1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize internal run-time variables ------------------------
3200 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 ei->change_page[j].can_change_or_has_action =
3207 (ei->change_page[j].can_change |
3208 ei->change_page[j].has_action);
3212 // add change events from custom element configuration
3213 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3215 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3217 for (j = 0; j < ei->num_change_pages; j++)
3219 if (!ei->change_page[j].can_change_or_has_action)
3222 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3224 // only add event page for the first page found with this event
3225 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3227 ei->has_change_event[k] = TRUE;
3229 ei->event_page_nr[k] = j;
3230 ei->event_page[k] = &ei->change_page[j];
3236 // ---------- initialize reference elements in change conditions ------------
3238 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3240 int element = EL_CUSTOM_START + i;
3241 struct ElementInfo *ei = &element_info[element];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 int trigger_element = ei->change_page[j].initial_trigger_element;
3247 if (trigger_element >= EL_PREV_CE_8 &&
3248 trigger_element <= EL_NEXT_CE_8)
3249 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3251 ei->change_page[j].trigger_element = trigger_element;
3255 // ---------- initialize run-time trigger player and element ----------------
3257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3261 for (j = 0; j < ei->num_change_pages; j++)
3263 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3264 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3265 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3266 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3267 ei->change_page[j].actual_trigger_ce_value = 0;
3268 ei->change_page[j].actual_trigger_ce_score = 0;
3272 // ---------- initialize trigger events -------------------------------------
3274 // initialize trigger events information
3275 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3276 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3277 trigger_events[i][j] = FALSE;
3279 // add trigger events from element change event properties
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 struct ElementInfo *ei = &element_info[i];
3284 for (j = 0; j < ei->num_change_pages; j++)
3286 if (!ei->change_page[j].can_change_or_has_action)
3289 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3291 int trigger_element = ei->change_page[j].trigger_element;
3293 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3295 if (ei->change_page[j].has_event[k])
3297 if (IS_GROUP_ELEMENT(trigger_element))
3299 struct ElementGroupInfo *group =
3300 element_info[trigger_element].group;
3302 for (l = 0; l < group->num_elements_resolved; l++)
3303 trigger_events[group->element_resolved[l]][k] = TRUE;
3305 else if (trigger_element == EL_ANY_ELEMENT)
3306 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3307 trigger_events[l][k] = TRUE;
3309 trigger_events[trigger_element][k] = TRUE;
3316 // ---------- initialize push delay -----------------------------------------
3318 // initialize push delay values to default
3319 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3321 if (!IS_CUSTOM_ELEMENT(i))
3323 // set default push delay values (corrected since version 3.0.7-1)
3324 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3326 element_info[i].push_delay_fixed = 2;
3327 element_info[i].push_delay_random = 8;
3331 element_info[i].push_delay_fixed = 8;
3332 element_info[i].push_delay_random = 8;
3337 // set push delay value for certain elements from pre-defined list
3338 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3340 int e = push_delay_list[i].element;
3342 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3343 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3346 // set push delay value for Supaplex elements for newer engine versions
3347 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3351 if (IS_SP_ELEMENT(i))
3353 // set SP push delay to just enough to push under a falling zonk
3354 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3356 element_info[i].push_delay_fixed = delay;
3357 element_info[i].push_delay_random = 0;
3362 // ---------- initialize move stepsize --------------------------------------
3364 // initialize move stepsize values to default
3365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (!IS_CUSTOM_ELEMENT(i))
3367 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3369 // set move stepsize value for certain elements from pre-defined list
3370 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3372 int e = move_stepsize_list[i].element;
3374 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3376 // set move stepsize value for certain elements for older engine versions
3377 if (use_old_move_stepsize_for_magic_wall)
3379 if (e == EL_MAGIC_WALL_FILLING ||
3380 e == EL_MAGIC_WALL_EMPTYING ||
3381 e == EL_BD_MAGIC_WALL_FILLING ||
3382 e == EL_BD_MAGIC_WALL_EMPTYING)
3383 element_info[e].move_stepsize *= 2;
3387 // ---------- initialize collect score --------------------------------------
3389 // initialize collect score values for custom elements from initial value
3390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3391 if (IS_CUSTOM_ELEMENT(i))
3392 element_info[i].collect_score = element_info[i].collect_score_initial;
3394 // ---------- initialize collect count --------------------------------------
3396 // initialize collect count values for non-custom elements
3397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3398 if (!IS_CUSTOM_ELEMENT(i))
3399 element_info[i].collect_count_initial = 0;
3401 // add collect count values for all elements from pre-defined list
3402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3403 element_info[collect_count_list[i].element].collect_count_initial =
3404 collect_count_list[i].count;
3406 // ---------- initialize access direction -----------------------------------
3408 // initialize access direction values to default (access from every side)
3409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3410 if (!IS_CUSTOM_ELEMENT(i))
3411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3413 // set access direction value for certain elements from pre-defined list
3414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3415 element_info[access_direction_list[i].element].access_direction =
3416 access_direction_list[i].direction;
3418 // ---------- initialize explosion content ----------------------------------
3419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3421 if (IS_CUSTOM_ELEMENT(i))
3424 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3426 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3428 element_info[i].content.e[x][y] =
3429 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3430 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3431 i == EL_PLAYER_3 ? EL_EMERALD :
3432 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3433 i == EL_MOLE ? EL_EMERALD_RED :
3434 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3435 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3436 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3437 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3438 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3439 i == EL_WALL_EMERALD ? EL_EMERALD :
3440 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3441 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3442 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3443 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3444 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3445 i == EL_WALL_PEARL ? EL_PEARL :
3446 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3451 // ---------- initialize recursion detection --------------------------------
3452 recursion_loop_depth = 0;
3453 recursion_loop_detected = FALSE;
3454 recursion_loop_element = EL_UNDEFINED;
3456 // ---------- initialize graphics engine ------------------------------------
3457 game.scroll_delay_value =
3458 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3459 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3460 !setup.forced_scroll_delay ? 0 :
3461 setup.scroll_delay ? setup.scroll_delay_value : 0);
3462 game.scroll_delay_value =
3463 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3465 // ---------- initialize game engine snapshots ------------------------------
3466 for (i = 0; i < MAX_PLAYERS; i++)
3467 game.snapshot.last_action[i] = 0;
3468 game.snapshot.changed_action = FALSE;
3469 game.snapshot.collected_item = FALSE;
3470 game.snapshot.mode =
3471 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3472 SNAPSHOT_MODE_EVERY_STEP :
3473 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3474 SNAPSHOT_MODE_EVERY_MOVE :
3475 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3476 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3477 game.snapshot.save_snapshot = FALSE;
3479 // ---------- initialize level time for Supaplex engine ---------------------
3480 // Supaplex levels with time limit currently unsupported -- should be added
3481 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3484 // ---------- initialize flags for handling game actions --------------------
3486 // set flags for game actions to default values
3487 game.use_key_actions = TRUE;
3488 game.use_mouse_actions = FALSE;
3490 // when using Mirror Magic game engine, handle mouse events only
3491 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3493 game.use_key_actions = FALSE;
3494 game.use_mouse_actions = TRUE;
3497 // check for custom elements with mouse click events
3498 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3500 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3502 int element = EL_CUSTOM_START + i;
3504 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3505 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3506 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3507 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3508 game.use_mouse_actions = TRUE;
3513 static int get_num_special_action(int element, int action_first,
3516 int num_special_action = 0;
3519 for (i = action_first; i <= action_last; i++)
3521 boolean found = FALSE;
3523 for (j = 0; j < NUM_DIRECTIONS; j++)
3524 if (el_act_dir2img(element, i, j) !=
3525 el_act_dir2img(element, ACTION_DEFAULT, j))
3529 num_special_action++;
3534 return num_special_action;
3538 // ============================================================================
3540 // ----------------------------------------------------------------------------
3541 // initialize and start new game
3542 // ============================================================================
3544 #if DEBUG_INIT_PLAYER
3545 static void DebugPrintPlayerStatus(char *message)
3552 Debug("game:init:player", "%s:", message);
3554 for (i = 0; i < MAX_PLAYERS; i++)
3556 struct PlayerInfo *player = &stored_player[i];
3558 Debug("game:init:player",
3559 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3563 player->connected_locally,
3564 player->connected_network,
3566 (local_player == player ? " (local player)" : ""));
3573 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3574 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3575 int fade_mask = REDRAW_FIELD;
3576 boolean restarting = (game_status == GAME_MODE_PLAYING);
3577 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3578 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3579 int initial_move_dir = MV_DOWN;
3582 // required here to update video display before fading (FIX THIS)
3583 DrawMaskedBorder(REDRAW_DOOR_2);
3585 if (!game.restart_level)
3586 CloseDoor(DOOR_CLOSE_1);
3590 // force fading out global animations displayed during game play
3591 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3595 SetGameStatus(GAME_MODE_PLAYING);
3598 if (level_editor_test_game)
3599 FadeSkipNextFadeOut();
3601 FadeSetEnterScreen();
3604 fade_mask = REDRAW_ALL;
3606 FadeLevelSoundsAndMusic();
3608 ExpireSoundLoops(TRUE);
3614 // force restarting global animations displayed during game play
3615 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3617 SetGameStatus(GAME_MODE_PLAYING);
3620 if (level_editor_test_game)
3621 FadeSkipNextFadeIn();
3623 // needed if different viewport properties defined for playing
3624 ChangeViewportPropertiesIfNeeded();
3628 DrawCompleteVideoDisplay();
3630 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3633 InitGameControlValues();
3637 // initialize tape actions from game when recording tape
3638 tape.use_key_actions = game.use_key_actions;
3639 tape.use_mouse_actions = game.use_mouse_actions;
3641 // initialize visible playfield size when recording tape (for team mode)
3642 tape.scr_fieldx = SCR_FIELDX;
3643 tape.scr_fieldy = SCR_FIELDY;
3646 // don't play tapes over network
3647 network_playing = (network.enabled && !tape.playing);
3649 for (i = 0; i < MAX_PLAYERS; i++)
3651 struct PlayerInfo *player = &stored_player[i];
3653 player->index_nr = i;
3654 player->index_bit = (1 << i);
3655 player->element_nr = EL_PLAYER_1 + i;
3657 player->present = FALSE;
3658 player->active = FALSE;
3659 player->mapped = FALSE;
3661 player->killed = FALSE;
3662 player->reanimated = FALSE;
3663 player->buried = FALSE;
3666 player->effective_action = 0;
3667 player->programmed_action = 0;
3668 player->snap_action = 0;
3670 player->mouse_action.lx = 0;
3671 player->mouse_action.ly = 0;
3672 player->mouse_action.button = 0;
3673 player->mouse_action.button_hint = 0;
3675 player->effective_mouse_action.lx = 0;
3676 player->effective_mouse_action.ly = 0;
3677 player->effective_mouse_action.button = 0;
3678 player->effective_mouse_action.button_hint = 0;
3680 for (j = 0; j < MAX_NUM_KEYS; j++)
3681 player->key[j] = FALSE;
3683 player->num_white_keys = 0;
3685 player->dynabomb_count = 0;
3686 player->dynabomb_size = 1;
3687 player->dynabombs_left = 0;
3688 player->dynabomb_xl = FALSE;
3690 player->MovDir = initial_move_dir;
3693 player->GfxDir = initial_move_dir;
3694 player->GfxAction = ACTION_DEFAULT;
3696 player->StepFrame = 0;
3698 player->initial_element = player->element_nr;
3699 player->artwork_element =
3700 (level.use_artwork_element[i] ? level.artwork_element[i] :
3701 player->element_nr);
3702 player->use_murphy = FALSE;
3704 player->block_last_field = FALSE; // initialized in InitPlayerField()
3705 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3707 player->gravity = level.initial_player_gravity[i];
3709 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3711 player->actual_frame_counter.count = 0;
3712 player->actual_frame_counter.value = 1;
3714 player->step_counter = 0;
3716 player->last_move_dir = initial_move_dir;
3718 player->is_active = FALSE;
3720 player->is_waiting = FALSE;
3721 player->is_moving = FALSE;
3722 player->is_auto_moving = FALSE;
3723 player->is_digging = FALSE;
3724 player->is_snapping = FALSE;
3725 player->is_collecting = FALSE;
3726 player->is_pushing = FALSE;
3727 player->is_switching = FALSE;
3728 player->is_dropping = FALSE;
3729 player->is_dropping_pressed = FALSE;
3731 player->is_bored = FALSE;
3732 player->is_sleeping = FALSE;
3734 player->was_waiting = TRUE;
3735 player->was_moving = FALSE;
3736 player->was_snapping = FALSE;
3737 player->was_dropping = FALSE;
3739 player->force_dropping = FALSE;
3741 player->frame_counter_bored = -1;
3742 player->frame_counter_sleeping = -1;
3744 player->anim_delay_counter = 0;
3745 player->post_delay_counter = 0;
3747 player->dir_waiting = initial_move_dir;
3748 player->action_waiting = ACTION_DEFAULT;
3749 player->last_action_waiting = ACTION_DEFAULT;
3750 player->special_action_bored = ACTION_DEFAULT;
3751 player->special_action_sleeping = ACTION_DEFAULT;
3753 player->switch_x = -1;
3754 player->switch_y = -1;
3756 player->drop_x = -1;
3757 player->drop_y = -1;
3759 player->show_envelope = 0;
3761 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3763 player->push_delay = -1; // initialized when pushing starts
3764 player->push_delay_value = game.initial_push_delay_value;
3766 player->drop_delay = 0;
3767 player->drop_pressed_delay = 0;
3769 player->last_jx = -1;
3770 player->last_jy = -1;
3774 player->shield_normal_time_left = 0;
3775 player->shield_deadly_time_left = 0;
3777 player->last_removed_element = EL_UNDEFINED;
3779 player->inventory_infinite_element = EL_UNDEFINED;
3780 player->inventory_size = 0;
3782 if (level.use_initial_inventory[i])
3784 for (j = 0; j < level.initial_inventory_size[i]; j++)
3786 int element = level.initial_inventory_content[i][j];
3787 int collect_count = element_info[element].collect_count_initial;
3790 if (!IS_CUSTOM_ELEMENT(element))
3793 if (collect_count == 0)
3794 player->inventory_infinite_element = element;
3796 for (k = 0; k < collect_count; k++)
3797 if (player->inventory_size < MAX_INVENTORY_SIZE)
3798 player->inventory_element[player->inventory_size++] = element;
3802 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3803 SnapField(player, 0, 0);
3805 map_player_action[i] = i;
3808 network_player_action_received = FALSE;
3810 // initial null action
3811 if (network_playing)
3812 SendToServer_MovePlayer(MV_NONE);
3817 TimeLeft = level.time;
3820 ScreenMovDir = MV_NONE;
3824 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3826 game.robot_wheel_x = -1;
3827 game.robot_wheel_y = -1;
3832 game.all_players_gone = FALSE;
3834 game.LevelSolved = FALSE;
3835 game.GameOver = FALSE;
3837 game.GamePlayed = !tape.playing;
3839 game.LevelSolved_GameWon = FALSE;
3840 game.LevelSolved_GameEnd = FALSE;
3841 game.LevelSolved_SaveTape = FALSE;
3842 game.LevelSolved_SaveScore = FALSE;
3844 game.LevelSolved_CountingTime = 0;
3845 game.LevelSolved_CountingScore = 0;
3846 game.LevelSolved_CountingHealth = 0;
3848 game.panel.active = TRUE;
3850 game.no_level_time_limit = (level.time == 0);
3851 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3853 game.yamyam_content_nr = 0;
3854 game.robot_wheel_active = FALSE;
3855 game.magic_wall_active = FALSE;
3856 game.magic_wall_time_left = 0;
3857 game.light_time_left = 0;
3858 game.timegate_time_left = 0;
3859 game.switchgate_pos = 0;
3860 game.wind_direction = level.wind_direction_initial;
3862 game.time_final = 0;
3863 game.score_time_final = 0;
3866 game.score_final = 0;
3868 game.health = MAX_HEALTH;
3869 game.health_final = MAX_HEALTH;
3871 game.gems_still_needed = level.gems_needed;
3872 game.sokoban_fields_still_needed = 0;
3873 game.sokoban_objects_still_needed = 0;
3874 game.lights_still_needed = 0;
3875 game.players_still_needed = 0;
3876 game.friends_still_needed = 0;
3878 game.lenses_time_left = 0;
3879 game.magnify_time_left = 0;
3881 game.ball_active = level.ball_active_initial;
3882 game.ball_content_nr = 0;
3884 game.explosions_delayed = TRUE;
3886 game.envelope_active = FALSE;
3888 // special case: set custom artwork setting to initial value
3889 game.use_masked_elements = game.use_masked_elements_initial;
3891 for (i = 0; i < NUM_BELTS; i++)
3893 game.belt_dir[i] = MV_NONE;
3894 game.belt_dir_nr[i] = 3; // not moving, next moving left
3897 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3898 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3900 #if DEBUG_INIT_PLAYER
3901 DebugPrintPlayerStatus("Player status at level initialization");
3904 SCAN_PLAYFIELD(x, y)
3906 Tile[x][y] = Last[x][y] = level.field[x][y];
3907 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3908 ChangeDelay[x][y] = 0;
3909 ChangePage[x][y] = -1;
3910 CustomValue[x][y] = 0; // initialized in InitField()
3911 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3913 WasJustMoving[x][y] = 0;
3914 WasJustFalling[x][y] = 0;
3915 CheckCollision[x][y] = 0;
3916 CheckImpact[x][y] = 0;
3918 Pushed[x][y] = FALSE;
3920 ChangeCount[x][y] = 0;
3921 ChangeEvent[x][y] = -1;
3923 ExplodePhase[x][y] = 0;
3924 ExplodeDelay[x][y] = 0;
3925 ExplodeField[x][y] = EX_TYPE_NONE;
3927 RunnerVisit[x][y] = 0;
3928 PlayerVisit[x][y] = 0;
3931 GfxRandom[x][y] = INIT_GFX_RANDOM();
3932 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3933 GfxElement[x][y] = EL_UNDEFINED;
3934 GfxElementEmpty[x][y] = EL_EMPTY;
3935 GfxAction[x][y] = ACTION_DEFAULT;
3936 GfxDir[x][y] = MV_NONE;
3937 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3940 SCAN_PLAYFIELD(x, y)
3942 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3944 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3947 InitField(x, y, TRUE);
3949 ResetGfxAnimation(x, y);
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 // set number of special actions for bored and sleeping animation
3959 player->num_special_action_bored =
3960 get_num_special_action(player->artwork_element,
3961 ACTION_BORING_1, ACTION_BORING_LAST);
3962 player->num_special_action_sleeping =
3963 get_num_special_action(player->artwork_element,
3964 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3967 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3968 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3970 // initialize type of slippery elements
3971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3973 if (!IS_CUSTOM_ELEMENT(i))
3975 // default: elements slip down either to the left or right randomly
3976 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3978 // SP style elements prefer to slip down on the left side
3979 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3980 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3982 // BD style elements prefer to slip down on the left side
3983 if (game.emulation == EMU_BOULDERDASH)
3984 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3988 // initialize explosion and ignition delay
3989 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3991 if (!IS_CUSTOM_ELEMENT(i))
3994 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3995 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3996 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3997 int last_phase = (num_phase + 1) * delay;
3998 int half_phase = (num_phase / 2) * delay;
4000 element_info[i].explosion_delay = last_phase - 1;
4001 element_info[i].ignition_delay = half_phase;
4003 if (i == EL_BLACK_ORB)
4004 element_info[i].ignition_delay = 1;
4008 // correct non-moving belts to start moving left
4009 for (i = 0; i < NUM_BELTS; i++)
4010 if (game.belt_dir[i] == MV_NONE)
4011 game.belt_dir_nr[i] = 3; // not moving, next moving left
4013 #if USE_NEW_PLAYER_ASSIGNMENTS
4014 // use preferred player also in local single-player mode
4015 if (!network.enabled && !game.team_mode)
4017 int new_index_nr = setup.network_player_nr;
4019 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 stored_player[i].connected_locally = FALSE;
4024 stored_player[new_index_nr].connected_locally = TRUE;
4028 for (i = 0; i < MAX_PLAYERS; i++)
4030 stored_player[i].connected = FALSE;
4032 // in network game mode, the local player might not be the first player
4033 if (stored_player[i].connected_locally)
4034 local_player = &stored_player[i];
4037 if (!network.enabled)
4038 local_player->connected = TRUE;
4042 for (i = 0; i < MAX_PLAYERS; i++)
4043 stored_player[i].connected = tape.player_participates[i];
4045 else if (network.enabled)
4047 // add team mode players connected over the network (needed for correct
4048 // assignment of player figures from level to locally playing players)
4050 for (i = 0; i < MAX_PLAYERS; i++)
4051 if (stored_player[i].connected_network)
4052 stored_player[i].connected = TRUE;
4054 else if (game.team_mode)
4056 // try to guess locally connected team mode players (needed for correct
4057 // assignment of player figures from level to locally playing players)
4059 for (i = 0; i < MAX_PLAYERS; i++)
4060 if (setup.input[i].use_joystick ||
4061 setup.input[i].key.left != KSYM_UNDEFINED)
4062 stored_player[i].connected = TRUE;
4065 #if DEBUG_INIT_PLAYER
4066 DebugPrintPlayerStatus("Player status after level initialization");
4069 #if DEBUG_INIT_PLAYER
4070 Debug("game:init:player", "Reassigning players ...");
4073 // check if any connected player was not found in playfield
4074 for (i = 0; i < MAX_PLAYERS; i++)
4076 struct PlayerInfo *player = &stored_player[i];
4078 if (player->connected && !player->present)
4080 struct PlayerInfo *field_player = NULL;
4082 #if DEBUG_INIT_PLAYER
4083 Debug("game:init:player",
4084 "- looking for field player for player %d ...", i + 1);
4087 // assign first free player found that is present in the playfield
4089 // first try: look for unmapped playfield player that is not connected
4090 for (j = 0; j < MAX_PLAYERS; j++)
4091 if (field_player == NULL &&
4092 stored_player[j].present &&
4093 !stored_player[j].mapped &&
4094 !stored_player[j].connected)
4095 field_player = &stored_player[j];
4097 // second try: look for *any* unmapped playfield player
4098 for (j = 0; j < MAX_PLAYERS; j++)
4099 if (field_player == NULL &&
4100 stored_player[j].present &&
4101 !stored_player[j].mapped)
4102 field_player = &stored_player[j];
4104 if (field_player != NULL)
4106 int jx = field_player->jx, jy = field_player->jy;
4108 #if DEBUG_INIT_PLAYER
4109 Debug("game:init:player", "- found player %d",
4110 field_player->index_nr + 1);
4113 player->present = FALSE;
4114 player->active = FALSE;
4116 field_player->present = TRUE;
4117 field_player->active = TRUE;
4120 player->initial_element = field_player->initial_element;
4121 player->artwork_element = field_player->artwork_element;
4123 player->block_last_field = field_player->block_last_field;
4124 player->block_delay_adjustment = field_player->block_delay_adjustment;
4127 StorePlayer[jx][jy] = field_player->element_nr;
4129 field_player->jx = field_player->last_jx = jx;
4130 field_player->jy = field_player->last_jy = jy;
4132 if (local_player == player)
4133 local_player = field_player;
4135 map_player_action[field_player->index_nr] = i;
4137 field_player->mapped = TRUE;
4139 #if DEBUG_INIT_PLAYER
4140 Debug("game:init:player", "- map_player_action[%d] == %d",
4141 field_player->index_nr + 1, i + 1);
4146 if (player->connected && player->present)
4147 player->mapped = TRUE;
4150 #if DEBUG_INIT_PLAYER
4151 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4156 // check if any connected player was not found in playfield
4157 for (i = 0; i < MAX_PLAYERS; i++)
4159 struct PlayerInfo *player = &stored_player[i];
4161 if (player->connected && !player->present)
4163 for (j = 0; j < MAX_PLAYERS; j++)
4165 struct PlayerInfo *field_player = &stored_player[j];
4166 int jx = field_player->jx, jy = field_player->jy;
4168 // assign first free player found that is present in the playfield
4169 if (field_player->present && !field_player->connected)
4171 player->present = TRUE;
4172 player->active = TRUE;
4174 field_player->present = FALSE;
4175 field_player->active = FALSE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4183 StorePlayer[jx][jy] = player->element_nr;
4185 player->jx = player->last_jx = jx;
4186 player->jy = player->last_jy = jy;
4196 Debug("game:init:player", "local_player->present == %d",
4197 local_player->present);
4200 // set focus to local player for network games, else to all players
4201 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4202 game.centered_player_nr_next = game.centered_player_nr;
4203 game.set_centered_player = FALSE;
4204 game.set_centered_player_wrap = FALSE;
4206 if (network_playing && tape.recording)
4208 // store client dependent player focus when recording network games
4209 tape.centered_player_nr_next = game.centered_player_nr_next;
4210 tape.set_centered_player = TRUE;
4215 // when playing a tape, eliminate all players who do not participate
4217 #if USE_NEW_PLAYER_ASSIGNMENTS
4219 if (!game.team_mode)
4221 for (i = 0; i < MAX_PLAYERS; i++)
4223 if (stored_player[i].active &&
4224 !tape.player_participates[map_player_action[i]])
4226 struct PlayerInfo *player = &stored_player[i];
4227 int jx = player->jx, jy = player->jy;
4229 #if DEBUG_INIT_PLAYER
4230 Debug("game:init:player", "Removing player %d at (%d, %d)",
4234 player->active = FALSE;
4235 StorePlayer[jx][jy] = 0;
4236 Tile[jx][jy] = EL_EMPTY;
4243 for (i = 0; i < MAX_PLAYERS; i++)
4245 if (stored_player[i].active &&
4246 !tape.player_participates[i])
4248 struct PlayerInfo *player = &stored_player[i];
4249 int jx = player->jx, jy = player->jy;
4251 player->active = FALSE;
4252 StorePlayer[jx][jy] = 0;
4253 Tile[jx][jy] = EL_EMPTY;
4258 else if (!network.enabled && !game.team_mode) // && !tape.playing
4260 // when in single player mode, eliminate all but the local player
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 struct PlayerInfo *player = &stored_player[i];
4266 if (player->active && player != local_player)
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 player->present = FALSE;
4273 StorePlayer[jx][jy] = 0;
4274 Tile[jx][jy] = EL_EMPTY;
4279 for (i = 0; i < MAX_PLAYERS; i++)
4280 if (stored_player[i].active)
4281 game.players_still_needed++;
4283 if (level.solved_by_one_player)
4284 game.players_still_needed = 1;
4286 // when recording the game, store which players take part in the game
4289 #if USE_NEW_PLAYER_ASSIGNMENTS
4290 for (i = 0; i < MAX_PLAYERS; i++)
4291 if (stored_player[i].connected)
4292 tape.player_participates[i] = TRUE;
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4296 tape.player_participates[i] = TRUE;
4300 #if DEBUG_INIT_PLAYER
4301 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4304 if (BorderElement == EL_EMPTY)
4307 SBX_Right = lev_fieldx - SCR_FIELDX;
4309 SBY_Lower = lev_fieldy - SCR_FIELDY;
4314 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4316 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4319 if (full_lev_fieldx <= SCR_FIELDX)
4320 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4321 if (full_lev_fieldy <= SCR_FIELDY)
4322 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4324 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4326 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4329 // if local player not found, look for custom element that might create
4330 // the player (make some assumptions about the right custom element)
4331 if (!local_player->present)
4333 int start_x = 0, start_y = 0;
4334 int found_rating = 0;
4335 int found_element = EL_UNDEFINED;
4336 int player_nr = local_player->index_nr;
4338 SCAN_PLAYFIELD(x, y)
4340 int element = Tile[x][y];
4345 if (level.use_start_element[player_nr] &&
4346 level.start_element[player_nr] == element &&
4353 found_element = element;
4356 if (!IS_CUSTOM_ELEMENT(element))
4359 if (CAN_CHANGE(element))
4361 for (i = 0; i < element_info[element].num_change_pages; i++)
4363 // check for player created from custom element as single target
4364 content = element_info[element].change_page[i].target_element;
4365 is_player = IS_PLAYER_ELEMENT(content);
4367 if (is_player && (found_rating < 3 ||
4368 (found_rating == 3 && element < found_element)))
4374 found_element = element;
4379 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4381 // check for player created from custom element as explosion content
4382 content = element_info[element].content.e[xx][yy];
4383 is_player = IS_PLAYER_ELEMENT(content);
4385 if (is_player && (found_rating < 2 ||
4386 (found_rating == 2 && element < found_element)))
4388 start_x = x + xx - 1;
4389 start_y = y + yy - 1;
4392 found_element = element;
4395 if (!CAN_CHANGE(element))
4398 for (i = 0; i < element_info[element].num_change_pages; i++)
4400 // check for player created from custom element as extended target
4402 element_info[element].change_page[i].target_content.e[xx][yy];
4404 is_player = IS_PLAYER_ELEMENT(content);
4406 if (is_player && (found_rating < 1 ||
4407 (found_rating == 1 && element < found_element)))
4409 start_x = x + xx - 1;
4410 start_y = y + yy - 1;
4413 found_element = element;
4419 scroll_x = SCROLL_POSITION_X(start_x);
4420 scroll_y = SCROLL_POSITION_Y(start_y);
4424 scroll_x = SCROLL_POSITION_X(local_player->jx);
4425 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4428 // !!! FIX THIS (START) !!!
4429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4431 InitGameEngine_EM();
4433 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4435 InitGameEngine_SP();
4437 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4439 InitGameEngine_MM();
4443 DrawLevel(REDRAW_FIELD);
4446 // after drawing the level, correct some elements
4447 if (game.timegate_time_left == 0)
4448 CloseAllOpenTimegates();
4451 // blit playfield from scroll buffer to normal back buffer for fading in
4452 BlitScreenToBitmap(backbuffer);
4453 // !!! FIX THIS (END) !!!
4455 DrawMaskedBorder(fade_mask);
4460 // full screen redraw is required at this point in the following cases:
4461 // - special editor door undrawn when game was started from level editor
4462 // - drawing area (playfield) was changed and has to be removed completely
4463 redraw_mask = REDRAW_ALL;
4467 if (!game.restart_level)
4469 // copy default game door content to main double buffer
4471 // !!! CHECK AGAIN !!!
4472 SetPanelBackground();
4473 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4474 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4477 SetPanelBackground();
4478 SetDrawBackgroundMask(REDRAW_DOOR_1);
4480 UpdateAndDisplayGameControlValues();
4482 if (!game.restart_level)
4488 CreateGameButtons();
4493 // copy actual game door content to door double buffer for OpenDoor()
4494 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4496 OpenDoor(DOOR_OPEN_ALL);
4498 KeyboardAutoRepeatOffUnlessAutoplay();
4500 #if DEBUG_INIT_PLAYER
4501 DebugPrintPlayerStatus("Player status (final)");
4510 if (!game.restart_level && !tape.playing)
4512 LevelStats_incPlayed(level_nr);
4514 SaveLevelSetup_SeriesInfo();
4517 game.restart_level = FALSE;
4518 game.restart_game_message = NULL;
4520 game.request_active = FALSE;
4521 game.request_active_or_moving = FALSE;
4523 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4524 InitGameActions_MM();
4526 SaveEngineSnapshotToListInitial();
4528 if (!game.restart_level)
4530 PlaySound(SND_GAME_STARTING);
4532 if (setup.sound_music)
4536 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4539 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4540 int actual_player_x, int actual_player_y)
4542 // this is used for non-R'n'D game engines to update certain engine values
4544 // needed to determine if sounds are played within the visible screen area
4545 scroll_x = actual_scroll_x;
4546 scroll_y = actual_scroll_y;
4548 // needed to get player position for "follow finger" playing input method
4549 local_player->jx = actual_player_x;
4550 local_player->jy = actual_player_y;
4553 void InitMovDir(int x, int y)
4555 int i, element = Tile[x][y];
4556 static int xy[4][2] =
4563 static int direction[3][4] =
4565 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4566 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4567 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4576 Tile[x][y] = EL_BUG;
4577 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4580 case EL_SPACESHIP_RIGHT:
4581 case EL_SPACESHIP_UP:
4582 case EL_SPACESHIP_LEFT:
4583 case EL_SPACESHIP_DOWN:
4584 Tile[x][y] = EL_SPACESHIP;
4585 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4588 case EL_BD_BUTTERFLY_RIGHT:
4589 case EL_BD_BUTTERFLY_UP:
4590 case EL_BD_BUTTERFLY_LEFT:
4591 case EL_BD_BUTTERFLY_DOWN:
4592 Tile[x][y] = EL_BD_BUTTERFLY;
4593 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4596 case EL_BD_FIREFLY_RIGHT:
4597 case EL_BD_FIREFLY_UP:
4598 case EL_BD_FIREFLY_LEFT:
4599 case EL_BD_FIREFLY_DOWN:
4600 Tile[x][y] = EL_BD_FIREFLY;
4601 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4604 case EL_PACMAN_RIGHT:
4606 case EL_PACMAN_LEFT:
4607 case EL_PACMAN_DOWN:
4608 Tile[x][y] = EL_PACMAN;
4609 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4612 case EL_YAMYAM_LEFT:
4613 case EL_YAMYAM_RIGHT:
4615 case EL_YAMYAM_DOWN:
4616 Tile[x][y] = EL_YAMYAM;
4617 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4620 case EL_SP_SNIKSNAK:
4621 MovDir[x][y] = MV_UP;
4624 case EL_SP_ELECTRON:
4625 MovDir[x][y] = MV_LEFT;
4632 Tile[x][y] = EL_MOLE;
4633 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4636 case EL_SPRING_LEFT:
4637 case EL_SPRING_RIGHT:
4638 Tile[x][y] = EL_SPRING;
4639 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4643 if (IS_CUSTOM_ELEMENT(element))
4645 struct ElementInfo *ei = &element_info[element];
4646 int move_direction_initial = ei->move_direction_initial;
4647 int move_pattern = ei->move_pattern;
4649 if (move_direction_initial == MV_START_PREVIOUS)
4651 if (MovDir[x][y] != MV_NONE)
4654 move_direction_initial = MV_START_AUTOMATIC;
4657 if (move_direction_initial == MV_START_RANDOM)
4658 MovDir[x][y] = 1 << RND(4);
4659 else if (move_direction_initial & MV_ANY_DIRECTION)
4660 MovDir[x][y] = move_direction_initial;
4661 else if (move_pattern == MV_ALL_DIRECTIONS ||
4662 move_pattern == MV_TURNING_LEFT ||
4663 move_pattern == MV_TURNING_RIGHT ||
4664 move_pattern == MV_TURNING_LEFT_RIGHT ||
4665 move_pattern == MV_TURNING_RIGHT_LEFT ||
4666 move_pattern == MV_TURNING_RANDOM)
4667 MovDir[x][y] = 1 << RND(4);
4668 else if (move_pattern == MV_HORIZONTAL)
4669 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4670 else if (move_pattern == MV_VERTICAL)
4671 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4672 else if (move_pattern & MV_ANY_DIRECTION)
4673 MovDir[x][y] = element_info[element].move_pattern;
4674 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4675 move_pattern == MV_ALONG_RIGHT_SIDE)
4677 // use random direction as default start direction
4678 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4679 MovDir[x][y] = 1 << RND(4);
4681 for (i = 0; i < NUM_DIRECTIONS; i++)
4683 int x1 = x + xy[i][0];
4684 int y1 = y + xy[i][1];
4686 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4688 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4689 MovDir[x][y] = direction[0][i];
4691 MovDir[x][y] = direction[1][i];
4700 MovDir[x][y] = 1 << RND(4);
4702 if (element != EL_BUG &&
4703 element != EL_SPACESHIP &&
4704 element != EL_BD_BUTTERFLY &&
4705 element != EL_BD_FIREFLY)
4708 for (i = 0; i < NUM_DIRECTIONS; i++)
4710 int x1 = x + xy[i][0];
4711 int y1 = y + xy[i][1];
4713 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4715 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4717 MovDir[x][y] = direction[0][i];
4720 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4721 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4723 MovDir[x][y] = direction[1][i];
4732 GfxDir[x][y] = MovDir[x][y];
4735 void InitAmoebaNr(int x, int y)
4738 int group_nr = AmoebaNeighbourNr(x, y);
4742 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4744 if (AmoebaCnt[i] == 0)
4752 AmoebaNr[x][y] = group_nr;
4753 AmoebaCnt[group_nr]++;
4754 AmoebaCnt2[group_nr]++;
4757 static void LevelSolved_SetFinalGameValues(void)
4759 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4760 game.score_time_final = (level.use_step_counter ? TimePlayed :
4761 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4763 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4764 game_em.lev->score :
4765 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4769 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4770 MM_HEALTH(game_mm.laser_overload_value) :
4773 game.LevelSolved_CountingTime = game.time_final;
4774 game.LevelSolved_CountingScore = game.score_final;
4775 game.LevelSolved_CountingHealth = game.health_final;
4778 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4780 game.LevelSolved_CountingTime = time;
4781 game.LevelSolved_CountingScore = score;
4782 game.LevelSolved_CountingHealth = health;
4784 game_panel_controls[GAME_PANEL_TIME].value = time;
4785 game_panel_controls[GAME_PANEL_SCORE].value = score;
4786 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4788 DisplayGameControlValues();
4791 static void LevelSolved(void)
4793 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4794 game.players_still_needed > 0)
4797 game.LevelSolved = TRUE;
4798 game.GameOver = TRUE;
4802 // needed here to display correct panel values while player walks into exit
4803 LevelSolved_SetFinalGameValues();
4808 static int time_count_steps;
4809 static int time, time_final;
4810 static float score, score_final; // needed for time score < 10 for 10 seconds
4811 static int health, health_final;
4812 static int game_over_delay_1 = 0;
4813 static int game_over_delay_2 = 0;
4814 static int game_over_delay_3 = 0;
4815 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4816 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4818 if (!game.LevelSolved_GameWon)
4822 // do not start end game actions before the player stops moving (to exit)
4823 if (local_player->active && local_player->MovPos)
4826 // calculate final game values after player finished walking into exit
4827 LevelSolved_SetFinalGameValues();
4829 game.LevelSolved_GameWon = TRUE;
4830 game.LevelSolved_SaveTape = tape.recording;
4831 game.LevelSolved_SaveScore = !tape.playing;
4835 LevelStats_incSolved(level_nr);
4837 SaveLevelSetup_SeriesInfo();
4840 if (tape.auto_play) // tape might already be stopped here
4841 tape.auto_play_level_solved = TRUE;
4845 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4846 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4847 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4849 time = time_final = game.time_final;
4850 score = score_final = game.score_final;
4851 health = health_final = game.health_final;
4853 // update game panel values before (delayed) counting of score (if any)
4854 LevelSolved_DisplayFinalGameValues(time, score, health);
4856 // if level has time score defined, calculate new final game values
4859 int time_final_max = 999;
4860 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4861 int time_frames = 0;
4862 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4863 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4868 time_frames = time_frames_left;
4870 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4872 time_final = time_final_max;
4873 time_frames = time_frames_final_max - time_frames_played;
4876 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4878 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4880 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4883 score_final += health * time_score;
4886 game.score_final = score_final;
4887 game.health_final = health_final;
4890 // if not counting score after game, immediately update game panel values
4891 if (level_editor_test_game || !setup.count_score_after_game)
4894 score = score_final;
4896 LevelSolved_DisplayFinalGameValues(time, score, health);
4899 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4901 // check if last player has left the level
4902 if (game.exit_x >= 0 &&
4905 int x = game.exit_x;
4906 int y = game.exit_y;
4907 int element = Tile[x][y];
4909 // close exit door after last player
4910 if ((game.all_players_gone &&
4911 (element == EL_EXIT_OPEN ||
4912 element == EL_SP_EXIT_OPEN ||
4913 element == EL_STEEL_EXIT_OPEN)) ||
4914 element == EL_EM_EXIT_OPEN ||
4915 element == EL_EM_STEEL_EXIT_OPEN)
4919 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4920 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4921 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4922 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4923 EL_EM_STEEL_EXIT_CLOSING);
4925 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4928 // player disappears
4929 DrawLevelField(x, y);
4932 for (i = 0; i < MAX_PLAYERS; i++)
4934 struct PlayerInfo *player = &stored_player[i];
4936 if (player->present)
4938 RemovePlayer(player);
4940 // player disappears
4941 DrawLevelField(player->jx, player->jy);
4946 PlaySound(SND_GAME_WINNING);
4949 if (setup.count_score_after_game)
4951 if (time != time_final)
4953 if (game_over_delay_1 > 0)
4955 game_over_delay_1--;
4960 int time_to_go = ABS(time_final - time);
4961 int time_count_dir = (time < time_final ? +1 : -1);
4963 if (time_to_go < time_count_steps)
4964 time_count_steps = 1;
4966 time += time_count_steps * time_count_dir;
4967 score += time_count_steps * time_score;
4969 // set final score to correct rounding differences after counting score
4970 if (time == time_final)
4971 score = score_final;
4973 LevelSolved_DisplayFinalGameValues(time, score, health);
4975 if (time == time_final)
4976 StopSound(SND_GAME_LEVELTIME_BONUS);
4977 else if (setup.sound_loops)
4978 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4980 PlaySound(SND_GAME_LEVELTIME_BONUS);
4985 if (health != health_final)
4987 if (game_over_delay_2 > 0)
4989 game_over_delay_2--;
4994 int health_count_dir = (health < health_final ? +1 : -1);
4996 health += health_count_dir;
4997 score += time_score;
4999 LevelSolved_DisplayFinalGameValues(time, score, health);
5001 if (health == health_final)
5002 StopSound(SND_GAME_LEVELTIME_BONUS);
5003 else if (setup.sound_loops)
5004 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5006 PlaySound(SND_GAME_LEVELTIME_BONUS);
5012 game.panel.active = FALSE;
5014 if (game_over_delay_3 > 0)
5016 game_over_delay_3--;
5026 // used instead of "level_nr" (needed for network games)
5027 int last_level_nr = levelset.level_nr;
5028 boolean tape_saved = FALSE;
5030 game.LevelSolved_GameEnd = TRUE;
5032 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5034 // make sure that request dialog to save tape does not open door again
5035 if (!global.use_envelope_request)
5036 CloseDoor(DOOR_CLOSE_1);
5039 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5041 // set unique basename for score tape (also saved in high score table)
5042 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5045 // if no tape is to be saved, close both doors simultaneously
5046 CloseDoor(DOOR_CLOSE_ALL);
5048 if (level_editor_test_game || score_info_tape_play)
5050 SetGameStatus(GAME_MODE_MAIN);
5057 if (!game.LevelSolved_SaveScore)
5059 SetGameStatus(GAME_MODE_MAIN);
5066 if (level_nr == leveldir_current->handicap_level)
5068 leveldir_current->handicap_level++;
5070 SaveLevelSetup_SeriesInfo();
5073 // save score and score tape before potentially erasing tape below
5074 NewHighScore(last_level_nr, tape_saved);
5076 if (setup.increment_levels &&
5077 level_nr < leveldir_current->last_level &&
5080 level_nr++; // advance to next level
5081 TapeErase(); // start with empty tape
5083 if (setup.auto_play_next_level)
5085 scores.continue_playing = TRUE;
5086 scores.next_level_nr = level_nr;
5088 LoadLevel(level_nr);
5090 SaveLevelSetup_SeriesInfo();
5094 if (scores.last_added >= 0 && setup.show_scores_after_game)
5096 SetGameStatus(GAME_MODE_SCORES);
5098 DrawHallOfFame(last_level_nr);
5100 else if (scores.continue_playing)
5102 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5106 SetGameStatus(GAME_MODE_MAIN);
5112 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5113 boolean one_score_entry_per_name)
5117 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5120 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5122 struct ScoreEntry *entry = &list->entry[i];
5123 boolean score_is_better = (new_entry->score > entry->score);
5124 boolean score_is_equal = (new_entry->score == entry->score);
5125 boolean time_is_better = (new_entry->time < entry->time);
5126 boolean time_is_equal = (new_entry->time == entry->time);
5127 boolean better_by_score = (score_is_better ||
5128 (score_is_equal && time_is_better));
5129 boolean better_by_time = (time_is_better ||
5130 (time_is_equal && score_is_better));
5131 boolean is_better = (level.rate_time_over_score ? better_by_time :
5133 boolean entry_is_empty = (entry->score == 0 &&
5136 // prevent adding server score entries if also existing in local score file
5137 // (special case: historic score entries have an empty tape basename entry)
5138 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5139 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5141 // add fields from server score entry not stored in local score entry
5142 // (currently, this means setting platform, version and country fields;
5143 // in rare cases, this may also correct an invalid score value, as
5144 // historic scores might have been truncated to 16-bit values locally)
5145 *entry = *new_entry;
5150 if (is_better || entry_is_empty)
5152 // player has made it to the hall of fame
5154 if (i < MAX_SCORE_ENTRIES - 1)
5156 int m = MAX_SCORE_ENTRIES - 1;
5159 if (one_score_entry_per_name)
5161 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5162 if (strEqual(list->entry[l].name, new_entry->name))
5165 if (m == i) // player's new highscore overwrites his old one
5169 for (l = m; l > i; l--)
5170 list->entry[l] = list->entry[l - 1];
5175 *entry = *new_entry;
5179 else if (one_score_entry_per_name &&
5180 strEqual(entry->name, new_entry->name))
5182 // player already in high score list with better score or time
5188 // special case: new score is beyond the last high score list position
5189 return MAX_SCORE_ENTRIES;
5192 void NewHighScore(int level_nr, boolean tape_saved)
5194 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5195 boolean one_per_name = FALSE;
5197 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5198 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5200 new_entry.score = game.score_final;
5201 new_entry.time = game.score_time_final;
5203 LoadScore(level_nr);
5205 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5207 if (scores.last_added >= MAX_SCORE_ENTRIES)
5209 scores.last_added = MAX_SCORE_ENTRIES - 1;
5210 scores.force_last_added = TRUE;
5212 scores.entry[scores.last_added] = new_entry;
5214 // store last added local score entry (before merging server scores)
5215 scores.last_added_local = scores.last_added;
5220 if (scores.last_added < 0)
5223 SaveScore(level_nr);
5225 // store last added local score entry (before merging server scores)
5226 scores.last_added_local = scores.last_added;
5228 if (!game.LevelSolved_SaveTape)
5231 SaveScoreTape(level_nr);
5233 if (setup.ask_for_using_api_server)
5235 setup.use_api_server =
5236 Request("Upload your score and tape to the high score server?", REQ_ASK);
5238 if (!setup.use_api_server)
5239 Request("Not using high score server! Use setup menu to enable again!",
5242 runtime.use_api_server = setup.use_api_server;
5244 // after asking for using API server once, do not ask again
5245 setup.ask_for_using_api_server = FALSE;
5247 SaveSetup_ServerSetup();
5250 SaveServerScore(level_nr, tape_saved);
5253 void MergeServerScore(void)
5255 struct ScoreEntry last_added_entry;
5256 boolean one_per_name = FALSE;
5259 if (scores.last_added >= 0)
5260 last_added_entry = scores.entry[scores.last_added];
5262 for (i = 0; i < server_scores.num_entries; i++)
5264 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5266 if (pos >= 0 && pos <= scores.last_added)
5267 scores.last_added++;
5270 if (scores.last_added >= MAX_SCORE_ENTRIES)
5272 scores.last_added = MAX_SCORE_ENTRIES - 1;
5273 scores.force_last_added = TRUE;
5275 scores.entry[scores.last_added] = last_added_entry;
5279 static int getElementMoveStepsizeExt(int x, int y, int direction)
5281 int element = Tile[x][y];
5282 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5283 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5284 int horiz_move = (dx != 0);
5285 int sign = (horiz_move ? dx : dy);
5286 int step = sign * element_info[element].move_stepsize;
5288 // special values for move stepsize for spring and things on conveyor belt
5291 if (CAN_FALL(element) &&
5292 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5293 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5294 else if (element == EL_SPRING)
5295 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5301 static int getElementMoveStepsize(int x, int y)
5303 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5306 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5308 if (player->GfxAction != action || player->GfxDir != dir)
5310 player->GfxAction = action;
5311 player->GfxDir = dir;
5313 player->StepFrame = 0;
5317 static void ResetGfxFrame(int x, int y)
5319 // profiling showed that "autotest" spends 10~20% of its time in this function
5320 if (DrawingDeactivatedField())
5323 int element = Tile[x][y];
5324 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5326 if (graphic_info[graphic].anim_global_sync)
5327 GfxFrame[x][y] = FrameCounter;
5328 else if (graphic_info[graphic].anim_global_anim_sync)
5329 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5330 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5331 GfxFrame[x][y] = CustomValue[x][y];
5332 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5333 GfxFrame[x][y] = element_info[element].collect_score;
5334 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5335 GfxFrame[x][y] = ChangeDelay[x][y];
5338 static void ResetGfxAnimation(int x, int y)
5340 GfxAction[x][y] = ACTION_DEFAULT;
5341 GfxDir[x][y] = MovDir[x][y];
5344 ResetGfxFrame(x, y);
5347 static void ResetRandomAnimationValue(int x, int y)
5349 GfxRandom[x][y] = INIT_GFX_RANDOM();
5352 static void InitMovingField(int x, int y, int direction)
5354 int element = Tile[x][y];
5355 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5356 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5359 boolean is_moving_before, is_moving_after;
5361 // check if element was/is moving or being moved before/after mode change
5362 is_moving_before = (WasJustMoving[x][y] != 0);
5363 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5365 // reset animation only for moving elements which change direction of moving
5366 // or which just started or stopped moving
5367 // (else CEs with property "can move" / "not moving" are reset each frame)
5368 if (is_moving_before != is_moving_after ||
5369 direction != MovDir[x][y])
5370 ResetGfxAnimation(x, y);
5372 MovDir[x][y] = direction;
5373 GfxDir[x][y] = direction;
5375 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5376 direction == MV_DOWN && CAN_FALL(element) ?
5377 ACTION_FALLING : ACTION_MOVING);
5379 // this is needed for CEs with property "can move" / "not moving"
5381 if (is_moving_after)
5383 if (Tile[newx][newy] == EL_EMPTY)
5384 Tile[newx][newy] = EL_BLOCKED;
5386 MovDir[newx][newy] = MovDir[x][y];
5388 CustomValue[newx][newy] = CustomValue[x][y];
5390 GfxFrame[newx][newy] = GfxFrame[x][y];
5391 GfxRandom[newx][newy] = GfxRandom[x][y];
5392 GfxAction[newx][newy] = GfxAction[x][y];
5393 GfxDir[newx][newy] = GfxDir[x][y];
5397 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5399 int direction = MovDir[x][y];
5400 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5401 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5407 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5409 int oldx = x, oldy = y;
5410 int direction = MovDir[x][y];
5412 if (direction == MV_LEFT)
5414 else if (direction == MV_RIGHT)
5416 else if (direction == MV_UP)
5418 else if (direction == MV_DOWN)
5421 *comes_from_x = oldx;
5422 *comes_from_y = oldy;
5425 static int MovingOrBlocked2Element(int x, int y)
5427 int element = Tile[x][y];
5429 if (element == EL_BLOCKED)
5433 Blocked2Moving(x, y, &oldx, &oldy);
5434 return Tile[oldx][oldy];
5440 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5442 // like MovingOrBlocked2Element(), but if element is moving
5443 // and (x,y) is the field the moving element is just leaving,
5444 // return EL_BLOCKED instead of the element value
5445 int element = Tile[x][y];
5447 if (IS_MOVING(x, y))
5449 if (element == EL_BLOCKED)
5453 Blocked2Moving(x, y, &oldx, &oldy);
5454 return Tile[oldx][oldy];
5463 static void RemoveField(int x, int y)
5465 Tile[x][y] = EL_EMPTY;
5471 CustomValue[x][y] = 0;
5474 ChangeDelay[x][y] = 0;
5475 ChangePage[x][y] = -1;
5476 Pushed[x][y] = FALSE;
5478 GfxElement[x][y] = EL_UNDEFINED;
5479 GfxAction[x][y] = ACTION_DEFAULT;
5480 GfxDir[x][y] = MV_NONE;
5483 static void RemoveMovingField(int x, int y)
5485 int oldx = x, oldy = y, newx = x, newy = y;
5486 int element = Tile[x][y];
5487 int next_element = EL_UNDEFINED;
5489 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5492 if (IS_MOVING(x, y))
5494 Moving2Blocked(x, y, &newx, &newy);
5496 if (Tile[newx][newy] != EL_BLOCKED)
5498 // element is moving, but target field is not free (blocked), but
5499 // already occupied by something different (example: acid pool);
5500 // in this case, only remove the moving field, but not the target
5502 RemoveField(oldx, oldy);
5504 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5506 TEST_DrawLevelField(oldx, oldy);
5511 else if (element == EL_BLOCKED)
5513 Blocked2Moving(x, y, &oldx, &oldy);
5514 if (!IS_MOVING(oldx, oldy))
5518 if (element == EL_BLOCKED &&
5519 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5520 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5521 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5522 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5523 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5524 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5525 next_element = get_next_element(Tile[oldx][oldy]);
5527 RemoveField(oldx, oldy);
5528 RemoveField(newx, newy);
5530 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5532 if (next_element != EL_UNDEFINED)
5533 Tile[oldx][oldy] = next_element;
5535 TEST_DrawLevelField(oldx, oldy);
5536 TEST_DrawLevelField(newx, newy);
5539 void DrawDynamite(int x, int y)
5541 int sx = SCREENX(x), sy = SCREENY(y);
5542 int graphic = el2img(Tile[x][y]);
5545 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5548 if (IS_WALKABLE_INSIDE(Back[x][y]))
5552 DrawLevelElement(x, y, Back[x][y]);
5553 else if (Store[x][y])
5554 DrawLevelElement(x, y, Store[x][y]);
5555 else if (game.use_masked_elements)
5556 DrawLevelElement(x, y, EL_EMPTY);
5558 frame = getGraphicAnimationFrameXY(graphic, x, y);
5560 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5561 DrawGraphicThruMask(sx, sy, graphic, frame);
5563 DrawGraphic(sx, sy, graphic, frame);
5566 static void CheckDynamite(int x, int y)
5568 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5572 if (MovDelay[x][y] != 0)
5575 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5581 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5586 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5588 boolean num_checked_players = 0;
5591 for (i = 0; i < MAX_PLAYERS; i++)
5593 if (stored_player[i].active)
5595 int sx = stored_player[i].jx;
5596 int sy = stored_player[i].jy;
5598 if (num_checked_players == 0)
5605 *sx1 = MIN(*sx1, sx);
5606 *sy1 = MIN(*sy1, sy);
5607 *sx2 = MAX(*sx2, sx);
5608 *sy2 = MAX(*sy2, sy);
5611 num_checked_players++;
5616 static boolean checkIfAllPlayersFitToScreen_RND(void)
5618 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5620 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5622 return (sx2 - sx1 < SCR_FIELDX &&
5623 sy2 - sy1 < SCR_FIELDY);
5626 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5628 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5630 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5632 *sx = (sx1 + sx2) / 2;
5633 *sy = (sy1 + sy2) / 2;
5636 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5637 boolean center_screen, boolean quick_relocation)
5639 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5640 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5641 boolean no_delay = (tape.warp_forward);
5642 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5643 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5644 int new_scroll_x, new_scroll_y;
5646 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5648 // case 1: quick relocation inside visible screen (without scrolling)
5655 if (!level.shifted_relocation || center_screen)
5657 // relocation _with_ centering of screen
5659 new_scroll_x = SCROLL_POSITION_X(x);
5660 new_scroll_y = SCROLL_POSITION_Y(y);
5664 // relocation _without_ centering of screen
5666 int center_scroll_x = SCROLL_POSITION_X(old_x);
5667 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5668 int offset_x = x + (scroll_x - center_scroll_x);
5669 int offset_y = y + (scroll_y - center_scroll_y);
5671 // for new screen position, apply previous offset to center position
5672 new_scroll_x = SCROLL_POSITION_X(offset_x);
5673 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5676 if (quick_relocation)
5678 // case 2: quick relocation (redraw without visible scrolling)
5680 scroll_x = new_scroll_x;
5681 scroll_y = new_scroll_y;
5688 // case 3: visible relocation (with scrolling to new position)
5690 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5692 SetVideoFrameDelay(wait_delay_value);
5694 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5696 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5697 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5699 if (dx == 0 && dy == 0) // no scrolling needed at all
5705 // set values for horizontal/vertical screen scrolling (half tile size)
5706 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5707 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5708 int pos_x = dx * TILEX / 2;
5709 int pos_y = dy * TILEY / 2;
5710 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5711 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5713 ScrollLevel(dx, dy);
5716 // scroll in two steps of half tile size to make things smoother
5717 BlitScreenToBitmapExt_RND(window, fx, fy);
5719 // scroll second step to align at full tile size
5720 BlitScreenToBitmap(window);
5726 SetVideoFrameDelay(frame_delay_value_old);
5729 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5731 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5732 int player_nr = GET_PLAYER_NR(el_player);
5733 struct PlayerInfo *player = &stored_player[player_nr];
5734 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5735 boolean no_delay = (tape.warp_forward);
5736 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5737 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5738 int old_jx = player->jx;
5739 int old_jy = player->jy;
5740 int old_element = Tile[old_jx][old_jy];
5741 int element = Tile[jx][jy];
5742 boolean player_relocated = (old_jx != jx || old_jy != jy);
5744 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5745 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5746 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5747 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5748 int leave_side_horiz = move_dir_horiz;
5749 int leave_side_vert = move_dir_vert;
5750 int enter_side = enter_side_horiz | enter_side_vert;
5751 int leave_side = leave_side_horiz | leave_side_vert;
5753 if (player->buried) // do not reanimate dead player
5756 if (!player_relocated) // no need to relocate the player
5759 if (IS_PLAYER(jx, jy)) // player already placed at new position
5761 RemoveField(jx, jy); // temporarily remove newly placed player
5762 DrawLevelField(jx, jy);
5765 if (player->present)
5767 while (player->MovPos)
5769 ScrollPlayer(player, SCROLL_GO_ON);
5770 ScrollScreen(NULL, SCROLL_GO_ON);
5772 AdvanceFrameAndPlayerCounters(player->index_nr);
5776 BackToFront_WithFrameDelay(wait_delay_value);
5779 DrawPlayer(player); // needed here only to cleanup last field
5780 DrawLevelField(player->jx, player->jy); // remove player graphic
5782 player->is_moving = FALSE;
5785 if (IS_CUSTOM_ELEMENT(old_element))
5786 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5788 player->index_bit, leave_side);
5790 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5792 player->index_bit, leave_side);
5794 Tile[jx][jy] = el_player;
5795 InitPlayerField(jx, jy, el_player, TRUE);
5797 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5798 possible that the relocation target field did not contain a player element,
5799 but a walkable element, to which the new player was relocated -- in this
5800 case, restore that (already initialized!) element on the player field */
5801 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5803 Tile[jx][jy] = element; // restore previously existing element
5806 // only visually relocate centered player
5807 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5808 FALSE, level.instant_relocation);
5810 TestIfPlayerTouchesBadThing(jx, jy);
5811 TestIfPlayerTouchesCustomElement(jx, jy);
5813 if (IS_CUSTOM_ELEMENT(element))
5814 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5815 player->index_bit, enter_side);
5817 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5818 player->index_bit, enter_side);
5820 if (player->is_switching)
5822 /* ensure that relocation while still switching an element does not cause
5823 a new element to be treated as also switched directly after relocation
5824 (this is important for teleporter switches that teleport the player to
5825 a place where another teleporter switch is in the same direction, which
5826 would then incorrectly be treated as immediately switched before the
5827 direction key that caused the switch was released) */
5829 player->switch_x += jx - old_jx;
5830 player->switch_y += jy - old_jy;
5834 static void Explode(int ex, int ey, int phase, int mode)
5840 // !!! eliminate this variable !!!
5841 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5843 if (game.explosions_delayed)
5845 ExplodeField[ex][ey] = mode;
5849 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5851 int center_element = Tile[ex][ey];
5852 int artwork_element, explosion_element; // set these values later
5854 // remove things displayed in background while burning dynamite
5855 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5858 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5860 // put moving element to center field (and let it explode there)
5861 center_element = MovingOrBlocked2Element(ex, ey);
5862 RemoveMovingField(ex, ey);
5863 Tile[ex][ey] = center_element;
5866 // now "center_element" is finally determined -- set related values now
5867 artwork_element = center_element; // for custom player artwork
5868 explosion_element = center_element; // for custom player artwork
5870 if (IS_PLAYER(ex, ey))
5872 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5874 artwork_element = stored_player[player_nr].artwork_element;
5876 if (level.use_explosion_element[player_nr])
5878 explosion_element = level.explosion_element[player_nr];
5879 artwork_element = explosion_element;
5883 if (mode == EX_TYPE_NORMAL ||
5884 mode == EX_TYPE_CENTER ||
5885 mode == EX_TYPE_CROSS)
5886 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5888 last_phase = element_info[explosion_element].explosion_delay + 1;
5890 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5892 int xx = x - ex + 1;
5893 int yy = y - ey + 1;
5896 if (!IN_LEV_FIELD(x, y) ||
5897 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5898 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5901 element = Tile[x][y];
5903 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5905 element = MovingOrBlocked2Element(x, y);
5907 if (!IS_EXPLOSION_PROOF(element))
5908 RemoveMovingField(x, y);
5911 // indestructible elements can only explode in center (but not flames)
5912 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5913 mode == EX_TYPE_BORDER)) ||
5914 element == EL_FLAMES)
5917 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5918 behaviour, for example when touching a yamyam that explodes to rocks
5919 with active deadly shield, a rock is created under the player !!! */
5920 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5922 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5923 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5924 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5926 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5929 if (IS_ACTIVE_BOMB(element))
5931 // re-activate things under the bomb like gate or penguin
5932 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5939 // save walkable background elements while explosion on same tile
5940 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5941 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5942 Back[x][y] = element;
5944 // ignite explodable elements reached by other explosion
5945 if (element == EL_EXPLOSION)
5946 element = Store2[x][y];
5948 if (AmoebaNr[x][y] &&
5949 (element == EL_AMOEBA_FULL ||
5950 element == EL_BD_AMOEBA ||
5951 element == EL_AMOEBA_GROWING))
5953 AmoebaCnt[AmoebaNr[x][y]]--;
5954 AmoebaCnt2[AmoebaNr[x][y]]--;
5959 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5961 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5963 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5965 if (PLAYERINFO(ex, ey)->use_murphy)
5966 Store[x][y] = EL_EMPTY;
5969 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5970 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5971 else if (IS_PLAYER_ELEMENT(center_element))
5972 Store[x][y] = EL_EMPTY;
5973 else if (center_element == EL_YAMYAM)
5974 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5975 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5976 Store[x][y] = element_info[center_element].content.e[xx][yy];
5978 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5979 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5980 // otherwise) -- FIX THIS !!!
5981 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5982 Store[x][y] = element_info[element].content.e[1][1];
5984 else if (!CAN_EXPLODE(element))
5985 Store[x][y] = element_info[element].content.e[1][1];
5988 Store[x][y] = EL_EMPTY;
5990 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5991 center_element == EL_AMOEBA_TO_DIAMOND)
5992 Store2[x][y] = element;
5994 Tile[x][y] = EL_EXPLOSION;
5995 GfxElement[x][y] = artwork_element;
5997 ExplodePhase[x][y] = 1;
5998 ExplodeDelay[x][y] = last_phase;
6003 if (center_element == EL_YAMYAM)
6004 game.yamyam_content_nr =
6005 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6017 GfxFrame[x][y] = 0; // restart explosion animation
6019 last_phase = ExplodeDelay[x][y];
6021 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6023 // this can happen if the player leaves an explosion just in time
6024 if (GfxElement[x][y] == EL_UNDEFINED)
6025 GfxElement[x][y] = EL_EMPTY;
6027 border_element = Store2[x][y];
6028 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6029 border_element = StorePlayer[x][y];
6031 if (phase == element_info[border_element].ignition_delay ||
6032 phase == last_phase)
6034 boolean border_explosion = FALSE;
6036 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6037 !PLAYER_EXPLOSION_PROTECTED(x, y))
6039 KillPlayerUnlessExplosionProtected(x, y);
6040 border_explosion = TRUE;
6042 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6044 Tile[x][y] = Store2[x][y];
6047 border_explosion = TRUE;
6049 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6051 AmoebaToDiamond(x, y);
6053 border_explosion = TRUE;
6056 // if an element just explodes due to another explosion (chain-reaction),
6057 // do not immediately end the new explosion when it was the last frame of
6058 // the explosion (as it would be done in the following "if"-statement!)
6059 if (border_explosion && phase == last_phase)
6063 // this can happen if the player was just killed by an explosion
6064 if (GfxElement[x][y] == EL_UNDEFINED)
6065 GfxElement[x][y] = EL_EMPTY;
6067 if (phase == last_phase)
6071 element = Tile[x][y] = Store[x][y];
6072 Store[x][y] = Store2[x][y] = 0;
6073 GfxElement[x][y] = EL_UNDEFINED;
6075 // player can escape from explosions and might therefore be still alive
6076 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6077 element <= EL_PLAYER_IS_EXPLODING_4)
6079 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6080 int explosion_element = EL_PLAYER_1 + player_nr;
6081 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6082 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6084 if (level.use_explosion_element[player_nr])
6085 explosion_element = level.explosion_element[player_nr];
6087 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6088 element_info[explosion_element].content.e[xx][yy]);
6091 // restore probably existing indestructible background element
6092 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6093 element = Tile[x][y] = Back[x][y];
6096 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6097 GfxDir[x][y] = MV_NONE;
6098 ChangeDelay[x][y] = 0;
6099 ChangePage[x][y] = -1;
6101 CustomValue[x][y] = 0;
6103 InitField_WithBug2(x, y, FALSE);
6105 TEST_DrawLevelField(x, y);
6107 TestIfElementTouchesCustomElement(x, y);
6109 if (GFX_CRUMBLED(element))
6110 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6112 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6113 StorePlayer[x][y] = 0;
6115 if (IS_PLAYER_ELEMENT(element))
6116 RelocatePlayer(x, y, element);
6118 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6120 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6121 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6124 TEST_DrawLevelFieldCrumbled(x, y);
6126 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6128 DrawLevelElement(x, y, Back[x][y]);
6129 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6131 else if (IS_WALKABLE_UNDER(Back[x][y]))
6133 DrawLevelGraphic(x, y, graphic, frame);
6134 DrawLevelElementThruMask(x, y, Back[x][y]);
6136 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6137 DrawLevelGraphic(x, y, graphic, frame);
6141 static void DynaExplode(int ex, int ey)
6144 int dynabomb_element = Tile[ex][ey];
6145 int dynabomb_size = 1;
6146 boolean dynabomb_xl = FALSE;
6147 struct PlayerInfo *player;
6148 struct XY *xy = xy_topdown;
6150 if (IS_ACTIVE_BOMB(dynabomb_element))
6152 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6153 dynabomb_size = player->dynabomb_size;
6154 dynabomb_xl = player->dynabomb_xl;
6155 player->dynabombs_left++;
6158 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6160 for (i = 0; i < NUM_DIRECTIONS; i++)
6162 for (j = 1; j <= dynabomb_size; j++)
6164 int x = ex + j * xy[i].x;
6165 int y = ey + j * xy[i].y;
6168 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6171 element = Tile[x][y];
6173 // do not restart explosions of fields with active bombs
6174 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6177 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6179 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6180 !IS_DIGGABLE(element) && !dynabomb_xl)
6186 void Bang(int x, int y)
6188 int element = MovingOrBlocked2Element(x, y);
6189 int explosion_type = EX_TYPE_NORMAL;
6191 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6193 struct PlayerInfo *player = PLAYERINFO(x, y);
6195 element = Tile[x][y] = player->initial_element;
6197 if (level.use_explosion_element[player->index_nr])
6199 int explosion_element = level.explosion_element[player->index_nr];
6201 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6202 explosion_type = EX_TYPE_CROSS;
6203 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6204 explosion_type = EX_TYPE_CENTER;
6212 case EL_BD_BUTTERFLY:
6215 case EL_DARK_YAMYAM:
6219 RaiseScoreElement(element);
6222 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6223 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6224 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6225 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6226 case EL_DYNABOMB_INCREASE_NUMBER:
6227 case EL_DYNABOMB_INCREASE_SIZE:
6228 case EL_DYNABOMB_INCREASE_POWER:
6229 explosion_type = EX_TYPE_DYNA;
6232 case EL_DC_LANDMINE:
6233 explosion_type = EX_TYPE_CENTER;
6238 case EL_LAMP_ACTIVE:
6239 case EL_AMOEBA_TO_DIAMOND:
6240 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6241 explosion_type = EX_TYPE_CENTER;
6245 if (element_info[element].explosion_type == EXPLODES_CROSS)
6246 explosion_type = EX_TYPE_CROSS;
6247 else if (element_info[element].explosion_type == EXPLODES_1X1)
6248 explosion_type = EX_TYPE_CENTER;
6252 if (explosion_type == EX_TYPE_DYNA)
6255 Explode(x, y, EX_PHASE_START, explosion_type);
6257 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6260 static void SplashAcid(int x, int y)
6262 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6263 (!IN_LEV_FIELD(x - 1, y - 2) ||
6264 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6265 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6267 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6268 (!IN_LEV_FIELD(x + 1, y - 2) ||
6269 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6270 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6272 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6275 static void InitBeltMovement(void)
6277 static int belt_base_element[4] =
6279 EL_CONVEYOR_BELT_1_LEFT,
6280 EL_CONVEYOR_BELT_2_LEFT,
6281 EL_CONVEYOR_BELT_3_LEFT,
6282 EL_CONVEYOR_BELT_4_LEFT
6284 static int belt_base_active_element[4] =
6286 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6287 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6288 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6289 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6294 // set frame order for belt animation graphic according to belt direction
6295 for (i = 0; i < NUM_BELTS; i++)
6299 for (j = 0; j < NUM_BELT_PARTS; j++)
6301 int element = belt_base_active_element[belt_nr] + j;
6302 int graphic_1 = el2img(element);
6303 int graphic_2 = el2panelimg(element);
6305 if (game.belt_dir[i] == MV_LEFT)
6307 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6308 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6312 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6313 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6318 SCAN_PLAYFIELD(x, y)
6320 int element = Tile[x][y];
6322 for (i = 0; i < NUM_BELTS; i++)
6324 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6326 int e_belt_nr = getBeltNrFromBeltElement(element);
6329 if (e_belt_nr == belt_nr)
6331 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6333 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6340 static void ToggleBeltSwitch(int x, int y)
6342 static int belt_base_element[4] =
6344 EL_CONVEYOR_BELT_1_LEFT,
6345 EL_CONVEYOR_BELT_2_LEFT,
6346 EL_CONVEYOR_BELT_3_LEFT,
6347 EL_CONVEYOR_BELT_4_LEFT
6349 static int belt_base_active_element[4] =
6351 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6352 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6353 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6354 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6356 static int belt_base_switch_element[4] =
6358 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6359 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6360 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6361 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6363 static int belt_move_dir[4] =
6371 int element = Tile[x][y];
6372 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6373 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6374 int belt_dir = belt_move_dir[belt_dir_nr];
6377 if (!IS_BELT_SWITCH(element))
6380 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6381 game.belt_dir[belt_nr] = belt_dir;
6383 if (belt_dir_nr == 3)
6386 // set frame order for belt animation graphic according to belt direction
6387 for (i = 0; i < NUM_BELT_PARTS; i++)
6389 int element = belt_base_active_element[belt_nr] + i;
6390 int graphic_1 = el2img(element);
6391 int graphic_2 = el2panelimg(element);
6393 if (belt_dir == MV_LEFT)
6395 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6396 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6400 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6401 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6405 SCAN_PLAYFIELD(xx, yy)
6407 int element = Tile[xx][yy];
6409 if (IS_BELT_SWITCH(element))
6411 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6413 if (e_belt_nr == belt_nr)
6415 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6416 TEST_DrawLevelField(xx, yy);
6419 else if (IS_BELT(element) && belt_dir != MV_NONE)
6421 int e_belt_nr = getBeltNrFromBeltElement(element);
6423 if (e_belt_nr == belt_nr)
6425 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6427 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6428 TEST_DrawLevelField(xx, yy);
6431 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6433 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6435 if (e_belt_nr == belt_nr)
6437 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6439 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6440 TEST_DrawLevelField(xx, yy);
6446 static void ToggleSwitchgateSwitch(void)
6450 game.switchgate_pos = !game.switchgate_pos;
6452 SCAN_PLAYFIELD(xx, yy)
6454 int element = Tile[xx][yy];
6456 if (element == EL_SWITCHGATE_SWITCH_UP)
6458 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6459 TEST_DrawLevelField(xx, yy);
6461 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6463 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6464 TEST_DrawLevelField(xx, yy);
6466 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6468 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6469 TEST_DrawLevelField(xx, yy);
6471 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6473 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6474 TEST_DrawLevelField(xx, yy);
6476 else if (element == EL_SWITCHGATE_OPEN ||
6477 element == EL_SWITCHGATE_OPENING)
6479 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6481 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6483 else if (element == EL_SWITCHGATE_CLOSED ||
6484 element == EL_SWITCHGATE_CLOSING)
6486 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6488 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6493 static int getInvisibleActiveFromInvisibleElement(int element)
6495 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6496 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6497 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6501 static int getInvisibleFromInvisibleActiveElement(int element)
6503 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6504 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6505 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6509 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6513 SCAN_PLAYFIELD(x, y)
6515 int element = Tile[x][y];
6517 if (element == EL_LIGHT_SWITCH &&
6518 game.light_time_left > 0)
6520 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6521 TEST_DrawLevelField(x, y);
6523 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6524 game.light_time_left == 0)
6526 Tile[x][y] = EL_LIGHT_SWITCH;
6527 TEST_DrawLevelField(x, y);
6529 else if (element == EL_EMC_DRIPPER &&
6530 game.light_time_left > 0)
6532 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6533 TEST_DrawLevelField(x, y);
6535 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6536 game.light_time_left == 0)
6538 Tile[x][y] = EL_EMC_DRIPPER;
6539 TEST_DrawLevelField(x, y);
6541 else if (element == EL_INVISIBLE_STEELWALL ||
6542 element == EL_INVISIBLE_WALL ||
6543 element == EL_INVISIBLE_SAND)
6545 if (game.light_time_left > 0)
6546 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6548 TEST_DrawLevelField(x, y);
6550 // uncrumble neighbour fields, if needed
6551 if (element == EL_INVISIBLE_SAND)
6552 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6554 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6555 element == EL_INVISIBLE_WALL_ACTIVE ||
6556 element == EL_INVISIBLE_SAND_ACTIVE)
6558 if (game.light_time_left == 0)
6559 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6561 TEST_DrawLevelField(x, y);
6563 // re-crumble neighbour fields, if needed
6564 if (element == EL_INVISIBLE_SAND)
6565 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6570 static void RedrawAllInvisibleElementsForLenses(void)
6574 SCAN_PLAYFIELD(x, y)
6576 int element = Tile[x][y];
6578 if (element == EL_EMC_DRIPPER &&
6579 game.lenses_time_left > 0)
6581 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6582 TEST_DrawLevelField(x, y);
6584 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6585 game.lenses_time_left == 0)
6587 Tile[x][y] = EL_EMC_DRIPPER;
6588 TEST_DrawLevelField(x, y);
6590 else if (element == EL_INVISIBLE_STEELWALL ||
6591 element == EL_INVISIBLE_WALL ||
6592 element == EL_INVISIBLE_SAND)
6594 if (game.lenses_time_left > 0)
6595 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6597 TEST_DrawLevelField(x, y);
6599 // uncrumble neighbour fields, if needed
6600 if (element == EL_INVISIBLE_SAND)
6601 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6603 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6604 element == EL_INVISIBLE_WALL_ACTIVE ||
6605 element == EL_INVISIBLE_SAND_ACTIVE)
6607 if (game.lenses_time_left == 0)
6608 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6610 TEST_DrawLevelField(x, y);
6612 // re-crumble neighbour fields, if needed
6613 if (element == EL_INVISIBLE_SAND)
6614 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6619 static void RedrawAllInvisibleElementsForMagnifier(void)
6623 SCAN_PLAYFIELD(x, y)
6625 int element = Tile[x][y];
6627 if (element == EL_EMC_FAKE_GRASS &&
6628 game.magnify_time_left > 0)
6630 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6631 TEST_DrawLevelField(x, y);
6633 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6634 game.magnify_time_left == 0)
6636 Tile[x][y] = EL_EMC_FAKE_GRASS;
6637 TEST_DrawLevelField(x, y);
6639 else if (IS_GATE_GRAY(element) &&
6640 game.magnify_time_left > 0)
6642 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6643 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6644 IS_EM_GATE_GRAY(element) ?
6645 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6646 IS_EMC_GATE_GRAY(element) ?
6647 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6648 IS_DC_GATE_GRAY(element) ?
6649 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6651 TEST_DrawLevelField(x, y);
6653 else if (IS_GATE_GRAY_ACTIVE(element) &&
6654 game.magnify_time_left == 0)
6656 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6657 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6658 IS_EM_GATE_GRAY_ACTIVE(element) ?
6659 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6660 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6661 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6662 IS_DC_GATE_GRAY_ACTIVE(element) ?
6663 EL_DC_GATE_WHITE_GRAY :
6665 TEST_DrawLevelField(x, y);
6670 static void ToggleLightSwitch(int x, int y)
6672 int element = Tile[x][y];
6674 game.light_time_left =
6675 (element == EL_LIGHT_SWITCH ?
6676 level.time_light * FRAMES_PER_SECOND : 0);
6678 RedrawAllLightSwitchesAndInvisibleElements();
6681 static void ActivateTimegateSwitch(int x, int y)
6685 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6687 SCAN_PLAYFIELD(xx, yy)
6689 int element = Tile[xx][yy];
6691 if (element == EL_TIMEGATE_CLOSED ||
6692 element == EL_TIMEGATE_CLOSING)
6694 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6695 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6699 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6701 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6702 TEST_DrawLevelField(xx, yy);
6708 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6709 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6712 static void Impact(int x, int y)
6714 boolean last_line = (y == lev_fieldy - 1);
6715 boolean object_hit = FALSE;
6716 boolean impact = (last_line || object_hit);
6717 int element = Tile[x][y];
6718 int smashed = EL_STEELWALL;
6720 if (!last_line) // check if element below was hit
6722 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6725 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6726 MovDir[x][y + 1] != MV_DOWN ||
6727 MovPos[x][y + 1] <= TILEY / 2));
6729 // do not smash moving elements that left the smashed field in time
6730 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6731 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6734 #if USE_QUICKSAND_IMPACT_BUGFIX
6735 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6737 RemoveMovingField(x, y + 1);
6738 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6739 Tile[x][y + 2] = EL_ROCK;
6740 TEST_DrawLevelField(x, y + 2);
6745 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6747 RemoveMovingField(x, y + 1);
6748 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6749 Tile[x][y + 2] = EL_ROCK;
6750 TEST_DrawLevelField(x, y + 2);
6757 smashed = MovingOrBlocked2Element(x, y + 1);
6759 impact = (last_line || object_hit);
6762 if (!last_line && smashed == EL_ACID) // element falls into acid
6764 SplashAcid(x, y + 1);
6768 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6769 // only reset graphic animation if graphic really changes after impact
6771 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6773 ResetGfxAnimation(x, y);
6774 TEST_DrawLevelField(x, y);
6777 if (impact && CAN_EXPLODE_IMPACT(element))
6782 else if (impact && element == EL_PEARL &&
6783 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6785 ResetGfxAnimation(x, y);
6787 Tile[x][y] = EL_PEARL_BREAKING;
6788 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6791 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6793 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6798 if (impact && element == EL_AMOEBA_DROP)
6800 if (object_hit && IS_PLAYER(x, y + 1))
6801 KillPlayerUnlessEnemyProtected(x, y + 1);
6802 else if (object_hit && smashed == EL_PENGUIN)
6806 Tile[x][y] = EL_AMOEBA_GROWING;
6807 Store[x][y] = EL_AMOEBA_WET;
6809 ResetRandomAnimationValue(x, y);
6814 if (object_hit) // check which object was hit
6816 if ((CAN_PASS_MAGIC_WALL(element) &&
6817 (smashed == EL_MAGIC_WALL ||
6818 smashed == EL_BD_MAGIC_WALL)) ||
6819 (CAN_PASS_DC_MAGIC_WALL(element) &&
6820 smashed == EL_DC_MAGIC_WALL))
6823 int activated_magic_wall =
6824 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6825 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6826 EL_DC_MAGIC_WALL_ACTIVE);
6828 // activate magic wall / mill
6829 SCAN_PLAYFIELD(xx, yy)
6831 if (Tile[xx][yy] == smashed)
6832 Tile[xx][yy] = activated_magic_wall;
6835 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6836 game.magic_wall_active = TRUE;
6838 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6839 SND_MAGIC_WALL_ACTIVATING :
6840 smashed == EL_BD_MAGIC_WALL ?
6841 SND_BD_MAGIC_WALL_ACTIVATING :
6842 SND_DC_MAGIC_WALL_ACTIVATING));
6845 if (IS_PLAYER(x, y + 1))
6847 if (CAN_SMASH_PLAYER(element))
6849 KillPlayerUnlessEnemyProtected(x, y + 1);
6853 else if (smashed == EL_PENGUIN)
6855 if (CAN_SMASH_PLAYER(element))
6861 else if (element == EL_BD_DIAMOND)
6863 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6869 else if (((element == EL_SP_INFOTRON ||
6870 element == EL_SP_ZONK) &&
6871 (smashed == EL_SP_SNIKSNAK ||
6872 smashed == EL_SP_ELECTRON ||
6873 smashed == EL_SP_DISK_ORANGE)) ||
6874 (element == EL_SP_INFOTRON &&
6875 smashed == EL_SP_DISK_YELLOW))
6880 else if (CAN_SMASH_EVERYTHING(element))
6882 if (IS_CLASSIC_ENEMY(smashed) ||
6883 CAN_EXPLODE_SMASHED(smashed))
6888 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6890 if (smashed == EL_LAMP ||
6891 smashed == EL_LAMP_ACTIVE)
6896 else if (smashed == EL_NUT)
6898 Tile[x][y + 1] = EL_NUT_BREAKING;
6899 PlayLevelSound(x, y, SND_NUT_BREAKING);
6900 RaiseScoreElement(EL_NUT);
6903 else if (smashed == EL_PEARL)
6905 ResetGfxAnimation(x, y);
6907 Tile[x][y + 1] = EL_PEARL_BREAKING;
6908 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6911 else if (smashed == EL_DIAMOND)
6913 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6914 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6917 else if (IS_BELT_SWITCH(smashed))
6919 ToggleBeltSwitch(x, y + 1);
6921 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6922 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6923 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6924 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6926 ToggleSwitchgateSwitch();
6928 else if (smashed == EL_LIGHT_SWITCH ||
6929 smashed == EL_LIGHT_SWITCH_ACTIVE)
6931 ToggleLightSwitch(x, y + 1);
6935 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6937 CheckElementChangeBySide(x, y + 1, smashed, element,
6938 CE_SWITCHED, CH_SIDE_TOP);
6939 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6945 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6950 // play sound of magic wall / mill
6952 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6953 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6954 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6956 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6957 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6958 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6959 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6960 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6961 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6966 // play sound of object that hits the ground
6967 if (last_line || object_hit)
6968 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6971 static void TurnRoundExt(int x, int y)
6983 { 0, 0 }, { 0, 0 }, { 0, 0 },
6988 int left, right, back;
6992 { MV_DOWN, MV_UP, MV_RIGHT },
6993 { MV_UP, MV_DOWN, MV_LEFT },
6995 { MV_LEFT, MV_RIGHT, MV_DOWN },
6999 { MV_RIGHT, MV_LEFT, MV_UP }
7002 int element = Tile[x][y];
7003 int move_pattern = element_info[element].move_pattern;
7005 int old_move_dir = MovDir[x][y];
7006 int left_dir = turn[old_move_dir].left;
7007 int right_dir = turn[old_move_dir].right;
7008 int back_dir = turn[old_move_dir].back;
7010 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7011 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7012 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7013 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7015 int left_x = x + left_dx, left_y = y + left_dy;
7016 int right_x = x + right_dx, right_y = y + right_dy;
7017 int move_x = x + move_dx, move_y = y + move_dy;
7021 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7023 TestIfBadThingTouchesOtherBadThing(x, y);
7025 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7026 MovDir[x][y] = right_dir;
7027 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7028 MovDir[x][y] = left_dir;
7030 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7032 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7035 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7037 TestIfBadThingTouchesOtherBadThing(x, y);
7039 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7040 MovDir[x][y] = left_dir;
7041 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7042 MovDir[x][y] = right_dir;
7044 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7046 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7049 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7051 TestIfBadThingTouchesOtherBadThing(x, y);
7053 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7054 MovDir[x][y] = left_dir;
7055 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7056 MovDir[x][y] = right_dir;
7058 if (MovDir[x][y] != old_move_dir)
7061 else if (element == EL_YAMYAM)
7063 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7064 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7066 if (can_turn_left && can_turn_right)
7067 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7068 else if (can_turn_left)
7069 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7070 else if (can_turn_right)
7071 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7073 MovDir[x][y] = back_dir;
7075 MovDelay[x][y] = 16 + 16 * RND(3);
7077 else if (element == EL_DARK_YAMYAM)
7079 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7081 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7084 if (can_turn_left && can_turn_right)
7085 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7086 else if (can_turn_left)
7087 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7088 else if (can_turn_right)
7089 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7091 MovDir[x][y] = back_dir;
7093 MovDelay[x][y] = 16 + 16 * RND(3);
7095 else if (element == EL_PACMAN)
7097 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7098 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7100 if (can_turn_left && can_turn_right)
7101 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7102 else if (can_turn_left)
7103 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7104 else if (can_turn_right)
7105 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7107 MovDir[x][y] = back_dir;
7109 MovDelay[x][y] = 6 + RND(40);
7111 else if (element == EL_PIG)
7113 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7114 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7115 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7116 boolean should_turn_left, should_turn_right, should_move_on;
7118 int rnd = RND(rnd_value);
7120 should_turn_left = (can_turn_left &&
7122 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7123 y + back_dy + left_dy)));
7124 should_turn_right = (can_turn_right &&
7126 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7127 y + back_dy + right_dy)));
7128 should_move_on = (can_move_on &&
7131 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7132 y + move_dy + left_dy) ||
7133 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7134 y + move_dy + right_dy)));
7136 if (should_turn_left || should_turn_right || should_move_on)
7138 if (should_turn_left && should_turn_right && should_move_on)
7139 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7140 rnd < 2 * rnd_value / 3 ? right_dir :
7142 else if (should_turn_left && should_turn_right)
7143 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7144 else if (should_turn_left && should_move_on)
7145 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7146 else if (should_turn_right && should_move_on)
7147 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7148 else if (should_turn_left)
7149 MovDir[x][y] = left_dir;
7150 else if (should_turn_right)
7151 MovDir[x][y] = right_dir;
7152 else if (should_move_on)
7153 MovDir[x][y] = old_move_dir;
7155 else if (can_move_on && rnd > rnd_value / 8)
7156 MovDir[x][y] = old_move_dir;
7157 else if (can_turn_left && can_turn_right)
7158 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7159 else if (can_turn_left && rnd > rnd_value / 8)
7160 MovDir[x][y] = left_dir;
7161 else if (can_turn_right && rnd > rnd_value/8)
7162 MovDir[x][y] = right_dir;
7164 MovDir[x][y] = back_dir;
7166 xx = x + move_xy[MovDir[x][y]].dx;
7167 yy = y + move_xy[MovDir[x][y]].dy;
7169 if (!IN_LEV_FIELD(xx, yy) ||
7170 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7171 MovDir[x][y] = old_move_dir;
7175 else if (element == EL_DRAGON)
7177 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7178 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7179 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7181 int rnd = RND(rnd_value);
7183 if (can_move_on && rnd > rnd_value / 8)
7184 MovDir[x][y] = old_move_dir;
7185 else if (can_turn_left && can_turn_right)
7186 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7187 else if (can_turn_left && rnd > rnd_value / 8)
7188 MovDir[x][y] = left_dir;
7189 else if (can_turn_right && rnd > rnd_value / 8)
7190 MovDir[x][y] = right_dir;
7192 MovDir[x][y] = back_dir;
7194 xx = x + move_xy[MovDir[x][y]].dx;
7195 yy = y + move_xy[MovDir[x][y]].dy;
7197 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7198 MovDir[x][y] = old_move_dir;
7202 else if (element == EL_MOLE)
7204 boolean can_move_on =
7205 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7206 IS_AMOEBOID(Tile[move_x][move_y]) ||
7207 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7210 boolean can_turn_left =
7211 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7212 IS_AMOEBOID(Tile[left_x][left_y])));
7214 boolean can_turn_right =
7215 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7216 IS_AMOEBOID(Tile[right_x][right_y])));
7218 if (can_turn_left && can_turn_right)
7219 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7220 else if (can_turn_left)
7221 MovDir[x][y] = left_dir;
7223 MovDir[x][y] = right_dir;
7226 if (MovDir[x][y] != old_move_dir)
7229 else if (element == EL_BALLOON)
7231 MovDir[x][y] = game.wind_direction;
7234 else if (element == EL_SPRING)
7236 if (MovDir[x][y] & MV_HORIZONTAL)
7238 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7239 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7241 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7242 ResetGfxAnimation(move_x, move_y);
7243 TEST_DrawLevelField(move_x, move_y);
7245 MovDir[x][y] = back_dir;
7247 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7248 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7249 MovDir[x][y] = MV_NONE;
7254 else if (element == EL_ROBOT ||
7255 element == EL_SATELLITE ||
7256 element == EL_PENGUIN ||
7257 element == EL_EMC_ANDROID)
7259 int attr_x = -1, attr_y = -1;
7261 if (game.all_players_gone)
7263 attr_x = game.exit_x;
7264 attr_y = game.exit_y;
7270 for (i = 0; i < MAX_PLAYERS; i++)
7272 struct PlayerInfo *player = &stored_player[i];
7273 int jx = player->jx, jy = player->jy;
7275 if (!player->active)
7279 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7287 if (element == EL_ROBOT &&
7288 game.robot_wheel_x >= 0 &&
7289 game.robot_wheel_y >= 0 &&
7290 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7291 game.engine_version < VERSION_IDENT(3,1,0,0)))
7293 attr_x = game.robot_wheel_x;
7294 attr_y = game.robot_wheel_y;
7297 if (element == EL_PENGUIN)
7300 struct XY *xy = xy_topdown;
7302 for (i = 0; i < NUM_DIRECTIONS; i++)
7304 int ex = x + xy[i].x;
7305 int ey = y + xy[i].y;
7307 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7308 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7309 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7310 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7319 MovDir[x][y] = MV_NONE;
7321 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7322 else if (attr_x > x)
7323 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7325 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7326 else if (attr_y > y)
7327 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7329 if (element == EL_ROBOT)
7333 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7334 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7335 Moving2Blocked(x, y, &newx, &newy);
7337 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7338 MovDelay[x][y] = 8 + 8 * !RND(3);
7340 MovDelay[x][y] = 16;
7342 else if (element == EL_PENGUIN)
7348 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7350 boolean first_horiz = RND(2);
7351 int new_move_dir = MovDir[x][y];
7354 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7355 Moving2Blocked(x, y, &newx, &newy);
7357 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7361 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7362 Moving2Blocked(x, y, &newx, &newy);
7364 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7367 MovDir[x][y] = old_move_dir;
7371 else if (element == EL_SATELLITE)
7377 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7379 boolean first_horiz = RND(2);
7380 int new_move_dir = MovDir[x][y];
7383 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7384 Moving2Blocked(x, y, &newx, &newy);
7386 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7390 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7391 Moving2Blocked(x, y, &newx, &newy);
7393 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7396 MovDir[x][y] = old_move_dir;
7400 else if (element == EL_EMC_ANDROID)
7402 static int check_pos[16] =
7404 -1, // 0 => (invalid)
7407 -1, // 3 => (invalid)
7409 0, // 5 => MV_LEFT | MV_UP
7410 2, // 6 => MV_RIGHT | MV_UP
7411 -1, // 7 => (invalid)
7413 6, // 9 => MV_LEFT | MV_DOWN
7414 4, // 10 => MV_RIGHT | MV_DOWN
7415 -1, // 11 => (invalid)
7416 -1, // 12 => (invalid)
7417 -1, // 13 => (invalid)
7418 -1, // 14 => (invalid)
7419 -1, // 15 => (invalid)
7427 { -1, -1, MV_LEFT | MV_UP },
7429 { +1, -1, MV_RIGHT | MV_UP },
7430 { +1, 0, MV_RIGHT },
7431 { +1, +1, MV_RIGHT | MV_DOWN },
7433 { -1, +1, MV_LEFT | MV_DOWN },
7436 int start_pos, check_order;
7437 boolean can_clone = FALSE;
7440 // check if there is any free field around current position
7441 for (i = 0; i < 8; i++)
7443 int newx = x + check_xy[i].dx;
7444 int newy = y + check_xy[i].dy;
7446 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7454 if (can_clone) // randomly find an element to clone
7458 start_pos = check_pos[RND(8)];
7459 check_order = (RND(2) ? -1 : +1);
7461 for (i = 0; i < 8; i++)
7463 int pos_raw = start_pos + i * check_order;
7464 int pos = (pos_raw + 8) % 8;
7465 int newx = x + check_xy[pos].dx;
7466 int newy = y + check_xy[pos].dy;
7468 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7470 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7471 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7473 Store[x][y] = Tile[newx][newy];
7482 if (can_clone) // randomly find a direction to move
7486 start_pos = check_pos[RND(8)];
7487 check_order = (RND(2) ? -1 : +1);
7489 for (i = 0; i < 8; i++)
7491 int pos_raw = start_pos + i * check_order;
7492 int pos = (pos_raw + 8) % 8;
7493 int newx = x + check_xy[pos].dx;
7494 int newy = y + check_xy[pos].dy;
7495 int new_move_dir = check_xy[pos].dir;
7497 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7499 MovDir[x][y] = new_move_dir;
7500 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7509 if (can_clone) // cloning and moving successful
7512 // cannot clone -- try to move towards player
7514 start_pos = check_pos[MovDir[x][y] & 0x0f];
7515 check_order = (RND(2) ? -1 : +1);
7517 for (i = 0; i < 3; i++)
7519 // first check start_pos, then previous/next or (next/previous) pos
7520 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7521 int pos = (pos_raw + 8) % 8;
7522 int newx = x + check_xy[pos].dx;
7523 int newy = y + check_xy[pos].dy;
7524 int new_move_dir = check_xy[pos].dir;
7526 if (IS_PLAYER(newx, newy))
7529 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7531 MovDir[x][y] = new_move_dir;
7532 MovDelay[x][y] = level.android_move_time * 8 + 1;
7539 else if (move_pattern == MV_TURNING_LEFT ||
7540 move_pattern == MV_TURNING_RIGHT ||
7541 move_pattern == MV_TURNING_LEFT_RIGHT ||
7542 move_pattern == MV_TURNING_RIGHT_LEFT ||
7543 move_pattern == MV_TURNING_RANDOM ||
7544 move_pattern == MV_ALL_DIRECTIONS)
7546 boolean can_turn_left =
7547 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7548 boolean can_turn_right =
7549 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7551 if (element_info[element].move_stepsize == 0) // "not moving"
7554 if (move_pattern == MV_TURNING_LEFT)
7555 MovDir[x][y] = left_dir;
7556 else if (move_pattern == MV_TURNING_RIGHT)
7557 MovDir[x][y] = right_dir;
7558 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7559 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7560 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7561 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7562 else if (move_pattern == MV_TURNING_RANDOM)
7563 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7564 can_turn_right && !can_turn_left ? right_dir :
7565 RND(2) ? left_dir : right_dir);
7566 else if (can_turn_left && can_turn_right)
7567 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7568 else if (can_turn_left)
7569 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7570 else if (can_turn_right)
7571 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7573 MovDir[x][y] = back_dir;
7575 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7577 else if (move_pattern == MV_HORIZONTAL ||
7578 move_pattern == MV_VERTICAL)
7580 if (move_pattern & old_move_dir)
7581 MovDir[x][y] = back_dir;
7582 else if (move_pattern == MV_HORIZONTAL)
7583 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7584 else if (move_pattern == MV_VERTICAL)
7585 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7587 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7589 else if (move_pattern & MV_ANY_DIRECTION)
7591 MovDir[x][y] = move_pattern;
7592 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7594 else if (move_pattern & MV_WIND_DIRECTION)
7596 MovDir[x][y] = game.wind_direction;
7597 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7599 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7601 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7602 MovDir[x][y] = left_dir;
7603 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7604 MovDir[x][y] = right_dir;
7606 if (MovDir[x][y] != old_move_dir)
7607 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7609 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7611 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7612 MovDir[x][y] = right_dir;
7613 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7614 MovDir[x][y] = left_dir;
7616 if (MovDir[x][y] != old_move_dir)
7617 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7619 else if (move_pattern == MV_TOWARDS_PLAYER ||
7620 move_pattern == MV_AWAY_FROM_PLAYER)
7622 int attr_x = -1, attr_y = -1;
7624 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7626 if (game.all_players_gone)
7628 attr_x = game.exit_x;
7629 attr_y = game.exit_y;
7635 for (i = 0; i < MAX_PLAYERS; i++)
7637 struct PlayerInfo *player = &stored_player[i];
7638 int jx = player->jx, jy = player->jy;
7640 if (!player->active)
7644 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7652 MovDir[x][y] = MV_NONE;
7654 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7655 else if (attr_x > x)
7656 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7658 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7659 else if (attr_y > y)
7660 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7662 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7664 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7666 boolean first_horiz = RND(2);
7667 int new_move_dir = MovDir[x][y];
7669 if (element_info[element].move_stepsize == 0) // "not moving"
7671 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7672 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7678 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7679 Moving2Blocked(x, y, &newx, &newy);
7681 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7685 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7686 Moving2Blocked(x, y, &newx, &newy);
7688 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7691 MovDir[x][y] = old_move_dir;
7694 else if (move_pattern == MV_WHEN_PUSHED ||
7695 move_pattern == MV_WHEN_DROPPED)
7697 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7698 MovDir[x][y] = MV_NONE;
7702 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7704 struct XY *test_xy = xy_topdown;
7705 static int test_dir[4] =
7712 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7713 int move_preference = -1000000; // start with very low preference
7714 int new_move_dir = MV_NONE;
7715 int start_test = RND(4);
7718 for (i = 0; i < NUM_DIRECTIONS; i++)
7720 int j = (start_test + i) % 4;
7721 int move_dir = test_dir[j];
7722 int move_dir_preference;
7724 xx = x + test_xy[j].x;
7725 yy = y + test_xy[j].y;
7727 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7728 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7730 new_move_dir = move_dir;
7735 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7738 move_dir_preference = -1 * RunnerVisit[xx][yy];
7739 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7740 move_dir_preference = PlayerVisit[xx][yy];
7742 if (move_dir_preference > move_preference)
7744 // prefer field that has not been visited for the longest time
7745 move_preference = move_dir_preference;
7746 new_move_dir = move_dir;
7748 else if (move_dir_preference == move_preference &&
7749 move_dir == old_move_dir)
7751 // prefer last direction when all directions are preferred equally
7752 move_preference = move_dir_preference;
7753 new_move_dir = move_dir;
7757 MovDir[x][y] = new_move_dir;
7758 if (old_move_dir != new_move_dir)
7759 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7763 static void TurnRound(int x, int y)
7765 int direction = MovDir[x][y];
7769 GfxDir[x][y] = MovDir[x][y];
7771 if (direction != MovDir[x][y])
7775 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7777 ResetGfxFrame(x, y);
7780 static boolean JustBeingPushed(int x, int y)
7784 for (i = 0; i < MAX_PLAYERS; i++)
7786 struct PlayerInfo *player = &stored_player[i];
7788 if (player->active && player->is_pushing && player->MovPos)
7790 int next_jx = player->jx + (player->jx - player->last_jx);
7791 int next_jy = player->jy + (player->jy - player->last_jy);
7793 if (x == next_jx && y == next_jy)
7801 static void StartMoving(int x, int y)
7803 boolean started_moving = FALSE; // some elements can fall _and_ move
7804 int element = Tile[x][y];
7809 if (MovDelay[x][y] == 0)
7810 GfxAction[x][y] = ACTION_DEFAULT;
7812 if (CAN_FALL(element) && y < lev_fieldy - 1)
7814 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7815 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7816 if (JustBeingPushed(x, y))
7819 if (element == EL_QUICKSAND_FULL)
7821 if (IS_FREE(x, y + 1))
7823 InitMovingField(x, y, MV_DOWN);
7824 started_moving = TRUE;
7826 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7827 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7828 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7829 Store[x][y] = EL_ROCK;
7831 Store[x][y] = EL_ROCK;
7834 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7836 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7838 if (!MovDelay[x][y])
7840 MovDelay[x][y] = TILEY + 1;
7842 ResetGfxAnimation(x, y);
7843 ResetGfxAnimation(x, y + 1);
7848 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7849 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7856 Tile[x][y] = EL_QUICKSAND_EMPTY;
7857 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7858 Store[x][y + 1] = Store[x][y];
7861 PlayLevelSoundAction(x, y, ACTION_FILLING);
7863 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7865 if (!MovDelay[x][y])
7867 MovDelay[x][y] = TILEY + 1;
7869 ResetGfxAnimation(x, y);
7870 ResetGfxAnimation(x, y + 1);
7875 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7876 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7883 Tile[x][y] = EL_QUICKSAND_EMPTY;
7884 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7885 Store[x][y + 1] = Store[x][y];
7888 PlayLevelSoundAction(x, y, ACTION_FILLING);
7891 else if (element == EL_QUICKSAND_FAST_FULL)
7893 if (IS_FREE(x, y + 1))
7895 InitMovingField(x, y, MV_DOWN);
7896 started_moving = TRUE;
7898 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7899 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7900 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7901 Store[x][y] = EL_ROCK;
7903 Store[x][y] = EL_ROCK;
7906 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7908 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7910 if (!MovDelay[x][y])
7912 MovDelay[x][y] = TILEY + 1;
7914 ResetGfxAnimation(x, y);
7915 ResetGfxAnimation(x, y + 1);
7920 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7921 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7928 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7929 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7930 Store[x][y + 1] = Store[x][y];
7933 PlayLevelSoundAction(x, y, ACTION_FILLING);
7935 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7937 if (!MovDelay[x][y])
7939 MovDelay[x][y] = TILEY + 1;
7941 ResetGfxAnimation(x, y);
7942 ResetGfxAnimation(x, y + 1);
7947 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7948 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7955 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7956 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7957 Store[x][y + 1] = Store[x][y];
7960 PlayLevelSoundAction(x, y, ACTION_FILLING);
7963 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7964 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7966 InitMovingField(x, y, MV_DOWN);
7967 started_moving = TRUE;
7969 Tile[x][y] = EL_QUICKSAND_FILLING;
7970 Store[x][y] = element;
7972 PlayLevelSoundAction(x, y, ACTION_FILLING);
7974 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7975 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7977 InitMovingField(x, y, MV_DOWN);
7978 started_moving = TRUE;
7980 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7981 Store[x][y] = element;
7983 PlayLevelSoundAction(x, y, ACTION_FILLING);
7985 else if (element == EL_MAGIC_WALL_FULL)
7987 if (IS_FREE(x, y + 1))
7989 InitMovingField(x, y, MV_DOWN);
7990 started_moving = TRUE;
7992 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7993 Store[x][y] = EL_CHANGED(Store[x][y]);
7995 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7997 if (!MovDelay[x][y])
7998 MovDelay[x][y] = TILEY / 4 + 1;
8007 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8008 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8009 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8013 else if (element == EL_BD_MAGIC_WALL_FULL)
8015 if (IS_FREE(x, y + 1))
8017 InitMovingField(x, y, MV_DOWN);
8018 started_moving = TRUE;
8020 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8021 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8023 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8025 if (!MovDelay[x][y])
8026 MovDelay[x][y] = TILEY / 4 + 1;
8035 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8036 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8037 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8041 else if (element == EL_DC_MAGIC_WALL_FULL)
8043 if (IS_FREE(x, y + 1))
8045 InitMovingField(x, y, MV_DOWN);
8046 started_moving = TRUE;
8048 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8049 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8051 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8053 if (!MovDelay[x][y])
8054 MovDelay[x][y] = TILEY / 4 + 1;
8063 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8064 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8065 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8069 else if ((CAN_PASS_MAGIC_WALL(element) &&
8070 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8071 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8072 (CAN_PASS_DC_MAGIC_WALL(element) &&
8073 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8076 InitMovingField(x, y, MV_DOWN);
8077 started_moving = TRUE;
8080 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8081 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8082 EL_DC_MAGIC_WALL_FILLING);
8083 Store[x][y] = element;
8085 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8087 SplashAcid(x, y + 1);
8089 InitMovingField(x, y, MV_DOWN);
8090 started_moving = TRUE;
8092 Store[x][y] = EL_ACID;
8095 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8096 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8097 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8098 CAN_FALL(element) && WasJustFalling[x][y] &&
8099 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8101 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8102 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8103 (Tile[x][y + 1] == EL_BLOCKED)))
8105 /* this is needed for a special case not covered by calling "Impact()"
8106 from "ContinueMoving()": if an element moves to a tile directly below
8107 another element which was just falling on that tile (which was empty
8108 in the previous frame), the falling element above would just stop
8109 instead of smashing the element below (in previous version, the above
8110 element was just checked for "moving" instead of "falling", resulting
8111 in incorrect smashes caused by horizontal movement of the above
8112 element; also, the case of the player being the element to smash was
8113 simply not covered here... :-/ ) */
8115 CheckCollision[x][y] = 0;
8116 CheckImpact[x][y] = 0;
8120 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8122 if (MovDir[x][y] == MV_NONE)
8124 InitMovingField(x, y, MV_DOWN);
8125 started_moving = TRUE;
8128 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8130 if (WasJustFalling[x][y]) // prevent animation from being restarted
8131 MovDir[x][y] = MV_DOWN;
8133 InitMovingField(x, y, MV_DOWN);
8134 started_moving = TRUE;
8136 else if (element == EL_AMOEBA_DROP)
8138 Tile[x][y] = EL_AMOEBA_GROWING;
8139 Store[x][y] = EL_AMOEBA_WET;
8141 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8142 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8143 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8144 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8146 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8147 (IS_FREE(x - 1, y + 1) ||
8148 Tile[x - 1][y + 1] == EL_ACID));
8149 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8150 (IS_FREE(x + 1, y + 1) ||
8151 Tile[x + 1][y + 1] == EL_ACID));
8152 boolean can_fall_any = (can_fall_left || can_fall_right);
8153 boolean can_fall_both = (can_fall_left && can_fall_right);
8154 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8156 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8158 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8159 can_fall_right = FALSE;
8160 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8161 can_fall_left = FALSE;
8162 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8163 can_fall_right = FALSE;
8164 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8165 can_fall_left = FALSE;
8167 can_fall_any = (can_fall_left || can_fall_right);
8168 can_fall_both = FALSE;
8173 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8174 can_fall_right = FALSE; // slip down on left side
8176 can_fall_left = !(can_fall_right = RND(2));
8178 can_fall_both = FALSE;
8183 // if not determined otherwise, prefer left side for slipping down
8184 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8185 started_moving = TRUE;
8188 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8190 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8191 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8192 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8193 int belt_dir = game.belt_dir[belt_nr];
8195 if ((belt_dir == MV_LEFT && left_is_free) ||
8196 (belt_dir == MV_RIGHT && right_is_free))
8198 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8200 InitMovingField(x, y, belt_dir);
8201 started_moving = TRUE;
8203 Pushed[x][y] = TRUE;
8204 Pushed[nextx][y] = TRUE;
8206 GfxAction[x][y] = ACTION_DEFAULT;
8210 MovDir[x][y] = 0; // if element was moving, stop it
8215 // not "else if" because of elements that can fall and move (EL_SPRING)
8216 if (CAN_MOVE(element) && !started_moving)
8218 int move_pattern = element_info[element].move_pattern;
8221 Moving2Blocked(x, y, &newx, &newy);
8223 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8226 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8227 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8229 WasJustMoving[x][y] = 0;
8230 CheckCollision[x][y] = 0;
8232 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8234 if (Tile[x][y] != element) // element has changed
8238 if (!MovDelay[x][y]) // start new movement phase
8240 // all objects that can change their move direction after each step
8241 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8243 if (element != EL_YAMYAM &&
8244 element != EL_DARK_YAMYAM &&
8245 element != EL_PACMAN &&
8246 !(move_pattern & MV_ANY_DIRECTION) &&
8247 move_pattern != MV_TURNING_LEFT &&
8248 move_pattern != MV_TURNING_RIGHT &&
8249 move_pattern != MV_TURNING_LEFT_RIGHT &&
8250 move_pattern != MV_TURNING_RIGHT_LEFT &&
8251 move_pattern != MV_TURNING_RANDOM)
8255 if (MovDelay[x][y] && (element == EL_BUG ||
8256 element == EL_SPACESHIP ||
8257 element == EL_SP_SNIKSNAK ||
8258 element == EL_SP_ELECTRON ||
8259 element == EL_MOLE))
8260 TEST_DrawLevelField(x, y);
8264 if (MovDelay[x][y]) // wait some time before next movement
8268 if (element == EL_ROBOT ||
8269 element == EL_YAMYAM ||
8270 element == EL_DARK_YAMYAM)
8272 DrawLevelElementAnimationIfNeeded(x, y, element);
8273 PlayLevelSoundAction(x, y, ACTION_WAITING);
8275 else if (element == EL_SP_ELECTRON)
8276 DrawLevelElementAnimationIfNeeded(x, y, element);
8277 else if (element == EL_DRAGON)
8280 int dir = MovDir[x][y];
8281 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8282 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8283 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8284 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8285 dir == MV_UP ? IMG_FLAMES_1_UP :
8286 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8287 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8289 GfxAction[x][y] = ACTION_ATTACKING;
8291 if (IS_PLAYER(x, y))
8292 DrawPlayerField(x, y);
8294 TEST_DrawLevelField(x, y);
8296 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8298 for (i = 1; i <= 3; i++)
8300 int xx = x + i * dx;
8301 int yy = y + i * dy;
8302 int sx = SCREENX(xx);
8303 int sy = SCREENY(yy);
8304 int flame_graphic = graphic + (i - 1);
8306 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8311 int flamed = MovingOrBlocked2Element(xx, yy);
8313 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8316 RemoveMovingField(xx, yy);
8318 ChangeDelay[xx][yy] = 0;
8320 Tile[xx][yy] = EL_FLAMES;
8322 if (IN_SCR_FIELD(sx, sy))
8324 TEST_DrawLevelFieldCrumbled(xx, yy);
8325 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8330 if (Tile[xx][yy] == EL_FLAMES)
8331 Tile[xx][yy] = EL_EMPTY;
8332 TEST_DrawLevelField(xx, yy);
8337 if (MovDelay[x][y]) // element still has to wait some time
8339 PlayLevelSoundAction(x, y, ACTION_WAITING);
8345 // now make next step
8347 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8349 if (DONT_COLLIDE_WITH(element) &&
8350 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8351 !PLAYER_ENEMY_PROTECTED(newx, newy))
8353 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8358 else if (CAN_MOVE_INTO_ACID(element) &&
8359 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8360 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8361 (MovDir[x][y] == MV_DOWN ||
8362 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8364 SplashAcid(newx, newy);
8365 Store[x][y] = EL_ACID;
8367 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8369 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8370 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8371 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8372 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8375 TEST_DrawLevelField(x, y);
8377 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8378 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8379 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8381 game.friends_still_needed--;
8382 if (!game.friends_still_needed &&
8384 game.all_players_gone)
8389 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8391 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8392 TEST_DrawLevelField(newx, newy);
8394 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8396 else if (!IS_FREE(newx, newy))
8398 GfxAction[x][y] = ACTION_WAITING;
8400 if (IS_PLAYER(x, y))
8401 DrawPlayerField(x, y);
8403 TEST_DrawLevelField(x, y);
8408 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8410 if (IS_FOOD_PIG(Tile[newx][newy]))
8412 if (IS_MOVING(newx, newy))
8413 RemoveMovingField(newx, newy);
8416 Tile[newx][newy] = EL_EMPTY;
8417 TEST_DrawLevelField(newx, newy);
8420 PlayLevelSound(x, y, SND_PIG_DIGGING);
8422 else if (!IS_FREE(newx, newy))
8424 if (IS_PLAYER(x, y))
8425 DrawPlayerField(x, y);
8427 TEST_DrawLevelField(x, y);
8432 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8434 if (Store[x][y] != EL_EMPTY)
8436 boolean can_clone = FALSE;
8439 // check if element to clone is still there
8440 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8442 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8450 // cannot clone or target field not free anymore -- do not clone
8451 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8452 Store[x][y] = EL_EMPTY;
8455 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8457 if (IS_MV_DIAGONAL(MovDir[x][y]))
8459 int diagonal_move_dir = MovDir[x][y];
8460 int stored = Store[x][y];
8461 int change_delay = 8;
8464 // android is moving diagonally
8466 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8468 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8469 GfxElement[x][y] = EL_EMC_ANDROID;
8470 GfxAction[x][y] = ACTION_SHRINKING;
8471 GfxDir[x][y] = diagonal_move_dir;
8472 ChangeDelay[x][y] = change_delay;
8474 if (Store[x][y] == EL_EMPTY)
8475 Store[x][y] = GfxElementEmpty[x][y];
8477 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8480 DrawLevelGraphicAnimation(x, y, graphic);
8481 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8483 if (Tile[newx][newy] == EL_ACID)
8485 SplashAcid(newx, newy);
8490 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8492 Store[newx][newy] = EL_EMC_ANDROID;
8493 GfxElement[newx][newy] = EL_EMC_ANDROID;
8494 GfxAction[newx][newy] = ACTION_GROWING;
8495 GfxDir[newx][newy] = diagonal_move_dir;
8496 ChangeDelay[newx][newy] = change_delay;
8498 graphic = el_act_dir2img(GfxElement[newx][newy],
8499 GfxAction[newx][newy], GfxDir[newx][newy]);
8501 DrawLevelGraphicAnimation(newx, newy, graphic);
8502 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8508 Tile[newx][newy] = EL_EMPTY;
8509 TEST_DrawLevelField(newx, newy);
8511 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8514 else if (!IS_FREE(newx, newy))
8519 else if (IS_CUSTOM_ELEMENT(element) &&
8520 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8522 if (!DigFieldByCE(newx, newy, element))
8525 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8527 RunnerVisit[x][y] = FrameCounter;
8528 PlayerVisit[x][y] /= 8; // expire player visit path
8531 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8533 if (!IS_FREE(newx, newy))
8535 if (IS_PLAYER(x, y))
8536 DrawPlayerField(x, y);
8538 TEST_DrawLevelField(x, y);
8544 boolean wanna_flame = !RND(10);
8545 int dx = newx - x, dy = newy - y;
8546 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8547 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8548 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8549 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8550 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8551 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8554 IS_CLASSIC_ENEMY(element1) ||
8555 IS_CLASSIC_ENEMY(element2)) &&
8556 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8557 element1 != EL_FLAMES && element2 != EL_FLAMES)
8559 ResetGfxAnimation(x, y);
8560 GfxAction[x][y] = ACTION_ATTACKING;
8562 if (IS_PLAYER(x, y))
8563 DrawPlayerField(x, y);
8565 TEST_DrawLevelField(x, y);
8567 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8569 MovDelay[x][y] = 50;
8571 Tile[newx][newy] = EL_FLAMES;
8572 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8573 Tile[newx1][newy1] = EL_FLAMES;
8574 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8575 Tile[newx2][newy2] = EL_FLAMES;
8581 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8582 Tile[newx][newy] == EL_DIAMOND)
8584 if (IS_MOVING(newx, newy))
8585 RemoveMovingField(newx, newy);
8588 Tile[newx][newy] = EL_EMPTY;
8589 TEST_DrawLevelField(newx, newy);
8592 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8594 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8595 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8597 if (AmoebaNr[newx][newy])
8599 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8600 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8601 Tile[newx][newy] == EL_BD_AMOEBA)
8602 AmoebaCnt[AmoebaNr[newx][newy]]--;
8605 if (IS_MOVING(newx, newy))
8607 RemoveMovingField(newx, newy);
8611 Tile[newx][newy] = EL_EMPTY;
8612 TEST_DrawLevelField(newx, newy);
8615 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8617 else if ((element == EL_PACMAN || element == EL_MOLE)
8618 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8620 if (AmoebaNr[newx][newy])
8622 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8623 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8624 Tile[newx][newy] == EL_BD_AMOEBA)
8625 AmoebaCnt[AmoebaNr[newx][newy]]--;
8628 if (element == EL_MOLE)
8630 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8631 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8633 ResetGfxAnimation(x, y);
8634 GfxAction[x][y] = ACTION_DIGGING;
8635 TEST_DrawLevelField(x, y);
8637 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8639 return; // wait for shrinking amoeba
8641 else // element == EL_PACMAN
8643 Tile[newx][newy] = EL_EMPTY;
8644 TEST_DrawLevelField(newx, newy);
8645 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8648 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8649 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8650 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8652 // wait for shrinking amoeba to completely disappear
8655 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8657 // object was running against a wall
8661 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8662 DrawLevelElementAnimation(x, y, element);
8664 if (DONT_TOUCH(element))
8665 TestIfBadThingTouchesPlayer(x, y);
8670 InitMovingField(x, y, MovDir[x][y]);
8672 PlayLevelSoundAction(x, y, ACTION_MOVING);
8676 ContinueMoving(x, y);
8679 void ContinueMoving(int x, int y)
8681 int element = Tile[x][y];
8682 struct ElementInfo *ei = &element_info[element];
8683 int direction = MovDir[x][y];
8684 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8685 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8686 int newx = x + dx, newy = y + dy;
8687 int stored = Store[x][y];
8688 int stored_new = Store[newx][newy];
8689 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8690 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8691 boolean last_line = (newy == lev_fieldy - 1);
8692 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8694 if (pushed_by_player) // special case: moving object pushed by player
8696 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8698 else if (use_step_delay) // special case: moving object has step delay
8700 if (!MovDelay[x][y])
8701 MovPos[x][y] += getElementMoveStepsize(x, y);
8706 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8710 TEST_DrawLevelField(x, y);
8712 return; // element is still waiting
8715 else // normal case: generically moving object
8717 MovPos[x][y] += getElementMoveStepsize(x, y);
8720 if (ABS(MovPos[x][y]) < TILEX)
8722 TEST_DrawLevelField(x, y);
8724 return; // element is still moving
8727 // element reached destination field
8729 Tile[x][y] = EL_EMPTY;
8730 Tile[newx][newy] = element;
8731 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8733 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8735 element = Tile[newx][newy] = EL_ACID;
8737 else if (element == EL_MOLE)
8739 Tile[x][y] = EL_SAND;
8741 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8743 else if (element == EL_QUICKSAND_FILLING)
8745 element = Tile[newx][newy] = get_next_element(element);
8746 Store[newx][newy] = Store[x][y];
8748 else if (element == EL_QUICKSAND_EMPTYING)
8750 Tile[x][y] = get_next_element(element);
8751 element = Tile[newx][newy] = Store[x][y];
8753 else if (element == EL_QUICKSAND_FAST_FILLING)
8755 element = Tile[newx][newy] = get_next_element(element);
8756 Store[newx][newy] = Store[x][y];
8758 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8760 Tile[x][y] = get_next_element(element);
8761 element = Tile[newx][newy] = Store[x][y];
8763 else if (element == EL_MAGIC_WALL_FILLING)
8765 element = Tile[newx][newy] = get_next_element(element);
8766 if (!game.magic_wall_active)
8767 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8768 Store[newx][newy] = Store[x][y];
8770 else if (element == EL_MAGIC_WALL_EMPTYING)
8772 Tile[x][y] = get_next_element(element);
8773 if (!game.magic_wall_active)
8774 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8775 element = Tile[newx][newy] = Store[x][y];
8777 InitField(newx, newy, FALSE);
8779 else if (element == EL_BD_MAGIC_WALL_FILLING)
8781 element = Tile[newx][newy] = get_next_element(element);
8782 if (!game.magic_wall_active)
8783 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8784 Store[newx][newy] = Store[x][y];
8786 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8788 Tile[x][y] = get_next_element(element);
8789 if (!game.magic_wall_active)
8790 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8791 element = Tile[newx][newy] = Store[x][y];
8793 InitField(newx, newy, FALSE);
8795 else if (element == EL_DC_MAGIC_WALL_FILLING)
8797 element = Tile[newx][newy] = get_next_element(element);
8798 if (!game.magic_wall_active)
8799 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8800 Store[newx][newy] = Store[x][y];
8802 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8804 Tile[x][y] = get_next_element(element);
8805 if (!game.magic_wall_active)
8806 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8807 element = Tile[newx][newy] = Store[x][y];
8809 InitField(newx, newy, FALSE);
8811 else if (element == EL_AMOEBA_DROPPING)
8813 Tile[x][y] = get_next_element(element);
8814 element = Tile[newx][newy] = Store[x][y];
8816 else if (element == EL_SOKOBAN_OBJECT)
8819 Tile[x][y] = Back[x][y];
8821 if (Back[newx][newy])
8822 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8824 Back[x][y] = Back[newx][newy] = 0;
8827 Store[x][y] = EL_EMPTY;
8832 MovDelay[newx][newy] = 0;
8834 if (CAN_CHANGE_OR_HAS_ACTION(element))
8836 // copy element change control values to new field
8837 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8838 ChangePage[newx][newy] = ChangePage[x][y];
8839 ChangeCount[newx][newy] = ChangeCount[x][y];
8840 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8843 CustomValue[newx][newy] = CustomValue[x][y];
8845 ChangeDelay[x][y] = 0;
8846 ChangePage[x][y] = -1;
8847 ChangeCount[x][y] = 0;
8848 ChangeEvent[x][y] = -1;
8850 CustomValue[x][y] = 0;
8852 // copy animation control values to new field
8853 GfxFrame[newx][newy] = GfxFrame[x][y];
8854 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8855 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8856 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8858 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8860 // some elements can leave other elements behind after moving
8861 if (ei->move_leave_element != EL_EMPTY &&
8862 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8863 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8865 int move_leave_element = ei->move_leave_element;
8867 // this makes it possible to leave the removed element again
8868 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8869 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8871 Tile[x][y] = move_leave_element;
8873 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8874 MovDir[x][y] = direction;
8876 InitField(x, y, FALSE);
8878 if (GFX_CRUMBLED(Tile[x][y]))
8879 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8881 if (IS_PLAYER_ELEMENT(move_leave_element))
8882 RelocatePlayer(x, y, move_leave_element);
8885 // do this after checking for left-behind element
8886 ResetGfxAnimation(x, y); // reset animation values for old field
8888 if (!CAN_MOVE(element) ||
8889 (CAN_FALL(element) && direction == MV_DOWN &&
8890 (element == EL_SPRING ||
8891 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8892 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8893 GfxDir[x][y] = MovDir[newx][newy] = 0;
8895 TEST_DrawLevelField(x, y);
8896 TEST_DrawLevelField(newx, newy);
8898 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8900 // prevent pushed element from moving on in pushed direction
8901 if (pushed_by_player && CAN_MOVE(element) &&
8902 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8903 !(element_info[element].move_pattern & direction))
8904 TurnRound(newx, newy);
8906 // prevent elements on conveyor belt from moving on in last direction
8907 if (pushed_by_conveyor && CAN_FALL(element) &&
8908 direction & MV_HORIZONTAL)
8909 MovDir[newx][newy] = 0;
8911 if (!pushed_by_player)
8913 int nextx = newx + dx, nexty = newy + dy;
8914 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8916 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8918 if (CAN_FALL(element) && direction == MV_DOWN)
8919 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8921 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8922 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8924 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8925 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8928 if (DONT_TOUCH(element)) // object may be nasty to player or others
8930 TestIfBadThingTouchesPlayer(newx, newy);
8931 TestIfBadThingTouchesFriend(newx, newy);
8933 if (!IS_CUSTOM_ELEMENT(element))
8934 TestIfBadThingTouchesOtherBadThing(newx, newy);
8936 else if (element == EL_PENGUIN)
8937 TestIfFriendTouchesBadThing(newx, newy);
8939 if (DONT_GET_HIT_BY(element))
8941 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8944 // give the player one last chance (one more frame) to move away
8945 if (CAN_FALL(element) && direction == MV_DOWN &&
8946 (last_line || (!IS_FREE(x, newy + 1) &&
8947 (!IS_PLAYER(x, newy + 1) ||
8948 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8951 if (pushed_by_player && !game.use_change_when_pushing_bug)
8953 int push_side = MV_DIR_OPPOSITE(direction);
8954 struct PlayerInfo *player = PLAYERINFO(x, y);
8956 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8957 player->index_bit, push_side);
8958 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8959 player->index_bit, push_side);
8962 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8963 MovDelay[newx][newy] = 1;
8965 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8967 TestIfElementTouchesCustomElement(x, y); // empty or new element
8968 TestIfElementHitsCustomElement(newx, newy, direction);
8969 TestIfPlayerTouchesCustomElement(newx, newy);
8970 TestIfElementTouchesCustomElement(newx, newy);
8972 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8973 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8974 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8975 MV_DIR_OPPOSITE(direction));
8978 int AmoebaNeighbourNr(int ax, int ay)
8981 int element = Tile[ax][ay];
8983 struct XY *xy = xy_topdown;
8985 for (i = 0; i < NUM_DIRECTIONS; i++)
8987 int x = ax + xy[i].x;
8988 int y = ay + xy[i].y;
8990 if (!IN_LEV_FIELD(x, y))
8993 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8994 group_nr = AmoebaNr[x][y];
9000 static void AmoebaMerge(int ax, int ay)
9002 int i, x, y, xx, yy;
9003 int new_group_nr = AmoebaNr[ax][ay];
9004 struct XY *xy = xy_topdown;
9006 if (new_group_nr == 0)
9009 for (i = 0; i < NUM_DIRECTIONS; i++)
9014 if (!IN_LEV_FIELD(x, y))
9017 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9018 Tile[x][y] == EL_BD_AMOEBA ||
9019 Tile[x][y] == EL_AMOEBA_DEAD) &&
9020 AmoebaNr[x][y] != new_group_nr)
9022 int old_group_nr = AmoebaNr[x][y];
9024 if (old_group_nr == 0)
9027 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9028 AmoebaCnt[old_group_nr] = 0;
9029 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9030 AmoebaCnt2[old_group_nr] = 0;
9032 SCAN_PLAYFIELD(xx, yy)
9034 if (AmoebaNr[xx][yy] == old_group_nr)
9035 AmoebaNr[xx][yy] = new_group_nr;
9041 void AmoebaToDiamond(int ax, int ay)
9045 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9047 int group_nr = AmoebaNr[ax][ay];
9052 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9053 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9059 SCAN_PLAYFIELD(x, y)
9061 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9064 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9068 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9069 SND_AMOEBA_TURNING_TO_GEM :
9070 SND_AMOEBA_TURNING_TO_ROCK));
9075 struct XY *xy = xy_topdown;
9077 for (i = 0; i < NUM_DIRECTIONS; i++)
9082 if (!IN_LEV_FIELD(x, y))
9085 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9087 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9088 SND_AMOEBA_TURNING_TO_GEM :
9089 SND_AMOEBA_TURNING_TO_ROCK));
9096 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9099 int group_nr = AmoebaNr[ax][ay];
9100 boolean done = FALSE;
9105 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9106 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9112 SCAN_PLAYFIELD(x, y)
9114 if (AmoebaNr[x][y] == group_nr &&
9115 (Tile[x][y] == EL_AMOEBA_DEAD ||
9116 Tile[x][y] == EL_BD_AMOEBA ||
9117 Tile[x][y] == EL_AMOEBA_GROWING))
9120 Tile[x][y] = new_element;
9121 InitField(x, y, FALSE);
9122 TEST_DrawLevelField(x, y);
9128 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9129 SND_BD_AMOEBA_TURNING_TO_ROCK :
9130 SND_BD_AMOEBA_TURNING_TO_GEM));
9133 static void AmoebaGrowing(int x, int y)
9135 static DelayCounter sound_delay = { 0 };
9137 if (!MovDelay[x][y]) // start new growing cycle
9141 if (DelayReached(&sound_delay))
9143 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9144 sound_delay.value = 30;
9148 if (MovDelay[x][y]) // wait some time before growing bigger
9151 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9153 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9154 6 - MovDelay[x][y]);
9156 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9159 if (!MovDelay[x][y])
9161 Tile[x][y] = Store[x][y];
9163 TEST_DrawLevelField(x, y);
9168 static void AmoebaShrinking(int x, int y)
9170 static DelayCounter sound_delay = { 0 };
9172 if (!MovDelay[x][y]) // start new shrinking cycle
9176 if (DelayReached(&sound_delay))
9177 sound_delay.value = 30;
9180 if (MovDelay[x][y]) // wait some time before shrinking
9183 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9185 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9186 6 - MovDelay[x][y]);
9188 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9191 if (!MovDelay[x][y])
9193 Tile[x][y] = EL_EMPTY;
9194 TEST_DrawLevelField(x, y);
9196 // don't let mole enter this field in this cycle;
9197 // (give priority to objects falling to this field from above)
9203 static void AmoebaReproduce(int ax, int ay)
9206 int element = Tile[ax][ay];
9207 int graphic = el2img(element);
9208 int newax = ax, neway = ay;
9209 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9210 struct XY *xy = xy_topdown;
9212 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9214 Tile[ax][ay] = EL_AMOEBA_DEAD;
9215 TEST_DrawLevelField(ax, ay);
9219 if (IS_ANIMATED(graphic))
9220 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9222 if (!MovDelay[ax][ay]) // start making new amoeba field
9223 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9225 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9228 if (MovDelay[ax][ay])
9232 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9235 int x = ax + xy[start].x;
9236 int y = ay + xy[start].y;
9238 if (!IN_LEV_FIELD(x, y))
9241 if (IS_FREE(x, y) ||
9242 CAN_GROW_INTO(Tile[x][y]) ||
9243 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9244 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9250 if (newax == ax && neway == ay)
9253 else // normal or "filled" (BD style) amoeba
9256 boolean waiting_for_player = FALSE;
9258 for (i = 0; i < NUM_DIRECTIONS; i++)
9260 int j = (start + i) % 4;
9261 int x = ax + xy[j].x;
9262 int y = ay + xy[j].y;
9264 if (!IN_LEV_FIELD(x, y))
9267 if (IS_FREE(x, y) ||
9268 CAN_GROW_INTO(Tile[x][y]) ||
9269 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9270 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9276 else if (IS_PLAYER(x, y))
9277 waiting_for_player = TRUE;
9280 if (newax == ax && neway == ay) // amoeba cannot grow
9282 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9284 Tile[ax][ay] = EL_AMOEBA_DEAD;
9285 TEST_DrawLevelField(ax, ay);
9286 AmoebaCnt[AmoebaNr[ax][ay]]--;
9288 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9290 if (element == EL_AMOEBA_FULL)
9291 AmoebaToDiamond(ax, ay);
9292 else if (element == EL_BD_AMOEBA)
9293 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9298 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9300 // amoeba gets larger by growing in some direction
9302 int new_group_nr = AmoebaNr[ax][ay];
9305 if (new_group_nr == 0)
9307 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9309 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9315 AmoebaNr[newax][neway] = new_group_nr;
9316 AmoebaCnt[new_group_nr]++;
9317 AmoebaCnt2[new_group_nr]++;
9319 // if amoeba touches other amoeba(s) after growing, unify them
9320 AmoebaMerge(newax, neway);
9322 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9324 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9330 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9331 (neway == lev_fieldy - 1 && newax != ax))
9333 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9334 Store[newax][neway] = element;
9336 else if (neway == ay || element == EL_EMC_DRIPPER)
9338 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9340 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9344 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9345 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9346 Store[ax][ay] = EL_AMOEBA_DROP;
9347 ContinueMoving(ax, ay);
9351 TEST_DrawLevelField(newax, neway);
9354 static void Life(int ax, int ay)
9358 int element = Tile[ax][ay];
9359 int graphic = el2img(element);
9360 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9362 boolean changed = FALSE;
9364 if (IS_ANIMATED(graphic))
9365 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9370 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9371 MovDelay[ax][ay] = life_time;
9373 if (MovDelay[ax][ay]) // wait some time before next cycle
9376 if (MovDelay[ax][ay])
9380 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9382 int xx = ax+x1, yy = ay+y1;
9383 int old_element = Tile[xx][yy];
9384 int num_neighbours = 0;
9386 if (!IN_LEV_FIELD(xx, yy))
9389 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9391 int x = xx+x2, y = yy+y2;
9393 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9396 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9397 boolean is_neighbour = FALSE;
9399 if (level.use_life_bugs)
9401 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9402 (IS_FREE(x, y) && Stop[x][y]));
9405 (Last[x][y] == element || is_player_cell);
9411 boolean is_free = FALSE;
9413 if (level.use_life_bugs)
9414 is_free = (IS_FREE(xx, yy));
9416 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9418 if (xx == ax && yy == ay) // field in the middle
9420 if (num_neighbours < life_parameter[0] ||
9421 num_neighbours > life_parameter[1])
9423 Tile[xx][yy] = EL_EMPTY;
9424 if (Tile[xx][yy] != old_element)
9425 TEST_DrawLevelField(xx, yy);
9426 Stop[xx][yy] = TRUE;
9430 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9431 { // free border field
9432 if (num_neighbours >= life_parameter[2] &&
9433 num_neighbours <= life_parameter[3])
9435 Tile[xx][yy] = element;
9436 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9437 if (Tile[xx][yy] != old_element)
9438 TEST_DrawLevelField(xx, yy);
9439 Stop[xx][yy] = TRUE;
9446 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9447 SND_GAME_OF_LIFE_GROWING);
9450 static void InitRobotWheel(int x, int y)
9452 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9455 static void RunRobotWheel(int x, int y)
9457 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9460 static void StopRobotWheel(int x, int y)
9462 if (game.robot_wheel_x == x &&
9463 game.robot_wheel_y == y)
9465 game.robot_wheel_x = -1;
9466 game.robot_wheel_y = -1;
9467 game.robot_wheel_active = FALSE;
9471 static void InitTimegateWheel(int x, int y)
9473 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9476 static void RunTimegateWheel(int x, int y)
9478 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9481 static void InitMagicBallDelay(int x, int y)
9483 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9486 static void ActivateMagicBall(int bx, int by)
9490 if (level.ball_random)
9492 int pos_border = RND(8); // select one of the eight border elements
9493 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9494 int xx = pos_content % 3;
9495 int yy = pos_content / 3;
9500 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9501 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9505 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9507 int xx = x - bx + 1;
9508 int yy = y - by + 1;
9510 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9511 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9515 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9518 static void CheckExit(int x, int y)
9520 if (game.gems_still_needed > 0 ||
9521 game.sokoban_fields_still_needed > 0 ||
9522 game.sokoban_objects_still_needed > 0 ||
9523 game.lights_still_needed > 0)
9525 int element = Tile[x][y];
9526 int graphic = el2img(element);
9528 if (IS_ANIMATED(graphic))
9529 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9534 // do not re-open exit door closed after last player
9535 if (game.all_players_gone)
9538 Tile[x][y] = EL_EXIT_OPENING;
9540 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9543 static void CheckExitEM(int x, int y)
9545 if (game.gems_still_needed > 0 ||
9546 game.sokoban_fields_still_needed > 0 ||
9547 game.sokoban_objects_still_needed > 0 ||
9548 game.lights_still_needed > 0)
9550 int element = Tile[x][y];
9551 int graphic = el2img(element);
9553 if (IS_ANIMATED(graphic))
9554 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9559 // do not re-open exit door closed after last player
9560 if (game.all_players_gone)
9563 Tile[x][y] = EL_EM_EXIT_OPENING;
9565 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9568 static void CheckExitSteel(int x, int y)
9570 if (game.gems_still_needed > 0 ||
9571 game.sokoban_fields_still_needed > 0 ||
9572 game.sokoban_objects_still_needed > 0 ||
9573 game.lights_still_needed > 0)
9575 int element = Tile[x][y];
9576 int graphic = el2img(element);
9578 if (IS_ANIMATED(graphic))
9579 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9584 // do not re-open exit door closed after last player
9585 if (game.all_players_gone)
9588 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9590 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9593 static void CheckExitSteelEM(int x, int y)
9595 if (game.gems_still_needed > 0 ||
9596 game.sokoban_fields_still_needed > 0 ||
9597 game.sokoban_objects_still_needed > 0 ||
9598 game.lights_still_needed > 0)
9600 int element = Tile[x][y];
9601 int graphic = el2img(element);
9603 if (IS_ANIMATED(graphic))
9604 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9609 // do not re-open exit door closed after last player
9610 if (game.all_players_gone)
9613 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9615 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9618 static void CheckExitSP(int x, int y)
9620 if (game.gems_still_needed > 0)
9622 int element = Tile[x][y];
9623 int graphic = el2img(element);
9625 if (IS_ANIMATED(graphic))
9626 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9631 // do not re-open exit door closed after last player
9632 if (game.all_players_gone)
9635 Tile[x][y] = EL_SP_EXIT_OPENING;
9637 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9640 static void CloseAllOpenTimegates(void)
9644 SCAN_PLAYFIELD(x, y)
9646 int element = Tile[x][y];
9648 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9650 Tile[x][y] = EL_TIMEGATE_CLOSING;
9652 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9657 static void DrawTwinkleOnField(int x, int y)
9659 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9662 if (Tile[x][y] == EL_BD_DIAMOND)
9665 if (MovDelay[x][y] == 0) // next animation frame
9666 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9668 if (MovDelay[x][y] != 0) // wait some time before next frame
9672 DrawLevelElementAnimation(x, y, Tile[x][y]);
9674 if (MovDelay[x][y] != 0)
9676 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9677 10 - MovDelay[x][y]);
9679 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9684 static void WallGrowing(int x, int y)
9688 if (!MovDelay[x][y]) // next animation frame
9689 MovDelay[x][y] = 3 * delay;
9691 if (MovDelay[x][y]) // wait some time before next frame
9695 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9697 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9698 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9700 DrawLevelGraphic(x, y, graphic, frame);
9703 if (!MovDelay[x][y])
9705 if (MovDir[x][y] == MV_LEFT)
9707 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9708 TEST_DrawLevelField(x - 1, y);
9710 else if (MovDir[x][y] == MV_RIGHT)
9712 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9713 TEST_DrawLevelField(x + 1, y);
9715 else if (MovDir[x][y] == MV_UP)
9717 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9718 TEST_DrawLevelField(x, y - 1);
9722 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9723 TEST_DrawLevelField(x, y + 1);
9726 Tile[x][y] = Store[x][y];
9728 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9729 TEST_DrawLevelField(x, y);
9734 static void CheckWallGrowing(int ax, int ay)
9736 int element = Tile[ax][ay];
9737 int graphic = el2img(element);
9738 boolean free_top = FALSE;
9739 boolean free_bottom = FALSE;
9740 boolean free_left = FALSE;
9741 boolean free_right = FALSE;
9742 boolean stop_top = FALSE;
9743 boolean stop_bottom = FALSE;
9744 boolean stop_left = FALSE;
9745 boolean stop_right = FALSE;
9746 boolean new_wall = FALSE;
9748 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9749 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9750 element == EL_EXPANDABLE_STEELWALL_ANY);
9752 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9753 element == EL_EXPANDABLE_WALL_ANY ||
9754 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9755 element == EL_EXPANDABLE_STEELWALL_ANY);
9757 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9758 element == EL_EXPANDABLE_WALL_ANY ||
9759 element == EL_EXPANDABLE_WALL ||
9760 element == EL_BD_EXPANDABLE_WALL ||
9761 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9762 element == EL_EXPANDABLE_STEELWALL_ANY);
9764 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9765 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9767 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9768 element == EL_EXPANDABLE_WALL ||
9769 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9771 int wall_growing = (is_steelwall ?
9772 EL_EXPANDABLE_STEELWALL_GROWING :
9773 EL_EXPANDABLE_WALL_GROWING);
9775 int gfx_wall_growing_up = (is_steelwall ?
9776 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9777 IMG_EXPANDABLE_WALL_GROWING_UP);
9778 int gfx_wall_growing_down = (is_steelwall ?
9779 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9780 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9781 int gfx_wall_growing_left = (is_steelwall ?
9782 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9783 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9784 int gfx_wall_growing_right = (is_steelwall ?
9785 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9786 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9788 if (IS_ANIMATED(graphic))
9789 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9791 if (!MovDelay[ax][ay]) // start building new wall
9792 MovDelay[ax][ay] = 6;
9794 if (MovDelay[ax][ay]) // wait some time before building new wall
9797 if (MovDelay[ax][ay])
9801 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9803 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9805 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9807 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9814 Tile[ax][ay - 1] = wall_growing;
9815 Store[ax][ay - 1] = element;
9816 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9818 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9819 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9826 Tile[ax][ay + 1] = wall_growing;
9827 Store[ax][ay + 1] = element;
9828 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9830 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9831 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9837 if (grow_horizontal)
9841 Tile[ax - 1][ay] = wall_growing;
9842 Store[ax - 1][ay] = element;
9843 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9845 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9846 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9853 Tile[ax + 1][ay] = wall_growing;
9854 Store[ax + 1][ay] = element;
9855 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9857 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9858 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9864 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9865 TEST_DrawLevelField(ax, ay);
9867 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9869 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9871 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9873 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9876 if (((stop_top && stop_bottom) || stop_horizontal) &&
9877 ((stop_left && stop_right) || stop_vertical))
9878 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9881 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9884 static void CheckForDragon(int x, int y)
9887 boolean dragon_found = FALSE;
9888 struct XY *xy = xy_topdown;
9890 for (i = 0; i < NUM_DIRECTIONS; i++)
9892 for (j = 0; j < 4; j++)
9894 int xx = x + j * xy[i].x;
9895 int yy = y + j * xy[i].y;
9897 if (IN_LEV_FIELD(xx, yy) &&
9898 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9900 if (Tile[xx][yy] == EL_DRAGON)
9901 dragon_found = TRUE;
9910 for (i = 0; i < NUM_DIRECTIONS; i++)
9912 for (j = 0; j < 3; j++)
9914 int xx = x + j * xy[i].x;
9915 int yy = y + j * xy[i].y;
9917 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9919 Tile[xx][yy] = EL_EMPTY;
9920 TEST_DrawLevelField(xx, yy);
9929 static void InitBuggyBase(int x, int y)
9931 int element = Tile[x][y];
9932 int activating_delay = FRAMES_PER_SECOND / 4;
9935 (element == EL_SP_BUGGY_BASE ?
9936 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9937 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9939 element == EL_SP_BUGGY_BASE_ACTIVE ?
9940 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9943 static void WarnBuggyBase(int x, int y)
9946 struct XY *xy = xy_topdown;
9948 for (i = 0; i < NUM_DIRECTIONS; i++)
9950 int xx = x + xy[i].x;
9951 int yy = y + xy[i].y;
9953 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9955 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9962 static void InitTrap(int x, int y)
9964 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9967 static void ActivateTrap(int x, int y)
9969 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9972 static void ChangeActiveTrap(int x, int y)
9974 int graphic = IMG_TRAP_ACTIVE;
9976 // if new animation frame was drawn, correct crumbled sand border
9977 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9978 TEST_DrawLevelFieldCrumbled(x, y);
9981 static int getSpecialActionElement(int element, int number, int base_element)
9983 return (element != EL_EMPTY ? element :
9984 number != -1 ? base_element + number - 1 :
9988 static int getModifiedActionNumber(int value_old, int operator, int operand,
9989 int value_min, int value_max)
9991 int value_new = (operator == CA_MODE_SET ? operand :
9992 operator == CA_MODE_ADD ? value_old + operand :
9993 operator == CA_MODE_SUBTRACT ? value_old - operand :
9994 operator == CA_MODE_MULTIPLY ? value_old * operand :
9995 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9996 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9999 return (value_new < value_min ? value_min :
10000 value_new > value_max ? value_max :
10004 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10006 struct ElementInfo *ei = &element_info[element];
10007 struct ElementChangeInfo *change = &ei->change_page[page];
10008 int target_element = change->target_element;
10009 int action_type = change->action_type;
10010 int action_mode = change->action_mode;
10011 int action_arg = change->action_arg;
10012 int action_element = change->action_element;
10015 if (!change->has_action)
10018 // ---------- determine action paramater values -----------------------------
10020 int level_time_value =
10021 (level.time > 0 ? TimeLeft :
10024 int action_arg_element_raw =
10025 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10026 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10027 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10028 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10029 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10030 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10031 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10033 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10035 int action_arg_direction =
10036 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10037 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10038 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10039 change->actual_trigger_side :
10040 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10041 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10044 int action_arg_number_min =
10045 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10048 int action_arg_number_max =
10049 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10050 action_type == CA_SET_LEVEL_GEMS ? 999 :
10051 action_type == CA_SET_LEVEL_TIME ? 9999 :
10052 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10053 action_type == CA_SET_CE_VALUE ? 9999 :
10054 action_type == CA_SET_CE_SCORE ? 9999 :
10057 int action_arg_number_reset =
10058 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10059 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10060 action_type == CA_SET_LEVEL_TIME ? level.time :
10061 action_type == CA_SET_LEVEL_SCORE ? 0 :
10062 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10063 action_type == CA_SET_CE_SCORE ? 0 :
10066 int action_arg_number =
10067 (action_arg <= CA_ARG_MAX ? action_arg :
10068 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10069 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10070 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10071 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10072 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10073 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10074 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10075 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10076 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10077 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10078 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10079 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10080 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10081 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10082 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10083 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10084 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10085 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10086 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10087 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10088 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10091 int action_arg_number_old =
10092 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10093 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10094 action_type == CA_SET_LEVEL_SCORE ? game.score :
10095 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10096 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10099 int action_arg_number_new =
10100 getModifiedActionNumber(action_arg_number_old,
10101 action_mode, action_arg_number,
10102 action_arg_number_min, action_arg_number_max);
10104 int trigger_player_bits =
10105 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10106 change->actual_trigger_player_bits : change->trigger_player);
10108 int action_arg_player_bits =
10109 (action_arg >= CA_ARG_PLAYER_1 &&
10110 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10111 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10112 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10115 // ---------- execute action -----------------------------------------------
10117 switch (action_type)
10124 // ---------- level actions ----------------------------------------------
10126 case CA_RESTART_LEVEL:
10128 game.restart_level = TRUE;
10133 case CA_SHOW_ENVELOPE:
10135 int element = getSpecialActionElement(action_arg_element,
10136 action_arg_number, EL_ENVELOPE_1);
10138 if (IS_ENVELOPE(element))
10139 local_player->show_envelope = element;
10144 case CA_SET_LEVEL_TIME:
10146 if (level.time > 0) // only modify limited time value
10148 TimeLeft = action_arg_number_new;
10150 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10152 DisplayGameControlValues();
10154 if (!TimeLeft && game.time_limit)
10155 for (i = 0; i < MAX_PLAYERS; i++)
10156 KillPlayer(&stored_player[i]);
10162 case CA_SET_LEVEL_SCORE:
10164 game.score = action_arg_number_new;
10166 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10168 DisplayGameControlValues();
10173 case CA_SET_LEVEL_GEMS:
10175 game.gems_still_needed = action_arg_number_new;
10177 game.snapshot.collected_item = TRUE;
10179 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10181 DisplayGameControlValues();
10186 case CA_SET_LEVEL_WIND:
10188 game.wind_direction = action_arg_direction;
10193 case CA_SET_LEVEL_RANDOM_SEED:
10195 // ensure that setting a new random seed while playing is predictable
10196 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10201 // ---------- player actions ---------------------------------------------
10203 case CA_MOVE_PLAYER:
10204 case CA_MOVE_PLAYER_NEW:
10206 // automatically move to the next field in specified direction
10207 for (i = 0; i < MAX_PLAYERS; i++)
10208 if (trigger_player_bits & (1 << i))
10209 if (action_type == CA_MOVE_PLAYER ||
10210 stored_player[i].MovPos == 0)
10211 stored_player[i].programmed_action = action_arg_direction;
10216 case CA_EXIT_PLAYER:
10218 for (i = 0; i < MAX_PLAYERS; i++)
10219 if (action_arg_player_bits & (1 << i))
10220 ExitPlayer(&stored_player[i]);
10222 if (game.players_still_needed == 0)
10228 case CA_KILL_PLAYER:
10230 for (i = 0; i < MAX_PLAYERS; i++)
10231 if (action_arg_player_bits & (1 << i))
10232 KillPlayer(&stored_player[i]);
10237 case CA_SET_PLAYER_KEYS:
10239 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10240 int element = getSpecialActionElement(action_arg_element,
10241 action_arg_number, EL_KEY_1);
10243 if (IS_KEY(element))
10245 for (i = 0; i < MAX_PLAYERS; i++)
10247 if (trigger_player_bits & (1 << i))
10249 stored_player[i].key[KEY_NR(element)] = key_state;
10251 DrawGameDoorValues();
10259 case CA_SET_PLAYER_SPEED:
10261 for (i = 0; i < MAX_PLAYERS; i++)
10263 if (trigger_player_bits & (1 << i))
10265 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10267 if (action_arg == CA_ARG_SPEED_FASTER &&
10268 stored_player[i].cannot_move)
10270 action_arg_number = STEPSIZE_VERY_SLOW;
10272 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10273 action_arg == CA_ARG_SPEED_FASTER)
10275 action_arg_number = 2;
10276 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10279 else if (action_arg == CA_ARG_NUMBER_RESET)
10281 action_arg_number = level.initial_player_stepsize[i];
10285 getModifiedActionNumber(move_stepsize,
10288 action_arg_number_min,
10289 action_arg_number_max);
10291 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10298 case CA_SET_PLAYER_SHIELD:
10300 for (i = 0; i < MAX_PLAYERS; i++)
10302 if (trigger_player_bits & (1 << i))
10304 if (action_arg == CA_ARG_SHIELD_OFF)
10306 stored_player[i].shield_normal_time_left = 0;
10307 stored_player[i].shield_deadly_time_left = 0;
10309 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10311 stored_player[i].shield_normal_time_left = 999999;
10313 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10315 stored_player[i].shield_normal_time_left = 999999;
10316 stored_player[i].shield_deadly_time_left = 999999;
10324 case CA_SET_PLAYER_GRAVITY:
10326 for (i = 0; i < MAX_PLAYERS; i++)
10328 if (trigger_player_bits & (1 << i))
10330 stored_player[i].gravity =
10331 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10332 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10333 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10334 stored_player[i].gravity);
10341 case CA_SET_PLAYER_ARTWORK:
10343 for (i = 0; i < MAX_PLAYERS; i++)
10345 if (trigger_player_bits & (1 << i))
10347 int artwork_element = action_arg_element;
10349 if (action_arg == CA_ARG_ELEMENT_RESET)
10351 (level.use_artwork_element[i] ? level.artwork_element[i] :
10352 stored_player[i].element_nr);
10354 if (stored_player[i].artwork_element != artwork_element)
10355 stored_player[i].Frame = 0;
10357 stored_player[i].artwork_element = artwork_element;
10359 SetPlayerWaiting(&stored_player[i], FALSE);
10361 // set number of special actions for bored and sleeping animation
10362 stored_player[i].num_special_action_bored =
10363 get_num_special_action(artwork_element,
10364 ACTION_BORING_1, ACTION_BORING_LAST);
10365 stored_player[i].num_special_action_sleeping =
10366 get_num_special_action(artwork_element,
10367 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10374 case CA_SET_PLAYER_INVENTORY:
10376 for (i = 0; i < MAX_PLAYERS; i++)
10378 struct PlayerInfo *player = &stored_player[i];
10381 if (trigger_player_bits & (1 << i))
10383 int inventory_element = action_arg_element;
10385 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10386 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10387 action_arg == CA_ARG_ELEMENT_ACTION)
10389 int element = inventory_element;
10390 int collect_count = element_info[element].collect_count_initial;
10392 if (!IS_CUSTOM_ELEMENT(element))
10395 if (collect_count == 0)
10396 player->inventory_infinite_element = element;
10398 for (k = 0; k < collect_count; k++)
10399 if (player->inventory_size < MAX_INVENTORY_SIZE)
10400 player->inventory_element[player->inventory_size++] =
10403 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10404 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10405 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10407 if (player->inventory_infinite_element != EL_UNDEFINED &&
10408 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10409 action_arg_element_raw))
10410 player->inventory_infinite_element = EL_UNDEFINED;
10412 for (k = 0, j = 0; j < player->inventory_size; j++)
10414 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10415 action_arg_element_raw))
10416 player->inventory_element[k++] = player->inventory_element[j];
10419 player->inventory_size = k;
10421 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10423 if (player->inventory_size > 0)
10425 for (j = 0; j < player->inventory_size - 1; j++)
10426 player->inventory_element[j] = player->inventory_element[j + 1];
10428 player->inventory_size--;
10431 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10433 if (player->inventory_size > 0)
10434 player->inventory_size--;
10436 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10438 player->inventory_infinite_element = EL_UNDEFINED;
10439 player->inventory_size = 0;
10441 else if (action_arg == CA_ARG_INVENTORY_RESET)
10443 player->inventory_infinite_element = EL_UNDEFINED;
10444 player->inventory_size = 0;
10446 if (level.use_initial_inventory[i])
10448 for (j = 0; j < level.initial_inventory_size[i]; j++)
10450 int element = level.initial_inventory_content[i][j];
10451 int collect_count = element_info[element].collect_count_initial;
10453 if (!IS_CUSTOM_ELEMENT(element))
10456 if (collect_count == 0)
10457 player->inventory_infinite_element = element;
10459 for (k = 0; k < collect_count; k++)
10460 if (player->inventory_size < MAX_INVENTORY_SIZE)
10461 player->inventory_element[player->inventory_size++] =
10472 // ---------- CE actions -------------------------------------------------
10474 case CA_SET_CE_VALUE:
10476 int last_ce_value = CustomValue[x][y];
10478 CustomValue[x][y] = action_arg_number_new;
10480 if (CustomValue[x][y] != last_ce_value)
10482 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10483 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10485 if (CustomValue[x][y] == 0)
10487 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10488 ChangeCount[x][y] = 0; // allow at least one more change
10490 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10491 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10498 case CA_SET_CE_SCORE:
10500 int last_ce_score = ei->collect_score;
10502 ei->collect_score = action_arg_number_new;
10504 if (ei->collect_score != last_ce_score)
10506 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10507 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10509 if (ei->collect_score == 0)
10513 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10514 ChangeCount[x][y] = 0; // allow at least one more change
10516 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10517 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10520 This is a very special case that seems to be a mixture between
10521 CheckElementChange() and CheckTriggeredElementChange(): while
10522 the first one only affects single elements that are triggered
10523 directly, the second one affects multiple elements in the playfield
10524 that are triggered indirectly by another element. This is a third
10525 case: Changing the CE score always affects multiple identical CEs,
10526 so every affected CE must be checked, not only the single CE for
10527 which the CE score was changed in the first place (as every instance
10528 of that CE shares the same CE score, and therefore also can change)!
10530 SCAN_PLAYFIELD(xx, yy)
10532 if (Tile[xx][yy] == element)
10533 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10534 CE_SCORE_GETS_ZERO);
10542 case CA_SET_CE_ARTWORK:
10544 int artwork_element = action_arg_element;
10545 boolean reset_frame = FALSE;
10548 if (action_arg == CA_ARG_ELEMENT_RESET)
10549 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10552 if (ei->gfx_element != artwork_element)
10553 reset_frame = TRUE;
10555 ei->gfx_element = artwork_element;
10557 SCAN_PLAYFIELD(xx, yy)
10559 if (Tile[xx][yy] == element)
10563 ResetGfxAnimation(xx, yy);
10564 ResetRandomAnimationValue(xx, yy);
10567 TEST_DrawLevelField(xx, yy);
10574 // ---------- engine actions ---------------------------------------------
10576 case CA_SET_ENGINE_SCAN_MODE:
10578 InitPlayfieldScanMode(action_arg);
10588 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10590 int old_element = Tile[x][y];
10591 int new_element = GetElementFromGroupElement(element);
10592 int previous_move_direction = MovDir[x][y];
10593 int last_ce_value = CustomValue[x][y];
10594 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10595 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10596 boolean add_player_onto_element = (new_element_is_player &&
10597 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10598 IS_WALKABLE(old_element));
10600 if (!add_player_onto_element)
10602 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10603 RemoveMovingField(x, y);
10607 Tile[x][y] = new_element;
10609 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10610 MovDir[x][y] = previous_move_direction;
10612 if (element_info[new_element].use_last_ce_value)
10613 CustomValue[x][y] = last_ce_value;
10615 InitField_WithBug1(x, y, FALSE);
10617 new_element = Tile[x][y]; // element may have changed
10619 ResetGfxAnimation(x, y);
10620 ResetRandomAnimationValue(x, y);
10622 TEST_DrawLevelField(x, y);
10624 if (GFX_CRUMBLED(new_element))
10625 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10628 // check if element under the player changes from accessible to unaccessible
10629 // (needed for special case of dropping element which then changes)
10630 // (must be checked after creating new element for walkable group elements)
10631 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10632 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10639 // "ChangeCount" not set yet to allow "entered by player" change one time
10640 if (new_element_is_player)
10641 RelocatePlayer(x, y, new_element);
10644 ChangeCount[x][y]++; // count number of changes in the same frame
10646 TestIfBadThingTouchesPlayer(x, y);
10647 TestIfPlayerTouchesCustomElement(x, y);
10648 TestIfElementTouchesCustomElement(x, y);
10651 static void CreateField(int x, int y, int element)
10653 CreateFieldExt(x, y, element, FALSE);
10656 static void CreateElementFromChange(int x, int y, int element)
10658 element = GET_VALID_RUNTIME_ELEMENT(element);
10660 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10662 int old_element = Tile[x][y];
10664 // prevent changed element from moving in same engine frame
10665 // unless both old and new element can either fall or move
10666 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10667 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10671 CreateFieldExt(x, y, element, TRUE);
10674 static boolean ChangeElement(int x, int y, int element, int page)
10676 struct ElementInfo *ei = &element_info[element];
10677 struct ElementChangeInfo *change = &ei->change_page[page];
10678 int ce_value = CustomValue[x][y];
10679 int ce_score = ei->collect_score;
10680 int target_element;
10681 int old_element = Tile[x][y];
10683 // always use default change event to prevent running into a loop
10684 if (ChangeEvent[x][y] == -1)
10685 ChangeEvent[x][y] = CE_DELAY;
10687 if (ChangeEvent[x][y] == CE_DELAY)
10689 // reset actual trigger element, trigger player and action element
10690 change->actual_trigger_element = EL_EMPTY;
10691 change->actual_trigger_player = EL_EMPTY;
10692 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10693 change->actual_trigger_side = CH_SIDE_NONE;
10694 change->actual_trigger_ce_value = 0;
10695 change->actual_trigger_ce_score = 0;
10698 // do not change elements more than a specified maximum number of changes
10699 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10702 ChangeCount[x][y]++; // count number of changes in the same frame
10704 if (change->explode)
10711 if (change->use_target_content)
10713 boolean complete_replace = TRUE;
10714 boolean can_replace[3][3];
10717 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10720 boolean is_walkable;
10721 boolean is_diggable;
10722 boolean is_collectible;
10723 boolean is_removable;
10724 boolean is_destructible;
10725 int ex = x + xx - 1;
10726 int ey = y + yy - 1;
10727 int content_element = change->target_content.e[xx][yy];
10730 can_replace[xx][yy] = TRUE;
10732 if (ex == x && ey == y) // do not check changing element itself
10735 if (content_element == EL_EMPTY_SPACE)
10737 can_replace[xx][yy] = FALSE; // do not replace border with space
10742 if (!IN_LEV_FIELD(ex, ey))
10744 can_replace[xx][yy] = FALSE;
10745 complete_replace = FALSE;
10752 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10753 e = MovingOrBlocked2Element(ex, ey);
10755 is_empty = (IS_FREE(ex, ey) ||
10756 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10758 is_walkable = (is_empty || IS_WALKABLE(e));
10759 is_diggable = (is_empty || IS_DIGGABLE(e));
10760 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10761 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10762 is_removable = (is_diggable || is_collectible);
10764 can_replace[xx][yy] =
10765 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10766 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10767 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10768 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10769 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10770 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10771 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10773 if (!can_replace[xx][yy])
10774 complete_replace = FALSE;
10777 if (!change->only_if_complete || complete_replace)
10779 boolean something_has_changed = FALSE;
10781 if (change->only_if_complete && change->use_random_replace &&
10782 RND(100) < change->random_percentage)
10785 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10787 int ex = x + xx - 1;
10788 int ey = y + yy - 1;
10789 int content_element;
10791 if (can_replace[xx][yy] && (!change->use_random_replace ||
10792 RND(100) < change->random_percentage))
10794 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10795 RemoveMovingField(ex, ey);
10797 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10799 content_element = change->target_content.e[xx][yy];
10800 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10801 ce_value, ce_score);
10803 CreateElementFromChange(ex, ey, target_element);
10805 something_has_changed = TRUE;
10807 // for symmetry reasons, freeze newly created border elements
10808 if (ex != x || ey != y)
10809 Stop[ex][ey] = TRUE; // no more moving in this frame
10813 if (something_has_changed)
10815 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10816 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10822 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10823 ce_value, ce_score);
10825 if (element == EL_DIAGONAL_GROWING ||
10826 element == EL_DIAGONAL_SHRINKING)
10828 target_element = Store[x][y];
10830 Store[x][y] = EL_EMPTY;
10833 // special case: element changes to player (and may be kept if walkable)
10834 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10835 CreateElementFromChange(x, y, EL_EMPTY);
10837 CreateElementFromChange(x, y, target_element);
10839 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10840 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10843 // this uses direct change before indirect change
10844 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10849 static void HandleElementChange(int x, int y, int page)
10851 int element = MovingOrBlocked2Element(x, y);
10852 struct ElementInfo *ei = &element_info[element];
10853 struct ElementChangeInfo *change = &ei->change_page[page];
10854 boolean handle_action_before_change = FALSE;
10857 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10858 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10860 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10861 x, y, element, element_info[element].token_name);
10862 Debug("game:playing:HandleElementChange", "This should never happen!");
10866 // this can happen with classic bombs on walkable, changing elements
10867 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10872 if (ChangeDelay[x][y] == 0) // initialize element change
10874 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10876 if (change->can_change)
10878 // !!! not clear why graphic animation should be reset at all here !!!
10879 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10880 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10883 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10885 When using an animation frame delay of 1 (this only happens with
10886 "sp_zonk.moving.left/right" in the classic graphics), the default
10887 (non-moving) animation shows wrong animation frames (while the
10888 moving animation, like "sp_zonk.moving.left/right", is correct,
10889 so this graphical bug never shows up with the classic graphics).
10890 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10891 be drawn instead of the correct frames 0,1,2,3. This is caused by
10892 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10893 an element change: First when the change delay ("ChangeDelay[][]")
10894 counter has reached zero after decrementing, then a second time in
10895 the next frame (after "GfxFrame[][]" was already incremented) when
10896 "ChangeDelay[][]" is reset to the initial delay value again.
10898 This causes frame 0 to be drawn twice, while the last frame won't
10899 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10901 As some animations may already be cleverly designed around this bug
10902 (at least the "Snake Bite" snake tail animation does this), it cannot
10903 simply be fixed here without breaking such existing animations.
10904 Unfortunately, it cannot easily be detected if a graphics set was
10905 designed "before" or "after" the bug was fixed. As a workaround,
10906 a new graphics set option "game.graphics_engine_version" was added
10907 to be able to specify the game's major release version for which the
10908 graphics set was designed, which can then be used to decide if the
10909 bugfix should be used (version 4 and above) or not (version 3 or
10910 below, or if no version was specified at all, as with old sets).
10912 (The wrong/fixed animation frames can be tested with the test level set
10913 "test_gfxframe" and level "000", which contains a specially prepared
10914 custom element at level position (x/y) == (11/9) which uses the zonk
10915 animation mentioned above. Using "game.graphics_engine_version: 4"
10916 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10917 This can also be seen from the debug output for this test element.)
10920 // when a custom element is about to change (for example by change delay),
10921 // do not reset graphic animation when the custom element is moving
10922 if (game.graphics_engine_version < 4 &&
10925 ResetGfxAnimation(x, y);
10926 ResetRandomAnimationValue(x, y);
10929 if (change->pre_change_function)
10930 change->pre_change_function(x, y);
10934 ChangeDelay[x][y]--;
10936 if (ChangeDelay[x][y] != 0) // continue element change
10938 if (change->can_change)
10940 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10942 if (IS_ANIMATED(graphic))
10943 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10945 if (change->change_function)
10946 change->change_function(x, y);
10949 else // finish element change
10951 if (ChangePage[x][y] != -1) // remember page from delayed change
10953 page = ChangePage[x][y];
10954 ChangePage[x][y] = -1;
10956 change = &ei->change_page[page];
10959 if (IS_MOVING(x, y)) // never change a running system ;-)
10961 ChangeDelay[x][y] = 1; // try change after next move step
10962 ChangePage[x][y] = page; // remember page to use for change
10967 // special case: set new level random seed before changing element
10968 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10969 handle_action_before_change = TRUE;
10971 if (change->has_action && handle_action_before_change)
10972 ExecuteCustomElementAction(x, y, element, page);
10974 if (change->can_change)
10976 if (ChangeElement(x, y, element, page))
10978 if (change->post_change_function)
10979 change->post_change_function(x, y);
10983 if (change->has_action && !handle_action_before_change)
10984 ExecuteCustomElementAction(x, y, element, page);
10988 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10989 int trigger_element,
10991 int trigger_player,
10995 boolean change_done_any = FALSE;
10996 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10999 if (!(trigger_events[trigger_element][trigger_event]))
11002 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11004 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11006 int element = EL_CUSTOM_START + i;
11007 boolean change_done = FALSE;
11010 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11011 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11014 for (p = 0; p < element_info[element].num_change_pages; p++)
11016 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11018 if (change->can_change_or_has_action &&
11019 change->has_event[trigger_event] &&
11020 change->trigger_side & trigger_side &&
11021 change->trigger_player & trigger_player &&
11022 change->trigger_page & trigger_page_bits &&
11023 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11025 change->actual_trigger_element = trigger_element;
11026 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11027 change->actual_trigger_player_bits = trigger_player;
11028 change->actual_trigger_side = trigger_side;
11029 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11030 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11032 if ((change->can_change && !change_done) || change->has_action)
11036 SCAN_PLAYFIELD(x, y)
11038 if (Tile[x][y] == element)
11040 if (change->can_change && !change_done)
11042 // if element already changed in this frame, not only prevent
11043 // another element change (checked in ChangeElement()), but
11044 // also prevent additional element actions for this element
11046 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11047 !level.use_action_after_change_bug)
11050 ChangeDelay[x][y] = 1;
11051 ChangeEvent[x][y] = trigger_event;
11053 HandleElementChange(x, y, p);
11055 else if (change->has_action)
11057 // if element already changed in this frame, not only prevent
11058 // another element change (checked in ChangeElement()), but
11059 // also prevent additional element actions for this element
11061 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11062 !level.use_action_after_change_bug)
11065 ExecuteCustomElementAction(x, y, element, p);
11066 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11071 if (change->can_change)
11073 change_done = TRUE;
11074 change_done_any = TRUE;
11081 RECURSION_LOOP_DETECTION_END();
11083 return change_done_any;
11086 static boolean CheckElementChangeExt(int x, int y,
11088 int trigger_element,
11090 int trigger_player,
11093 boolean change_done = FALSE;
11096 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11097 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11100 if (Tile[x][y] == EL_BLOCKED)
11102 Blocked2Moving(x, y, &x, &y);
11103 element = Tile[x][y];
11106 // check if element has already changed or is about to change after moving
11107 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11108 Tile[x][y] != element) ||
11110 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11111 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11112 ChangePage[x][y] != -1)))
11115 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11117 for (p = 0; p < element_info[element].num_change_pages; p++)
11119 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11121 /* check trigger element for all events where the element that is checked
11122 for changing interacts with a directly adjacent element -- this is
11123 different to element changes that affect other elements to change on the
11124 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11125 boolean check_trigger_element =
11126 (trigger_event == CE_NEXT_TO_X ||
11127 trigger_event == CE_TOUCHING_X ||
11128 trigger_event == CE_HITTING_X ||
11129 trigger_event == CE_HIT_BY_X ||
11130 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11132 if (change->can_change_or_has_action &&
11133 change->has_event[trigger_event] &&
11134 change->trigger_side & trigger_side &&
11135 change->trigger_player & trigger_player &&
11136 (!check_trigger_element ||
11137 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11139 change->actual_trigger_element = trigger_element;
11140 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11141 change->actual_trigger_player_bits = trigger_player;
11142 change->actual_trigger_side = trigger_side;
11143 change->actual_trigger_ce_value = CustomValue[x][y];
11144 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11146 // special case: trigger element not at (x,y) position for some events
11147 if (check_trigger_element)
11159 { 0, 0 }, { 0, 0 }, { 0, 0 },
11163 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11164 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11166 change->actual_trigger_ce_value = CustomValue[xx][yy];
11167 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11170 if (change->can_change && !change_done)
11172 ChangeDelay[x][y] = 1;
11173 ChangeEvent[x][y] = trigger_event;
11175 HandleElementChange(x, y, p);
11177 change_done = TRUE;
11179 else if (change->has_action)
11181 ExecuteCustomElementAction(x, y, element, p);
11182 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11187 RECURSION_LOOP_DETECTION_END();
11189 return change_done;
11192 static void PlayPlayerSound(struct PlayerInfo *player)
11194 int jx = player->jx, jy = player->jy;
11195 int sound_element = player->artwork_element;
11196 int last_action = player->last_action_waiting;
11197 int action = player->action_waiting;
11199 if (player->is_waiting)
11201 if (action != last_action)
11202 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11204 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11208 if (action != last_action)
11209 StopSound(element_info[sound_element].sound[last_action]);
11211 if (last_action == ACTION_SLEEPING)
11212 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11216 static void PlayAllPlayersSound(void)
11220 for (i = 0; i < MAX_PLAYERS; i++)
11221 if (stored_player[i].active)
11222 PlayPlayerSound(&stored_player[i]);
11225 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11227 boolean last_waiting = player->is_waiting;
11228 int move_dir = player->MovDir;
11230 player->dir_waiting = move_dir;
11231 player->last_action_waiting = player->action_waiting;
11235 if (!last_waiting) // not waiting -> waiting
11237 player->is_waiting = TRUE;
11239 player->frame_counter_bored =
11241 game.player_boring_delay_fixed +
11242 GetSimpleRandom(game.player_boring_delay_random);
11243 player->frame_counter_sleeping =
11245 game.player_sleeping_delay_fixed +
11246 GetSimpleRandom(game.player_sleeping_delay_random);
11248 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11251 if (game.player_sleeping_delay_fixed +
11252 game.player_sleeping_delay_random > 0 &&
11253 player->anim_delay_counter == 0 &&
11254 player->post_delay_counter == 0 &&
11255 FrameCounter >= player->frame_counter_sleeping)
11256 player->is_sleeping = TRUE;
11257 else if (game.player_boring_delay_fixed +
11258 game.player_boring_delay_random > 0 &&
11259 FrameCounter >= player->frame_counter_bored)
11260 player->is_bored = TRUE;
11262 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11263 player->is_bored ? ACTION_BORING :
11266 if (player->is_sleeping && player->use_murphy)
11268 // special case for sleeping Murphy when leaning against non-free tile
11270 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11271 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11272 !IS_MOVING(player->jx - 1, player->jy)))
11273 move_dir = MV_LEFT;
11274 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11275 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11276 !IS_MOVING(player->jx + 1, player->jy)))
11277 move_dir = MV_RIGHT;
11279 player->is_sleeping = FALSE;
11281 player->dir_waiting = move_dir;
11284 if (player->is_sleeping)
11286 if (player->num_special_action_sleeping > 0)
11288 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11290 int last_special_action = player->special_action_sleeping;
11291 int num_special_action = player->num_special_action_sleeping;
11292 int special_action =
11293 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11294 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11295 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11296 last_special_action + 1 : ACTION_SLEEPING);
11297 int special_graphic =
11298 el_act_dir2img(player->artwork_element, special_action, move_dir);
11300 player->anim_delay_counter =
11301 graphic_info[special_graphic].anim_delay_fixed +
11302 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11303 player->post_delay_counter =
11304 graphic_info[special_graphic].post_delay_fixed +
11305 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11307 player->special_action_sleeping = special_action;
11310 if (player->anim_delay_counter > 0)
11312 player->action_waiting = player->special_action_sleeping;
11313 player->anim_delay_counter--;
11315 else if (player->post_delay_counter > 0)
11317 player->post_delay_counter--;
11321 else if (player->is_bored)
11323 if (player->num_special_action_bored > 0)
11325 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11327 int special_action =
11328 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11329 int special_graphic =
11330 el_act_dir2img(player->artwork_element, special_action, move_dir);
11332 player->anim_delay_counter =
11333 graphic_info[special_graphic].anim_delay_fixed +
11334 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11335 player->post_delay_counter =
11336 graphic_info[special_graphic].post_delay_fixed +
11337 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11339 player->special_action_bored = special_action;
11342 if (player->anim_delay_counter > 0)
11344 player->action_waiting = player->special_action_bored;
11345 player->anim_delay_counter--;
11347 else if (player->post_delay_counter > 0)
11349 player->post_delay_counter--;
11354 else if (last_waiting) // waiting -> not waiting
11356 player->is_waiting = FALSE;
11357 player->is_bored = FALSE;
11358 player->is_sleeping = FALSE;
11360 player->frame_counter_bored = -1;
11361 player->frame_counter_sleeping = -1;
11363 player->anim_delay_counter = 0;
11364 player->post_delay_counter = 0;
11366 player->dir_waiting = player->MovDir;
11367 player->action_waiting = ACTION_DEFAULT;
11369 player->special_action_bored = ACTION_DEFAULT;
11370 player->special_action_sleeping = ACTION_DEFAULT;
11374 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11376 if ((!player->is_moving && player->was_moving) ||
11377 (player->MovPos == 0 && player->was_moving) ||
11378 (player->is_snapping && !player->was_snapping) ||
11379 (player->is_dropping && !player->was_dropping))
11381 if (!CheckSaveEngineSnapshotToList())
11384 player->was_moving = FALSE;
11385 player->was_snapping = TRUE;
11386 player->was_dropping = TRUE;
11390 if (player->is_moving)
11391 player->was_moving = TRUE;
11393 if (!player->is_snapping)
11394 player->was_snapping = FALSE;
11396 if (!player->is_dropping)
11397 player->was_dropping = FALSE;
11400 static struct MouseActionInfo mouse_action_last = { 0 };
11401 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11402 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11405 CheckSaveEngineSnapshotToList();
11407 mouse_action_last = mouse_action;
11410 static void CheckSingleStepMode(struct PlayerInfo *player)
11412 if (tape.single_step && tape.recording && !tape.pausing)
11414 // as it is called "single step mode", just return to pause mode when the
11415 // player stopped moving after one tile (or never starts moving at all)
11416 // (reverse logic needed here in case single step mode used in team mode)
11417 if (player->is_moving ||
11418 player->is_pushing ||
11419 player->is_dropping_pressed ||
11420 player->effective_mouse_action.button)
11421 game.enter_single_step_mode = FALSE;
11424 CheckSaveEngineSnapshot(player);
11427 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11429 int left = player_action & JOY_LEFT;
11430 int right = player_action & JOY_RIGHT;
11431 int up = player_action & JOY_UP;
11432 int down = player_action & JOY_DOWN;
11433 int button1 = player_action & JOY_BUTTON_1;
11434 int button2 = player_action & JOY_BUTTON_2;
11435 int dx = (left ? -1 : right ? 1 : 0);
11436 int dy = (up ? -1 : down ? 1 : 0);
11438 if (!player->active || tape.pausing)
11444 SnapField(player, dx, dy);
11448 DropElement(player);
11450 MovePlayer(player, dx, dy);
11453 CheckSingleStepMode(player);
11455 SetPlayerWaiting(player, FALSE);
11457 return player_action;
11461 // no actions for this player (no input at player's configured device)
11463 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11464 SnapField(player, 0, 0);
11465 CheckGravityMovementWhenNotMoving(player);
11467 if (player->MovPos == 0)
11468 SetPlayerWaiting(player, TRUE);
11470 if (player->MovPos == 0) // needed for tape.playing
11471 player->is_moving = FALSE;
11473 player->is_dropping = FALSE;
11474 player->is_dropping_pressed = FALSE;
11475 player->drop_pressed_delay = 0;
11477 CheckSingleStepMode(player);
11483 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11486 if (!tape.use_mouse_actions)
11489 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11490 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11491 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11494 static void SetTapeActionFromMouseAction(byte *tape_action,
11495 struct MouseActionInfo *mouse_action)
11497 if (!tape.use_mouse_actions)
11500 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11501 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11502 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11505 static void CheckLevelSolved(void)
11507 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11509 if (game_em.level_solved &&
11510 !game_em.game_over) // game won
11514 game_em.game_over = TRUE;
11516 game.all_players_gone = TRUE;
11519 if (game_em.game_over) // game lost
11520 game.all_players_gone = TRUE;
11522 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11524 if (game_sp.level_solved &&
11525 !game_sp.game_over) // game won
11529 game_sp.game_over = TRUE;
11531 game.all_players_gone = TRUE;
11534 if (game_sp.game_over) // game lost
11535 game.all_players_gone = TRUE;
11537 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11539 if (game_mm.level_solved &&
11540 !game_mm.game_over) // game won
11544 game_mm.game_over = TRUE;
11546 game.all_players_gone = TRUE;
11549 if (game_mm.game_over) // game lost
11550 game.all_players_gone = TRUE;
11554 static void CheckLevelTime_StepCounter(void)
11564 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11565 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11567 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11569 DisplayGameControlValues();
11571 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11572 for (i = 0; i < MAX_PLAYERS; i++)
11573 KillPlayer(&stored_player[i]);
11575 else if (game.no_level_time_limit && !game.all_players_gone)
11577 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11579 DisplayGameControlValues();
11583 static void CheckLevelTime(void)
11587 if (TimeFrames >= FRAMES_PER_SECOND)
11592 for (i = 0; i < MAX_PLAYERS; i++)
11594 struct PlayerInfo *player = &stored_player[i];
11596 if (SHIELD_ON(player))
11598 player->shield_normal_time_left--;
11600 if (player->shield_deadly_time_left > 0)
11601 player->shield_deadly_time_left--;
11605 if (!game.LevelSolved && !level.use_step_counter)
11613 if (TimeLeft <= 10 && game.time_limit)
11614 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11616 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11617 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11619 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11621 if (!TimeLeft && game.time_limit)
11623 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11624 game_em.lev->killed_out_of_time = TRUE;
11626 for (i = 0; i < MAX_PLAYERS; i++)
11627 KillPlayer(&stored_player[i]);
11630 else if (game.no_level_time_limit && !game.all_players_gone)
11632 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11635 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11638 if (tape.recording || tape.playing)
11639 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11642 if (tape.recording || tape.playing)
11643 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11645 UpdateAndDisplayGameControlValues();
11648 void AdvanceFrameAndPlayerCounters(int player_nr)
11652 // advance frame counters (global frame counter and time frame counter)
11656 // advance player counters (counters for move delay, move animation etc.)
11657 for (i = 0; i < MAX_PLAYERS; i++)
11659 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11660 int move_delay_value = stored_player[i].move_delay_value;
11661 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11663 if (!advance_player_counters) // not all players may be affected
11666 if (move_frames == 0) // less than one move per game frame
11668 int stepsize = TILEX / move_delay_value;
11669 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11670 int count = (stored_player[i].is_moving ?
11671 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11673 if (count % delay == 0)
11677 stored_player[i].Frame += move_frames;
11679 if (stored_player[i].MovPos != 0)
11680 stored_player[i].StepFrame += move_frames;
11682 if (stored_player[i].move_delay > 0)
11683 stored_player[i].move_delay--;
11685 // due to bugs in previous versions, counter must count up, not down
11686 if (stored_player[i].push_delay != -1)
11687 stored_player[i].push_delay++;
11689 if (stored_player[i].drop_delay > 0)
11690 stored_player[i].drop_delay--;
11692 if (stored_player[i].is_dropping_pressed)
11693 stored_player[i].drop_pressed_delay++;
11697 void AdvanceFrameCounter(void)
11702 void AdvanceGfxFrame(void)
11706 SCAN_PLAYFIELD(x, y)
11712 void StartGameActions(boolean init_network_game, boolean record_tape,
11715 unsigned int new_random_seed = InitRND(random_seed);
11718 TapeStartRecording(new_random_seed);
11720 if (setup.auto_pause_on_start && !tape.pausing)
11721 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11723 if (init_network_game)
11725 SendToServer_LevelFile();
11726 SendToServer_StartPlaying();
11734 static void GameActionsExt(void)
11737 static unsigned int game_frame_delay = 0;
11739 unsigned int game_frame_delay_value;
11740 byte *recorded_player_action;
11741 byte summarized_player_action = 0;
11742 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11745 // detect endless loops, caused by custom element programming
11746 if (recursion_loop_detected && recursion_loop_depth == 0)
11748 char *message = getStringCat3("Internal Error! Element ",
11749 EL_NAME(recursion_loop_element),
11750 " caused endless loop! Quit the game?");
11752 Warn("element '%s' caused endless loop in game engine",
11753 EL_NAME(recursion_loop_element));
11755 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11757 recursion_loop_detected = FALSE; // if game should be continued
11764 if (game.restart_level)
11765 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11767 CheckLevelSolved();
11769 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11772 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11775 if (game_status != GAME_MODE_PLAYING) // status might have changed
11778 game_frame_delay_value =
11779 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11781 if (tape.playing && tape.warp_forward && !tape.pausing)
11782 game_frame_delay_value = 0;
11784 SetVideoFrameDelay(game_frame_delay_value);
11786 // (de)activate virtual buttons depending on current game status
11787 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11789 if (game.all_players_gone) // if no players there to be controlled anymore
11790 SetOverlayActive(FALSE);
11791 else if (!tape.playing) // if game continues after tape stopped playing
11792 SetOverlayActive(TRUE);
11797 // ---------- main game synchronization point ----------
11799 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11801 Debug("game:playing:skip", "skip == %d", skip);
11804 // ---------- main game synchronization point ----------
11806 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11810 if (network_playing && !network_player_action_received)
11812 // try to get network player actions in time
11814 // last chance to get network player actions without main loop delay
11815 HandleNetworking();
11817 // game was quit by network peer
11818 if (game_status != GAME_MODE_PLAYING)
11821 // check if network player actions still missing and game still running
11822 if (!network_player_action_received && !checkGameEnded())
11823 return; // failed to get network player actions in time
11825 // do not yet reset "network_player_action_received" (for tape.pausing)
11831 // at this point we know that we really continue executing the game
11833 network_player_action_received = FALSE;
11835 // when playing tape, read previously recorded player input from tape data
11836 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11838 local_player->effective_mouse_action = local_player->mouse_action;
11840 if (recorded_player_action != NULL)
11841 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11842 recorded_player_action);
11844 // TapePlayAction() may return NULL when toggling to "pause before death"
11848 if (tape.set_centered_player)
11850 game.centered_player_nr_next = tape.centered_player_nr_next;
11851 game.set_centered_player = TRUE;
11854 for (i = 0; i < MAX_PLAYERS; i++)
11856 summarized_player_action |= stored_player[i].action;
11858 if (!network_playing && (game.team_mode || tape.playing))
11859 stored_player[i].effective_action = stored_player[i].action;
11862 if (network_playing && !checkGameEnded())
11863 SendToServer_MovePlayer(summarized_player_action);
11865 // summarize all actions at local players mapped input device position
11866 // (this allows using different input devices in single player mode)
11867 if (!network.enabled && !game.team_mode)
11868 stored_player[map_player_action[local_player->index_nr]].effective_action =
11869 summarized_player_action;
11871 // summarize all actions at centered player in local team mode
11872 if (tape.recording &&
11873 setup.team_mode && !network.enabled &&
11874 setup.input_on_focus &&
11875 game.centered_player_nr != -1)
11877 for (i = 0; i < MAX_PLAYERS; i++)
11878 stored_player[map_player_action[i]].effective_action =
11879 (i == game.centered_player_nr ? summarized_player_action : 0);
11882 if (recorded_player_action != NULL)
11883 for (i = 0; i < MAX_PLAYERS; i++)
11884 stored_player[i].effective_action = recorded_player_action[i];
11886 for (i = 0; i < MAX_PLAYERS; i++)
11888 tape_action[i] = stored_player[i].effective_action;
11890 /* (this may happen in the RND game engine if a player was not present on
11891 the playfield on level start, but appeared later from a custom element */
11892 if (setup.team_mode &&
11895 !tape.player_participates[i])
11896 tape.player_participates[i] = TRUE;
11899 SetTapeActionFromMouseAction(tape_action,
11900 &local_player->effective_mouse_action);
11902 // only record actions from input devices, but not programmed actions
11903 if (tape.recording)
11904 TapeRecordAction(tape_action);
11906 // remember if game was played (especially after tape stopped playing)
11907 if (!tape.playing && summarized_player_action && !checkGameFailed())
11908 game.GamePlayed = TRUE;
11910 #if USE_NEW_PLAYER_ASSIGNMENTS
11911 // !!! also map player actions in single player mode !!!
11912 // if (game.team_mode)
11915 byte mapped_action[MAX_PLAYERS];
11917 #if DEBUG_PLAYER_ACTIONS
11918 for (i = 0; i < MAX_PLAYERS; i++)
11919 DebugContinued("", "%d, ", stored_player[i].effective_action);
11922 for (i = 0; i < MAX_PLAYERS; i++)
11923 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11925 for (i = 0; i < MAX_PLAYERS; i++)
11926 stored_player[i].effective_action = mapped_action[i];
11928 #if DEBUG_PLAYER_ACTIONS
11929 DebugContinued("", "=> ");
11930 for (i = 0; i < MAX_PLAYERS; i++)
11931 DebugContinued("", "%d, ", stored_player[i].effective_action);
11932 DebugContinued("game:playing:player", "\n");
11935 #if DEBUG_PLAYER_ACTIONS
11938 for (i = 0; i < MAX_PLAYERS; i++)
11939 DebugContinued("", "%d, ", stored_player[i].effective_action);
11940 DebugContinued("game:playing:player", "\n");
11945 for (i = 0; i < MAX_PLAYERS; i++)
11947 // allow engine snapshot in case of changed movement attempt
11948 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11949 (stored_player[i].effective_action & KEY_MOTION))
11950 game.snapshot.changed_action = TRUE;
11952 // allow engine snapshot in case of snapping/dropping attempt
11953 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11954 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11955 game.snapshot.changed_action = TRUE;
11957 game.snapshot.last_action[i] = stored_player[i].effective_action;
11960 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11962 GameActions_EM_Main();
11964 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11966 GameActions_SP_Main();
11968 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11970 GameActions_MM_Main();
11974 GameActions_RND_Main();
11977 BlitScreenToBitmap(backbuffer);
11979 CheckLevelSolved();
11982 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11984 if (global.show_frames_per_second)
11986 static unsigned int fps_counter = 0;
11987 static int fps_frames = 0;
11988 unsigned int fps_delay_ms = Counter() - fps_counter;
11992 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11994 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11997 fps_counter = Counter();
11999 // always draw FPS to screen after FPS value was updated
12000 redraw_mask |= REDRAW_FPS;
12003 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12004 if (GetDrawDeactivationMask() == REDRAW_NONE)
12005 redraw_mask |= REDRAW_FPS;
12009 static void GameActions_CheckSaveEngineSnapshot(void)
12011 if (!game.snapshot.save_snapshot)
12014 // clear flag for saving snapshot _before_ saving snapshot
12015 game.snapshot.save_snapshot = FALSE;
12017 SaveEngineSnapshotToList();
12020 void GameActions(void)
12024 GameActions_CheckSaveEngineSnapshot();
12027 void GameActions_EM_Main(void)
12029 byte effective_action[MAX_PLAYERS];
12032 for (i = 0; i < MAX_PLAYERS; i++)
12033 effective_action[i] = stored_player[i].effective_action;
12035 GameActions_EM(effective_action);
12038 void GameActions_SP_Main(void)
12040 byte effective_action[MAX_PLAYERS];
12043 for (i = 0; i < MAX_PLAYERS; i++)
12044 effective_action[i] = stored_player[i].effective_action;
12046 GameActions_SP(effective_action);
12048 for (i = 0; i < MAX_PLAYERS; i++)
12050 if (stored_player[i].force_dropping)
12051 stored_player[i].action |= KEY_BUTTON_DROP;
12053 stored_player[i].force_dropping = FALSE;
12057 void GameActions_MM_Main(void)
12061 GameActions_MM(local_player->effective_mouse_action);
12064 void GameActions_RND_Main(void)
12069 void GameActions_RND(void)
12071 static struct MouseActionInfo mouse_action_last = { 0 };
12072 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12073 int magic_wall_x = 0, magic_wall_y = 0;
12074 int i, x, y, element, graphic, last_gfx_frame;
12076 InitPlayfieldScanModeVars();
12078 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12080 SCAN_PLAYFIELD(x, y)
12082 ChangeCount[x][y] = 0;
12083 ChangeEvent[x][y] = -1;
12087 if (game.set_centered_player)
12089 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12091 // switching to "all players" only possible if all players fit to screen
12092 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12094 game.centered_player_nr_next = game.centered_player_nr;
12095 game.set_centered_player = FALSE;
12098 // do not switch focus to non-existing (or non-active) player
12099 if (game.centered_player_nr_next >= 0 &&
12100 !stored_player[game.centered_player_nr_next].active)
12102 game.centered_player_nr_next = game.centered_player_nr;
12103 game.set_centered_player = FALSE;
12107 if (game.set_centered_player &&
12108 ScreenMovPos == 0) // screen currently aligned at tile position
12112 if (game.centered_player_nr_next == -1)
12114 setScreenCenteredToAllPlayers(&sx, &sy);
12118 sx = stored_player[game.centered_player_nr_next].jx;
12119 sy = stored_player[game.centered_player_nr_next].jy;
12122 game.centered_player_nr = game.centered_player_nr_next;
12123 game.set_centered_player = FALSE;
12125 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12126 DrawGameDoorValues();
12129 // check single step mode (set flag and clear again if any player is active)
12130 game.enter_single_step_mode =
12131 (tape.single_step && tape.recording && !tape.pausing);
12133 for (i = 0; i < MAX_PLAYERS; i++)
12135 int actual_player_action = stored_player[i].effective_action;
12138 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12139 - rnd_equinox_tetrachloride 048
12140 - rnd_equinox_tetrachloride_ii 096
12141 - rnd_emanuel_schmieg 002
12142 - doctor_sloan_ww 001, 020
12144 if (stored_player[i].MovPos == 0)
12145 CheckGravityMovement(&stored_player[i]);
12148 // overwrite programmed action with tape action
12149 if (stored_player[i].programmed_action)
12150 actual_player_action = stored_player[i].programmed_action;
12152 PlayerActions(&stored_player[i], actual_player_action);
12154 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12157 // single step pause mode may already have been toggled by "ScrollPlayer()"
12158 if (game.enter_single_step_mode && !tape.pausing)
12159 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12161 ScrollScreen(NULL, SCROLL_GO_ON);
12163 /* for backwards compatibility, the following code emulates a fixed bug that
12164 occured when pushing elements (causing elements that just made their last
12165 pushing step to already (if possible) make their first falling step in the
12166 same game frame, which is bad); this code is also needed to use the famous
12167 "spring push bug" which is used in older levels and might be wanted to be
12168 used also in newer levels, but in this case the buggy pushing code is only
12169 affecting the "spring" element and no other elements */
12171 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12173 for (i = 0; i < MAX_PLAYERS; i++)
12175 struct PlayerInfo *player = &stored_player[i];
12176 int x = player->jx;
12177 int y = player->jy;
12179 if (player->active && player->is_pushing && player->is_moving &&
12181 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12182 Tile[x][y] == EL_SPRING))
12184 ContinueMoving(x, y);
12186 // continue moving after pushing (this is actually a bug)
12187 if (!IS_MOVING(x, y))
12188 Stop[x][y] = FALSE;
12193 SCAN_PLAYFIELD(x, y)
12195 Last[x][y] = Tile[x][y];
12197 ChangeCount[x][y] = 0;
12198 ChangeEvent[x][y] = -1;
12200 // this must be handled before main playfield loop
12201 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12204 if (MovDelay[x][y] <= 0)
12208 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12211 if (MovDelay[x][y] <= 0)
12213 int element = Store[x][y];
12214 int move_direction = MovDir[x][y];
12215 int player_index_bit = Store2[x][y];
12221 TEST_DrawLevelField(x, y);
12223 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12225 if (IS_ENVELOPE(element))
12226 local_player->show_envelope = element;
12231 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12233 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12235 Debug("game:playing:GameActions_RND", "This should never happen!");
12237 ChangePage[x][y] = -1;
12241 Stop[x][y] = FALSE;
12242 if (WasJustMoving[x][y] > 0)
12243 WasJustMoving[x][y]--;
12244 if (WasJustFalling[x][y] > 0)
12245 WasJustFalling[x][y]--;
12246 if (CheckCollision[x][y] > 0)
12247 CheckCollision[x][y]--;
12248 if (CheckImpact[x][y] > 0)
12249 CheckImpact[x][y]--;
12253 /* reset finished pushing action (not done in ContinueMoving() to allow
12254 continuous pushing animation for elements with zero push delay) */
12255 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12257 ResetGfxAnimation(x, y);
12258 TEST_DrawLevelField(x, y);
12262 if (IS_BLOCKED(x, y))
12266 Blocked2Moving(x, y, &oldx, &oldy);
12267 if (!IS_MOVING(oldx, oldy))
12269 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12270 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12271 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12272 Debug("game:playing:GameActions_RND", "This should never happen!");
12278 if (mouse_action.button)
12280 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12281 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12283 x = mouse_action.lx;
12284 y = mouse_action.ly;
12285 element = Tile[x][y];
12289 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12290 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12294 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12295 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12298 if (level.use_step_counter)
12300 boolean counted_click = FALSE;
12302 // element clicked that can change when clicked/pressed
12303 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12304 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12305 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12306 counted_click = TRUE;
12308 // element clicked that can trigger change when clicked/pressed
12309 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12310 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12311 counted_click = TRUE;
12313 if (new_button && counted_click)
12314 CheckLevelTime_StepCounter();
12318 SCAN_PLAYFIELD(x, y)
12320 element = Tile[x][y];
12321 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12322 last_gfx_frame = GfxFrame[x][y];
12324 if (element == EL_EMPTY)
12325 graphic = el2img(GfxElementEmpty[x][y]);
12327 ResetGfxFrame(x, y);
12329 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12330 DrawLevelGraphicAnimation(x, y, graphic);
12332 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12333 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12334 ResetRandomAnimationValue(x, y);
12336 SetRandomAnimationValue(x, y);
12338 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12340 if (IS_INACTIVE(element))
12342 if (IS_ANIMATED(graphic))
12343 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12348 // this may take place after moving, so 'element' may have changed
12349 if (IS_CHANGING(x, y) &&
12350 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12352 int page = element_info[element].event_page_nr[CE_DELAY];
12354 HandleElementChange(x, y, page);
12356 element = Tile[x][y];
12357 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12360 CheckNextToConditions(x, y);
12362 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12366 element = Tile[x][y];
12367 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12369 if (IS_ANIMATED(graphic) &&
12370 !IS_MOVING(x, y) &&
12372 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12374 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12375 TEST_DrawTwinkleOnField(x, y);
12377 else if (element == EL_ACID)
12380 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12382 else if ((element == EL_EXIT_OPEN ||
12383 element == EL_EM_EXIT_OPEN ||
12384 element == EL_SP_EXIT_OPEN ||
12385 element == EL_STEEL_EXIT_OPEN ||
12386 element == EL_EM_STEEL_EXIT_OPEN ||
12387 element == EL_SP_TERMINAL ||
12388 element == EL_SP_TERMINAL_ACTIVE ||
12389 element == EL_EXTRA_TIME ||
12390 element == EL_SHIELD_NORMAL ||
12391 element == EL_SHIELD_DEADLY) &&
12392 IS_ANIMATED(graphic))
12393 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12394 else if (IS_MOVING(x, y))
12395 ContinueMoving(x, y);
12396 else if (IS_ACTIVE_BOMB(element))
12397 CheckDynamite(x, y);
12398 else if (element == EL_AMOEBA_GROWING)
12399 AmoebaGrowing(x, y);
12400 else if (element == EL_AMOEBA_SHRINKING)
12401 AmoebaShrinking(x, y);
12403 #if !USE_NEW_AMOEBA_CODE
12404 else if (IS_AMOEBALIVE(element))
12405 AmoebaReproduce(x, y);
12408 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12410 else if (element == EL_EXIT_CLOSED)
12412 else if (element == EL_EM_EXIT_CLOSED)
12414 else if (element == EL_STEEL_EXIT_CLOSED)
12415 CheckExitSteel(x, y);
12416 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12417 CheckExitSteelEM(x, y);
12418 else if (element == EL_SP_EXIT_CLOSED)
12420 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12421 element == EL_EXPANDABLE_STEELWALL_GROWING)
12423 else if (element == EL_EXPANDABLE_WALL ||
12424 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12425 element == EL_EXPANDABLE_WALL_VERTICAL ||
12426 element == EL_EXPANDABLE_WALL_ANY ||
12427 element == EL_BD_EXPANDABLE_WALL ||
12428 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12429 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12430 element == EL_EXPANDABLE_STEELWALL_ANY)
12431 CheckWallGrowing(x, y);
12432 else if (element == EL_FLAMES)
12433 CheckForDragon(x, y);
12434 else if (element == EL_EXPLOSION)
12435 ; // drawing of correct explosion animation is handled separately
12436 else if (element == EL_ELEMENT_SNAPPING ||
12437 element == EL_DIAGONAL_SHRINKING ||
12438 element == EL_DIAGONAL_GROWING)
12440 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12442 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12444 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12445 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12447 if (IS_BELT_ACTIVE(element))
12448 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12450 if (game.magic_wall_active)
12452 int jx = local_player->jx, jy = local_player->jy;
12454 // play the element sound at the position nearest to the player
12455 if ((element == EL_MAGIC_WALL_FULL ||
12456 element == EL_MAGIC_WALL_ACTIVE ||
12457 element == EL_MAGIC_WALL_EMPTYING ||
12458 element == EL_BD_MAGIC_WALL_FULL ||
12459 element == EL_BD_MAGIC_WALL_ACTIVE ||
12460 element == EL_BD_MAGIC_WALL_EMPTYING ||
12461 element == EL_DC_MAGIC_WALL_FULL ||
12462 element == EL_DC_MAGIC_WALL_ACTIVE ||
12463 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12464 ABS(x - jx) + ABS(y - jy) <
12465 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12473 #if USE_NEW_AMOEBA_CODE
12474 // new experimental amoeba growth stuff
12475 if (!(FrameCounter % 8))
12477 static unsigned int random = 1684108901;
12479 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12481 x = RND(lev_fieldx);
12482 y = RND(lev_fieldy);
12483 element = Tile[x][y];
12485 if (!IS_PLAYER(x,y) &&
12486 (element == EL_EMPTY ||
12487 CAN_GROW_INTO(element) ||
12488 element == EL_QUICKSAND_EMPTY ||
12489 element == EL_QUICKSAND_FAST_EMPTY ||
12490 element == EL_ACID_SPLASH_LEFT ||
12491 element == EL_ACID_SPLASH_RIGHT))
12493 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12494 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12495 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12496 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12497 Tile[x][y] = EL_AMOEBA_DROP;
12500 random = random * 129 + 1;
12505 game.explosions_delayed = FALSE;
12507 SCAN_PLAYFIELD(x, y)
12509 element = Tile[x][y];
12511 if (ExplodeField[x][y])
12512 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12513 else if (element == EL_EXPLOSION)
12514 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12516 ExplodeField[x][y] = EX_TYPE_NONE;
12519 game.explosions_delayed = TRUE;
12521 if (game.magic_wall_active)
12523 if (!(game.magic_wall_time_left % 4))
12525 int element = Tile[magic_wall_x][magic_wall_y];
12527 if (element == EL_BD_MAGIC_WALL_FULL ||
12528 element == EL_BD_MAGIC_WALL_ACTIVE ||
12529 element == EL_BD_MAGIC_WALL_EMPTYING)
12530 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12531 else if (element == EL_DC_MAGIC_WALL_FULL ||
12532 element == EL_DC_MAGIC_WALL_ACTIVE ||
12533 element == EL_DC_MAGIC_WALL_EMPTYING)
12534 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12536 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12539 if (game.magic_wall_time_left > 0)
12541 game.magic_wall_time_left--;
12543 if (!game.magic_wall_time_left)
12545 SCAN_PLAYFIELD(x, y)
12547 element = Tile[x][y];
12549 if (element == EL_MAGIC_WALL_ACTIVE ||
12550 element == EL_MAGIC_WALL_FULL)
12552 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12553 TEST_DrawLevelField(x, y);
12555 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12556 element == EL_BD_MAGIC_WALL_FULL)
12558 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12559 TEST_DrawLevelField(x, y);
12561 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12562 element == EL_DC_MAGIC_WALL_FULL)
12564 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12565 TEST_DrawLevelField(x, y);
12569 game.magic_wall_active = FALSE;
12574 if (game.light_time_left > 0)
12576 game.light_time_left--;
12578 if (game.light_time_left == 0)
12579 RedrawAllLightSwitchesAndInvisibleElements();
12582 if (game.timegate_time_left > 0)
12584 game.timegate_time_left--;
12586 if (game.timegate_time_left == 0)
12587 CloseAllOpenTimegates();
12590 if (game.lenses_time_left > 0)
12592 game.lenses_time_left--;
12594 if (game.lenses_time_left == 0)
12595 RedrawAllInvisibleElementsForLenses();
12598 if (game.magnify_time_left > 0)
12600 game.magnify_time_left--;
12602 if (game.magnify_time_left == 0)
12603 RedrawAllInvisibleElementsForMagnifier();
12606 for (i = 0; i < MAX_PLAYERS; i++)
12608 struct PlayerInfo *player = &stored_player[i];
12610 if (SHIELD_ON(player))
12612 if (player->shield_deadly_time_left)
12613 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12614 else if (player->shield_normal_time_left)
12615 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12619 #if USE_DELAYED_GFX_REDRAW
12620 SCAN_PLAYFIELD(x, y)
12622 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12624 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12625 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12627 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12628 DrawLevelField(x, y);
12630 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12631 DrawLevelFieldCrumbled(x, y);
12633 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12634 DrawLevelFieldCrumbledNeighbours(x, y);
12636 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12637 DrawTwinkleOnField(x, y);
12640 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12645 PlayAllPlayersSound();
12647 for (i = 0; i < MAX_PLAYERS; i++)
12649 struct PlayerInfo *player = &stored_player[i];
12651 if (player->show_envelope != 0 && (!player->active ||
12652 player->MovPos == 0))
12654 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12656 player->show_envelope = 0;
12660 // use random number generator in every frame to make it less predictable
12661 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12664 mouse_action_last = mouse_action;
12667 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12669 int min_x = x, min_y = y, max_x = x, max_y = y;
12670 int scr_fieldx = getScreenFieldSizeX();
12671 int scr_fieldy = getScreenFieldSizeY();
12674 for (i = 0; i < MAX_PLAYERS; i++)
12676 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12678 if (!stored_player[i].active || &stored_player[i] == player)
12681 min_x = MIN(min_x, jx);
12682 min_y = MIN(min_y, jy);
12683 max_x = MAX(max_x, jx);
12684 max_y = MAX(max_y, jy);
12687 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12690 static boolean AllPlayersInVisibleScreen(void)
12694 for (i = 0; i < MAX_PLAYERS; i++)
12696 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12698 if (!stored_player[i].active)
12701 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12708 void ScrollLevel(int dx, int dy)
12710 int scroll_offset = 2 * TILEX_VAR;
12713 BlitBitmap(drawto_field, drawto_field,
12714 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12715 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12716 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12717 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12718 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12719 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12723 x = (dx == 1 ? BX1 : BX2);
12724 for (y = BY1; y <= BY2; y++)
12725 DrawScreenField(x, y);
12730 y = (dy == 1 ? BY1 : BY2);
12731 for (x = BX1; x <= BX2; x++)
12732 DrawScreenField(x, y);
12735 redraw_mask |= REDRAW_FIELD;
12738 static boolean canFallDown(struct PlayerInfo *player)
12740 int jx = player->jx, jy = player->jy;
12742 return (IN_LEV_FIELD(jx, jy + 1) &&
12743 (IS_FREE(jx, jy + 1) ||
12744 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12745 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12746 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12749 static boolean canPassField(int x, int y, int move_dir)
12751 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12752 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12753 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12754 int nextx = x + dx;
12755 int nexty = y + dy;
12756 int element = Tile[x][y];
12758 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12759 !CAN_MOVE(element) &&
12760 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12761 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12762 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12765 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12767 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12768 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12769 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12773 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12774 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12775 (IS_DIGGABLE(Tile[newx][newy]) ||
12776 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12777 canPassField(newx, newy, move_dir)));
12780 static void CheckGravityMovement(struct PlayerInfo *player)
12782 if (player->gravity && !player->programmed_action)
12784 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12785 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12786 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12787 int jx = player->jx, jy = player->jy;
12788 boolean player_is_moving_to_valid_field =
12789 (!player_is_snapping &&
12790 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12791 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12792 boolean player_can_fall_down = canFallDown(player);
12794 if (player_can_fall_down &&
12795 !player_is_moving_to_valid_field)
12796 player->programmed_action = MV_DOWN;
12800 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12802 return CheckGravityMovement(player);
12804 if (player->gravity && !player->programmed_action)
12806 int jx = player->jx, jy = player->jy;
12807 boolean field_under_player_is_free =
12808 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12809 boolean player_is_standing_on_valid_field =
12810 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12811 (IS_WALKABLE(Tile[jx][jy]) &&
12812 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12814 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12815 player->programmed_action = MV_DOWN;
12820 MovePlayerOneStep()
12821 -----------------------------------------------------------------------------
12822 dx, dy: direction (non-diagonal) to try to move the player to
12823 real_dx, real_dy: direction as read from input device (can be diagonal)
12826 boolean MovePlayerOneStep(struct PlayerInfo *player,
12827 int dx, int dy, int real_dx, int real_dy)
12829 int jx = player->jx, jy = player->jy;
12830 int new_jx = jx + dx, new_jy = jy + dy;
12832 boolean player_can_move = !player->cannot_move;
12834 if (!player->active || (!dx && !dy))
12835 return MP_NO_ACTION;
12837 player->MovDir = (dx < 0 ? MV_LEFT :
12838 dx > 0 ? MV_RIGHT :
12840 dy > 0 ? MV_DOWN : MV_NONE);
12842 if (!IN_LEV_FIELD(new_jx, new_jy))
12843 return MP_NO_ACTION;
12845 if (!player_can_move)
12847 if (player->MovPos == 0)
12849 player->is_moving = FALSE;
12850 player->is_digging = FALSE;
12851 player->is_collecting = FALSE;
12852 player->is_snapping = FALSE;
12853 player->is_pushing = FALSE;
12857 if (!network.enabled && game.centered_player_nr == -1 &&
12858 !AllPlayersInSight(player, new_jx, new_jy))
12859 return MP_NO_ACTION;
12861 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12862 if (can_move != MP_MOVING)
12865 // check if DigField() has caused relocation of the player
12866 if (player->jx != jx || player->jy != jy)
12867 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12869 StorePlayer[jx][jy] = 0;
12870 player->last_jx = jx;
12871 player->last_jy = jy;
12872 player->jx = new_jx;
12873 player->jy = new_jy;
12874 StorePlayer[new_jx][new_jy] = player->element_nr;
12876 if (player->move_delay_value_next != -1)
12878 player->move_delay_value = player->move_delay_value_next;
12879 player->move_delay_value_next = -1;
12883 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12885 player->step_counter++;
12887 PlayerVisit[jx][jy] = FrameCounter;
12889 player->is_moving = TRUE;
12892 // should better be called in MovePlayer(), but this breaks some tapes
12893 ScrollPlayer(player, SCROLL_INIT);
12899 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12901 int jx = player->jx, jy = player->jy;
12902 int old_jx = jx, old_jy = jy;
12903 int moved = MP_NO_ACTION;
12905 if (!player->active)
12910 if (player->MovPos == 0)
12912 player->is_moving = FALSE;
12913 player->is_digging = FALSE;
12914 player->is_collecting = FALSE;
12915 player->is_snapping = FALSE;
12916 player->is_pushing = FALSE;
12922 if (player->move_delay > 0)
12925 player->move_delay = -1; // set to "uninitialized" value
12927 // store if player is automatically moved to next field
12928 player->is_auto_moving = (player->programmed_action != MV_NONE);
12930 // remove the last programmed player action
12931 player->programmed_action = 0;
12933 if (player->MovPos)
12935 // should only happen if pre-1.2 tape recordings are played
12936 // this is only for backward compatibility
12938 int original_move_delay_value = player->move_delay_value;
12941 Debug("game:playing:MovePlayer",
12942 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12946 // scroll remaining steps with finest movement resolution
12947 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12949 while (player->MovPos)
12951 ScrollPlayer(player, SCROLL_GO_ON);
12952 ScrollScreen(NULL, SCROLL_GO_ON);
12954 AdvanceFrameAndPlayerCounters(player->index_nr);
12957 BackToFront_WithFrameDelay(0);
12960 player->move_delay_value = original_move_delay_value;
12963 player->is_active = FALSE;
12965 if (player->last_move_dir & MV_HORIZONTAL)
12967 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12968 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12972 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12973 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12976 if (!moved && !player->is_active)
12978 player->is_moving = FALSE;
12979 player->is_digging = FALSE;
12980 player->is_collecting = FALSE;
12981 player->is_snapping = FALSE;
12982 player->is_pushing = FALSE;
12988 if (moved & MP_MOVING && !ScreenMovPos &&
12989 (player->index_nr == game.centered_player_nr ||
12990 game.centered_player_nr == -1))
12992 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12994 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12996 // actual player has left the screen -- scroll in that direction
12997 if (jx != old_jx) // player has moved horizontally
12998 scroll_x += (jx - old_jx);
12999 else // player has moved vertically
13000 scroll_y += (jy - old_jy);
13004 int offset_raw = game.scroll_delay_value;
13006 if (jx != old_jx) // player has moved horizontally
13008 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13009 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13010 int new_scroll_x = jx - MIDPOSX + offset_x;
13012 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13013 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13014 scroll_x = new_scroll_x;
13016 // don't scroll over playfield boundaries
13017 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13019 // don't scroll more than one field at a time
13020 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13022 // don't scroll against the player's moving direction
13023 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13024 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13025 scroll_x = old_scroll_x;
13027 else // player has moved vertically
13029 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13030 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13031 int new_scroll_y = jy - MIDPOSY + offset_y;
13033 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13034 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13035 scroll_y = new_scroll_y;
13037 // don't scroll over playfield boundaries
13038 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13040 // don't scroll more than one field at a time
13041 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13043 // don't scroll against the player's moving direction
13044 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13045 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13046 scroll_y = old_scroll_y;
13050 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13052 if (!network.enabled && game.centered_player_nr == -1 &&
13053 !AllPlayersInVisibleScreen())
13055 scroll_x = old_scroll_x;
13056 scroll_y = old_scroll_y;
13060 ScrollScreen(player, SCROLL_INIT);
13061 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13066 player->StepFrame = 0;
13068 if (moved & MP_MOVING)
13070 if (old_jx != jx && old_jy == jy)
13071 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13072 else if (old_jx == jx && old_jy != jy)
13073 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13075 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13077 player->last_move_dir = player->MovDir;
13078 player->is_moving = TRUE;
13079 player->is_snapping = FALSE;
13080 player->is_switching = FALSE;
13081 player->is_dropping = FALSE;
13082 player->is_dropping_pressed = FALSE;
13083 player->drop_pressed_delay = 0;
13086 // should better be called here than above, but this breaks some tapes
13087 ScrollPlayer(player, SCROLL_INIT);
13092 CheckGravityMovementWhenNotMoving(player);
13094 player->is_moving = FALSE;
13096 /* at this point, the player is allowed to move, but cannot move right now
13097 (e.g. because of something blocking the way) -- ensure that the player
13098 is also allowed to move in the next frame (in old versions before 3.1.1,
13099 the player was forced to wait again for eight frames before next try) */
13101 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13102 player->move_delay = 0; // allow direct movement in the next frame
13105 if (player->move_delay == -1) // not yet initialized by DigField()
13106 player->move_delay = player->move_delay_value;
13108 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13110 TestIfPlayerTouchesBadThing(jx, jy);
13111 TestIfPlayerTouchesCustomElement(jx, jy);
13114 if (!player->active)
13115 RemovePlayer(player);
13120 void ScrollPlayer(struct PlayerInfo *player, int mode)
13122 int jx = player->jx, jy = player->jy;
13123 int last_jx = player->last_jx, last_jy = player->last_jy;
13124 int move_stepsize = TILEX / player->move_delay_value;
13126 if (!player->active)
13129 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13132 if (mode == SCROLL_INIT)
13134 player->actual_frame_counter.count = FrameCounter;
13135 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13137 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13138 Tile[last_jx][last_jy] == EL_EMPTY)
13140 int last_field_block_delay = 0; // start with no blocking at all
13141 int block_delay_adjustment = player->block_delay_adjustment;
13143 // if player blocks last field, add delay for exactly one move
13144 if (player->block_last_field)
13146 last_field_block_delay += player->move_delay_value;
13148 // when blocking enabled, prevent moving up despite gravity
13149 if (player->gravity && player->MovDir == MV_UP)
13150 block_delay_adjustment = -1;
13153 // add block delay adjustment (also possible when not blocking)
13154 last_field_block_delay += block_delay_adjustment;
13156 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13157 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13160 if (player->MovPos != 0) // player has not yet reached destination
13163 else if (!FrameReached(&player->actual_frame_counter))
13166 if (player->MovPos != 0)
13168 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13169 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13171 // before DrawPlayer() to draw correct player graphic for this case
13172 if (player->MovPos == 0)
13173 CheckGravityMovement(player);
13176 if (player->MovPos == 0) // player reached destination field
13178 if (player->move_delay_reset_counter > 0)
13180 player->move_delay_reset_counter--;
13182 if (player->move_delay_reset_counter == 0)
13184 // continue with normal speed after quickly moving through gate
13185 HALVE_PLAYER_SPEED(player);
13187 // be able to make the next move without delay
13188 player->move_delay = 0;
13192 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13193 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13194 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13195 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13196 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13197 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13198 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13199 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13201 ExitPlayer(player);
13203 if (game.players_still_needed == 0 &&
13204 (game.friends_still_needed == 0 ||
13205 IS_SP_ELEMENT(Tile[jx][jy])))
13209 player->last_jx = jx;
13210 player->last_jy = jy;
13212 // this breaks one level: "machine", level 000
13214 int move_direction = player->MovDir;
13215 int enter_side = MV_DIR_OPPOSITE(move_direction);
13216 int leave_side = move_direction;
13217 int old_jx = last_jx;
13218 int old_jy = last_jy;
13219 int old_element = Tile[old_jx][old_jy];
13220 int new_element = Tile[jx][jy];
13222 if (IS_CUSTOM_ELEMENT(old_element))
13223 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13225 player->index_bit, leave_side);
13227 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13228 CE_PLAYER_LEAVES_X,
13229 player->index_bit, leave_side);
13231 if (IS_CUSTOM_ELEMENT(new_element))
13232 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13233 player->index_bit, enter_side);
13235 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13236 CE_PLAYER_ENTERS_X,
13237 player->index_bit, enter_side);
13239 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13240 CE_MOVE_OF_X, move_direction);
13243 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13245 TestIfPlayerTouchesBadThing(jx, jy);
13246 TestIfPlayerTouchesCustomElement(jx, jy);
13248 /* needed because pushed element has not yet reached its destination,
13249 so it would trigger a change event at its previous field location */
13250 if (!player->is_pushing)
13251 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13253 if (level.finish_dig_collect &&
13254 (player->is_digging || player->is_collecting))
13256 int last_element = player->last_removed_element;
13257 int move_direction = player->MovDir;
13258 int enter_side = MV_DIR_OPPOSITE(move_direction);
13259 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13260 CE_PLAYER_COLLECTS_X);
13262 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13263 player->index_bit, enter_side);
13265 player->last_removed_element = EL_UNDEFINED;
13268 if (!player->active)
13269 RemovePlayer(player);
13272 if (level.use_step_counter)
13273 CheckLevelTime_StepCounter();
13275 if (tape.single_step && tape.recording && !tape.pausing &&
13276 !player->programmed_action)
13277 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13279 if (!player->programmed_action)
13280 CheckSaveEngineSnapshot(player);
13284 void ScrollScreen(struct PlayerInfo *player, int mode)
13286 static DelayCounter screen_frame_counter = { 0 };
13288 if (mode == SCROLL_INIT)
13290 // set scrolling step size according to actual player's moving speed
13291 ScrollStepSize = TILEX / player->move_delay_value;
13293 screen_frame_counter.count = FrameCounter;
13294 screen_frame_counter.value = 1;
13296 ScreenMovDir = player->MovDir;
13297 ScreenMovPos = player->MovPos;
13298 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13301 else if (!FrameReached(&screen_frame_counter))
13306 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13307 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13308 redraw_mask |= REDRAW_FIELD;
13311 ScreenMovDir = MV_NONE;
13314 void CheckNextToConditions(int x, int y)
13316 int element = Tile[x][y];
13318 if (IS_PLAYER(x, y))
13319 TestIfPlayerNextToCustomElement(x, y);
13321 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13322 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13323 TestIfElementNextToCustomElement(x, y);
13326 void TestIfPlayerNextToCustomElement(int x, int y)
13328 struct XY *xy = xy_topdown;
13329 static int trigger_sides[4][2] =
13331 // center side border side
13332 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13333 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13334 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13335 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13339 if (!IS_PLAYER(x, y))
13342 struct PlayerInfo *player = PLAYERINFO(x, y);
13344 if (player->is_moving)
13347 for (i = 0; i < NUM_DIRECTIONS; i++)
13349 int xx = x + xy[i].x;
13350 int yy = y + xy[i].y;
13351 int border_side = trigger_sides[i][1];
13352 int border_element;
13354 if (!IN_LEV_FIELD(xx, yy))
13357 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13358 continue; // center and border element not connected
13360 border_element = Tile[xx][yy];
13362 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13363 player->index_bit, border_side);
13364 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13365 CE_PLAYER_NEXT_TO_X,
13366 player->index_bit, border_side);
13368 /* use player element that is initially defined in the level playfield,
13369 not the player element that corresponds to the runtime player number
13370 (example: a level that contains EL_PLAYER_3 as the only player would
13371 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13373 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13374 CE_NEXT_TO_X, border_side);
13378 void TestIfPlayerTouchesCustomElement(int x, int y)
13380 struct XY *xy = xy_topdown;
13381 static int trigger_sides[4][2] =
13383 // center side border side
13384 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13385 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13386 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13387 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13389 static int touch_dir[4] =
13391 MV_LEFT | MV_RIGHT,
13396 int center_element = Tile[x][y]; // should always be non-moving!
13399 for (i = 0; i < NUM_DIRECTIONS; i++)
13401 int xx = x + xy[i].x;
13402 int yy = y + xy[i].y;
13403 int center_side = trigger_sides[i][0];
13404 int border_side = trigger_sides[i][1];
13405 int border_element;
13407 if (!IN_LEV_FIELD(xx, yy))
13410 if (IS_PLAYER(x, y)) // player found at center element
13412 struct PlayerInfo *player = PLAYERINFO(x, y);
13414 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13415 border_element = Tile[xx][yy]; // may be moving!
13416 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13417 border_element = Tile[xx][yy];
13418 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13419 border_element = MovingOrBlocked2Element(xx, yy);
13421 continue; // center and border element do not touch
13423 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13424 player->index_bit, border_side);
13425 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13426 CE_PLAYER_TOUCHES_X,
13427 player->index_bit, border_side);
13430 /* use player element that is initially defined in the level playfield,
13431 not the player element that corresponds to the runtime player number
13432 (example: a level that contains EL_PLAYER_3 as the only player would
13433 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13434 int player_element = PLAYERINFO(x, y)->initial_element;
13436 CheckElementChangeBySide(xx, yy, border_element, player_element,
13437 CE_TOUCHING_X, border_side);
13440 else if (IS_PLAYER(xx, yy)) // player found at border element
13442 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13444 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13446 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13447 continue; // center and border element do not touch
13450 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13451 player->index_bit, center_side);
13452 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13453 CE_PLAYER_TOUCHES_X,
13454 player->index_bit, center_side);
13457 /* use player element that is initially defined in the level playfield,
13458 not the player element that corresponds to the runtime player number
13459 (example: a level that contains EL_PLAYER_3 as the only player would
13460 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13461 int player_element = PLAYERINFO(xx, yy)->initial_element;
13463 CheckElementChangeBySide(x, y, center_element, player_element,
13464 CE_TOUCHING_X, center_side);
13472 void TestIfElementNextToCustomElement(int x, int y)
13474 struct XY *xy = xy_topdown;
13475 static int trigger_sides[4][2] =
13477 // center side border side
13478 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13479 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13480 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13481 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13483 int center_element = Tile[x][y]; // should always be non-moving!
13486 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13489 for (i = 0; i < NUM_DIRECTIONS; i++)
13491 int xx = x + xy[i].x;
13492 int yy = y + xy[i].y;
13493 int border_side = trigger_sides[i][1];
13494 int border_element;
13496 if (!IN_LEV_FIELD(xx, yy))
13499 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13500 continue; // center and border element not connected
13502 border_element = Tile[xx][yy];
13504 // check for change of center element (but change it only once)
13505 if (CheckElementChangeBySide(x, y, center_element, border_element,
13506 CE_NEXT_TO_X, border_side))
13511 void TestIfElementTouchesCustomElement(int x, int y)
13513 struct XY *xy = xy_topdown;
13514 static int trigger_sides[4][2] =
13516 // center side border side
13517 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13518 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13519 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13520 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13522 static int touch_dir[4] =
13524 MV_LEFT | MV_RIGHT,
13529 boolean change_center_element = FALSE;
13530 int center_element = Tile[x][y]; // should always be non-moving!
13531 int border_element_old[NUM_DIRECTIONS];
13534 for (i = 0; i < NUM_DIRECTIONS; i++)
13536 int xx = x + xy[i].x;
13537 int yy = y + xy[i].y;
13538 int border_element;
13540 border_element_old[i] = -1;
13542 if (!IN_LEV_FIELD(xx, yy))
13545 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13546 border_element = Tile[xx][yy]; // may be moving!
13547 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13548 border_element = Tile[xx][yy];
13549 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13550 border_element = MovingOrBlocked2Element(xx, yy);
13552 continue; // center and border element do not touch
13554 border_element_old[i] = border_element;
13557 for (i = 0; i < NUM_DIRECTIONS; i++)
13559 int xx = x + xy[i].x;
13560 int yy = y + xy[i].y;
13561 int center_side = trigger_sides[i][0];
13562 int border_element = border_element_old[i];
13564 if (border_element == -1)
13567 // check for change of border element
13568 CheckElementChangeBySide(xx, yy, border_element, center_element,
13569 CE_TOUCHING_X, center_side);
13571 // (center element cannot be player, so we dont have to check this here)
13574 for (i = 0; i < NUM_DIRECTIONS; i++)
13576 int xx = x + xy[i].x;
13577 int yy = y + xy[i].y;
13578 int border_side = trigger_sides[i][1];
13579 int border_element = border_element_old[i];
13581 if (border_element == -1)
13584 // check for change of center element (but change it only once)
13585 if (!change_center_element)
13586 change_center_element =
13587 CheckElementChangeBySide(x, y, center_element, border_element,
13588 CE_TOUCHING_X, border_side);
13590 if (IS_PLAYER(xx, yy))
13592 /* use player element that is initially defined in the level playfield,
13593 not the player element that corresponds to the runtime player number
13594 (example: a level that contains EL_PLAYER_3 as the only player would
13595 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13596 int player_element = PLAYERINFO(xx, yy)->initial_element;
13598 CheckElementChangeBySide(x, y, center_element, player_element,
13599 CE_TOUCHING_X, border_side);
13604 void TestIfElementHitsCustomElement(int x, int y, int direction)
13606 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13607 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13608 int hitx = x + dx, hity = y + dy;
13609 int hitting_element = Tile[x][y];
13610 int touched_element;
13612 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13615 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13616 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13618 if (IN_LEV_FIELD(hitx, hity))
13620 int opposite_direction = MV_DIR_OPPOSITE(direction);
13621 int hitting_side = direction;
13622 int touched_side = opposite_direction;
13623 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13624 MovDir[hitx][hity] != direction ||
13625 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13631 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13632 CE_HITTING_X, touched_side);
13634 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13635 CE_HIT_BY_X, hitting_side);
13637 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13638 CE_HIT_BY_SOMETHING, opposite_direction);
13640 if (IS_PLAYER(hitx, hity))
13642 /* use player element that is initially defined in the level playfield,
13643 not the player element that corresponds to the runtime player number
13644 (example: a level that contains EL_PLAYER_3 as the only player would
13645 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13646 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13648 CheckElementChangeBySide(x, y, hitting_element, player_element,
13649 CE_HITTING_X, touched_side);
13654 // "hitting something" is also true when hitting the playfield border
13655 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13656 CE_HITTING_SOMETHING, direction);
13659 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13661 int i, kill_x = -1, kill_y = -1;
13663 int bad_element = -1;
13664 struct XY *test_xy = xy_topdown;
13665 static int test_dir[4] =
13673 for (i = 0; i < NUM_DIRECTIONS; i++)
13675 int test_x, test_y, test_move_dir, test_element;
13677 test_x = good_x + test_xy[i].x;
13678 test_y = good_y + test_xy[i].y;
13680 if (!IN_LEV_FIELD(test_x, test_y))
13684 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13686 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13688 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13689 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13691 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13692 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13696 bad_element = test_element;
13702 if (kill_x != -1 || kill_y != -1)
13704 if (IS_PLAYER(good_x, good_y))
13706 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13708 if (player->shield_deadly_time_left > 0 &&
13709 !IS_INDESTRUCTIBLE(bad_element))
13710 Bang(kill_x, kill_y);
13711 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13712 KillPlayer(player);
13715 Bang(good_x, good_y);
13719 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13721 int i, kill_x = -1, kill_y = -1;
13722 int bad_element = Tile[bad_x][bad_y];
13723 struct XY *test_xy = xy_topdown;
13724 static int touch_dir[4] =
13726 MV_LEFT | MV_RIGHT,
13731 static int test_dir[4] =
13739 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13742 for (i = 0; i < NUM_DIRECTIONS; i++)
13744 int test_x, test_y, test_move_dir, test_element;
13746 test_x = bad_x + test_xy[i].x;
13747 test_y = bad_y + test_xy[i].y;
13749 if (!IN_LEV_FIELD(test_x, test_y))
13753 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13755 test_element = Tile[test_x][test_y];
13757 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13758 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13760 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13761 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13763 // good thing is player or penguin that does not move away
13764 if (IS_PLAYER(test_x, test_y))
13766 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13768 if (bad_element == EL_ROBOT && player->is_moving)
13769 continue; // robot does not kill player if he is moving
13771 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13773 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13774 continue; // center and border element do not touch
13782 else if (test_element == EL_PENGUIN)
13792 if (kill_x != -1 || kill_y != -1)
13794 if (IS_PLAYER(kill_x, kill_y))
13796 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13798 if (player->shield_deadly_time_left > 0 &&
13799 !IS_INDESTRUCTIBLE(bad_element))
13800 Bang(bad_x, bad_y);
13801 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13802 KillPlayer(player);
13805 Bang(kill_x, kill_y);
13809 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13811 int bad_element = Tile[bad_x][bad_y];
13812 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13813 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13814 int test_x = bad_x + dx, test_y = bad_y + dy;
13815 int test_move_dir, test_element;
13816 int kill_x = -1, kill_y = -1;
13818 if (!IN_LEV_FIELD(test_x, test_y))
13822 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13824 test_element = Tile[test_x][test_y];
13826 if (test_move_dir != bad_move_dir)
13828 // good thing can be player or penguin that does not move away
13829 if (IS_PLAYER(test_x, test_y))
13831 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13833 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13834 player as being hit when he is moving towards the bad thing, because
13835 the "get hit by" condition would be lost after the player stops) */
13836 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13837 return; // player moves away from bad thing
13842 else if (test_element == EL_PENGUIN)
13849 if (kill_x != -1 || kill_y != -1)
13851 if (IS_PLAYER(kill_x, kill_y))
13853 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13855 if (player->shield_deadly_time_left > 0 &&
13856 !IS_INDESTRUCTIBLE(bad_element))
13857 Bang(bad_x, bad_y);
13858 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13859 KillPlayer(player);
13862 Bang(kill_x, kill_y);
13866 void TestIfPlayerTouchesBadThing(int x, int y)
13868 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13871 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13873 TestIfGoodThingHitsBadThing(x, y, move_dir);
13876 void TestIfBadThingTouchesPlayer(int x, int y)
13878 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13881 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13883 TestIfBadThingHitsGoodThing(x, y, move_dir);
13886 void TestIfFriendTouchesBadThing(int x, int y)
13888 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13891 void TestIfBadThingTouchesFriend(int x, int y)
13893 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13896 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13898 int i, kill_x = bad_x, kill_y = bad_y;
13899 struct XY *xy = xy_topdown;
13901 for (i = 0; i < NUM_DIRECTIONS; i++)
13905 x = bad_x + xy[i].x;
13906 y = bad_y + xy[i].y;
13907 if (!IN_LEV_FIELD(x, y))
13910 element = Tile[x][y];
13911 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13912 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13920 if (kill_x != bad_x || kill_y != bad_y)
13921 Bang(bad_x, bad_y);
13924 void KillPlayer(struct PlayerInfo *player)
13926 int jx = player->jx, jy = player->jy;
13928 if (!player->active)
13932 Debug("game:playing:KillPlayer",
13933 "0: killed == %d, active == %d, reanimated == %d",
13934 player->killed, player->active, player->reanimated);
13937 /* the following code was introduced to prevent an infinite loop when calling
13939 -> CheckTriggeredElementChangeExt()
13940 -> ExecuteCustomElementAction()
13942 -> (infinitely repeating the above sequence of function calls)
13943 which occurs when killing the player while having a CE with the setting
13944 "kill player X when explosion of <player X>"; the solution using a new
13945 field "player->killed" was chosen for backwards compatibility, although
13946 clever use of the fields "player->active" etc. would probably also work */
13948 if (player->killed)
13952 player->killed = TRUE;
13954 // remove accessible field at the player's position
13955 Tile[jx][jy] = EL_EMPTY;
13957 // deactivate shield (else Bang()/Explode() would not work right)
13958 player->shield_normal_time_left = 0;
13959 player->shield_deadly_time_left = 0;
13962 Debug("game:playing:KillPlayer",
13963 "1: killed == %d, active == %d, reanimated == %d",
13964 player->killed, player->active, player->reanimated);
13970 Debug("game:playing:KillPlayer",
13971 "2: killed == %d, active == %d, reanimated == %d",
13972 player->killed, player->active, player->reanimated);
13975 if (player->reanimated) // killed player may have been reanimated
13976 player->killed = player->reanimated = FALSE;
13978 BuryPlayer(player);
13981 static void KillPlayerUnlessEnemyProtected(int x, int y)
13983 if (!PLAYER_ENEMY_PROTECTED(x, y))
13984 KillPlayer(PLAYERINFO(x, y));
13987 static void KillPlayerUnlessExplosionProtected(int x, int y)
13989 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13990 KillPlayer(PLAYERINFO(x, y));
13993 void BuryPlayer(struct PlayerInfo *player)
13995 int jx = player->jx, jy = player->jy;
13997 if (!player->active)
14000 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14002 RemovePlayer(player);
14004 player->buried = TRUE;
14006 if (game.all_players_gone)
14007 game.GameOver = TRUE;
14010 void RemovePlayer(struct PlayerInfo *player)
14012 int jx = player->jx, jy = player->jy;
14013 int i, found = FALSE;
14015 player->present = FALSE;
14016 player->active = FALSE;
14018 // required for some CE actions (even if the player is not active anymore)
14019 player->MovPos = 0;
14021 if (!ExplodeField[jx][jy])
14022 StorePlayer[jx][jy] = 0;
14024 if (player->is_moving)
14025 TEST_DrawLevelField(player->last_jx, player->last_jy);
14027 for (i = 0; i < MAX_PLAYERS; i++)
14028 if (stored_player[i].active)
14033 game.all_players_gone = TRUE;
14034 game.GameOver = TRUE;
14037 game.exit_x = game.robot_wheel_x = jx;
14038 game.exit_y = game.robot_wheel_y = jy;
14041 void ExitPlayer(struct PlayerInfo *player)
14043 DrawPlayer(player); // needed here only to cleanup last field
14044 RemovePlayer(player);
14046 if (game.players_still_needed > 0)
14047 game.players_still_needed--;
14050 static void SetFieldForSnapping(int x, int y, int element, int direction,
14051 int player_index_bit)
14053 struct ElementInfo *ei = &element_info[element];
14054 int direction_bit = MV_DIR_TO_BIT(direction);
14055 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14056 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14057 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14059 Tile[x][y] = EL_ELEMENT_SNAPPING;
14060 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14061 MovDir[x][y] = direction;
14062 Store[x][y] = element;
14063 Store2[x][y] = player_index_bit;
14065 ResetGfxAnimation(x, y);
14067 GfxElement[x][y] = element;
14068 GfxAction[x][y] = action;
14069 GfxDir[x][y] = direction;
14070 GfxFrame[x][y] = -1;
14073 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14074 int player_index_bit)
14076 TestIfElementTouchesCustomElement(x, y); // for empty space
14078 if (level.finish_dig_collect)
14080 int dig_side = MV_DIR_OPPOSITE(direction);
14081 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14082 CE_PLAYER_COLLECTS_X);
14084 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14085 player_index_bit, dig_side);
14086 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14087 player_index_bit, dig_side);
14092 =============================================================================
14093 checkDiagonalPushing()
14094 -----------------------------------------------------------------------------
14095 check if diagonal input device direction results in pushing of object
14096 (by checking if the alternative direction is walkable, diggable, ...)
14097 =============================================================================
14100 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14101 int x, int y, int real_dx, int real_dy)
14103 int jx, jy, dx, dy, xx, yy;
14105 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14108 // diagonal direction: check alternative direction
14113 xx = jx + (dx == 0 ? real_dx : 0);
14114 yy = jy + (dy == 0 ? real_dy : 0);
14116 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14120 =============================================================================
14122 -----------------------------------------------------------------------------
14123 x, y: field next to player (non-diagonal) to try to dig to
14124 real_dx, real_dy: direction as read from input device (can be diagonal)
14125 =============================================================================
14128 static int DigField(struct PlayerInfo *player,
14129 int oldx, int oldy, int x, int y,
14130 int real_dx, int real_dy, int mode)
14132 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14133 boolean player_was_pushing = player->is_pushing;
14134 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14135 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14136 int jx = oldx, jy = oldy;
14137 int dx = x - jx, dy = y - jy;
14138 int nextx = x + dx, nexty = y + dy;
14139 int move_direction = (dx == -1 ? MV_LEFT :
14140 dx == +1 ? MV_RIGHT :
14142 dy == +1 ? MV_DOWN : MV_NONE);
14143 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14144 int dig_side = MV_DIR_OPPOSITE(move_direction);
14145 int old_element = Tile[jx][jy];
14146 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14149 if (is_player) // function can also be called by EL_PENGUIN
14151 if (player->MovPos == 0)
14153 player->is_digging = FALSE;
14154 player->is_collecting = FALSE;
14157 if (player->MovPos == 0) // last pushing move finished
14158 player->is_pushing = FALSE;
14160 if (mode == DF_NO_PUSH) // player just stopped pushing
14162 player->is_switching = FALSE;
14163 player->push_delay = -1;
14165 return MP_NO_ACTION;
14168 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14169 old_element = Back[jx][jy];
14171 // in case of element dropped at player position, check background
14172 else if (Back[jx][jy] != EL_EMPTY &&
14173 game.engine_version >= VERSION_IDENT(2,2,0,0))
14174 old_element = Back[jx][jy];
14176 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14177 return MP_NO_ACTION; // field has no opening in this direction
14179 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14180 return MP_NO_ACTION; // field has no opening in this direction
14182 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14186 Tile[jx][jy] = player->artwork_element;
14187 InitMovingField(jx, jy, MV_DOWN);
14188 Store[jx][jy] = EL_ACID;
14189 ContinueMoving(jx, jy);
14190 BuryPlayer(player);
14192 return MP_DONT_RUN_INTO;
14195 if (player_can_move && DONT_RUN_INTO(element))
14197 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14199 return MP_DONT_RUN_INTO;
14202 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14203 return MP_NO_ACTION;
14205 collect_count = element_info[element].collect_count_initial;
14207 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14208 return MP_NO_ACTION;
14210 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14211 player_can_move = player_can_move_or_snap;
14213 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14214 game.engine_version >= VERSION_IDENT(2,2,0,0))
14216 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14217 player->index_bit, dig_side);
14218 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14219 player->index_bit, dig_side);
14221 if (element == EL_DC_LANDMINE)
14224 if (Tile[x][y] != element) // field changed by snapping
14227 return MP_NO_ACTION;
14230 if (player->gravity && is_player && !player->is_auto_moving &&
14231 canFallDown(player) && move_direction != MV_DOWN &&
14232 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14233 return MP_NO_ACTION; // player cannot walk here due to gravity
14235 if (player_can_move &&
14236 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14238 int sound_element = SND_ELEMENT(element);
14239 int sound_action = ACTION_WALKING;
14241 if (IS_RND_GATE(element))
14243 if (!player->key[RND_GATE_NR(element)])
14244 return MP_NO_ACTION;
14246 else if (IS_RND_GATE_GRAY(element))
14248 if (!player->key[RND_GATE_GRAY_NR(element)])
14249 return MP_NO_ACTION;
14251 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14253 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14254 return MP_NO_ACTION;
14256 else if (element == EL_EXIT_OPEN ||
14257 element == EL_EM_EXIT_OPEN ||
14258 element == EL_EM_EXIT_OPENING ||
14259 element == EL_STEEL_EXIT_OPEN ||
14260 element == EL_EM_STEEL_EXIT_OPEN ||
14261 element == EL_EM_STEEL_EXIT_OPENING ||
14262 element == EL_SP_EXIT_OPEN ||
14263 element == EL_SP_EXIT_OPENING)
14265 sound_action = ACTION_PASSING; // player is passing exit
14267 else if (element == EL_EMPTY)
14269 sound_action = ACTION_MOVING; // nothing to walk on
14272 // play sound from background or player, whatever is available
14273 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14274 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14276 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14278 else if (player_can_move &&
14279 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14281 if (!ACCESS_FROM(element, opposite_direction))
14282 return MP_NO_ACTION; // field not accessible from this direction
14284 if (CAN_MOVE(element)) // only fixed elements can be passed!
14285 return MP_NO_ACTION;
14287 if (IS_EM_GATE(element))
14289 if (!player->key[EM_GATE_NR(element)])
14290 return MP_NO_ACTION;
14292 else if (IS_EM_GATE_GRAY(element))
14294 if (!player->key[EM_GATE_GRAY_NR(element)])
14295 return MP_NO_ACTION;
14297 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14299 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14300 return MP_NO_ACTION;
14302 else if (IS_EMC_GATE(element))
14304 if (!player->key[EMC_GATE_NR(element)])
14305 return MP_NO_ACTION;
14307 else if (IS_EMC_GATE_GRAY(element))
14309 if (!player->key[EMC_GATE_GRAY_NR(element)])
14310 return MP_NO_ACTION;
14312 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14314 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14315 return MP_NO_ACTION;
14317 else if (element == EL_DC_GATE_WHITE ||
14318 element == EL_DC_GATE_WHITE_GRAY ||
14319 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14321 if (player->num_white_keys == 0)
14322 return MP_NO_ACTION;
14324 player->num_white_keys--;
14326 else if (IS_SP_PORT(element))
14328 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14329 element == EL_SP_GRAVITY_PORT_RIGHT ||
14330 element == EL_SP_GRAVITY_PORT_UP ||
14331 element == EL_SP_GRAVITY_PORT_DOWN)
14332 player->gravity = !player->gravity;
14333 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14334 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14335 element == EL_SP_GRAVITY_ON_PORT_UP ||
14336 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14337 player->gravity = TRUE;
14338 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14339 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14340 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14341 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14342 player->gravity = FALSE;
14345 // automatically move to the next field with double speed
14346 player->programmed_action = move_direction;
14348 if (player->move_delay_reset_counter == 0)
14350 player->move_delay_reset_counter = 2; // two double speed steps
14352 DOUBLE_PLAYER_SPEED(player);
14355 PlayLevelSoundAction(x, y, ACTION_PASSING);
14357 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14361 if (mode != DF_SNAP)
14363 GfxElement[x][y] = GFX_ELEMENT(element);
14364 player->is_digging = TRUE;
14367 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14369 // use old behaviour for old levels (digging)
14370 if (!level.finish_dig_collect)
14372 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14373 player->index_bit, dig_side);
14375 // if digging triggered player relocation, finish digging tile
14376 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14377 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14380 if (mode == DF_SNAP)
14382 if (level.block_snap_field)
14383 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14385 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14387 // use old behaviour for old levels (snapping)
14388 if (!level.finish_dig_collect)
14389 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14390 player->index_bit, dig_side);
14393 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14397 if (is_player && mode != DF_SNAP)
14399 GfxElement[x][y] = element;
14400 player->is_collecting = TRUE;
14403 if (element == EL_SPEED_PILL)
14405 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14407 else if (element == EL_EXTRA_TIME && level.time > 0)
14409 TimeLeft += level.extra_time;
14411 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14413 DisplayGameControlValues();
14415 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14417 int shield_time = (element == EL_SHIELD_DEADLY ?
14418 level.shield_deadly_time :
14419 level.shield_normal_time);
14421 player->shield_normal_time_left += shield_time;
14422 if (element == EL_SHIELD_DEADLY)
14423 player->shield_deadly_time_left += shield_time;
14425 else if (element == EL_DYNAMITE ||
14426 element == EL_EM_DYNAMITE ||
14427 element == EL_SP_DISK_RED)
14429 if (player->inventory_size < MAX_INVENTORY_SIZE)
14430 player->inventory_element[player->inventory_size++] = element;
14432 DrawGameDoorValues();
14434 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14436 player->dynabomb_count++;
14437 player->dynabombs_left++;
14439 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14441 player->dynabomb_size++;
14443 else if (element == EL_DYNABOMB_INCREASE_POWER)
14445 player->dynabomb_xl = TRUE;
14447 else if (IS_KEY(element))
14449 player->key[KEY_NR(element)] = TRUE;
14451 DrawGameDoorValues();
14453 else if (element == EL_DC_KEY_WHITE)
14455 player->num_white_keys++;
14457 // display white keys?
14458 // DrawGameDoorValues();
14460 else if (IS_ENVELOPE(element))
14462 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14464 if (!wait_for_snapping)
14465 player->show_envelope = element;
14467 else if (element == EL_EMC_LENSES)
14469 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14471 RedrawAllInvisibleElementsForLenses();
14473 else if (element == EL_EMC_MAGNIFIER)
14475 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14477 RedrawAllInvisibleElementsForMagnifier();
14479 else if (IS_DROPPABLE(element) ||
14480 IS_THROWABLE(element)) // can be collected and dropped
14484 if (collect_count == 0)
14485 player->inventory_infinite_element = element;
14487 for (i = 0; i < collect_count; i++)
14488 if (player->inventory_size < MAX_INVENTORY_SIZE)
14489 player->inventory_element[player->inventory_size++] = element;
14491 DrawGameDoorValues();
14493 else if (collect_count > 0)
14495 game.gems_still_needed -= collect_count;
14496 if (game.gems_still_needed < 0)
14497 game.gems_still_needed = 0;
14499 game.snapshot.collected_item = TRUE;
14501 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14503 DisplayGameControlValues();
14506 RaiseScoreElement(element);
14507 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14509 // use old behaviour for old levels (collecting)
14510 if (!level.finish_dig_collect && is_player)
14512 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14513 player->index_bit, dig_side);
14515 // if collecting triggered player relocation, finish collecting tile
14516 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14517 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14520 if (mode == DF_SNAP)
14522 if (level.block_snap_field)
14523 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14525 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14527 // use old behaviour for old levels (snapping)
14528 if (!level.finish_dig_collect)
14529 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14530 player->index_bit, dig_side);
14533 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14535 if (mode == DF_SNAP && element != EL_BD_ROCK)
14536 return MP_NO_ACTION;
14538 if (CAN_FALL(element) && dy)
14539 return MP_NO_ACTION;
14541 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14542 !(element == EL_SPRING && level.use_spring_bug))
14543 return MP_NO_ACTION;
14545 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14546 ((move_direction & MV_VERTICAL &&
14547 ((element_info[element].move_pattern & MV_LEFT &&
14548 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14549 (element_info[element].move_pattern & MV_RIGHT &&
14550 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14551 (move_direction & MV_HORIZONTAL &&
14552 ((element_info[element].move_pattern & MV_UP &&
14553 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14554 (element_info[element].move_pattern & MV_DOWN &&
14555 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14556 return MP_NO_ACTION;
14558 // do not push elements already moving away faster than player
14559 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14560 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14561 return MP_NO_ACTION;
14563 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14565 if (player->push_delay_value == -1 || !player_was_pushing)
14566 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14568 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14570 if (player->push_delay_value == -1)
14571 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14573 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14575 if (!player->is_pushing)
14576 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14579 player->is_pushing = TRUE;
14580 player->is_active = TRUE;
14582 if (!(IN_LEV_FIELD(nextx, nexty) &&
14583 (IS_FREE(nextx, nexty) ||
14584 (IS_SB_ELEMENT(element) &&
14585 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14586 (IS_CUSTOM_ELEMENT(element) &&
14587 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14588 return MP_NO_ACTION;
14590 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14591 return MP_NO_ACTION;
14593 if (player->push_delay == -1) // new pushing; restart delay
14594 player->push_delay = 0;
14596 if (player->push_delay < player->push_delay_value &&
14597 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14598 element != EL_SPRING && element != EL_BALLOON)
14600 // make sure that there is no move delay before next try to push
14601 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14602 player->move_delay = 0;
14604 return MP_NO_ACTION;
14607 if (IS_CUSTOM_ELEMENT(element) &&
14608 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14610 if (!DigFieldByCE(nextx, nexty, element))
14611 return MP_NO_ACTION;
14614 if (IS_SB_ELEMENT(element))
14616 boolean sokoban_task_solved = FALSE;
14618 if (element == EL_SOKOBAN_FIELD_FULL)
14620 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14622 IncrementSokobanFieldsNeeded();
14623 IncrementSokobanObjectsNeeded();
14626 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14628 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14630 DecrementSokobanFieldsNeeded();
14631 DecrementSokobanObjectsNeeded();
14633 // sokoban object was pushed from empty field to sokoban field
14634 if (Back[x][y] == EL_EMPTY)
14635 sokoban_task_solved = TRUE;
14638 Tile[x][y] = EL_SOKOBAN_OBJECT;
14640 if (Back[x][y] == Back[nextx][nexty])
14641 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14642 else if (Back[x][y] != 0)
14643 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14646 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14649 if (sokoban_task_solved &&
14650 game.sokoban_fields_still_needed == 0 &&
14651 game.sokoban_objects_still_needed == 0 &&
14652 level.auto_exit_sokoban)
14654 game.players_still_needed = 0;
14658 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14664 InitMovingField(x, y, move_direction);
14665 GfxAction[x][y] = ACTION_PUSHING;
14667 if (mode == DF_SNAP)
14668 ContinueMoving(x, y);
14670 MovPos[x][y] = (dx != 0 ? dx : dy);
14672 Pushed[x][y] = TRUE;
14673 Pushed[nextx][nexty] = TRUE;
14675 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14676 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14678 player->push_delay_value = -1; // get new value later
14680 // check for element change _after_ element has been pushed
14681 if (game.use_change_when_pushing_bug)
14683 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14684 player->index_bit, dig_side);
14685 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14686 player->index_bit, dig_side);
14689 else if (IS_SWITCHABLE(element))
14691 if (PLAYER_SWITCHING(player, x, y))
14693 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14694 player->index_bit, dig_side);
14699 player->is_switching = TRUE;
14700 player->switch_x = x;
14701 player->switch_y = y;
14703 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14705 if (element == EL_ROBOT_WHEEL)
14707 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14709 game.robot_wheel_x = x;
14710 game.robot_wheel_y = y;
14711 game.robot_wheel_active = TRUE;
14713 TEST_DrawLevelField(x, y);
14715 else if (element == EL_SP_TERMINAL)
14719 SCAN_PLAYFIELD(xx, yy)
14721 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14725 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14727 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14729 ResetGfxAnimation(xx, yy);
14730 TEST_DrawLevelField(xx, yy);
14734 else if (IS_BELT_SWITCH(element))
14736 ToggleBeltSwitch(x, y);
14738 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14739 element == EL_SWITCHGATE_SWITCH_DOWN ||
14740 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14741 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14743 ToggleSwitchgateSwitch();
14745 else if (element == EL_LIGHT_SWITCH ||
14746 element == EL_LIGHT_SWITCH_ACTIVE)
14748 ToggleLightSwitch(x, y);
14750 else if (element == EL_TIMEGATE_SWITCH ||
14751 element == EL_DC_TIMEGATE_SWITCH)
14753 ActivateTimegateSwitch(x, y);
14755 else if (element == EL_BALLOON_SWITCH_LEFT ||
14756 element == EL_BALLOON_SWITCH_RIGHT ||
14757 element == EL_BALLOON_SWITCH_UP ||
14758 element == EL_BALLOON_SWITCH_DOWN ||
14759 element == EL_BALLOON_SWITCH_NONE ||
14760 element == EL_BALLOON_SWITCH_ANY)
14762 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14763 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14764 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14765 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14766 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14769 else if (element == EL_LAMP)
14771 Tile[x][y] = EL_LAMP_ACTIVE;
14772 game.lights_still_needed--;
14774 ResetGfxAnimation(x, y);
14775 TEST_DrawLevelField(x, y);
14777 else if (element == EL_TIME_ORB_FULL)
14779 Tile[x][y] = EL_TIME_ORB_EMPTY;
14781 if (level.time > 0 || level.use_time_orb_bug)
14783 TimeLeft += level.time_orb_time;
14784 game.no_level_time_limit = FALSE;
14786 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14788 DisplayGameControlValues();
14791 ResetGfxAnimation(x, y);
14792 TEST_DrawLevelField(x, y);
14794 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14795 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14799 game.ball_active = !game.ball_active;
14801 SCAN_PLAYFIELD(xx, yy)
14803 int e = Tile[xx][yy];
14805 if (game.ball_active)
14807 if (e == EL_EMC_MAGIC_BALL)
14808 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14809 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14810 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14814 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14815 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14816 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14817 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14822 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14823 player->index_bit, dig_side);
14825 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14826 player->index_bit, dig_side);
14828 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14829 player->index_bit, dig_side);
14835 if (!PLAYER_SWITCHING(player, x, y))
14837 player->is_switching = TRUE;
14838 player->switch_x = x;
14839 player->switch_y = y;
14841 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14842 player->index_bit, dig_side);
14843 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14844 player->index_bit, dig_side);
14846 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14847 player->index_bit, dig_side);
14848 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14849 player->index_bit, dig_side);
14852 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14853 player->index_bit, dig_side);
14854 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14855 player->index_bit, dig_side);
14857 return MP_NO_ACTION;
14860 player->push_delay = -1;
14862 if (is_player) // function can also be called by EL_PENGUIN
14864 if (Tile[x][y] != element) // really digged/collected something
14866 player->is_collecting = !player->is_digging;
14867 player->is_active = TRUE;
14869 player->last_removed_element = element;
14876 static boolean DigFieldByCE(int x, int y, int digging_element)
14878 int element = Tile[x][y];
14880 if (!IS_FREE(x, y))
14882 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14883 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14886 // no element can dig solid indestructible elements
14887 if (IS_INDESTRUCTIBLE(element) &&
14888 !IS_DIGGABLE(element) &&
14889 !IS_COLLECTIBLE(element))
14892 if (AmoebaNr[x][y] &&
14893 (element == EL_AMOEBA_FULL ||
14894 element == EL_BD_AMOEBA ||
14895 element == EL_AMOEBA_GROWING))
14897 AmoebaCnt[AmoebaNr[x][y]]--;
14898 AmoebaCnt2[AmoebaNr[x][y]]--;
14901 if (IS_MOVING(x, y))
14902 RemoveMovingField(x, y);
14906 TEST_DrawLevelField(x, y);
14909 // if digged element was about to explode, prevent the explosion
14910 ExplodeField[x][y] = EX_TYPE_NONE;
14912 PlayLevelSoundAction(x, y, action);
14915 Store[x][y] = EL_EMPTY;
14917 // this makes it possible to leave the removed element again
14918 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14919 Store[x][y] = element;
14924 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14926 int jx = player->jx, jy = player->jy;
14927 int x = jx + dx, y = jy + dy;
14928 int snap_direction = (dx == -1 ? MV_LEFT :
14929 dx == +1 ? MV_RIGHT :
14931 dy == +1 ? MV_DOWN : MV_NONE);
14932 boolean can_continue_snapping = (level.continuous_snapping &&
14933 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14935 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14938 if (!player->active || !IN_LEV_FIELD(x, y))
14946 if (player->MovPos == 0)
14947 player->is_pushing = FALSE;
14949 player->is_snapping = FALSE;
14951 if (player->MovPos == 0)
14953 player->is_moving = FALSE;
14954 player->is_digging = FALSE;
14955 player->is_collecting = FALSE;
14961 // prevent snapping with already pressed snap key when not allowed
14962 if (player->is_snapping && !can_continue_snapping)
14965 player->MovDir = snap_direction;
14967 if (player->MovPos == 0)
14969 player->is_moving = FALSE;
14970 player->is_digging = FALSE;
14971 player->is_collecting = FALSE;
14974 player->is_dropping = FALSE;
14975 player->is_dropping_pressed = FALSE;
14976 player->drop_pressed_delay = 0;
14978 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14981 player->is_snapping = TRUE;
14982 player->is_active = TRUE;
14984 if (player->MovPos == 0)
14986 player->is_moving = FALSE;
14987 player->is_digging = FALSE;
14988 player->is_collecting = FALSE;
14991 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14992 TEST_DrawLevelField(player->last_jx, player->last_jy);
14994 TEST_DrawLevelField(x, y);
14999 static boolean DropElement(struct PlayerInfo *player)
15001 int old_element, new_element;
15002 int dropx = player->jx, dropy = player->jy;
15003 int drop_direction = player->MovDir;
15004 int drop_side = drop_direction;
15005 int drop_element = get_next_dropped_element(player);
15007 /* do not drop an element on top of another element; when holding drop key
15008 pressed without moving, dropped element must move away before the next
15009 element can be dropped (this is especially important if the next element
15010 is dynamite, which can be placed on background for historical reasons) */
15011 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15014 if (IS_THROWABLE(drop_element))
15016 dropx += GET_DX_FROM_DIR(drop_direction);
15017 dropy += GET_DY_FROM_DIR(drop_direction);
15019 if (!IN_LEV_FIELD(dropx, dropy))
15023 old_element = Tile[dropx][dropy]; // old element at dropping position
15024 new_element = drop_element; // default: no change when dropping
15026 // check if player is active, not moving and ready to drop
15027 if (!player->active || player->MovPos || player->drop_delay > 0)
15030 // check if player has anything that can be dropped
15031 if (new_element == EL_UNDEFINED)
15034 // only set if player has anything that can be dropped
15035 player->is_dropping_pressed = TRUE;
15037 // check if drop key was pressed long enough for EM style dynamite
15038 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15041 // check if anything can be dropped at the current position
15042 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15045 // collected custom elements can only be dropped on empty fields
15046 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15049 if (old_element != EL_EMPTY)
15050 Back[dropx][dropy] = old_element; // store old element on this field
15052 ResetGfxAnimation(dropx, dropy);
15053 ResetRandomAnimationValue(dropx, dropy);
15055 if (player->inventory_size > 0 ||
15056 player->inventory_infinite_element != EL_UNDEFINED)
15058 if (player->inventory_size > 0)
15060 player->inventory_size--;
15062 DrawGameDoorValues();
15064 if (new_element == EL_DYNAMITE)
15065 new_element = EL_DYNAMITE_ACTIVE;
15066 else if (new_element == EL_EM_DYNAMITE)
15067 new_element = EL_EM_DYNAMITE_ACTIVE;
15068 else if (new_element == EL_SP_DISK_RED)
15069 new_element = EL_SP_DISK_RED_ACTIVE;
15072 Tile[dropx][dropy] = new_element;
15074 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15075 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15076 el2img(Tile[dropx][dropy]), 0);
15078 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15080 // needed if previous element just changed to "empty" in the last frame
15081 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15083 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15084 player->index_bit, drop_side);
15085 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15087 player->index_bit, drop_side);
15089 TestIfElementTouchesCustomElement(dropx, dropy);
15091 else // player is dropping a dyna bomb
15093 player->dynabombs_left--;
15095 Tile[dropx][dropy] = new_element;
15097 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15098 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15099 el2img(Tile[dropx][dropy]), 0);
15101 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15104 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15105 InitField_WithBug1(dropx, dropy, FALSE);
15107 new_element = Tile[dropx][dropy]; // element might have changed
15109 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15110 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15112 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15113 MovDir[dropx][dropy] = drop_direction;
15115 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15117 // do not cause impact style collision by dropping elements that can fall
15118 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15121 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15122 player->is_dropping = TRUE;
15124 player->drop_pressed_delay = 0;
15125 player->is_dropping_pressed = FALSE;
15127 player->drop_x = dropx;
15128 player->drop_y = dropy;
15133 // ----------------------------------------------------------------------------
15134 // game sound playing functions
15135 // ----------------------------------------------------------------------------
15137 static int *loop_sound_frame = NULL;
15138 static int *loop_sound_volume = NULL;
15140 void InitPlayLevelSound(void)
15142 int num_sounds = getSoundListSize();
15144 checked_free(loop_sound_frame);
15145 checked_free(loop_sound_volume);
15147 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15148 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15151 static void PlayLevelSound(int x, int y, int nr)
15153 int sx = SCREENX(x), sy = SCREENY(y);
15154 int volume, stereo_position;
15155 int max_distance = 8;
15156 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15158 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15159 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15162 if (!IN_LEV_FIELD(x, y) ||
15163 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15164 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15167 volume = SOUND_MAX_VOLUME;
15169 if (!IN_SCR_FIELD(sx, sy))
15171 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15172 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15174 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15177 stereo_position = (SOUND_MAX_LEFT +
15178 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15179 (SCR_FIELDX + 2 * max_distance));
15181 if (IS_LOOP_SOUND(nr))
15183 /* This assures that quieter loop sounds do not overwrite louder ones,
15184 while restarting sound volume comparison with each new game frame. */
15186 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15189 loop_sound_volume[nr] = volume;
15190 loop_sound_frame[nr] = FrameCounter;
15193 PlaySoundExt(nr, volume, stereo_position, type);
15196 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15198 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15199 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15200 y < LEVELY(BY1) ? LEVELY(BY1) :
15201 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15205 static void PlayLevelSoundAction(int x, int y, int action)
15207 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15210 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15212 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15214 if (sound_effect != SND_UNDEFINED)
15215 PlayLevelSound(x, y, sound_effect);
15218 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15221 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15223 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15224 PlayLevelSound(x, y, sound_effect);
15227 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15229 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15231 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15232 PlayLevelSound(x, y, sound_effect);
15235 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15237 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15239 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15240 StopSound(sound_effect);
15243 static int getLevelMusicNr(void)
15245 if (levelset.music[level_nr] != MUS_UNDEFINED)
15246 return levelset.music[level_nr]; // from config file
15248 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15251 static void FadeLevelSounds(void)
15256 static void FadeLevelMusic(void)
15258 int music_nr = getLevelMusicNr();
15259 char *curr_music = getCurrentlyPlayingMusicFilename();
15260 char *next_music = getMusicInfoEntryFilename(music_nr);
15262 if (!strEqual(curr_music, next_music))
15266 void FadeLevelSoundsAndMusic(void)
15272 static void PlayLevelMusic(void)
15274 int music_nr = getLevelMusicNr();
15275 char *curr_music = getCurrentlyPlayingMusicFilename();
15276 char *next_music = getMusicInfoEntryFilename(music_nr);
15278 if (!strEqual(curr_music, next_music))
15279 PlayMusicLoop(music_nr);
15282 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15284 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15286 int x = xx - offset;
15287 int y = yy - offset;
15292 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15296 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15300 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15304 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15308 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15312 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15316 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15319 case SOUND_android_clone:
15320 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15323 case SOUND_android_move:
15324 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15328 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15332 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15336 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15339 case SOUND_eater_eat:
15340 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15344 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15347 case SOUND_collect:
15348 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15351 case SOUND_diamond:
15352 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15356 // !!! CHECK THIS !!!
15358 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15360 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15364 case SOUND_wonderfall:
15365 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15369 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15373 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15385 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15393 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15400 case SOUND_exit_open:
15401 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15404 case SOUND_exit_leave:
15405 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15408 case SOUND_dynamite:
15409 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15413 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15417 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15421 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15425 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15429 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15433 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15437 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15442 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15444 int element = map_element_SP_to_RND(element_sp);
15445 int action = map_action_SP_to_RND(action_sp);
15446 int offset = (setup.sp_show_border_elements ? 0 : 1);
15447 int x = xx - offset;
15448 int y = yy - offset;
15450 PlayLevelSoundElementAction(x, y, element, action);
15453 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15455 int element = map_element_MM_to_RND(element_mm);
15456 int action = map_action_MM_to_RND(action_mm);
15458 int x = xx - offset;
15459 int y = yy - offset;
15461 if (!IS_MM_ELEMENT(element))
15462 element = EL_MM_DEFAULT;
15464 PlayLevelSoundElementAction(x, y, element, action);
15467 void PlaySound_MM(int sound_mm)
15469 int sound = map_sound_MM_to_RND(sound_mm);
15471 if (sound == SND_UNDEFINED)
15477 void PlaySoundLoop_MM(int sound_mm)
15479 int sound = map_sound_MM_to_RND(sound_mm);
15481 if (sound == SND_UNDEFINED)
15484 PlaySoundLoop(sound);
15487 void StopSound_MM(int sound_mm)
15489 int sound = map_sound_MM_to_RND(sound_mm);
15491 if (sound == SND_UNDEFINED)
15497 void RaiseScore(int value)
15499 game.score += value;
15501 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15503 DisplayGameControlValues();
15506 void RaiseScoreElement(int element)
15511 case EL_BD_DIAMOND:
15512 case EL_EMERALD_YELLOW:
15513 case EL_EMERALD_RED:
15514 case EL_EMERALD_PURPLE:
15515 case EL_SP_INFOTRON:
15516 RaiseScore(level.score[SC_EMERALD]);
15519 RaiseScore(level.score[SC_DIAMOND]);
15522 RaiseScore(level.score[SC_CRYSTAL]);
15525 RaiseScore(level.score[SC_PEARL]);
15528 case EL_BD_BUTTERFLY:
15529 case EL_SP_ELECTRON:
15530 RaiseScore(level.score[SC_BUG]);
15533 case EL_BD_FIREFLY:
15534 case EL_SP_SNIKSNAK:
15535 RaiseScore(level.score[SC_SPACESHIP]);
15538 case EL_DARK_YAMYAM:
15539 RaiseScore(level.score[SC_YAMYAM]);
15542 RaiseScore(level.score[SC_ROBOT]);
15545 RaiseScore(level.score[SC_PACMAN]);
15548 RaiseScore(level.score[SC_NUT]);
15551 case EL_EM_DYNAMITE:
15552 case EL_SP_DISK_RED:
15553 case EL_DYNABOMB_INCREASE_NUMBER:
15554 case EL_DYNABOMB_INCREASE_SIZE:
15555 case EL_DYNABOMB_INCREASE_POWER:
15556 RaiseScore(level.score[SC_DYNAMITE]);
15558 case EL_SHIELD_NORMAL:
15559 case EL_SHIELD_DEADLY:
15560 RaiseScore(level.score[SC_SHIELD]);
15562 case EL_EXTRA_TIME:
15563 RaiseScore(level.extra_time_score);
15577 case EL_DC_KEY_WHITE:
15578 RaiseScore(level.score[SC_KEY]);
15581 RaiseScore(element_info[element].collect_score);
15586 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15588 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15592 // prevent short reactivation of overlay buttons while closing door
15593 SetOverlayActive(FALSE);
15594 UnmapGameButtons();
15596 // door may still be open due to skipped or envelope style request
15597 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15600 if (network.enabled)
15601 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15605 FadeSkipNextFadeIn();
15607 SetGameStatus(GAME_MODE_MAIN);
15612 else // continue playing the game
15614 if (tape.playing && tape.deactivate_display)
15615 TapeDeactivateDisplayOff(TRUE);
15617 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15619 if (tape.playing && tape.deactivate_display)
15620 TapeDeactivateDisplayOn();
15624 void RequestQuitGame(boolean escape_key_pressed)
15626 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15627 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15628 level_editor_test_game);
15629 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15630 quick_quit || score_info_tape_play);
15632 RequestQuitGameExt(skip_request, quick_quit,
15633 "Do you really want to quit the game?");
15636 void RequestRestartGame(char *message)
15638 game.restart_game_message = NULL;
15640 boolean has_started_game = hasStartedNetworkGame();
15641 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15642 int door_state = DOOR_CLOSE_1;
15644 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15646 CloseDoor(door_state);
15648 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15652 // if game was invoked from level editor, also close tape recorder door
15653 if (level_editor_test_game)
15654 door_state = DOOR_CLOSE_ALL;
15656 CloseDoor(door_state);
15658 SetGameStatus(GAME_MODE_MAIN);
15664 static char *getRestartGameMessage(void)
15666 boolean play_again = hasStartedNetworkGame();
15667 static char message[MAX_OUTPUT_LINESIZE];
15668 char *game_over_text = "Game over!";
15669 char *play_again_text = " Play it again?";
15671 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15672 game_mm.game_over_message != NULL)
15673 game_over_text = game_mm.game_over_message;
15675 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15676 (play_again ? play_again_text : ""));
15681 boolean CheckRestartGame(void)
15683 static boolean last_game_over = FALSE;
15684 static int game_over_delay = 0;
15685 int game_over_delay_value = 50;
15686 boolean game_over = checkGameFailed();
15690 last_game_over = FALSE;
15691 game_over_delay = game_over_delay_value;
15696 if (game_over_delay > 0)
15698 if (game_over_delay == game_over_delay_value / 2)
15699 PlaySound(SND_GAME_LOSING);
15706 // do not handle game over if request dialog is already active
15707 if (game.request_active)
15710 // do not ask to play again if game was never actually played
15711 if (!game.GamePlayed)
15714 // do not ask to play again if this was disabled in setup menu
15715 if (!setup.ask_on_game_over)
15718 if (last_game_over != game_over)
15719 game.restart_game_message = getRestartGameMessage();
15721 last_game_over = game_over;
15723 if (game.restart_game_message != NULL)
15725 RequestRestartGame(game.restart_game_message);
15733 boolean checkGameSolved(void)
15735 // set for all game engines if level was solved
15736 return game.LevelSolved_GameEnd;
15739 boolean checkGameFailed(void)
15741 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15742 return (game_em.game_over && !game_em.level_solved);
15743 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15744 return (game_sp.game_over && !game_sp.level_solved);
15745 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15746 return (game_mm.game_over && !game_mm.level_solved);
15747 else // GAME_ENGINE_TYPE_RND
15748 return (game.GameOver && !game.LevelSolved);
15751 boolean checkGameEnded(void)
15753 return (checkGameSolved() || checkGameFailed());
15757 // ----------------------------------------------------------------------------
15758 // random generator functions
15759 // ----------------------------------------------------------------------------
15761 unsigned int InitEngineRandom_RND(int seed)
15763 game.num_random_calls = 0;
15765 return InitEngineRandom(seed);
15768 unsigned int RND(int max)
15772 game.num_random_calls++;
15774 return GetEngineRandom(max);
15781 // ----------------------------------------------------------------------------
15782 // game engine snapshot handling functions
15783 // ----------------------------------------------------------------------------
15785 struct EngineSnapshotInfo
15787 // runtime values for custom element collect score
15788 int collect_score[NUM_CUSTOM_ELEMENTS];
15790 // runtime values for group element choice position
15791 int choice_pos[NUM_GROUP_ELEMENTS];
15793 // runtime values for belt position animations
15794 int belt_graphic[4][NUM_BELT_PARTS];
15795 int belt_anim_mode[4][NUM_BELT_PARTS];
15798 static struct EngineSnapshotInfo engine_snapshot_rnd;
15799 static char *snapshot_level_identifier = NULL;
15800 static int snapshot_level_nr = -1;
15802 static void SaveEngineSnapshotValues_RND(void)
15804 static int belt_base_active_element[4] =
15806 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15807 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15808 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15809 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15813 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15815 int element = EL_CUSTOM_START + i;
15817 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15820 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15822 int element = EL_GROUP_START + i;
15824 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15827 for (i = 0; i < 4; i++)
15829 for (j = 0; j < NUM_BELT_PARTS; j++)
15831 int element = belt_base_active_element[i] + j;
15832 int graphic = el2img(element);
15833 int anim_mode = graphic_info[graphic].anim_mode;
15835 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15836 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15841 static void LoadEngineSnapshotValues_RND(void)
15843 unsigned int num_random_calls = game.num_random_calls;
15846 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15848 int element = EL_CUSTOM_START + i;
15850 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15853 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15855 int element = EL_GROUP_START + i;
15857 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15860 for (i = 0; i < 4; i++)
15862 for (j = 0; j < NUM_BELT_PARTS; j++)
15864 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15865 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15867 graphic_info[graphic].anim_mode = anim_mode;
15871 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15873 InitRND(tape.random_seed);
15874 for (i = 0; i < num_random_calls; i++)
15878 if (game.num_random_calls != num_random_calls)
15880 Error("number of random calls out of sync");
15881 Error("number of random calls should be %d", num_random_calls);
15882 Error("number of random calls is %d", game.num_random_calls);
15884 Fail("this should not happen -- please debug");
15888 void FreeEngineSnapshotSingle(void)
15890 FreeSnapshotSingle();
15892 setString(&snapshot_level_identifier, NULL);
15893 snapshot_level_nr = -1;
15896 void FreeEngineSnapshotList(void)
15898 FreeSnapshotList();
15901 static ListNode *SaveEngineSnapshotBuffers(void)
15903 ListNode *buffers = NULL;
15905 // copy some special values to a structure better suited for the snapshot
15907 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15908 SaveEngineSnapshotValues_RND();
15909 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15910 SaveEngineSnapshotValues_EM();
15911 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15912 SaveEngineSnapshotValues_SP(&buffers);
15913 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15914 SaveEngineSnapshotValues_MM();
15916 // save values stored in special snapshot structure
15918 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15920 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15921 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15922 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15924 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15927 // save further RND engine values
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15971 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15979 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15988 ListNode *node = engine_snapshot_list_rnd;
15991 while (node != NULL)
15993 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15998 Debug("game:playing:SaveEngineSnapshotBuffers",
15999 "size of engine snapshot: %d bytes", num_bytes);
16005 void SaveEngineSnapshotSingle(void)
16007 ListNode *buffers = SaveEngineSnapshotBuffers();
16009 // finally save all snapshot buffers to single snapshot
16010 SaveSnapshotSingle(buffers);
16012 // save level identification information
16013 setString(&snapshot_level_identifier, leveldir_current->identifier);
16014 snapshot_level_nr = level_nr;
16017 boolean CheckSaveEngineSnapshotToList(void)
16019 boolean save_snapshot =
16020 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16021 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16022 game.snapshot.changed_action) ||
16023 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16024 game.snapshot.collected_item));
16026 game.snapshot.changed_action = FALSE;
16027 game.snapshot.collected_item = FALSE;
16028 game.snapshot.save_snapshot = save_snapshot;
16030 return save_snapshot;
16033 void SaveEngineSnapshotToList(void)
16035 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16039 ListNode *buffers = SaveEngineSnapshotBuffers();
16041 // finally save all snapshot buffers to snapshot list
16042 SaveSnapshotToList(buffers);
16045 void SaveEngineSnapshotToListInitial(void)
16047 FreeEngineSnapshotList();
16049 SaveEngineSnapshotToList();
16052 static void LoadEngineSnapshotValues(void)
16054 // restore special values from snapshot structure
16056 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16057 LoadEngineSnapshotValues_RND();
16058 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16059 LoadEngineSnapshotValues_EM();
16060 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16061 LoadEngineSnapshotValues_SP();
16062 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16063 LoadEngineSnapshotValues_MM();
16066 void LoadEngineSnapshotSingle(void)
16068 LoadSnapshotSingle();
16070 LoadEngineSnapshotValues();
16073 static void LoadEngineSnapshot_Undo(int steps)
16075 LoadSnapshotFromList_Older(steps);
16077 LoadEngineSnapshotValues();
16080 static void LoadEngineSnapshot_Redo(int steps)
16082 LoadSnapshotFromList_Newer(steps);
16084 LoadEngineSnapshotValues();
16087 boolean CheckEngineSnapshotSingle(void)
16089 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16090 snapshot_level_nr == level_nr);
16093 boolean CheckEngineSnapshotList(void)
16095 return CheckSnapshotList();
16099 // ---------- new game button stuff -------------------------------------------
16106 boolean *setup_value;
16107 boolean allowed_on_tape;
16108 boolean is_touch_button;
16110 } gamebutton_info[NUM_GAME_BUTTONS] =
16113 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16114 GAME_CTRL_ID_STOP, NULL,
16115 TRUE, FALSE, "stop game"
16118 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16119 GAME_CTRL_ID_PAUSE, NULL,
16120 TRUE, FALSE, "pause game"
16123 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16124 GAME_CTRL_ID_PLAY, NULL,
16125 TRUE, FALSE, "play game"
16128 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16129 GAME_CTRL_ID_UNDO, NULL,
16130 TRUE, FALSE, "undo step"
16133 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16134 GAME_CTRL_ID_REDO, NULL,
16135 TRUE, FALSE, "redo step"
16138 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16139 GAME_CTRL_ID_SAVE, NULL,
16140 TRUE, FALSE, "save game"
16143 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16144 GAME_CTRL_ID_PAUSE2, NULL,
16145 TRUE, FALSE, "pause game"
16148 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16149 GAME_CTRL_ID_LOAD, NULL,
16150 TRUE, FALSE, "load game"
16153 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16154 GAME_CTRL_ID_PANEL_STOP, NULL,
16155 FALSE, FALSE, "stop game"
16158 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16159 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16160 FALSE, FALSE, "pause game"
16163 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16164 GAME_CTRL_ID_PANEL_PLAY, NULL,
16165 FALSE, FALSE, "play game"
16168 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16169 GAME_CTRL_ID_TOUCH_STOP, NULL,
16170 FALSE, TRUE, "stop game"
16173 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16174 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16175 FALSE, TRUE, "pause game"
16178 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16179 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16180 TRUE, FALSE, "background music on/off"
16183 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16184 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16185 TRUE, FALSE, "sound loops on/off"
16188 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16189 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16190 TRUE, FALSE, "normal sounds on/off"
16193 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16194 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16195 FALSE, FALSE, "background music on/off"
16198 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16199 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16200 FALSE, FALSE, "sound loops on/off"
16203 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16204 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16205 FALSE, FALSE, "normal sounds on/off"
16209 void CreateGameButtons(void)
16213 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16215 int graphic = gamebutton_info[i].graphic;
16216 struct GraphicInfo *gfx = &graphic_info[graphic];
16217 struct XY *pos = gamebutton_info[i].pos;
16218 struct GadgetInfo *gi;
16221 unsigned int event_mask;
16222 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16223 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16224 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16225 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16226 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16227 int gd_x = gfx->src_x;
16228 int gd_y = gfx->src_y;
16229 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16230 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16231 int gd_xa = gfx->src_x + gfx->active_xoffset;
16232 int gd_ya = gfx->src_y + gfx->active_yoffset;
16233 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16234 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16235 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16236 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16239 // do not use touch buttons if overlay touch buttons are disabled
16240 if (is_touch_button && !setup.touch.overlay_buttons)
16243 if (gfx->bitmap == NULL)
16245 game_gadget[id] = NULL;
16250 if (id == GAME_CTRL_ID_STOP ||
16251 id == GAME_CTRL_ID_PANEL_STOP ||
16252 id == GAME_CTRL_ID_TOUCH_STOP ||
16253 id == GAME_CTRL_ID_PLAY ||
16254 id == GAME_CTRL_ID_PANEL_PLAY ||
16255 id == GAME_CTRL_ID_SAVE ||
16256 id == GAME_CTRL_ID_LOAD)
16258 button_type = GD_TYPE_NORMAL_BUTTON;
16260 event_mask = GD_EVENT_RELEASED;
16262 else if (id == GAME_CTRL_ID_UNDO ||
16263 id == GAME_CTRL_ID_REDO)
16265 button_type = GD_TYPE_NORMAL_BUTTON;
16267 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16271 button_type = GD_TYPE_CHECK_BUTTON;
16272 checked = (gamebutton_info[i].setup_value != NULL ?
16273 *gamebutton_info[i].setup_value : FALSE);
16274 event_mask = GD_EVENT_PRESSED;
16277 gi = CreateGadget(GDI_CUSTOM_ID, id,
16278 GDI_IMAGE_ID, graphic,
16279 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16282 GDI_WIDTH, gfx->width,
16283 GDI_HEIGHT, gfx->height,
16284 GDI_TYPE, button_type,
16285 GDI_STATE, GD_BUTTON_UNPRESSED,
16286 GDI_CHECKED, checked,
16287 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16288 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16289 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16290 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16291 GDI_DIRECT_DRAW, FALSE,
16292 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16293 GDI_EVENT_MASK, event_mask,
16294 GDI_CALLBACK_ACTION, HandleGameButtons,
16298 Fail("cannot create gadget");
16300 game_gadget[id] = gi;
16304 void FreeGameButtons(void)
16308 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16309 FreeGadget(game_gadget[i]);
16312 static void UnmapGameButtonsAtSamePosition(int id)
16316 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16318 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16319 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16320 UnmapGadget(game_gadget[i]);
16323 static void UnmapGameButtonsAtSamePosition_All(void)
16325 if (setup.show_load_save_buttons)
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16328 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16329 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16331 else if (setup.show_undo_redo_buttons)
16333 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16334 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16335 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16339 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16340 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16341 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16343 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16344 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16345 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16349 void MapLoadSaveButtons(void)
16351 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16352 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16354 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16355 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16358 void MapUndoRedoButtons(void)
16360 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16361 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16363 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16364 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16367 void ModifyPauseButtons(void)
16371 GAME_CTRL_ID_PAUSE,
16372 GAME_CTRL_ID_PAUSE2,
16373 GAME_CTRL_ID_PANEL_PAUSE,
16374 GAME_CTRL_ID_TOUCH_PAUSE,
16379 for (i = 0; ids[i] > -1; i++)
16380 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16383 static void MapGameButtonsExt(boolean on_tape)
16387 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16389 if ((i == GAME_CTRL_ID_UNDO ||
16390 i == GAME_CTRL_ID_REDO) &&
16391 game_status != GAME_MODE_PLAYING)
16394 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16395 MapGadget(game_gadget[i]);
16398 UnmapGameButtonsAtSamePosition_All();
16400 RedrawGameButtons();
16403 static void UnmapGameButtonsExt(boolean on_tape)
16407 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16408 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16409 UnmapGadget(game_gadget[i]);
16412 static void RedrawGameButtonsExt(boolean on_tape)
16416 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16417 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16418 RedrawGadget(game_gadget[i]);
16421 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16426 gi->checked = state;
16429 static void RedrawSoundButtonGadget(int id)
16431 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16432 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16433 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16434 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16435 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16436 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16439 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16440 RedrawGadget(game_gadget[id2]);
16443 void MapGameButtons(void)
16445 MapGameButtonsExt(FALSE);
16448 void UnmapGameButtons(void)
16450 UnmapGameButtonsExt(FALSE);
16453 void RedrawGameButtons(void)
16455 RedrawGameButtonsExt(FALSE);
16458 void MapGameButtonsOnTape(void)
16460 MapGameButtonsExt(TRUE);
16463 void UnmapGameButtonsOnTape(void)
16465 UnmapGameButtonsExt(TRUE);
16468 void RedrawGameButtonsOnTape(void)
16470 RedrawGameButtonsExt(TRUE);
16473 static void GameUndoRedoExt(void)
16475 ClearPlayerAction();
16477 tape.pausing = TRUE;
16480 UpdateAndDisplayGameControlValues();
16482 DrawCompleteVideoDisplay();
16483 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16484 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16485 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16487 ModifyPauseButtons();
16492 static void GameUndo(int steps)
16494 if (!CheckEngineSnapshotList())
16497 int tape_property_bits = tape.property_bits;
16499 LoadEngineSnapshot_Undo(steps);
16501 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16506 static void GameRedo(int steps)
16508 if (!CheckEngineSnapshotList())
16511 int tape_property_bits = tape.property_bits;
16513 LoadEngineSnapshot_Redo(steps);
16515 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16520 static void HandleGameButtonsExt(int id, int button)
16522 static boolean game_undo_executed = FALSE;
16523 int steps = BUTTON_STEPSIZE(button);
16524 boolean handle_game_buttons =
16525 (game_status == GAME_MODE_PLAYING ||
16526 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16528 if (!handle_game_buttons)
16533 case GAME_CTRL_ID_STOP:
16534 case GAME_CTRL_ID_PANEL_STOP:
16535 case GAME_CTRL_ID_TOUCH_STOP:
16540 case GAME_CTRL_ID_PAUSE:
16541 case GAME_CTRL_ID_PAUSE2:
16542 case GAME_CTRL_ID_PANEL_PAUSE:
16543 case GAME_CTRL_ID_TOUCH_PAUSE:
16544 if (network.enabled && game_status == GAME_MODE_PLAYING)
16547 SendToServer_ContinuePlaying();
16549 SendToServer_PausePlaying();
16552 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16554 game_undo_executed = FALSE;
16558 case GAME_CTRL_ID_PLAY:
16559 case GAME_CTRL_ID_PANEL_PLAY:
16560 if (game_status == GAME_MODE_MAIN)
16562 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16564 else if (tape.pausing)
16566 if (network.enabled)
16567 SendToServer_ContinuePlaying();
16569 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16573 case GAME_CTRL_ID_UNDO:
16574 // Important: When using "save snapshot when collecting an item" mode,
16575 // load last (current) snapshot for first "undo" after pressing "pause"
16576 // (else the last-but-one snapshot would be loaded, because the snapshot
16577 // pointer already points to the last snapshot when pressing "pause",
16578 // which is fine for "every step/move" mode, but not for "every collect")
16579 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16580 !game_undo_executed)
16583 game_undo_executed = TRUE;
16588 case GAME_CTRL_ID_REDO:
16592 case GAME_CTRL_ID_SAVE:
16596 case GAME_CTRL_ID_LOAD:
16600 case SOUND_CTRL_ID_MUSIC:
16601 case SOUND_CTRL_ID_PANEL_MUSIC:
16602 if (setup.sound_music)
16604 setup.sound_music = FALSE;
16608 else if (audio.music_available)
16610 setup.sound = setup.sound_music = TRUE;
16612 SetAudioMode(setup.sound);
16614 if (game_status == GAME_MODE_PLAYING)
16618 RedrawSoundButtonGadget(id);
16622 case SOUND_CTRL_ID_LOOPS:
16623 case SOUND_CTRL_ID_PANEL_LOOPS:
16624 if (setup.sound_loops)
16625 setup.sound_loops = FALSE;
16626 else if (audio.loops_available)
16628 setup.sound = setup.sound_loops = TRUE;
16630 SetAudioMode(setup.sound);
16633 RedrawSoundButtonGadget(id);
16637 case SOUND_CTRL_ID_SIMPLE:
16638 case SOUND_CTRL_ID_PANEL_SIMPLE:
16639 if (setup.sound_simple)
16640 setup.sound_simple = FALSE;
16641 else if (audio.sound_available)
16643 setup.sound = setup.sound_simple = TRUE;
16645 SetAudioMode(setup.sound);
16648 RedrawSoundButtonGadget(id);
16657 static void HandleGameButtons(struct GadgetInfo *gi)
16659 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16662 void HandleSoundButtonKeys(Key key)
16664 if (key == setup.shortcut.sound_simple)
16665 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16666 else if (key == setup.shortcut.sound_loops)
16667 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16668 else if (key == setup.shortcut.sound_music)
16669 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);