlayer(struct PlayerInfo *player)
14142 DrawPlayer(player); // needed here only to cleanup last field
14143 RemovePlayer(player);
14145 if (game.players_still_needed > 0)
14146 game.players_still_needed--;
14149 static void SetFieldForSnapping(int x, int y, int element, int direction,
14150 int player_index_bit)
14152 struct ElementInfo *ei = &element_info[element];
14153 int direction_bit = MV_DIR_TO_BIT(direction);
14154 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14155 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14156 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14158 Tile[x][y] = EL_ELEMENT_SNAPPING;
14159 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14160 MovDir[x][y] = direction;
14161 Store[x][y] = element;
14162 Store2[x][y] = player_index_bit;
14164 ResetGfxAnimation(x, y);
14166 GfxElement[x][y] = element;
14167 GfxAction[x][y] = action;
14168 GfxDir[x][y] = direction;
14169 GfxFrame[x][y] = -1;
14172 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14173 int player_index_bit)
14175 TestIfElementTouchesCustomElement(x, y); // for empty space
14177 if (level.finish_dig_collect)
14179 int dig_side = MV_DIR_OPPOSITE(direction);
14180 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14181 CE_PLAYER_COLLECTS_X);
14183 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14184 player_index_bit, dig_side);
14185 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14186 player_index_bit, dig_side);
14191 =============================================================================
14192 checkDiagonalPushing()
14193 -----------------------------------------------------------------------------
14194 check if diagonal input device direction results in pushing of object
14195 (by checking if the alternative direction is walkable, diggable, ...)
14196 =============================================================================
14199 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14200 int x, int y, int real_dx, int real_dy)
14202 int jx, jy, dx, dy, xx, yy;
14204 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14207 // diagonal direction: check alternative direction
14212 xx = jx + (dx == 0 ? real_dx : 0);
14213 yy = jy + (dy == 0 ? real_dy : 0);
14215 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14219 =============================================================================
14221 -----------------------------------------------------------------------------
14222 x, y: field next to player (non-diagonal) to try to dig to
14223 real_dx, real_dy: direction as read from input device (can be diagonal)
14224 =============================================================================
14227 static int DigField(struct PlayerInfo *player,
14228 int oldx, int oldy, int x, int y,
14229 int real_dx, int real_dy, int mode)
14231 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14232 boolean player_was_pushing = player->is_pushing;
14233 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14234 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14235 int jx = oldx, jy = oldy;
14236 int dx = x - jx, dy = y - jy;
14237 int nextx = x + dx, nexty = y + dy;
14238 int move_direction = (dx == -1 ? MV_LEFT :
14239 dx == +1 ? MV_RIGHT :
14241 dy == +1 ? MV_DOWN : MV_NONE);
14242 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14243 int dig_side = MV_DIR_OPPOSITE(move_direction);
14244 int old_element = Tile[jx][jy];
14245 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14248 if (is_player) // function can also be called by EL_PENGUIN
14250 if (player->MovPos == 0)
14252 player->is_digging = FALSE;
14253 player->is_collecting = FALSE;
14256 if (player->MovPos == 0) // last pushing move finished
14257 player->is_pushing = FALSE;
14259 if (mode == DF_NO_PUSH) // player just stopped pushing
14261 player->is_switching = FALSE;
14262 player->push_delay = -1;
14264 return MP_NO_ACTION;
14267 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14268 old_element = Back[jx][jy];
14270 // in case of element dropped at player position, check background
14271 else if (Back[jx][jy] != EL_EMPTY &&
14272 game.engine_version >= VERSION_IDENT(2,2,0,0))
14273 old_element = Back[jx][jy];
14275 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14276 return MP_NO_ACTION; // field has no opening in this direction
14278 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14279 return MP_NO_ACTION; // field has no opening in this direction
14281 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14285 Tile[jx][jy] = player->artwork_element;
14286 InitMovingField(jx, jy, MV_DOWN);
14287 Store[jx][jy] = EL_ACID;
14288 ContinueMoving(jx, jy);
14289 BuryPlayer(player);
14291 return MP_DONT_RUN_INTO;
14294 if (player_can_move && DONT_RUN_INTO(element))
14296 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14298 return MP_DONT_RUN_INTO;
14301 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14302 return MP_NO_ACTION;
14304 collect_count = element_info[element].collect_count_initial;
14306 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14307 return MP_NO_ACTION;
14309 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14310 player_can_move = player_can_move_or_snap;
14312 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14313 game.engine_version >= VERSION_IDENT(2,2,0,0))
14315 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14316 player->index_bit, dig_side);
14317 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14318 player->index_bit, dig_side);
14320 if (element == EL_DC_LANDMINE)
14323 if (Tile[x][y] != element) // field changed by snapping
14326 return MP_NO_ACTION;
14329 if (player->gravity && is_player && !player->is_auto_moving &&
14330 canFallDown(player) && move_direction != MV_DOWN &&
14331 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14332 return MP_NO_ACTION; // player cannot walk here due to gravity
14334 if (player_can_move &&
14335 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14337 int sound_element = SND_ELEMENT(element);
14338 int sound_action = ACTION_WALKING;
14340 if (IS_RND_GATE(element))
14342 if (!player->key[RND_GATE_NR(element)])
14343 return MP_NO_ACTION;
14345 else if (IS_RND_GATE_GRAY(element))
14347 if (!player->key[RND_GATE_GRAY_NR(element)])
14348 return MP_NO_ACTION;
14350 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14352 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14353 return MP_NO_ACTION;
14355 else if (element == EL_EXIT_OPEN ||
14356 element == EL_EM_EXIT_OPEN ||
14357 element == EL_EM_EXIT_OPENING ||
14358 element == EL_STEEL_EXIT_OPEN ||
14359 element == EL_EM_STEEL_EXIT_OPEN ||
14360 element == EL_EM_STEEL_EXIT_OPENING ||
14361 element == EL_SP_EXIT_OPEN ||
14362 element == EL_SP_EXIT_OPENING)
14364 sound_action = ACTION_PASSING; // player is passing exit
14366 else if (element == EL_EMPTY)
14368 sound_action = ACTION_MOVING; // nothing to walk on
14371 // play sound from background or player, whatever is available
14372 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14373 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14375 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14377 else if (player_can_move &&
14378 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14380 if (!ACCESS_FROM(element, opposite_direction))
14381 return MP_NO_ACTION; // field not accessible from this direction
14383 if (CAN_MOVE(element)) // only fixed elements can be passed!
14384 return MP_NO_ACTION;
14386 if (IS_EM_GATE(element))
14388 if (!player->key[EM_GATE_NR(element)])
14389 return MP_NO_ACTION;
14391 else if (IS_EM_GATE_GRAY(element))
14393 if (!player->key[EM_GATE_GRAY_NR(element)])
14394 return MP_NO_ACTION;
14396 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14398 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14399 return MP_NO_ACTION;
14401 else if (IS_EMC_GATE(element))
14403 if (!player->key[EMC_GATE_NR(element)])
14404 return MP_NO_ACTION;
14406 else if (IS_EMC_GATE_GRAY(element))
14408 if (!player->key[EMC_GATE_GRAY_NR(element)])
14409 return MP_NO_ACTION;
14411 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14413 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14414 return MP_NO_ACTION;
14416 else if (element == EL_DC_GATE_WHITE ||
14417 element == EL_DC_GATE_WHITE_GRAY ||
14418 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14420 if (player->num_white_keys == 0)
14421 return MP_NO_ACTION;
14423 player->num_white_keys--;
14425 else if (IS_SP_PORT(element))
14427 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14428 element == EL_SP_GRAVITY_PORT_RIGHT ||
14429 element == EL_SP_GRAVITY_PORT_UP ||
14430 element == EL_SP_GRAVITY_PORT_DOWN)
14431 player->gravity = !player->gravity;
14432 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14433 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14434 element == EL_SP_GRAVITY_ON_PORT_UP ||
14435 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14436 player->gravity = TRUE;
14437 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14438 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14439 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14440 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14441 player->gravity = FALSE;
14444 // automatically move to the next field with double speed
14445 player->programmed_action = move_direction;
14447 if (player->move_delay_reset_counter == 0)
14449 player->move_delay_reset_counter = 2; // two double speed steps
14451 DOUBLE_PLAYER_SPEED(player);
14454 PlayLevelSoundAction(x, y, ACTION_PASSING);
14456 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14460 if (mode != DF_SNAP)
14462 GfxElement[x][y] = GFX_ELEMENT(element);
14463 player->is_digging = TRUE;
14466 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14468 // use old behaviour for old levels (digging)
14469 if (!level.finish_dig_collect)
14471 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14472 player->index_bit, dig_side);
14474 // if digging triggered player relocation, finish digging tile
14475 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14476 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14479 if (mode == DF_SNAP)
14481 if (level.block_snap_field)
14482 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14484 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14486 // use old behaviour for old levels (snapping)
14487 if (!level.finish_dig_collect)
14488 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14489 player->index_bit, dig_side);
14492 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14496 if (is_player && mode != DF_SNAP)
14498 GfxElement[x][y] = element;
14499 player->is_collecting = TRUE;
14502 if (element == EL_SPEED_PILL)
14504 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14506 else if (element == EL_EXTRA_TIME && level.time > 0)
14508 TimeLeft += level.extra_time;
14510 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14512 DisplayGameControlValues();
14514 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14516 int shield_time = (element == EL_SHIELD_DEADLY ?
14517 level.shield_deadly_time :
14518 level.shield_normal_time);
14520 player->shield_normal_time_left += shield_time;
14521 if (element == EL_SHIELD_DEADLY)
14522 player->shield_deadly_time_left += shield_time;
14524 else if (element == EL_DYNAMITE ||
14525 element == EL_EM_DYNAMITE ||
14526 element == EL_SP_DISK_RED)
14528 if (player->inventory_size < MAX_INVENTORY_SIZE)
14529 player->inventory_element[player->inventory_size++] = element;
14531 DrawGameDoorValues();
14533 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14535 player->dynabomb_count++;
14536 player->dynabombs_left++;
14538 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14540 player->dynabomb_size++;
14542 else if (element == EL_DYNABOMB_INCREASE_POWER)
14544 player->dynabomb_xl = TRUE;
14546 else if (IS_KEY(element))
14548 player->key[KEY_NR(element)] = TRUE;
14550 DrawGameDoorValues();
14552 else if (element == EL_DC_KEY_WHITE)
14554 player->num_white_keys++;
14556 // display white keys?
14557 // DrawGameDoorValues();
14559 else if (IS_ENVELOPE(element))
14561 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14563 if (!wait_for_snapping)
14564 player->show_envelope = element;
14566 else if (element == EL_EMC_LENSES)
14568 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14570 RedrawAllInvisibleElementsForLenses();
14572 else if (element == EL_EMC_MAGNIFIER)
14574 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14576 RedrawAllInvisibleElementsForMagnifier();
14578 else if (IS_DROPPABLE(element) ||
14579 IS_THROWABLE(element)) // can be collected and dropped
14583 if (collect_count == 0)
14584 player->inventory_infinite_element = element;
14586 for (i = 0; i < collect_count; i++)
14587 if (player->inventory_size < MAX_INVENTORY_SIZE)
14588 player->inventory_element[player->inventory_size++] = element;
14590 DrawGameDoorValues();
14592 else if (collect_count > 0)
14594 game.gems_still_needed -= collect_count;
14595 if (game.gems_still_needed < 0)
14596 game.gems_still_needed = 0;
14598 game.snapshot.collected_item = TRUE;
14600 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14602 DisplayGameControlValues();
14605 RaiseScoreElement(element);
14606 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14608 // use old behaviour for old levels (collecting)
14609 if (!level.finish_dig_collect && is_player)
14611 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14612 player->index_bit, dig_side);
14614 // if collecting triggered player relocation, finish collecting tile
14615 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14616 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14619 if (mode == DF_SNAP)
14621 if (level.block_snap_field)
14622 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14624 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14626 // use old behaviour for old levels (snapping)
14627 if (!level.finish_dig_collect)
14628 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14629 player->index_bit, dig_side);
14632 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14634 if (mode == DF_SNAP && element != EL_BD_ROCK)
14635 return MP_NO_ACTION;
14637 if (CAN_FALL(element) && dy)
14638 return MP_NO_ACTION;
14640 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14641 !(element == EL_SPRING && level.use_spring_bug))
14642 return MP_NO_ACTION;
14644 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14645 ((move_direction & MV_VERTICAL &&
14646 ((element_info[element].move_pattern & MV_LEFT &&
14647 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14648 (element_info[element].move_pattern & MV_RIGHT &&
14649 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14650 (move_direction & MV_HORIZONTAL &&
14651 ((element_info[element].move_pattern & MV_UP &&
14652 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14653 (element_info[element].move_pattern & MV_DOWN &&
14654 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14655 return MP_NO_ACTION;
14657 // do not push elements already moving away faster than player
14658 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14659 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14660 return MP_NO_ACTION;
14662 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14664 if (player->push_delay_value == -1 || !player_was_pushing)
14665 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14667 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14669 if (player->push_delay_value == -1)
14670 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14672 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14674 if (!player->is_pushing)
14675 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14678 player->is_pushing = TRUE;
14679 player->is_active = TRUE;
14681 if (!(IN_LEV_FIELD(nextx, nexty) &&
14682 (IS_FREE(nextx, nexty) ||
14683 (IS_SB_ELEMENT(element) &&
14684 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14685 (IS_CUSTOM_ELEMENT(element) &&
14686 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14687 return MP_NO_ACTION;
14689 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14690 return MP_NO_ACTION;
14692 if (player->push_delay == -1) // new pushing; restart delay
14693 player->push_delay = 0;
14695 if (player->push_delay < player->push_delay_value &&
14696 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14697 element != EL_SPRING && element != EL_BALLOON)
14699 // make sure that there is no move delay before next try to push
14700 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14701 player->move_delay = 0;
14703 return MP_NO_ACTION;
14706 if (IS_CUSTOM_ELEMENT(element) &&
14707 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14709 if (!DigFieldByCE(nextx, nexty, element))
14710 return MP_NO_ACTION;
14713 if (IS_SB_ELEMENT(element))
14715 boolean sokoban_task_solved = FALSE;
14717 if (element == EL_SOKOBAN_FIELD_FULL)
14719 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14721 IncrementSokobanFieldsNeeded();
14722 IncrementSokobanObjectsNeeded();
14725 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14727 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14729 DecrementSokobanFieldsNeeded();
14730 DecrementSokobanObjectsNeeded();
14732 // sokoban object was pushed from empty field to sokoban field
14733 if (Back[x][y] == EL_EMPTY)
14734 sokoban_task_solved = TRUE;
14737 Tile[x][y] = EL_SOKOBAN_OBJECT;
14739 if (Back[x][y] == Back[nextx][nexty])
14740 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14741 else if (Back[x][y] != 0)
14742 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14745 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14748 if (sokoban_task_solved &&
14749 game.sokoban_fields_still_needed == 0 &&
14750 game.sokoban_objects_still_needed == 0 &&
14751 level.auto_exit_sokoban)
14753 game.players_still_needed = 0;
14757 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14761 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14763 InitMovingField(x, y, move_direction);
14764 GfxAction[x][y] = ACTION_PUSHING;
14766 if (mode == DF_SNAP)
14767 ContinueMoving(x, y);
14769 MovPos[x][y] = (dx != 0 ? dx : dy);
14771 Pushed[x][y] = TRUE;
14772 Pushed[nextx][nexty] = TRUE;
14774 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14775 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14777 player->push_delay_value = -1; // get new value later
14779 // check for element change _after_ element has been pushed
14780 if (game.use_change_when_pushing_bug)
14782 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14783 player->index_bit, dig_side);
14784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14785 player->index_bit, dig_side);
14788 else if (IS_SWITCHABLE(element))
14790 if (PLAYER_SWITCHING(player, x, y))
14792 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14793 player->index_bit, dig_side);
14798 player->is_switching = TRUE;
14799 player->switch_x = x;
14800 player->switch_y = y;
14802 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14804 if (element == EL_ROBOT_WHEEL)
14806 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14808 game.robot_wheel_x = x;
14809 game.robot_wheel_y = y;
14810 game.robot_wheel_active = TRUE;
14812 TEST_DrawLevelField(x, y);
14814 else if (element == EL_SP_TERMINAL)
14818 SCAN_PLAYFIELD(xx, yy)
14820 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14824 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14826 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14828 ResetGfxAnimation(xx, yy);
14829 TEST_DrawLevelField(xx, yy);
14833 else if (IS_BELT_SWITCH(element))
14835 ToggleBeltSwitch(x, y);
14837 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14838 element == EL_SWITCHGATE_SWITCH_DOWN ||
14839 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14840 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14842 ToggleSwitchgateSwitch();
14844 else if (element == EL_LIGHT_SWITCH ||
14845 element == EL_LIGHT_SWITCH_ACTIVE)
14847 ToggleLightSwitch(x, y);
14849 else if (element == EL_TIMEGATE_SWITCH ||
14850 element == EL_DC_TIMEGATE_SWITCH)
14852 ActivateTimegateSwitch(x, y);
14854 else if (element == EL_BALLOON_SWITCH_LEFT ||
14855 element == EL_BALLOON_SWITCH_RIGHT ||
14856 element == EL_BALLOON_SWITCH_UP ||
14857 element == EL_BALLOON_SWITCH_DOWN ||
14858 element == EL_BALLOON_SWITCH_NONE ||
14859 element == EL_BALLOON_SWITCH_ANY)
14861 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14862 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14863 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14864 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14865 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14868 else if (element == EL_LAMP)
14870 Tile[x][y] = EL_LAMP_ACTIVE;
14871 game.lights_still_needed--;
14873 ResetGfxAnimation(x, y);
14874 TEST_DrawLevelField(x, y);
14876 else if (element == EL_TIME_ORB_FULL)
14878 Tile[x][y] = EL_TIME_ORB_EMPTY;
14880 if (level.time > 0 || level.use_time_orb_bug)
14882 TimeLeft += level.time_orb_time;
14883 game.no_level_time_limit = FALSE;
14885 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14887 DisplayGameControlValues();
14890 ResetGfxAnimation(x, y);
14891 TEST_DrawLevelField(x, y);
14893 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14894 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14898 game.ball_active = !game.ball_active;
14900 SCAN_PLAYFIELD(xx, yy)
14902 int e = Tile[xx][yy];
14904 if (game.ball_active)
14906 if (e == EL_EMC_MAGIC_BALL)
14907 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14908 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14909 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14913 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14914 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14915 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14916 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14921 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14922 player->index_bit, dig_side);
14924 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14925 player->index_bit, dig_side);
14927 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14928 player->index_bit, dig_side);
14934 if (!PLAYER_SWITCHING(player, x, y))
14936 player->is_switching = TRUE;
14937 player->switch_x = x;
14938 player->switch_y = y;
14940 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14941 player->index_bit, dig_side);
14942 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14943 player->index_bit, dig_side);
14945 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14946 player->index_bit, dig_side);
14947 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14948 player->index_bit, dig_side);
14951 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14952 player->index_bit, dig_side);
14953 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14954 player->index_bit, dig_side);
14956 return MP_NO_ACTION;
14959 player->push_delay = -1;
14961 if (is_player) // function can also be called by EL_PENGUIN
14963 if (Tile[x][y] != element) // really digged/collected something
14965 player->is_collecting = !player->is_digging;
14966 player->is_active = TRUE;
14968 player->last_removed_element = element;
14975 static boolean DigFieldByCE(int x, int y, int digging_element)
14977 int element = Tile[x][y];
14979 if (!IS_FREE(x, y))
14981 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14982 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14985 // no element can dig solid indestructible elements
14986 if (IS_INDESTRUCTIBLE(element) &&
14987 !IS_DIGGABLE(element) &&
14988 !IS_COLLECTIBLE(element))
14991 if (AmoebaNr[x][y] &&
14992 (element == EL_AMOEBA_FULL ||
14993 element == EL_BD_AMOEBA ||
14994 element == EL_AMOEBA_GROWING))
14996 AmoebaCnt[AmoebaNr[x][y]]--;
14997 AmoebaCnt2[AmoebaNr[x][y]]--;
15000 if (IS_MOVING(x, y))
15001 RemoveMovingField(x, y);
15005 TEST_DrawLevelField(x, y);
15008 // if digged element was about to explode, prevent the explosion
15009 ExplodeField[x][y] = EX_TYPE_NONE;
15011 PlayLevelSoundAction(x, y, action);
15014 Store[x][y] = EL_EMPTY;
15016 // this makes it possible to leave the removed element again
15017 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15018 Store[x][y] = element;
15023 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15025 int jx = player->jx, jy = player->jy;
15026 int x = jx + dx, y = jy + dy;
15027 int snap_direction = (dx == -1 ? MV_LEFT :
15028 dx == +1 ? MV_RIGHT :
15030 dy == +1 ? MV_DOWN : MV_NONE);
15031 boolean can_continue_snapping = (level.continuous_snapping &&
15032 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15034 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15037 if (!player->active || !IN_LEV_FIELD(x, y))
15045 if (player->MovPos == 0)
15046 player->is_pushing = FALSE;
15048 player->is_snapping = FALSE;
15050 if (player->MovPos == 0)
15052 player->is_moving = FALSE;
15053 player->is_digging = FALSE;
15054 player->is_collecting = FALSE;
15060 // prevent snapping with already pressed snap key when not allowed
15061 if (player->is_snapping && !can_continue_snapping)
15064 player->MovDir = snap_direction;
15066 if (player->MovPos == 0)
15068 player->is_moving = FALSE;
15069 player->is_digging = FALSE;
15070 player->is_collecting = FALSE;
15073 player->is_dropping = FALSE;
15074 player->is_dropping_pressed = FALSE;
15075 player->drop_pressed_delay = 0;
15077 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15080 player->is_snapping = TRUE;
15081 player->is_active = TRUE;
15083 if (player->MovPos == 0)
15085 player->is_moving = FALSE;
15086 player->is_digging = FALSE;
15087 player->is_collecting = FALSE;
15090 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15091 TEST_DrawLevelField(player->last_jx, player->last_jy);
15093 TEST_DrawLevelField(x, y);
15098 static boolean DropElement(struct PlayerInfo *player)
15100 int old_element, new_element;
15101 int dropx = player->jx, dropy = player->jy;
15102 int drop_direction = player->MovDir;
15103 int drop_side = drop_direction;
15104 int drop_element = get_next_dropped_element(player);
15106 /* do not drop an element on top of another element; when holding drop key
15107 pressed without moving, dropped element must move away before the next
15108 element can be dropped (this is especially important if the next element
15109 is dynamite, which can be placed on background for historical reasons) */
15110 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15113 if (IS_THROWABLE(drop_element))
15115 dropx += GET_DX_FROM_DIR(drop_direction);
15116 dropy += GET_DY_FROM_DIR(drop_direction);
15118 if (!IN_LEV_FIELD(dropx, dropy))
15122 old_element = Tile[dropx][dropy]; // old element at dropping position
15123 new_element = drop_element; // default: no change when dropping
15125 // check if player is active, not moving and ready to drop
15126 if (!player->active || player->MovPos || player->drop_delay > 0)
15129 // check if player has anything that can be dropped
15130 if (new_element == EL_UNDEFINED)
15133 // only set if player has anything that can be dropped
15134 player->is_dropping_pressed = TRUE;
15136 // check if drop key was pressed long enough for EM style dynamite
15137 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15140 // check if anything can be dropped at the current position
15141 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15144 // collected custom elements can only be dropped on empty fields
15145 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15148 if (old_element != EL_EMPTY)
15149 Back[dropx][dropy] = old_element; // store old element on this field
15151 ResetGfxAnimation(dropx, dropy);
15152 ResetRandomAnimationValue(dropx, dropy);
15154 if (player->inventory_size > 0 ||
15155 player->inventory_infinite_element != EL_UNDEFINED)
15157 if (player->inventory_size > 0)
15159 player->inventory_size--;
15161 DrawGameDoorValues();
15163 if (new_element == EL_DYNAMITE)
15164 new_element = EL_DYNAMITE_ACTIVE;
15165 else if (new_element == EL_EM_DYNAMITE)
15166 new_element = EL_EM_DYNAMITE_ACTIVE;
15167 else if (new_element == EL_SP_DISK_RED)
15168 new_element = EL_SP_DISK_RED_ACTIVE;
15171 Tile[dropx][dropy] = new_element;
15173 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15174 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15175 el2img(Tile[dropx][dropy]), 0);
15177 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15179 // needed if previous element just changed to "empty" in the last frame
15180 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15182 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15183 player->index_bit, drop_side);
15184 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15186 player->index_bit, drop_side);
15188 TestIfElementTouchesCustomElement(dropx, dropy);
15190 else // player is dropping a dyna bomb
15192 player->dynabombs_left--;
15194 Tile[dropx][dropy] = new_element;
15196 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15197 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15198 el2img(Tile[dropx][dropy]), 0);
15200 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15203 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15204 InitField_WithBug1(dropx, dropy, FALSE);
15206 new_element = Tile[dropx][dropy]; // element might have changed
15208 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15209 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15211 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15212 MovDir[dropx][dropy] = drop_direction;
15214 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15216 // do not cause impact style collision by dropping elements that can fall
15217 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15220 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15221 player->is_dropping = TRUE;
15223 player->drop_pressed_delay = 0;
15224 player->is_dropping_pressed = FALSE;
15226 player->drop_x = dropx;
15227 player->drop_y = dropy;
15232 // ----------------------------------------------------------------------------
15233 // game sound playing functions
15234 // ----------------------------------------------------------------------------
15236 static int *loop_sound_frame = NULL;
15237 static int *loop_sound_volume = NULL;
15239 void InitPlayLevelSound(void)
15241 int num_sounds = getSoundListSize();
15243 checked_free(loop_sound_frame);
15244 checked_free(loop_sound_volume);
15246 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15247 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15250 static void PlayLevelSound(int x, int y, int nr)
15252 int sx = SCREENX(x), sy = SCREENY(y);
15253 int volume, stereo_position;
15254 int max_distance = 8;
15255 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15257 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15258 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15261 if (!IN_LEV_FIELD(x, y) ||
15262 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15263 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15266 volume = SOUND_MAX_VOLUME;
15268 if (!IN_SCR_FIELD(sx, sy))
15270 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15271 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15273 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15276 stereo_position = (SOUND_MAX_LEFT +
15277 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15278 (SCR_FIELDX + 2 * max_distance));
15280 if (IS_LOOP_SOUND(nr))
15282 /* This assures that quieter loop sounds do not overwrite louder ones,
15283 while restarting sound volume comparison with each new game frame. */
15285 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15288 loop_sound_volume[nr] = volume;
15289 loop_sound_frame[nr] = FrameCounter;
15292 PlaySoundExt(nr, volume, stereo_position, type);
15295 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15297 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15298 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15299 y < LEVELY(BY1) ? LEVELY(BY1) :
15300 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15304 static void PlayLevelSoundAction(int x, int y, int action)
15306 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15309 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15311 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15313 if (sound_effect != SND_UNDEFINED)
15314 PlayLevelSound(x, y, sound_effect);
15317 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15320 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15322 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15323 PlayLevelSound(x, y, sound_effect);
15326 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15328 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15330 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15331 PlayLevelSound(x, y, sound_effect);
15334 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15336 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15338 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15339 StopSound(sound_effect);
15342 static int getLevelMusicNr(void)
15344 int level_pos = level_nr - leveldir_current->first_level;
15346 if (levelset.music[level_nr] != MUS_UNDEFINED)
15347 return levelset.music[level_nr]; // from config file
15349 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15352 static void FadeLevelSounds(void)
15357 static void FadeLevelMusic(void)
15359 int music_nr = getLevelMusicNr();
15360 char *curr_music = getCurrentlyPlayingMusicFilename();
15361 char *next_music = getMusicInfoEntryFilename(music_nr);
15363 if (!strEqual(curr_music, next_music))
15367 void FadeLevelSoundsAndMusic(void)
15373 static void PlayLevelMusic(void)
15375 int music_nr = getLevelMusicNr();
15376 char *curr_music = getCurrentlyPlayingMusicFilename();
15377 char *next_music = getMusicInfoEntryFilename(music_nr);
15379 if (!strEqual(curr_music, next_music))
15380 PlayMusicLoop(music_nr);
15383 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15385 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15387 int x = xx - offset;
15388 int y = yy - offset;
15393 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15401 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15405 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15409 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15413 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15417 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15420 case SOUND_android_clone:
15421 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15424 case SOUND_android_move:
15425 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15429 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15433 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15437 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15440 case SOUND_eater_eat:
15441 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15445 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15448 case SOUND_collect:
15449 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15452 case SOUND_diamond:
15453 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15457 // !!! CHECK THIS !!!
15459 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15461 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15465 case SOUND_wonderfall:
15466 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15470 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15474 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15478 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15482 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15486 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15490 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15494 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15498 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15501 case SOUND_exit_open:
15502 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15505 case SOUND_exit_leave:
15506 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15509 case SOUND_dynamite:
15510 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15514 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15518 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15522 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15526 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15530 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15534 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15538 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15543 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15545 int element = map_element_SP_to_RND(element_sp);
15546 int action = map_action_SP_to_RND(action_sp);
15547 int offset = (setup.sp_show_border_elements ? 0 : 1);
15548 int x = xx - offset;
15549 int y = yy - offset;
15551 PlayLevelSoundElementAction(x, y, element, action);
15554 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15556 int element = map_element_MM_to_RND(element_mm);
15557 int action = map_action_MM_to_RND(action_mm);
15559 int x = xx - offset;
15560 int y = yy - offset;
15562 if (!IS_MM_ELEMENT(element))
15563 element = EL_MM_DEFAULT;
15565 PlayLevelSoundElementAction(x, y, element, action);
15568 void PlaySound_MM(int sound_mm)
15570 int sound = map_sound_MM_to_RND(sound_mm);
15572 if (sound == SND_UNDEFINED)
15578 void PlaySoundLoop_MM(int sound_mm)
15580 int sound = map_sound_MM_to_RND(sound_mm);
15582 if (sound == SND_UNDEFINED)
15585 PlaySoundLoop(sound);
15588 void StopSound_MM(int sound_mm)
15590 int sound = map_sound_MM_to_RND(sound_mm);
15592 if (sound == SND_UNDEFINED)
15598 void RaiseScore(int value)
15600 game.score += value;
15602 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15604 DisplayGameControlValues();
15607 void RaiseScoreElement(int element)
15612 case EL_BD_DIAMOND:
15613 case EL_EMERALD_YELLOW:
15614 case EL_EMERALD_RED:
15615 case EL_EMERALD_PURPLE:
15616 case EL_SP_INFOTRON:
15617 RaiseScore(level.score[SC_EMERALD]);
15620 RaiseScore(level.score[SC_DIAMOND]);
15623 RaiseScore(level.score[SC_CRYSTAL]);
15626 RaiseScore(level.score[SC_PEARL]);
15629 case EL_BD_BUTTERFLY:
15630 case EL_SP_ELECTRON:
15631 RaiseScore(level.score[SC_BUG]);
15634 case EL_BD_FIREFLY:
15635 case EL_SP_SNIKSNAK:
15636 RaiseScore(level.score[SC_SPACESHIP]);
15639 case EL_DARK_YAMYAM:
15640 RaiseScore(level.score[SC_YAMYAM]);
15643 RaiseScore(level.score[SC_ROBOT]);
15646 RaiseScore(level.score[SC_PACMAN]);
15649 RaiseScore(level.score[SC_NUT]);
15652 case EL_EM_DYNAMITE:
15653 case EL_SP_DISK_RED:
15654 case EL_DYNABOMB_INCREASE_NUMBER:
15655 case EL_DYNABOMB_INCREASE_SIZE:
15656 case EL_DYNABOMB_INCREASE_POWER:
15657 RaiseScore(level.score[SC_DYNAMITE]);
15659 case EL_SHIELD_NORMAL:
15660 case EL_SHIELD_DEADLY:
15661 RaiseScore(level.score[SC_SHIELD]);
15663 case EL_EXTRA_TIME:
15664 RaiseScore(level.extra_time_score);
15678 case EL_DC_KEY_WHITE:
15679 RaiseScore(level.score[SC_KEY]);
15682 RaiseScore(element_info[element].collect_score);
15687 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15689 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15693 // prevent short reactivation of overlay buttons while closing door
15694 SetOverlayActive(FALSE);
15695 UnmapGameButtons();
15697 // door may still be open due to skipped or envelope style request
15698 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15701 if (network.enabled)
15702 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15706 FadeSkipNextFadeIn();
15708 SetGameStatus(GAME_MODE_MAIN);
15713 else // continue playing the game
15715 if (tape.playing && tape.deactivate_display)
15716 TapeDeactivateDisplayOff(TRUE);
15718 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15720 if (tape.playing && tape.deactivate_display)
15721 TapeDeactivateDisplayOn();
15725 void RequestQuitGame(boolean escape_key_pressed)
15727 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15728 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15729 level_editor_test_game);
15730 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15731 quick_quit || score_info_tape_play);
15733 RequestQuitGameExt(skip_request, quick_quit,
15734 "Do you really want to quit the game?");
15737 static char *getRestartGameMessage(void)
15739 boolean play_again = hasStartedNetworkGame();
15740 static char message[MAX_OUTPUT_LINESIZE];
15741 char *game_over_text = "Game over!";
15742 char *play_again_text = " Play it again?";
15744 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15745 game_mm.game_over_message != NULL)
15746 game_over_text = game_mm.game_over_message;
15748 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15749 (play_again ? play_again_text : ""));
15754 static void RequestRestartGame(void)
15756 char *message = getRestartGameMessage();
15757 boolean has_started_game = hasStartedNetworkGame();
15758 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15759 int door_state = DOOR_CLOSE_1;
15761 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15763 CloseDoor(door_state);
15765 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15769 // if game was invoked from level editor, also close tape recorder door
15770 if (level_editor_test_game)
15771 door_state = DOOR_CLOSE_ALL;
15773 CloseDoor(door_state);
15775 SetGameStatus(GAME_MODE_MAIN);
15781 boolean CheckRestartGame(void)
15783 static int game_over_delay = 0;
15784 int game_over_delay_value = 50;
15785 boolean game_over = checkGameFailed();
15789 game_over_delay = game_over_delay_value;
15794 if (game_over_delay > 0)
15796 if (game_over_delay == game_over_delay_value / 2)
15797 PlaySound(SND_GAME_LOSING);
15804 // do not handle game over if request dialog is already active
15805 if (game.request_active)
15808 // do not ask to play again if game was never actually played
15809 if (!game.GamePlayed)
15812 // do not ask to play again if this was disabled in setup menu
15813 if (!setup.ask_on_game_over)
15816 RequestRestartGame();
15821 boolean checkGameSolved(void)
15823 // set for all game engines if level was solved
15824 return game.LevelSolved_GameEnd;
15827 boolean checkGameFailed(void)
15829 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15830 return (game_em.game_over && !game_em.level_solved);
15831 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15832 return (game_sp.game_over && !game_sp.level_solved);
15833 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15834 return (game_mm.game_over && !game_mm.level_solved);
15835 else // GAME_ENGINE_TYPE_RND
15836 return (game.GameOver && !game.LevelSolved);
15839 boolean checkGameEnded(void)
15841 return (checkGameSolved() || checkGameFailed());
15845 // ----------------------------------------------------------------------------
15846 // random generator functions
15847 // ----------------------------------------------------------------------------
15849 unsigned int InitEngineRandom_RND(int seed)
15851 game.num_random_calls = 0;
15853 return InitEngineRandom(seed);
15856 unsigned int RND(int max)
15860 game.num_random_calls++;
15862 return GetEngineRandom(max);
15869 // ----------------------------------------------------------------------------
15870 // game engine snapshot handling functions
15871 // ----------------------------------------------------------------------------
15873 struct EngineSnapshotInfo
15875 // runtime values for custom element collect score
15876 int collect_score[NUM_CUSTOM_ELEMENTS];
15878 // runtime values for group element choice position
15879 int choice_pos[NUM_GROUP_ELEMENTS];
15881 // runtime values for belt position animations
15882 int belt_graphic[4][NUM_BELT_PARTS];
15883 int belt_anim_mode[4][NUM_BELT_PARTS];
15886 static struct EngineSnapshotInfo engine_snapshot_rnd;
15887 static char *snapshot_level_identifier = NULL;
15888 static int snapshot_level_nr = -1;
15890 static void SaveEngineSnapshotValues_RND(void)
15892 static int belt_base_active_element[4] =
15894 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15895 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15896 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15897 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15901 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15903 int element = EL_CUSTOM_START + i;
15905 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15908 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15910 int element = EL_GROUP_START + i;
15912 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15915 for (i = 0; i < 4; i++)
15917 for (j = 0; j < NUM_BELT_PARTS; j++)
15919 int element = belt_base_active_element[i] + j;
15920 int graphic = el2img(element);
15921 int anim_mode = graphic_info[graphic].anim_mode;
15923 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15924 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15929 static void LoadEngineSnapshotValues_RND(void)
15931 unsigned int num_random_calls = game.num_random_calls;
15934 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15936 int element = EL_CUSTOM_START + i;
15938 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15941 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15943 int element = EL_GROUP_START + i;
15945 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15948 for (i = 0; i < 4; i++)
15950 for (j = 0; j < NUM_BELT_PARTS; j++)
15952 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15953 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15955 graphic_info[graphic].anim_mode = anim_mode;
15959 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15961 InitRND(tape.random_seed);
15962 for (i = 0; i < num_random_calls; i++)
15966 if (game.num_random_calls != num_random_calls)
15968 Error("number of random calls out of sync");
15969 Error("number of random calls should be %d", num_random_calls);
15970 Error("number of random calls is %d", game.num_random_calls);
15972 Fail("this should not happen -- please debug");
15976 void FreeEngineSnapshotSingle(void)
15978 FreeSnapshotSingle();
15980 setString(&snapshot_level_identifier, NULL);
15981 snapshot_level_nr = -1;
15984 void FreeEngineSnapshotList(void)
15986 FreeSnapshotList();
15989 static ListNode *SaveEngineSnapshotBuffers(void)
15991 ListNode *buffers = NULL;
15993 // copy some special values to a structure better suited for the snapshot
15995 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15996 SaveEngineSnapshotValues_RND();
15997 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15998 SaveEngineSnapshotValues_EM();
15999 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16000 SaveEngineSnapshotValues_SP(&buffers);
16001 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16002 SaveEngineSnapshotValues_MM();
16004 // save values stored in special snapshot structure
16006 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16008 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16010 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16012 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16013 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
16015 // save further RND engine values
16017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
16019 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
16021 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16023 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16024 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16025 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16027 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16029 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16031 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16033 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16034 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16036 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16038 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16039 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16040 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16041 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16042 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16043 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16044 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16045 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16046 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16047 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16048 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16049 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16050 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16051 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16052 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16053 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16055 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16056 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16058 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16059 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16060 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16062 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16063 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16065 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16066 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16067 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16068 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16069 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16070 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16072 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16073 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16076 ListNode *node = engine_snapshot_list_rnd;
16079 while (node != NULL)
16081 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16086 Debug("game:playing:SaveEngineSnapshotBuffers",
16087 "size of engine snapshot: %d bytes", num_bytes);
16093 void SaveEngineSnapshotSingle(void)
16095 ListNode *buffers = SaveEngineSnapshotBuffers();
16097 // finally save all snapshot buffers to single snapshot
16098 SaveSnapshotSingle(buffers);
16100 // save level identification information
16101 setString(&snapshot_level_identifier, leveldir_current->identifier);
16102 snapshot_level_nr = level_nr;
16105 boolean CheckSaveEngineSnapshotToList(void)
16107 boolean save_snapshot =
16108 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16109 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16110 game.snapshot.changed_action) ||
16111 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16112 game.snapshot.collected_item));
16114 game.snapshot.changed_action = FALSE;
16115 game.snapshot.collected_item = FALSE;
16116 game.snapshot.save_snapshot = save_snapshot;
16118 return save_snapshot;
16121 void SaveEngineSnapshotToList(void)
16123 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16127 ListNode *buffers = SaveEngineSnapshotBuffers();
16129 // finally save all snapshot buffers to snapshot list
16130 SaveSnapshotToList(buffers);
16133 void SaveEngineSnapshotToListInitial(void)
16135 FreeEngineSnapshotList();
16137 SaveEngineSnapshotToList();
16140 static void LoadEngineSnapshotValues(void)
16142 // restore special values from snapshot structure
16144 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16145 LoadEngineSnapshotValues_RND();
16146 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16147 LoadEngineSnapshotValues_EM();
16148 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16149 LoadEngineSnapshotValues_SP();
16150 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16151 LoadEngineSnapshotValues_MM();
16154 void LoadEngineSnapshotSingle(void)
16156 LoadSnapshotSingle();
16158 LoadEngineSnapshotValues();
16161 static void LoadEngineSnapshot_Undo(int steps)
16163 LoadSnapshotFromList_Older(steps);
16165 LoadEngineSnapshotValues();
16168 static void LoadEngineSnapshot_Redo(int steps)
16170 LoadSnapshotFromList_Newer(steps);
16172 LoadEngineSnapshotValues();
16175 boolean CheckEngineSnapshotSingle(void)
16177 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16178 snapshot_level_nr == level_nr);
16181 boolean CheckEngineSnapshotList(void)
16183 return CheckSnapshotList();
16187 // ---------- new game button stuff -------------------------------------------
16194 boolean *setup_value;
16195 boolean allowed_on_tape;
16196 boolean is_touch_button;
16198 } gamebutton_info[NUM_GAME_BUTTONS] =
16201 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16202 GAME_CTRL_ID_STOP, NULL,
16203 TRUE, FALSE, "stop game"
16206 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16207 GAME_CTRL_ID_PAUSE, NULL,
16208 TRUE, FALSE, "pause game"
16211 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16212 GAME_CTRL_ID_PLAY, NULL,
16213 TRUE, FALSE, "play game"
16216 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16217 GAME_CTRL_ID_UNDO, NULL,
16218 TRUE, FALSE, "undo step"
16221 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16222 GAME_CTRL_ID_REDO, NULL,
16223 TRUE, FALSE, "redo step"
16226 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16227 GAME_CTRL_ID_SAVE, NULL,
16228 TRUE, FALSE, "save game"
16231 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16232 GAME_CTRL_ID_PAUSE2, NULL,
16233 TRUE, FALSE, "pause game"
16236 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16237 GAME_CTRL_ID_LOAD, NULL,
16238 TRUE, FALSE, "load game"
16241 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16242 GAME_CTRL_ID_PANEL_STOP, NULL,
16243 FALSE, FALSE, "stop game"
16246 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16247 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16248 FALSE, FALSE, "pause game"
16251 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16252 GAME_CTRL_ID_PANEL_PLAY, NULL,
16253 FALSE, FALSE, "play game"
16256 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16257 GAME_CTRL_ID_TOUCH_STOP, NULL,
16258 FALSE, TRUE, "stop game"
16261 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16262 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16263 FALSE, TRUE, "pause game"
16266 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16267 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16268 TRUE, FALSE, "background music on/off"
16271 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16272 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16273 TRUE, FALSE, "sound loops on/off"
16276 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16277 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16278 TRUE, FALSE, "normal sounds on/off"
16281 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16282 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16283 FALSE, FALSE, "background music on/off"
16286 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16287 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16288 FALSE, FALSE, "sound loops on/off"
16291 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16292 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16293 FALSE, FALSE, "normal sounds on/off"
16297 void CreateGameButtons(void)
16301 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16303 int graphic = gamebutton_info[i].graphic;
16304 struct GraphicInfo *gfx = &graphic_info[graphic];
16305 struct XY *pos = gamebutton_info[i].pos;
16306 struct GadgetInfo *gi;
16309 unsigned int event_mask;
16310 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16311 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16312 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16313 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16314 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16315 int gd_x = gfx->src_x;
16316 int gd_y = gfx->src_y;
16317 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16318 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16319 int gd_xa = gfx->src_x + gfx->active_xoffset;
16320 int gd_ya = gfx->src_y + gfx->active_yoffset;
16321 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16322 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16323 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16324 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16327 // do not use touch buttons if overlay touch buttons are disabled
16328 if (is_touch_button && !setup.touch.overlay_buttons)
16331 if (gfx->bitmap == NULL)
16333 game_gadget[id] = NULL;
16338 if (id == GAME_CTRL_ID_STOP ||
16339 id == GAME_CTRL_ID_PANEL_STOP ||
16340 id == GAME_CTRL_ID_TOUCH_STOP ||
16341 id == GAME_CTRL_ID_PLAY ||
16342 id == GAME_CTRL_ID_PANEL_PLAY ||
16343 id == GAME_CTRL_ID_SAVE ||
16344 id == GAME_CTRL_ID_LOAD)
16346 button_type = GD_TYPE_NORMAL_BUTTON;
16348 event_mask = GD_EVENT_RELEASED;
16350 else if (id == GAME_CTRL_ID_UNDO ||
16351 id == GAME_CTRL_ID_REDO)
16353 button_type = GD_TYPE_NORMAL_BUTTON;
16355 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16359 button_type = GD_TYPE_CHECK_BUTTON;
16360 checked = (gamebutton_info[i].setup_value != NULL ?
16361 *gamebutton_info[i].setup_value : FALSE);
16362 event_mask = GD_EVENT_PRESSED;
16365 gi = CreateGadget(GDI_CUSTOM_ID, id,
16366 GDI_IMAGE_ID, graphic,
16367 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16370 GDI_WIDTH, gfx->width,
16371 GDI_HEIGHT, gfx->height,
16372 GDI_TYPE, button_type,
16373 GDI_STATE, GD_BUTTON_UNPRESSED,
16374 GDI_CHECKED, checked,
16375 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16376 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16377 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16378 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16379 GDI_DIRECT_DRAW, FALSE,
16380 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16381 GDI_EVENT_MASK, event_mask,
16382 GDI_CALLBACK_ACTION, HandleGameButtons,
16386 Fail("cannot create gadget");
16388 game_gadget[id] = gi;
16392 void FreeGameButtons(void)
16396 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16397 FreeGadget(game_gadget[i]);
16400 static void UnmapGameButtonsAtSamePosition(int id)
16404 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16406 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16407 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16408 UnmapGadget(game_gadget[i]);
16411 static void UnmapGameButtonsAtSamePosition_All(void)
16413 if (setup.show_load_save_buttons)
16415 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16416 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16417 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16419 else if (setup.show_undo_redo_buttons)
16421 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16422 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16423 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16427 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16428 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16429 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16431 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16432 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16433 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16437 void MapLoadSaveButtons(void)
16439 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16440 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16442 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16443 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16446 void MapUndoRedoButtons(void)
16448 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16449 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16451 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16452 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16455 void ModifyPauseButtons(void)
16459 GAME_CTRL_ID_PAUSE,
16460 GAME_CTRL_ID_PAUSE2,
16461 GAME_CTRL_ID_PANEL_PAUSE,
16462 GAME_CTRL_ID_TOUCH_PAUSE,
16467 for (i = 0; ids[i] > -1; i++)
16468 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16471 static void MapGameButtonsExt(boolean on_tape)
16475 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16477 if ((i == GAME_CTRL_ID_UNDO ||
16478 i == GAME_CTRL_ID_REDO) &&
16479 game_status != GAME_MODE_PLAYING)
16482 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16483 MapGadget(game_gadget[i]);
16486 UnmapGameButtonsAtSamePosition_All();
16488 RedrawGameButtons();
16491 static void UnmapGameButtonsExt(boolean on_tape)
16495 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16496 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16497 UnmapGadget(game_gadget[i]);
16500 static void RedrawGameButtonsExt(boolean on_tape)
16504 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16505 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16506 RedrawGadget(game_gadget[i]);
16509 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16514 gi->checked = state;
16517 static void RedrawSoundButtonGadget(int id)
16519 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16520 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16521 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16522 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16523 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16524 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16527 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16528 RedrawGadget(game_gadget[id2]);
16531 void MapGameButtons(void)
16533 MapGameButtonsExt(FALSE);
16536 void UnmapGameButtons(void)
16538 UnmapGameButtonsExt(FALSE);
16541 void RedrawGameButtons(void)
16543 RedrawGameButtonsExt(FALSE);
16546 void MapGameButtonsOnTape(void)
16548 MapGameButtonsExt(TRUE);
16551 void UnmapGameButtonsOnTape(void)
16553 UnmapGameButtonsExt(TRUE);
16556 void RedrawGameButtonsOnTape(void)
16558 RedrawGameButtonsExt(TRUE);
16561 static void GameUndoRedoExt(void)
16563 ClearPlayerAction();
16565 tape.pausing = TRUE;
16568 UpdateAndDisplayGameControlValues();
16570 DrawCompleteVideoDisplay();
16571 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16572 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16573 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16575 ModifyPauseButtons();
16580 static void GameUndo(int steps)
16582 if (!CheckEngineSnapshotList())
16585 int tape_property_bits = tape.property_bits;
16587 LoadEngineSnapshot_Undo(steps);
16589 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16594 static void GameRedo(int steps)
16596 if (!CheckEngineSnapshotList())
16599 int tape_property_bits = tape.property_bits;
16601 LoadEngineSnapshot_Redo(steps);
16603 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16608 static void HandleGameButtonsExt(int id, int button)
16610 static boolean game_undo_executed = FALSE;
16611 int steps = BUTTON_STEPSIZE(button);
16612 boolean handle_game_buttons =
16613 (game_status == GAME_MODE_PLAYING ||
16614 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16616 if (!handle_game_buttons)
16621 case GAME_CTRL_ID_STOP:
16622 case GAME_CTRL_ID_PANEL_STOP:
16623 case GAME_CTRL_ID_TOUCH_STOP:
16628 case GAME_CTRL_ID_PAUSE:
16629 case GAME_CTRL_ID_PAUSE2:
16630 case GAME_CTRL_ID_PANEL_PAUSE:
16631 case GAME_CTRL_ID_TOUCH_PAUSE:
16632 if (network.enabled && game_status == GAME_MODE_PLAYING)
16635 SendToServer_ContinuePlaying();
16637 SendToServer_PausePlaying();
16640 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16642 game_undo_executed = FALSE;
16646 case GAME_CTRL_ID_PLAY:
16647 case GAME_CTRL_ID_PANEL_PLAY:
16648 if (game_status == GAME_MODE_MAIN)
16650 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16652 else if (tape.pausing)
16654 if (network.enabled)
16655 SendToServer_ContinuePlaying();
16657 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16661 case GAME_CTRL_ID_UNDO:
16662 // Important: When using "save snapshot when collecting an item" mode,
16663 // load last (current) snapshot for first "undo" after pressing "pause"
16664 // (else the last-but-one snapshot would be loaded, because the snapshot
16665 // pointer already points to the last snapshot when pressing "pause",
16666 // which is fine for "every step/move" mode, but not for "every collect")
16667 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16668 !game_undo_executed)
16671 game_undo_executed = TRUE;
16676 case GAME_CTRL_ID_REDO:
16680 case GAME_CTRL_ID_SAVE:
16684 case GAME_CTRL_ID_LOAD:
16688 case SOUND_CTRL_ID_MUSIC:
16689 case SOUND_CTRL_ID_PANEL_MUSIC:
16690 if (setup.sound_music)
16692 setup.sound_music = FALSE;
16696 else if (audio.music_available)
16698 setup.sound = setup.sound_music = TRUE;
16700 SetAudioMode(setup.sound);
16702 if (game_status == GAME_MODE_PLAYING)
16706 RedrawSoundButtonGadget(id);
16710 case SOUND_CTRL_ID_LOOPS:
16711 case SOUND_CTRL_ID_PANEL_LOOPS:
16712 if (setup.sound_loops)
16713 setup.sound_loops = FALSE;
16714 else if (audio.loops_available)
16716 setup.sound = setup.sound_loops = TRUE;
16718 SetAudioMode(setup.sound);
16721 RedrawSoundButtonGadget(id);
16725 case SOUND_CTRL_ID_SIMPLE:
16726 case SOUND_CTRL_ID_PANEL_SIMPLE:
16727 if (setup.sound_simple)
16728 setup.sound_simple = FALSE;
16729 else if (audio.sound_available)
16731 setup.sound = setup.sound_simple = TRUE;
16733 SetAudioMode(setup.sound);
16736 RedrawSoundButtonGadget(id);
16745 static void HandleGameButtons(struct GadgetInfo *gi)
16747 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16750 void HandleSoundButtonKeys(Key key)
16752 if (key == setup.shortcut.sound_simple)
16753 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16754 else if (key == setup.shortcut.sound_loops)
16755 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16756 else if (key == setup.shortcut.sound_music)
16757 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);