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 (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 ?
2569 sync_random_frame : INIT_GFX_RANDOM());
2571 if (gpc->value != gpc->last_value)
2574 gpc->gfx_random = init_gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582 gpc->gfx_random = init_gfx_random;
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = gpc->gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589 gpc->gfx_frame = element_info[element].collect_score;
2591 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = last_anim_random_frame;
2597 else if (gpc->type == TYPE_GRAPHIC)
2599 if (gpc->graphic != IMG_UNDEFINED)
2601 int last_anim_random_frame = gfx.anim_random_frame;
2602 int graphic = gpc->graphic;
2603 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604 sync_random_frame : INIT_GFX_RANDOM());
2606 if (gpc->value != gpc->last_value)
2609 gpc->gfx_random = init_gfx_random;
2615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617 gpc->gfx_random = init_gfx_random;
2620 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621 gfx.anim_random_frame = gpc->gfx_random;
2623 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2625 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626 gfx.anim_random_frame = last_anim_random_frame;
2632 static void DisplayGameControlValues(void)
2634 boolean redraw_panel = FALSE;
2637 for (i = 0; game_panel_controls[i].nr != -1; i++)
2639 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2641 if (PANEL_DEACTIVATED(gpc->pos))
2644 if (gpc->value == gpc->last_value &&
2645 gpc->frame == gpc->last_frame)
2648 redraw_panel = TRUE;
2654 // copy default game door content to main double buffer
2656 // !!! CHECK AGAIN !!!
2657 SetPanelBackground();
2658 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2661 // redraw game control buttons
2662 RedrawGameButtons();
2664 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2666 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2668 int nr = game_panel_order[i].nr;
2669 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670 struct TextPosInfo *pos = gpc->pos;
2671 int type = gpc->type;
2672 int value = gpc->value;
2673 int frame = gpc->frame;
2674 int size = pos->size;
2675 int font = pos->font;
2676 boolean draw_masked = pos->draw_masked;
2677 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2679 if (PANEL_DEACTIVATED(pos))
2682 if (pos->class == get_hash_from_key("extra_panel_items") &&
2683 !setup.prefer_extra_panel_items)
2686 gpc->last_value = value;
2687 gpc->last_frame = frame;
2689 if (type == TYPE_INTEGER)
2691 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692 nr == GAME_PANEL_INVENTORY_COUNT ||
2693 nr == GAME_PANEL_SCORE ||
2694 nr == GAME_PANEL_HIGHSCORE ||
2695 nr == GAME_PANEL_TIME)
2697 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2699 if (use_dynamic_size) // use dynamic number of digits
2701 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702 nr == GAME_PANEL_INVENTORY_COUNT ||
2703 nr == GAME_PANEL_TIME ? 1000 : 100000);
2704 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705 nr == GAME_PANEL_INVENTORY_COUNT ||
2706 nr == GAME_PANEL_TIME ? 1 : 2);
2707 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708 nr == GAME_PANEL_INVENTORY_COUNT ||
2709 nr == GAME_PANEL_TIME ? 3 : 5);
2710 int size2 = size1 + size_add;
2711 int font1 = pos->font;
2712 int font2 = pos->font_alt;
2714 size = (value < value_change ? size1 : size2);
2715 font = (value < value_change ? font1 : font2);
2719 // correct text size if "digits" is zero or less
2721 size = strlen(int2str(value, size));
2723 // dynamically correct text alignment
2724 pos->width = size * getFontWidth(font);
2726 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727 int2str(value, size), font, mask_mode);
2729 else if (type == TYPE_ELEMENT)
2731 int element, graphic;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2738 if (value != EL_UNDEFINED && value != EL_EMPTY)
2741 graphic = el2panelimg(value);
2744 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745 element, EL_NAME(element), size);
2748 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2751 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2754 width = graphic_info[graphic].width * size / TILESIZE;
2755 height = graphic_info[graphic].height * size / TILESIZE;
2758 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2761 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2765 else if (type == TYPE_GRAPHIC)
2767 int graphic = gpc->graphic;
2768 int graphic_active = gpc->graphic_active;
2772 int dst_x = PANEL_XPOS(pos);
2773 int dst_y = PANEL_YPOS(pos);
2774 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2777 if (graphic != IMG_UNDEFINED && !skip)
2779 if (pos->style == STYLE_REVERSE)
2780 value = 100 - value;
2782 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2784 if (pos->direction & MV_HORIZONTAL)
2786 width = graphic_info[graphic_active].width * value / 100;
2787 height = graphic_info[graphic_active].height;
2789 if (pos->direction == MV_LEFT)
2791 src_x += graphic_info[graphic_active].width - width;
2792 dst_x += graphic_info[graphic_active].width - width;
2797 width = graphic_info[graphic_active].width;
2798 height = graphic_info[graphic_active].height * value / 100;
2800 if (pos->direction == MV_UP)
2802 src_y += graphic_info[graphic_active].height - height;
2803 dst_y += graphic_info[graphic_active].height - height;
2808 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2811 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2816 if (pos->direction & MV_HORIZONTAL)
2818 if (pos->direction == MV_RIGHT)
2825 dst_x = PANEL_XPOS(pos);
2828 width = graphic_info[graphic].width - width;
2832 if (pos->direction == MV_DOWN)
2839 dst_y = PANEL_YPOS(pos);
2842 height = graphic_info[graphic].height - height;
2846 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2849 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2853 else if (type == TYPE_STRING)
2855 boolean active = (value != 0);
2856 char *state_normal = "off";
2857 char *state_active = "on";
2858 char *state = (active ? state_active : state_normal);
2859 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2861 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2862 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2864 if (nr == GAME_PANEL_GRAVITY_STATE)
2866 int font1 = pos->font; // (used for normal state)
2867 int font2 = pos->font_alt; // (used for active state)
2869 font = (active ? font2 : font1);
2878 // don't truncate output if "chars" is zero or less
2881 // dynamically correct text alignment
2882 pos->width = size * getFontWidth(font);
2885 s_cut = getStringCopyN(s, size);
2887 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888 s_cut, font, mask_mode);
2894 redraw_mask |= REDRAW_DOOR_1;
2897 SetGameStatus(GAME_MODE_PLAYING);
2900 void UpdateAndDisplayGameControlValues(void)
2902 if (tape.deactivate_display)
2905 UpdateGameControlValues();
2906 DisplayGameControlValues();
2909 void UpdateGameDoorValues(void)
2911 UpdateGameControlValues();
2914 void DrawGameDoorValues(void)
2916 DisplayGameControlValues();
2920 // ============================================================================
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2926 static void InitGameEngine(void)
2928 int i, j, k, l, x, y;
2930 // set game engine from tape file when re-playing, else from level file
2931 game.engine_version = (tape.playing ? tape.engine_version :
2932 level.game_version);
2934 // set single or multi-player game mode (needed for re-playing tapes)
2935 game.team_mode = setup.team_mode;
2939 int num_players = 0;
2941 for (i = 0; i < MAX_PLAYERS; i++)
2942 if (tape.player_participates[i])
2945 // multi-player tapes contain input data for more than one player
2946 game.team_mode = (num_players > 1);
2950 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2951 level.game_version);
2952 Debug("game:init:level", " tape.file_version == %06d",
2954 Debug("game:init:level", " tape.game_version == %06d",
2956 Debug("game:init:level", " tape.engine_version == %06d",
2957 tape.engine_version);
2958 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2959 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2962 // --------------------------------------------------------------------------
2963 // set flags for bugs and changes according to active game engine version
2964 // --------------------------------------------------------------------------
2968 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2970 Bug was introduced in version:
2973 Bug was fixed in version:
2977 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978 but the property "can fall" was missing, which caused some levels to be
2979 unsolvable. This was fixed in version 4.2.0.0.
2981 Affected levels/tapes:
2982 An example for a tape that was fixed by this bugfix is tape 029 from the
2983 level set "rnd_sam_bateman".
2984 The wrong behaviour will still be used for all levels or tapes that were
2985 created/recorded with it. An example for this is tape 023 from the level
2986 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2989 boolean use_amoeba_dropping_cannot_fall_bug =
2990 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2993 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994 tape.game_version < VERSION_IDENT(4,2,0,0)));
2997 Summary of bugfix/change:
2998 Fixed move speed of elements entering or leaving magic wall.
3000 Fixed/changed in version:
3004 Before 2.0.1, move speed of elements entering or leaving magic wall was
3005 twice as fast as it is now.
3006 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3008 Affected levels/tapes:
3009 The first condition is generally needed for all levels/tapes before version
3010 2.0.1, which might use the old behaviour before it was changed; known tapes
3011 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012 The second condition is an exception from the above case and is needed for
3013 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014 above, but before it was known that this change would break tapes like the
3015 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016 although the engine version while recording maybe was before 2.0.1. There
3017 are a lot of tapes that are affected by this exception, like tape 006 from
3018 the level set "rnd_conor_mancone".
3021 boolean use_old_move_stepsize_for_magic_wall =
3022 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3024 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025 tape.game_version < VERSION_IDENT(4,2,0,0)));
3028 Summary of bugfix/change:
3029 Fixed handling for custom elements that change when pushed by the player.
3031 Fixed/changed in version:
3035 Before 3.1.0, custom elements that "change when pushing" changed directly
3036 after the player started pushing them (until then handled in "DigField()").
3037 Since 3.1.0, these custom elements are not changed until the "pushing"
3038 move of the element is finished (now handled in "ContinueMoving()").
3040 Affected levels/tapes:
3041 The first condition is generally needed for all levels/tapes before version
3042 3.1.0, which might use the old behaviour before it was changed; known tapes
3043 that are affected are some tapes from the level set "Walpurgis Gardens" by
3045 The second condition is an exception from the above case and is needed for
3046 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047 above (including some development versions of 3.1.0), but before it was
3048 known that this change would break tapes like the above and was fixed in
3049 3.1.1, so that the changed behaviour was active although the engine version
3050 while recording maybe was before 3.1.0. There is at least one tape that is
3051 affected by this exception, which is the tape for the one-level set "Bug
3052 Machine" by Juergen Bonhagen.
3055 game.use_change_when_pushing_bug =
3056 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3058 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059 tape.game_version < VERSION_IDENT(3,1,1,0)));
3062 Summary of bugfix/change:
3063 Fixed handling for blocking the field the player leaves when moving.
3065 Fixed/changed in version:
3069 Before 3.1.1, when "block last field when moving" was enabled, the field
3070 the player is leaving when moving was blocked for the time of the move,
3071 and was directly unblocked afterwards. This resulted in the last field
3072 being blocked for exactly one less than the number of frames of one player
3073 move. Additionally, even when blocking was disabled, the last field was
3074 blocked for exactly one frame.
3075 Since 3.1.1, due to changes in player movement handling, the last field
3076 is not blocked at all when blocking is disabled. When blocking is enabled,
3077 the last field is blocked for exactly the number of frames of one player
3078 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079 last field is blocked for exactly one more than the number of frames of
3082 Affected levels/tapes:
3083 (!!! yet to be determined -- probably many !!!)
3086 game.use_block_last_field_bug =
3087 (game.engine_version < VERSION_IDENT(3,1,1,0));
3089 /* various special flags and settings for native Emerald Mine game engine */
3091 game_em.use_single_button =
3092 (game.engine_version > VERSION_IDENT(4,0,0,2));
3094 game_em.use_snap_key_bug =
3095 (game.engine_version < VERSION_IDENT(4,0,1,0));
3097 game_em.use_random_bug =
3098 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3100 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3102 game_em.use_old_explosions = use_old_em_engine;
3103 game_em.use_old_android = use_old_em_engine;
3104 game_em.use_old_push_elements = use_old_em_engine;
3105 game_em.use_old_push_into_acid = use_old_em_engine;
3107 game_em.use_wrap_around = !use_old_em_engine;
3109 // --------------------------------------------------------------------------
3111 // set maximal allowed number of custom element changes per game frame
3112 game.max_num_changes_per_frame = 1;
3114 // default scan direction: scan playfield from top/left to bottom/right
3115 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3117 // dynamically adjust element properties according to game engine version
3118 InitElementPropertiesEngine(game.engine_version);
3120 // ---------- initialize special element properties -------------------------
3122 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123 if (use_amoeba_dropping_cannot_fall_bug)
3124 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3126 // ---------- initialize player's initial move delay ------------------------
3128 // dynamically adjust player properties according to level information
3129 for (i = 0; i < MAX_PLAYERS; i++)
3130 game.initial_move_delay_value[i] =
3131 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3133 // dynamically adjust player properties according to game engine version
3134 for (i = 0; i < MAX_PLAYERS; i++)
3135 game.initial_move_delay[i] =
3136 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137 game.initial_move_delay_value[i] : 0);
3139 // ---------- initialize player's initial push delay ------------------------
3141 // dynamically adjust player properties according to game engine version
3142 game.initial_push_delay_value =
3143 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3145 // ---------- initialize changing elements ----------------------------------
3147 // initialize changing elements information
3148 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3150 struct ElementInfo *ei = &element_info[i];
3152 // this pointer might have been changed in the level editor
3153 ei->change = &ei->change_page[0];
3155 if (!IS_CUSTOM_ELEMENT(i))
3157 ei->change->target_element = EL_EMPTY_SPACE;
3158 ei->change->delay_fixed = 0;
3159 ei->change->delay_random = 0;
3160 ei->change->delay_frames = 1;
3163 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3165 ei->has_change_event[j] = FALSE;
3167 ei->event_page_nr[j] = 0;
3168 ei->event_page[j] = &ei->change_page[0];
3172 // add changing elements from pre-defined list
3173 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3175 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176 struct ElementInfo *ei = &element_info[ch_delay->element];
3178 ei->change->target_element = ch_delay->target_element;
3179 ei->change->delay_fixed = ch_delay->change_delay;
3181 ei->change->pre_change_function = ch_delay->pre_change_function;
3182 ei->change->change_function = ch_delay->change_function;
3183 ei->change->post_change_function = ch_delay->post_change_function;
3185 ei->change->can_change = TRUE;
3186 ei->change->can_change_or_has_action = TRUE;
3188 ei->has_change_event[CE_DELAY] = TRUE;
3190 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3194 // ---------- initialize internal run-time variables ------------------------
3196 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3198 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3200 for (j = 0; j < ei->num_change_pages; j++)
3202 ei->change_page[j].can_change_or_has_action =
3203 (ei->change_page[j].can_change |
3204 ei->change_page[j].has_action);
3208 // add change events from custom element configuration
3209 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3211 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3213 for (j = 0; j < ei->num_change_pages; j++)
3215 if (!ei->change_page[j].can_change_or_has_action)
3218 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3220 // only add event page for the first page found with this event
3221 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3223 ei->has_change_event[k] = TRUE;
3225 ei->event_page_nr[k] = j;
3226 ei->event_page[k] = &ei->change_page[j];
3232 // ---------- initialize reference elements in change conditions ------------
3234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3236 int element = EL_CUSTOM_START + i;
3237 struct ElementInfo *ei = &element_info[element];
3239 for (j = 0; j < ei->num_change_pages; j++)
3241 int trigger_element = ei->change_page[j].initial_trigger_element;
3243 if (trigger_element >= EL_PREV_CE_8 &&
3244 trigger_element <= EL_NEXT_CE_8)
3245 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3247 ei->change_page[j].trigger_element = trigger_element;
3251 // ---------- initialize run-time trigger player and element ----------------
3253 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3255 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263 ei->change_page[j].actual_trigger_ce_value = 0;
3264 ei->change_page[j].actual_trigger_ce_score = 0;
3268 // ---------- initialize trigger events -------------------------------------
3270 // initialize trigger events information
3271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273 trigger_events[i][j] = FALSE;
3275 // add trigger events from element change event properties
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 struct ElementInfo *ei = &element_info[i];
3280 for (j = 0; j < ei->num_change_pages; j++)
3282 if (!ei->change_page[j].can_change_or_has_action)
3285 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3287 int trigger_element = ei->change_page[j].trigger_element;
3289 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3291 if (ei->change_page[j].has_event[k])
3293 if (IS_GROUP_ELEMENT(trigger_element))
3295 struct ElementGroupInfo *group =
3296 element_info[trigger_element].group;
3298 for (l = 0; l < group->num_elements_resolved; l++)
3299 trigger_events[group->element_resolved[l]][k] = TRUE;
3301 else if (trigger_element == EL_ANY_ELEMENT)
3302 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303 trigger_events[l][k] = TRUE;
3305 trigger_events[trigger_element][k] = TRUE;
3312 // ---------- initialize push delay -----------------------------------------
3314 // initialize push delay values to default
3315 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3317 if (!IS_CUSTOM_ELEMENT(i))
3319 // set default push delay values (corrected since version 3.0.7-1)
3320 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3322 element_info[i].push_delay_fixed = 2;
3323 element_info[i].push_delay_random = 8;
3327 element_info[i].push_delay_fixed = 8;
3328 element_info[i].push_delay_random = 8;
3333 // set push delay value for certain elements from pre-defined list
3334 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3336 int e = push_delay_list[i].element;
3338 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3339 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3342 // set push delay value for Supaplex elements for newer engine versions
3343 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3345 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3347 if (IS_SP_ELEMENT(i))
3349 // set SP push delay to just enough to push under a falling zonk
3350 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3352 element_info[i].push_delay_fixed = delay;
3353 element_info[i].push_delay_random = 0;
3358 // ---------- initialize move stepsize --------------------------------------
3360 // initialize move stepsize values to default
3361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362 if (!IS_CUSTOM_ELEMENT(i))
3363 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3365 // set move stepsize value for certain elements from pre-defined list
3366 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3368 int e = move_stepsize_list[i].element;
3370 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3372 // set move stepsize value for certain elements for older engine versions
3373 if (use_old_move_stepsize_for_magic_wall)
3375 if (e == EL_MAGIC_WALL_FILLING ||
3376 e == EL_MAGIC_WALL_EMPTYING ||
3377 e == EL_BD_MAGIC_WALL_FILLING ||
3378 e == EL_BD_MAGIC_WALL_EMPTYING)
3379 element_info[e].move_stepsize *= 2;
3383 // ---------- initialize collect score --------------------------------------
3385 // initialize collect score values for custom elements from initial value
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387 if (IS_CUSTOM_ELEMENT(i))
3388 element_info[i].collect_score = element_info[i].collect_score_initial;
3390 // ---------- initialize collect count --------------------------------------
3392 // initialize collect count values for non-custom elements
3393 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394 if (!IS_CUSTOM_ELEMENT(i))
3395 element_info[i].collect_count_initial = 0;
3397 // add collect count values for all elements from pre-defined list
3398 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399 element_info[collect_count_list[i].element].collect_count_initial =
3400 collect_count_list[i].count;
3402 // ---------- initialize access direction -----------------------------------
3404 // initialize access direction values to default (access from every side)
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (!IS_CUSTOM_ELEMENT(i))
3407 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3409 // set access direction value for certain elements from pre-defined list
3410 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411 element_info[access_direction_list[i].element].access_direction =
3412 access_direction_list[i].direction;
3414 // ---------- initialize explosion content ----------------------------------
3415 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3417 if (IS_CUSTOM_ELEMENT(i))
3420 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3422 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3424 element_info[i].content.e[x][y] =
3425 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427 i == EL_PLAYER_3 ? EL_EMERALD :
3428 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429 i == EL_MOLE ? EL_EMERALD_RED :
3430 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435 i == EL_WALL_EMERALD ? EL_EMERALD :
3436 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441 i == EL_WALL_PEARL ? EL_PEARL :
3442 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3447 // ---------- initialize recursion detection --------------------------------
3448 recursion_loop_depth = 0;
3449 recursion_loop_detected = FALSE;
3450 recursion_loop_element = EL_UNDEFINED;
3452 // ---------- initialize graphics engine ------------------------------------
3453 game.scroll_delay_value =
3454 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456 !setup.forced_scroll_delay ? 0 :
3457 setup.scroll_delay ? setup.scroll_delay_value : 0);
3458 game.scroll_delay_value =
3459 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3461 // ---------- initialize game engine snapshots ------------------------------
3462 for (i = 0; i < MAX_PLAYERS; i++)
3463 game.snapshot.last_action[i] = 0;
3464 game.snapshot.changed_action = FALSE;
3465 game.snapshot.collected_item = FALSE;
3466 game.snapshot.mode =
3467 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468 SNAPSHOT_MODE_EVERY_STEP :
3469 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470 SNAPSHOT_MODE_EVERY_MOVE :
3471 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473 game.snapshot.save_snapshot = FALSE;
3475 // ---------- initialize level time for Supaplex engine ---------------------
3476 // Supaplex levels with time limit currently unsupported -- should be added
3477 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3480 // ---------- initialize flags for handling game actions --------------------
3482 // set flags for game actions to default values
3483 game.use_key_actions = TRUE;
3484 game.use_mouse_actions = FALSE;
3486 // when using Mirror Magic game engine, handle mouse events only
3487 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3489 game.use_key_actions = FALSE;
3490 game.use_mouse_actions = TRUE;
3493 // check for custom elements with mouse click events
3494 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3496 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3498 int element = EL_CUSTOM_START + i;
3500 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504 game.use_mouse_actions = TRUE;
3509 static int get_num_special_action(int element, int action_first,
3512 int num_special_action = 0;
3515 for (i = action_first; i <= action_last; i++)
3517 boolean found = FALSE;
3519 for (j = 0; j < NUM_DIRECTIONS; j++)
3520 if (el_act_dir2img(element, i, j) !=
3521 el_act_dir2img(element, ACTION_DEFAULT, j))
3525 num_special_action++;
3530 return num_special_action;
3534 // ============================================================================
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3548 Debug("game:init:player", "%s:", message);
3550 for (i = 0; i < MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 Debug("game:init:player",
3555 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3559 player->connected_locally,
3560 player->connected_network,
3562 (local_player == player ? " (local player)" : ""));
3569 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571 int fade_mask = REDRAW_FIELD;
3573 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3574 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3575 int initial_move_dir = MV_DOWN;
3578 // required here to update video display before fading (FIX THIS)
3579 DrawMaskedBorder(REDRAW_DOOR_2);
3581 if (!game.restart_level)
3582 CloseDoor(DOOR_CLOSE_1);
3584 SetGameStatus(GAME_MODE_PLAYING);
3586 if (level_editor_test_game)
3587 FadeSkipNextFadeOut();
3589 FadeSetEnterScreen();
3592 fade_mask = REDRAW_ALL;
3594 FadeLevelSoundsAndMusic();
3596 ExpireSoundLoops(TRUE);
3600 if (level_editor_test_game)
3601 FadeSkipNextFadeIn();
3603 // needed if different viewport properties defined for playing
3604 ChangeViewportPropertiesIfNeeded();
3608 DrawCompleteVideoDisplay();
3610 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3613 InitGameControlValues();
3617 // initialize tape actions from game when recording tape
3618 tape.use_key_actions = game.use_key_actions;
3619 tape.use_mouse_actions = game.use_mouse_actions;
3621 // initialize visible playfield size when recording tape (for team mode)
3622 tape.scr_fieldx = SCR_FIELDX;
3623 tape.scr_fieldy = SCR_FIELDY;
3626 // don't play tapes over network
3627 network_playing = (network.enabled && !tape.playing);
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 player->index_nr = i;
3634 player->index_bit = (1 << i);
3635 player->element_nr = EL_PLAYER_1 + i;
3637 player->present = FALSE;
3638 player->active = FALSE;
3639 player->mapped = FALSE;
3641 player->killed = FALSE;
3642 player->reanimated = FALSE;
3643 player->buried = FALSE;
3646 player->effective_action = 0;
3647 player->programmed_action = 0;
3648 player->snap_action = 0;
3650 player->mouse_action.lx = 0;
3651 player->mouse_action.ly = 0;
3652 player->mouse_action.button = 0;
3653 player->mouse_action.button_hint = 0;
3655 player->effective_mouse_action.lx = 0;
3656 player->effective_mouse_action.ly = 0;
3657 player->effective_mouse_action.button = 0;
3658 player->effective_mouse_action.button_hint = 0;
3660 for (j = 0; j < MAX_NUM_KEYS; j++)
3661 player->key[j] = FALSE;
3663 player->num_white_keys = 0;
3665 player->dynabomb_count = 0;
3666 player->dynabomb_size = 1;
3667 player->dynabombs_left = 0;
3668 player->dynabomb_xl = FALSE;
3670 player->MovDir = initial_move_dir;
3673 player->GfxDir = initial_move_dir;
3674 player->GfxAction = ACTION_DEFAULT;
3676 player->StepFrame = 0;
3678 player->initial_element = player->element_nr;
3679 player->artwork_element =
3680 (level.use_artwork_element[i] ? level.artwork_element[i] :
3681 player->element_nr);
3682 player->use_murphy = FALSE;
3684 player->block_last_field = FALSE; // initialized in InitPlayerField()
3685 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3687 player->gravity = level.initial_player_gravity[i];
3689 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3691 player->actual_frame_counter.count = 0;
3692 player->actual_frame_counter.value = 1;
3694 player->step_counter = 0;
3696 player->last_move_dir = initial_move_dir;
3698 player->is_active = FALSE;
3700 player->is_waiting = FALSE;
3701 player->is_moving = FALSE;
3702 player->is_auto_moving = FALSE;
3703 player->is_digging = FALSE;
3704 player->is_snapping = FALSE;
3705 player->is_collecting = FALSE;
3706 player->is_pushing = FALSE;
3707 player->is_switching = FALSE;
3708 player->is_dropping = FALSE;
3709 player->is_dropping_pressed = FALSE;
3711 player->is_bored = FALSE;
3712 player->is_sleeping = FALSE;
3714 player->was_waiting = TRUE;
3715 player->was_moving = FALSE;
3716 player->was_snapping = FALSE;
3717 player->was_dropping = FALSE;
3719 player->force_dropping = FALSE;
3721 player->frame_counter_bored = -1;
3722 player->frame_counter_sleeping = -1;
3724 player->anim_delay_counter = 0;
3725 player->post_delay_counter = 0;
3727 player->dir_waiting = initial_move_dir;
3728 player->action_waiting = ACTION_DEFAULT;
3729 player->last_action_waiting = ACTION_DEFAULT;
3730 player->special_action_bored = ACTION_DEFAULT;
3731 player->special_action_sleeping = ACTION_DEFAULT;
3733 player->switch_x = -1;
3734 player->switch_y = -1;
3736 player->drop_x = -1;
3737 player->drop_y = -1;
3739 player->show_envelope = 0;
3741 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3743 player->push_delay = -1; // initialized when pushing starts
3744 player->push_delay_value = game.initial_push_delay_value;
3746 player->drop_delay = 0;
3747 player->drop_pressed_delay = 0;
3749 player->last_jx = -1;
3750 player->last_jy = -1;
3754 player->shield_normal_time_left = 0;
3755 player->shield_deadly_time_left = 0;
3757 player->last_removed_element = EL_UNDEFINED;
3759 player->inventory_infinite_element = EL_UNDEFINED;
3760 player->inventory_size = 0;
3762 if (level.use_initial_inventory[i])
3764 for (j = 0; j < level.initial_inventory_size[i]; j++)
3766 int element = level.initial_inventory_content[i][j];
3767 int collect_count = element_info[element].collect_count_initial;
3770 if (!IS_CUSTOM_ELEMENT(element))
3773 if (collect_count == 0)
3774 player->inventory_infinite_element = element;
3776 for (k = 0; k < collect_count; k++)
3777 if (player->inventory_size < MAX_INVENTORY_SIZE)
3778 player->inventory_element[player->inventory_size++] = element;
3782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783 SnapField(player, 0, 0);
3785 map_player_action[i] = i;
3788 network_player_action_received = FALSE;
3790 // initial null action
3791 if (network_playing)
3792 SendToServer_MovePlayer(MV_NONE);
3797 TimeLeft = level.time;
3800 ScreenMovDir = MV_NONE;
3804 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3806 game.robot_wheel_x = -1;
3807 game.robot_wheel_y = -1;
3812 game.all_players_gone = FALSE;
3814 game.LevelSolved = FALSE;
3815 game.GameOver = FALSE;
3817 game.GamePlayed = !tape.playing;
3819 game.LevelSolved_GameWon = FALSE;
3820 game.LevelSolved_GameEnd = FALSE;
3821 game.LevelSolved_SaveTape = FALSE;
3822 game.LevelSolved_SaveScore = FALSE;
3824 game.LevelSolved_CountingTime = 0;
3825 game.LevelSolved_CountingScore = 0;
3826 game.LevelSolved_CountingHealth = 0;
3828 game.panel.active = TRUE;
3830 game.no_level_time_limit = (level.time == 0);
3831 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3833 game.yamyam_content_nr = 0;
3834 game.robot_wheel_active = FALSE;
3835 game.magic_wall_active = FALSE;
3836 game.magic_wall_time_left = 0;
3837 game.light_time_left = 0;
3838 game.timegate_time_left = 0;
3839 game.switchgate_pos = 0;
3840 game.wind_direction = level.wind_direction_initial;
3842 game.time_final = 0;
3843 game.score_time_final = 0;
3846 game.score_final = 0;
3848 game.health = MAX_HEALTH;
3849 game.health_final = MAX_HEALTH;
3851 game.gems_still_needed = level.gems_needed;
3852 game.sokoban_fields_still_needed = 0;
3853 game.sokoban_objects_still_needed = 0;
3854 game.lights_still_needed = 0;
3855 game.players_still_needed = 0;
3856 game.friends_still_needed = 0;
3858 game.lenses_time_left = 0;
3859 game.magnify_time_left = 0;
3861 game.ball_active = level.ball_active_initial;
3862 game.ball_content_nr = 0;
3864 game.explosions_delayed = TRUE;
3866 game.envelope_active = FALSE;
3868 // special case: set custom artwork setting to initial value
3869 game.use_masked_elements = game.use_masked_elements_initial;
3871 for (i = 0; i < NUM_BELTS; i++)
3873 game.belt_dir[i] = MV_NONE;
3874 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3880 #if DEBUG_INIT_PLAYER
3881 DebugPrintPlayerStatus("Player status at level initialization");
3884 SCAN_PLAYFIELD(x, y)
3886 Tile[x][y] = Last[x][y] = level.field[x][y];
3887 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888 ChangeDelay[x][y] = 0;
3889 ChangePage[x][y] = -1;
3890 CustomValue[x][y] = 0; // initialized in InitField()
3891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3893 WasJustMoving[x][y] = 0;
3894 WasJustFalling[x][y] = 0;
3895 CheckCollision[x][y] = 0;
3896 CheckImpact[x][y] = 0;
3898 Pushed[x][y] = FALSE;
3900 ChangeCount[x][y] = 0;
3901 ChangeEvent[x][y] = -1;
3903 ExplodePhase[x][y] = 0;
3904 ExplodeDelay[x][y] = 0;
3905 ExplodeField[x][y] = EX_TYPE_NONE;
3907 RunnerVisit[x][y] = 0;
3908 PlayerVisit[x][y] = 0;
3911 GfxRandom[x][y] = INIT_GFX_RANDOM();
3912 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913 GfxElement[x][y] = EL_UNDEFINED;
3914 GfxElementEmpty[x][y] = EL_EMPTY;
3915 GfxAction[x][y] = ACTION_DEFAULT;
3916 GfxDir[x][y] = MV_NONE;
3917 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3920 SCAN_PLAYFIELD(x, y)
3922 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3924 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3927 InitField(x, y, TRUE);
3929 ResetGfxAnimation(x, y);
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 struct PlayerInfo *player = &stored_player[i];
3938 // set number of special actions for bored and sleeping animation
3939 player->num_special_action_bored =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_BORING_1, ACTION_BORING_LAST);
3942 player->num_special_action_sleeping =
3943 get_num_special_action(player->artwork_element,
3944 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3947 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3950 // initialize type of slippery elements
3951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3953 if (!IS_CUSTOM_ELEMENT(i))
3955 // default: elements slip down either to the left or right randomly
3956 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3958 // SP style elements prefer to slip down on the left side
3959 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3962 // BD style elements prefer to slip down on the left side
3963 if (game.emulation == EMU_BOULDERDASH)
3964 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 // initialize explosion and ignition delay
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 // correct non-moving belts to start moving left
3989 for (i = 0; i < NUM_BELTS; i++)
3990 if (game.belt_dir[i] == MV_NONE)
3991 game.belt_dir_nr[i] = 3; // not moving, next moving left
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994 // use preferred player also in local single-player mode
3995 if (!network.enabled && !game.team_mode)
3997 int new_index_nr = setup.network_player_nr;
3999 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected_locally = FALSE;
4004 stored_player[new_index_nr].connected_locally = TRUE;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4010 stored_player[i].connected = FALSE;
4012 // in network game mode, the local player might not be the first player
4013 if (stored_player[i].connected_locally)
4014 local_player = &stored_player[i];
4017 if (!network.enabled)
4018 local_player->connected = TRUE;
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 stored_player[i].connected = tape.player_participates[i];
4025 else if (network.enabled)
4027 // add team mode players connected over the network (needed for correct
4028 // assignment of player figures from level to locally playing players)
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected_network)
4032 stored_player[i].connected = TRUE;
4034 else if (game.team_mode)
4036 // try to guess locally connected team mode players (needed for correct
4037 // assignment of player figures from level to locally playing players)
4039 for (i = 0; i < MAX_PLAYERS; i++)
4040 if (setup.input[i].use_joystick ||
4041 setup.input[i].key.left != KSYM_UNDEFINED)
4042 stored_player[i].connected = TRUE;
4045 #if DEBUG_INIT_PLAYER
4046 DebugPrintPlayerStatus("Player status after level initialization");
4049 #if DEBUG_INIT_PLAYER
4050 Debug("game:init:player", "Reassigning players ...");
4053 // check if any connected player was not found in playfield
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 struct PlayerInfo *player = &stored_player[i];
4058 if (player->connected && !player->present)
4060 struct PlayerInfo *field_player = NULL;
4062 #if DEBUG_INIT_PLAYER
4063 Debug("game:init:player",
4064 "- looking for field player for player %d ...", i + 1);
4067 // assign first free player found that is present in the playfield
4069 // first try: look for unmapped playfield player that is not connected
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped &&
4074 !stored_player[j].connected)
4075 field_player = &stored_player[j];
4077 // second try: look for *any* unmapped playfield player
4078 for (j = 0; j < MAX_PLAYERS; j++)
4079 if (field_player == NULL &&
4080 stored_player[j].present &&
4081 !stored_player[j].mapped)
4082 field_player = &stored_player[j];
4084 if (field_player != NULL)
4086 int jx = field_player->jx, jy = field_player->jy;
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "- found player %d",
4090 field_player->index_nr + 1);
4093 player->present = FALSE;
4094 player->active = FALSE;
4096 field_player->present = TRUE;
4097 field_player->active = TRUE;
4100 player->initial_element = field_player->initial_element;
4101 player->artwork_element = field_player->artwork_element;
4103 player->block_last_field = field_player->block_last_field;
4104 player->block_delay_adjustment = field_player->block_delay_adjustment;
4107 StorePlayer[jx][jy] = field_player->element_nr;
4109 field_player->jx = field_player->last_jx = jx;
4110 field_player->jy = field_player->last_jy = jy;
4112 if (local_player == player)
4113 local_player = field_player;
4115 map_player_action[field_player->index_nr] = i;
4117 field_player->mapped = TRUE;
4119 #if DEBUG_INIT_PLAYER
4120 Debug("game:init:player", "- map_player_action[%d] == %d",
4121 field_player->index_nr + 1, i + 1);
4126 if (player->connected && player->present)
4127 player->mapped = TRUE;
4130 #if DEBUG_INIT_PLAYER
4131 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4136 // check if any connected player was not found in playfield
4137 for (i = 0; i < MAX_PLAYERS; i++)
4139 struct PlayerInfo *player = &stored_player[i];
4141 if (player->connected && !player->present)
4143 for (j = 0; j < MAX_PLAYERS; j++)
4145 struct PlayerInfo *field_player = &stored_player[j];
4146 int jx = field_player->jx, jy = field_player->jy;
4148 // assign first free player found that is present in the playfield
4149 if (field_player->present && !field_player->connected)
4151 player->present = TRUE;
4152 player->active = TRUE;
4154 field_player->present = FALSE;
4155 field_player->active = FALSE;
4157 player->initial_element = field_player->initial_element;
4158 player->artwork_element = field_player->artwork_element;
4160 player->block_last_field = field_player->block_last_field;
4161 player->block_delay_adjustment = field_player->block_delay_adjustment;
4163 StorePlayer[jx][jy] = player->element_nr;
4165 player->jx = player->last_jx = jx;
4166 player->jy = player->last_jy = jy;
4176 Debug("game:init:player", "local_player->present == %d",
4177 local_player->present);
4180 // set focus to local player for network games, else to all players
4181 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182 game.centered_player_nr_next = game.centered_player_nr;
4183 game.set_centered_player = FALSE;
4184 game.set_centered_player_wrap = FALSE;
4186 if (network_playing && tape.recording)
4188 // store client dependent player focus when recording network games
4189 tape.centered_player_nr_next = game.centered_player_nr_next;
4190 tape.set_centered_player = TRUE;
4195 // when playing a tape, eliminate all players who do not participate
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4199 if (!game.team_mode)
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 if (stored_player[i].active &&
4204 !tape.player_participates[map_player_action[i]])
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 #if DEBUG_INIT_PLAYER
4210 Debug("game:init:player", "Removing player %d at (%d, %d)",
4214 player->active = FALSE;
4215 StorePlayer[jx][jy] = 0;
4216 Tile[jx][jy] = EL_EMPTY;
4223 for (i = 0; i < MAX_PLAYERS; i++)
4225 if (stored_player[i].active &&
4226 !tape.player_participates[i])
4228 struct PlayerInfo *player = &stored_player[i];
4229 int jx = player->jx, jy = player->jy;
4231 player->active = FALSE;
4232 StorePlayer[jx][jy] = 0;
4233 Tile[jx][jy] = EL_EMPTY;
4238 else if (!network.enabled && !game.team_mode) // && !tape.playing
4240 // when in single player mode, eliminate all but the local player
4242 for (i = 0; i < MAX_PLAYERS; i++)
4244 struct PlayerInfo *player = &stored_player[i];
4246 if (player->active && player != local_player)
4248 int jx = player->jx, jy = player->jy;
4250 player->active = FALSE;
4251 player->present = FALSE;
4253 StorePlayer[jx][jy] = 0;
4254 Tile[jx][jy] = EL_EMPTY;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active)
4261 game.players_still_needed++;
4263 if (level.solved_by_one_player)
4264 game.players_still_needed = 1;
4266 // when recording the game, store which players take part in the game
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].connected)
4272 tape.player_participates[i] = TRUE;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4275 if (stored_player[i].active)
4276 tape.player_participates[i] = TRUE;
4280 #if DEBUG_INIT_PLAYER
4281 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4284 if (BorderElement == EL_EMPTY)
4287 SBX_Right = lev_fieldx - SCR_FIELDX;
4289 SBY_Lower = lev_fieldy - SCR_FIELDY;
4294 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4296 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4299 if (full_lev_fieldx <= SCR_FIELDX)
4300 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301 if (full_lev_fieldy <= SCR_FIELDY)
4302 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4304 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4306 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4309 // if local player not found, look for custom element that might create
4310 // the player (make some assumptions about the right custom element)
4311 if (!local_player->present)
4313 int start_x = 0, start_y = 0;
4314 int found_rating = 0;
4315 int found_element = EL_UNDEFINED;
4316 int player_nr = local_player->index_nr;
4318 SCAN_PLAYFIELD(x, y)
4320 int element = Tile[x][y];
4325 if (level.use_start_element[player_nr] &&
4326 level.start_element[player_nr] == element &&
4333 found_element = element;
4336 if (!IS_CUSTOM_ELEMENT(element))
4339 if (CAN_CHANGE(element))
4341 for (i = 0; i < element_info[element].num_change_pages; i++)
4343 // check for player created from custom element as single target
4344 content = element_info[element].change_page[i].target_element;
4345 is_player = IS_PLAYER_ELEMENT(content);
4347 if (is_player && (found_rating < 3 ||
4348 (found_rating == 3 && element < found_element)))
4354 found_element = element;
4359 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4361 // check for player created from custom element as explosion content
4362 content = element_info[element].content.e[xx][yy];
4363 is_player = IS_PLAYER_ELEMENT(content);
4365 if (is_player && (found_rating < 2 ||
4366 (found_rating == 2 && element < found_element)))
4368 start_x = x + xx - 1;
4369 start_y = y + yy - 1;
4372 found_element = element;
4375 if (!CAN_CHANGE(element))
4378 for (i = 0; i < element_info[element].num_change_pages; i++)
4380 // check for player created from custom element as extended target
4382 element_info[element].change_page[i].target_content.e[xx][yy];
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 1 ||
4387 (found_rating == 1 && element < found_element)))
4389 start_x = x + xx - 1;
4390 start_y = y + yy - 1;
4393 found_element = element;
4399 scroll_x = SCROLL_POSITION_X(start_x);
4400 scroll_y = SCROLL_POSITION_Y(start_y);
4404 scroll_x = SCROLL_POSITION_X(local_player->jx);
4405 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4408 // !!! FIX THIS (START) !!!
4409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4411 InitGameEngine_EM();
4413 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4415 InitGameEngine_SP();
4417 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4419 InitGameEngine_MM();
4423 DrawLevel(REDRAW_FIELD);
4426 // after drawing the level, correct some elements
4427 if (game.timegate_time_left == 0)
4428 CloseAllOpenTimegates();
4431 // blit playfield from scroll buffer to normal back buffer for fading in
4432 BlitScreenToBitmap(backbuffer);
4433 // !!! FIX THIS (END) !!!
4435 DrawMaskedBorder(fade_mask);
4440 // full screen redraw is required at this point in the following cases:
4441 // - special editor door undrawn when game was started from level editor
4442 // - drawing area (playfield) was changed and has to be removed completely
4443 redraw_mask = REDRAW_ALL;
4447 if (!game.restart_level)
4449 // copy default game door content to main double buffer
4451 // !!! CHECK AGAIN !!!
4452 SetPanelBackground();
4453 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4457 SetPanelBackground();
4458 SetDrawBackgroundMask(REDRAW_DOOR_1);
4460 UpdateAndDisplayGameControlValues();
4462 if (!game.restart_level)
4468 CreateGameButtons();
4473 // copy actual game door content to door double buffer for OpenDoor()
4474 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4476 OpenDoor(DOOR_OPEN_ALL);
4478 KeyboardAutoRepeatOffUnlessAutoplay();
4480 #if DEBUG_INIT_PLAYER
4481 DebugPrintPlayerStatus("Player status (final)");
4490 if (!game.restart_level && !tape.playing)
4492 LevelStats_incPlayed(level_nr);
4494 SaveLevelSetup_SeriesInfo();
4497 game.restart_level = FALSE;
4498 game.restart_game_message = NULL;
4500 game.request_active = FALSE;
4501 game.request_active_or_moving = FALSE;
4503 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504 InitGameActions_MM();
4506 SaveEngineSnapshotToListInitial();
4508 if (!game.restart_level)
4510 PlaySound(SND_GAME_STARTING);
4512 if (setup.sound_music)
4516 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520 int actual_player_x, int actual_player_y)
4522 // this is used for non-R'n'D game engines to update certain engine values
4524 // needed to determine if sounds are played within the visible screen area
4525 scroll_x = actual_scroll_x;
4526 scroll_y = actual_scroll_y;
4528 // needed to get player position for "follow finger" playing input method
4529 local_player->jx = actual_player_x;
4530 local_player->jy = actual_player_y;
4533 void InitMovDir(int x, int y)
4535 int i, element = Tile[x][y];
4536 static int xy[4][2] =
4543 static int direction[3][4] =
4545 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4546 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4547 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4556 Tile[x][y] = EL_BUG;
4557 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4560 case EL_SPACESHIP_RIGHT:
4561 case EL_SPACESHIP_UP:
4562 case EL_SPACESHIP_LEFT:
4563 case EL_SPACESHIP_DOWN:
4564 Tile[x][y] = EL_SPACESHIP;
4565 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4568 case EL_BD_BUTTERFLY_RIGHT:
4569 case EL_BD_BUTTERFLY_UP:
4570 case EL_BD_BUTTERFLY_LEFT:
4571 case EL_BD_BUTTERFLY_DOWN:
4572 Tile[x][y] = EL_BD_BUTTERFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4576 case EL_BD_FIREFLY_RIGHT:
4577 case EL_BD_FIREFLY_UP:
4578 case EL_BD_FIREFLY_LEFT:
4579 case EL_BD_FIREFLY_DOWN:
4580 Tile[x][y] = EL_BD_FIREFLY;
4581 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4584 case EL_PACMAN_RIGHT:
4586 case EL_PACMAN_LEFT:
4587 case EL_PACMAN_DOWN:
4588 Tile[x][y] = EL_PACMAN;
4589 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4592 case EL_YAMYAM_LEFT:
4593 case EL_YAMYAM_RIGHT:
4595 case EL_YAMYAM_DOWN:
4596 Tile[x][y] = EL_YAMYAM;
4597 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4600 case EL_SP_SNIKSNAK:
4601 MovDir[x][y] = MV_UP;
4604 case EL_SP_ELECTRON:
4605 MovDir[x][y] = MV_LEFT;
4612 Tile[x][y] = EL_MOLE;
4613 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4616 case EL_SPRING_LEFT:
4617 case EL_SPRING_RIGHT:
4618 Tile[x][y] = EL_SPRING;
4619 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4623 if (IS_CUSTOM_ELEMENT(element))
4625 struct ElementInfo *ei = &element_info[element];
4626 int move_direction_initial = ei->move_direction_initial;
4627 int move_pattern = ei->move_pattern;
4629 if (move_direction_initial == MV_START_PREVIOUS)
4631 if (MovDir[x][y] != MV_NONE)
4634 move_direction_initial = MV_START_AUTOMATIC;
4637 if (move_direction_initial == MV_START_RANDOM)
4638 MovDir[x][y] = 1 << RND(4);
4639 else if (move_direction_initial & MV_ANY_DIRECTION)
4640 MovDir[x][y] = move_direction_initial;
4641 else if (move_pattern == MV_ALL_DIRECTIONS ||
4642 move_pattern == MV_TURNING_LEFT ||
4643 move_pattern == MV_TURNING_RIGHT ||
4644 move_pattern == MV_TURNING_LEFT_RIGHT ||
4645 move_pattern == MV_TURNING_RIGHT_LEFT ||
4646 move_pattern == MV_TURNING_RANDOM)
4647 MovDir[x][y] = 1 << RND(4);
4648 else if (move_pattern == MV_HORIZONTAL)
4649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650 else if (move_pattern == MV_VERTICAL)
4651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652 else if (move_pattern & MV_ANY_DIRECTION)
4653 MovDir[x][y] = element_info[element].move_pattern;
4654 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655 move_pattern == MV_ALONG_RIGHT_SIDE)
4657 // use random direction as default start direction
4658 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659 MovDir[x][y] = 1 << RND(4);
4661 for (i = 0; i < NUM_DIRECTIONS; i++)
4663 int x1 = x + xy[i][0];
4664 int y1 = y + xy[i][1];
4666 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4668 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669 MovDir[x][y] = direction[0][i];
4671 MovDir[x][y] = direction[1][i];
4680 MovDir[x][y] = 1 << RND(4);
4682 if (element != EL_BUG &&
4683 element != EL_SPACESHIP &&
4684 element != EL_BD_BUTTERFLY &&
4685 element != EL_BD_FIREFLY)
4688 for (i = 0; i < NUM_DIRECTIONS; i++)
4690 int x1 = x + xy[i][0];
4691 int y1 = y + xy[i][1];
4693 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4695 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4697 MovDir[x][y] = direction[0][i];
4700 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4703 MovDir[x][y] = direction[1][i];
4712 GfxDir[x][y] = MovDir[x][y];
4715 void InitAmoebaNr(int x, int y)
4718 int group_nr = AmoebaNeighbourNr(x, y);
4722 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4724 if (AmoebaCnt[i] == 0)
4732 AmoebaNr[x][y] = group_nr;
4733 AmoebaCnt[group_nr]++;
4734 AmoebaCnt2[group_nr]++;
4737 static void LevelSolved_SetFinalGameValues(void)
4739 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740 game.score_time_final = (level.use_step_counter ? TimePlayed :
4741 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4743 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744 game_em.lev->score :
4745 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4749 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750 MM_HEALTH(game_mm.laser_overload_value) :
4753 game.LevelSolved_CountingTime = game.time_final;
4754 game.LevelSolved_CountingScore = game.score_final;
4755 game.LevelSolved_CountingHealth = game.health_final;
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4760 game.LevelSolved_CountingTime = time;
4761 game.LevelSolved_CountingScore = score;
4762 game.LevelSolved_CountingHealth = health;
4764 game_panel_controls[GAME_PANEL_TIME].value = time;
4765 game_panel_controls[GAME_PANEL_SCORE].value = score;
4766 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4768 DisplayGameControlValues();
4771 static void LevelSolved(void)
4773 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774 game.players_still_needed > 0)
4777 game.LevelSolved = TRUE;
4778 game.GameOver = TRUE;
4780 // needed here to display correct panel values while player walks into exit
4781 LevelSolved_SetFinalGameValues();
4786 static int time_count_steps;
4787 static int time, time_final;
4788 static float score, score_final; // needed for time score < 10 for 10 seconds
4789 static int health, health_final;
4790 static int game_over_delay_1 = 0;
4791 static int game_over_delay_2 = 0;
4792 static int game_over_delay_3 = 0;
4793 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4794 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4796 if (!game.LevelSolved_GameWon)
4800 // do not start end game actions before the player stops moving (to exit)
4801 if (local_player->active && local_player->MovPos)
4804 // calculate final game values after player finished walking into exit
4805 LevelSolved_SetFinalGameValues();
4807 game.LevelSolved_GameWon = TRUE;
4808 game.LevelSolved_SaveTape = tape.recording;
4809 game.LevelSolved_SaveScore = !tape.playing;
4813 LevelStats_incSolved(level_nr);
4815 SaveLevelSetup_SeriesInfo();
4818 if (tape.auto_play) // tape might already be stopped here
4819 tape.auto_play_level_solved = TRUE;
4823 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4824 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4825 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4827 time = time_final = game.time_final;
4828 score = score_final = game.score_final;
4829 health = health_final = game.health_final;
4831 // update game panel values before (delayed) counting of score (if any)
4832 LevelSolved_DisplayFinalGameValues(time, score, health);
4834 // if level has time score defined, calculate new final game values
4837 int time_final_max = 999;
4838 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4839 int time_frames = 0;
4840 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4841 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4846 time_frames = time_frames_left;
4848 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4850 time_final = time_final_max;
4851 time_frames = time_frames_final_max - time_frames_played;
4854 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4856 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4858 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4861 score_final += health * time_score;
4864 game.score_final = score_final;
4865 game.health_final = health_final;
4868 // if not counting score after game, immediately update game panel values
4869 if (level_editor_test_game || !setup.count_score_after_game)
4872 score = score_final;
4874 LevelSolved_DisplayFinalGameValues(time, score, health);
4877 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4879 // check if last player has left the level
4880 if (game.exit_x >= 0 &&
4883 int x = game.exit_x;
4884 int y = game.exit_y;
4885 int element = Tile[x][y];
4887 // close exit door after last player
4888 if ((game.all_players_gone &&
4889 (element == EL_EXIT_OPEN ||
4890 element == EL_SP_EXIT_OPEN ||
4891 element == EL_STEEL_EXIT_OPEN)) ||
4892 element == EL_EM_EXIT_OPEN ||
4893 element == EL_EM_STEEL_EXIT_OPEN)
4897 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4898 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4899 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4900 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4901 EL_EM_STEEL_EXIT_CLOSING);
4903 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4906 // player disappears
4907 DrawLevelField(x, y);
4910 for (i = 0; i < MAX_PLAYERS; i++)
4912 struct PlayerInfo *player = &stored_player[i];
4914 if (player->present)
4916 RemovePlayer(player);
4918 // player disappears
4919 DrawLevelField(player->jx, player->jy);
4924 PlaySound(SND_GAME_WINNING);
4927 if (setup.count_score_after_game)
4929 if (time != time_final)
4931 if (game_over_delay_1 > 0)
4933 game_over_delay_1--;
4938 int time_to_go = ABS(time_final - time);
4939 int time_count_dir = (time < time_final ? +1 : -1);
4941 if (time_to_go < time_count_steps)
4942 time_count_steps = 1;
4944 time += time_count_steps * time_count_dir;
4945 score += time_count_steps * time_score;
4947 // set final score to correct rounding differences after counting score
4948 if (time == time_final)
4949 score = score_final;
4951 LevelSolved_DisplayFinalGameValues(time, score, health);
4953 if (time == time_final)
4954 StopSound(SND_GAME_LEVELTIME_BONUS);
4955 else if (setup.sound_loops)
4956 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4958 PlaySound(SND_GAME_LEVELTIME_BONUS);
4963 if (health != health_final)
4965 if (game_over_delay_2 > 0)
4967 game_over_delay_2--;
4972 int health_count_dir = (health < health_final ? +1 : -1);
4974 health += health_count_dir;
4975 score += time_score;
4977 LevelSolved_DisplayFinalGameValues(time, score, health);
4979 if (health == health_final)
4980 StopSound(SND_GAME_LEVELTIME_BONUS);
4981 else if (setup.sound_loops)
4982 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4984 PlaySound(SND_GAME_LEVELTIME_BONUS);
4990 game.panel.active = FALSE;
4992 if (game_over_delay_3 > 0)
4994 game_over_delay_3--;
5004 // used instead of "level_nr" (needed for network games)
5005 int last_level_nr = levelset.level_nr;
5006 boolean tape_saved = FALSE;
5008 game.LevelSolved_GameEnd = TRUE;
5010 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5012 // make sure that request dialog to save tape does not open door again
5013 if (!global.use_envelope_request)
5014 CloseDoor(DOOR_CLOSE_1);
5017 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5019 // set unique basename for score tape (also saved in high score table)
5020 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5023 // if no tape is to be saved, close both doors simultaneously
5024 CloseDoor(DOOR_CLOSE_ALL);
5026 if (level_editor_test_game || score_info_tape_play)
5028 SetGameStatus(GAME_MODE_MAIN);
5035 if (!game.LevelSolved_SaveScore)
5037 SetGameStatus(GAME_MODE_MAIN);
5044 if (level_nr == leveldir_current->handicap_level)
5046 leveldir_current->handicap_level++;
5048 SaveLevelSetup_SeriesInfo();
5051 // save score and score tape before potentially erasing tape below
5052 NewHighScore(last_level_nr, tape_saved);
5054 if (setup.increment_levels &&
5055 level_nr < leveldir_current->last_level &&
5058 level_nr++; // advance to next level
5059 TapeErase(); // start with empty tape
5061 if (setup.auto_play_next_level)
5063 scores.continue_playing = TRUE;
5064 scores.next_level_nr = level_nr;
5066 LoadLevel(level_nr);
5068 SaveLevelSetup_SeriesInfo();
5072 if (scores.last_added >= 0 && setup.show_scores_after_game)
5074 SetGameStatus(GAME_MODE_SCORES);
5076 DrawHallOfFame(last_level_nr);
5078 else if (scores.continue_playing)
5080 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5084 SetGameStatus(GAME_MODE_MAIN);
5090 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5091 boolean one_score_entry_per_name)
5095 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5098 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5100 struct ScoreEntry *entry = &list->entry[i];
5101 boolean score_is_better = (new_entry->score > entry->score);
5102 boolean score_is_equal = (new_entry->score == entry->score);
5103 boolean time_is_better = (new_entry->time < entry->time);
5104 boolean time_is_equal = (new_entry->time == entry->time);
5105 boolean better_by_score = (score_is_better ||
5106 (score_is_equal && time_is_better));
5107 boolean better_by_time = (time_is_better ||
5108 (time_is_equal && score_is_better));
5109 boolean is_better = (level.rate_time_over_score ? better_by_time :
5111 boolean entry_is_empty = (entry->score == 0 &&
5114 // prevent adding server score entries if also existing in local score file
5115 // (special case: historic score entries have an empty tape basename entry)
5116 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5117 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5119 // add fields from server score entry not stored in local score entry
5120 // (currently, this means setting platform, version and country fields;
5121 // in rare cases, this may also correct an invalid score value, as
5122 // historic scores might have been truncated to 16-bit values locally)
5123 *entry = *new_entry;
5128 if (is_better || entry_is_empty)
5130 // player has made it to the hall of fame
5132 if (i < MAX_SCORE_ENTRIES - 1)
5134 int m = MAX_SCORE_ENTRIES - 1;
5137 if (one_score_entry_per_name)
5139 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5140 if (strEqual(list->entry[l].name, new_entry->name))
5143 if (m == i) // player's new highscore overwrites his old one
5147 for (l = m; l > i; l--)
5148 list->entry[l] = list->entry[l - 1];
5153 *entry = *new_entry;
5157 else if (one_score_entry_per_name &&
5158 strEqual(entry->name, new_entry->name))
5160 // player already in high score list with better score or time
5166 // special case: new score is beyond the last high score list position
5167 return MAX_SCORE_ENTRIES;
5170 void NewHighScore(int level_nr, boolean tape_saved)
5172 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5173 boolean one_per_name = FALSE;
5175 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5176 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5178 new_entry.score = game.score_final;
5179 new_entry.time = game.score_time_final;
5181 LoadScore(level_nr);
5183 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5185 if (scores.last_added >= MAX_SCORE_ENTRIES)
5187 scores.last_added = MAX_SCORE_ENTRIES - 1;
5188 scores.force_last_added = TRUE;
5190 scores.entry[scores.last_added] = new_entry;
5192 // store last added local score entry (before merging server scores)
5193 scores.last_added_local = scores.last_added;
5198 if (scores.last_added < 0)
5201 SaveScore(level_nr);
5203 // store last added local score entry (before merging server scores)
5204 scores.last_added_local = scores.last_added;
5206 if (!game.LevelSolved_SaveTape)
5209 SaveScoreTape(level_nr);
5211 if (setup.ask_for_using_api_server)
5213 setup.use_api_server =
5214 Request("Upload your score and tape to the high score server?", REQ_ASK);
5216 if (!setup.use_api_server)
5217 Request("Not using high score server! Use setup menu to enable again!",
5220 runtime.use_api_server = setup.use_api_server;
5222 // after asking for using API server once, do not ask again
5223 setup.ask_for_using_api_server = FALSE;
5225 SaveSetup_ServerSetup();
5228 SaveServerScore(level_nr, tape_saved);
5231 void MergeServerScore(void)
5233 struct ScoreEntry last_added_entry;
5234 boolean one_per_name = FALSE;
5237 if (scores.last_added >= 0)
5238 last_added_entry = scores.entry[scores.last_added];
5240 for (i = 0; i < server_scores.num_entries; i++)
5242 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5244 if (pos >= 0 && pos <= scores.last_added)
5245 scores.last_added++;
5248 if (scores.last_added >= MAX_SCORE_ENTRIES)
5250 scores.last_added = MAX_SCORE_ENTRIES - 1;
5251 scores.force_last_added = TRUE;
5253 scores.entry[scores.last_added] = last_added_entry;
5257 static int getElementMoveStepsizeExt(int x, int y, int direction)
5259 int element = Tile[x][y];
5260 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5261 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5262 int horiz_move = (dx != 0);
5263 int sign = (horiz_move ? dx : dy);
5264 int step = sign * element_info[element].move_stepsize;
5266 // special values for move stepsize for spring and things on conveyor belt
5269 if (CAN_FALL(element) &&
5270 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5271 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5272 else if (element == EL_SPRING)
5273 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5279 static int getElementMoveStepsize(int x, int y)
5281 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5284 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5286 if (player->GfxAction != action || player->GfxDir != dir)
5288 player->GfxAction = action;
5289 player->GfxDir = dir;
5291 player->StepFrame = 0;
5295 static void ResetGfxFrame(int x, int y)
5297 // profiling showed that "autotest" spends 10~20% of its time in this function
5298 if (DrawingDeactivatedField())
5301 int element = Tile[x][y];
5302 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5304 if (graphic_info[graphic].anim_global_sync)
5305 GfxFrame[x][y] = FrameCounter;
5306 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5307 GfxFrame[x][y] = CustomValue[x][y];
5308 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5309 GfxFrame[x][y] = element_info[element].collect_score;
5310 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5311 GfxFrame[x][y] = ChangeDelay[x][y];
5314 static void ResetGfxAnimation(int x, int y)
5316 GfxAction[x][y] = ACTION_DEFAULT;
5317 GfxDir[x][y] = MovDir[x][y];
5320 ResetGfxFrame(x, y);
5323 static void ResetRandomAnimationValue(int x, int y)
5325 GfxRandom[x][y] = INIT_GFX_RANDOM();
5328 static void InitMovingField(int x, int y, int direction)
5330 int element = Tile[x][y];
5331 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5332 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5335 boolean is_moving_before, is_moving_after;
5337 // check if element was/is moving or being moved before/after mode change
5338 is_moving_before = (WasJustMoving[x][y] != 0);
5339 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5341 // reset animation only for moving elements which change direction of moving
5342 // or which just started or stopped moving
5343 // (else CEs with property "can move" / "not moving" are reset each frame)
5344 if (is_moving_before != is_moving_after ||
5345 direction != MovDir[x][y])
5346 ResetGfxAnimation(x, y);
5348 MovDir[x][y] = direction;
5349 GfxDir[x][y] = direction;
5351 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5352 direction == MV_DOWN && CAN_FALL(element) ?
5353 ACTION_FALLING : ACTION_MOVING);
5355 // this is needed for CEs with property "can move" / "not moving"
5357 if (is_moving_after)
5359 if (Tile[newx][newy] == EL_EMPTY)
5360 Tile[newx][newy] = EL_BLOCKED;
5362 MovDir[newx][newy] = MovDir[x][y];
5364 CustomValue[newx][newy] = CustomValue[x][y];
5366 GfxFrame[newx][newy] = GfxFrame[x][y];
5367 GfxRandom[newx][newy] = GfxRandom[x][y];
5368 GfxAction[newx][newy] = GfxAction[x][y];
5369 GfxDir[newx][newy] = GfxDir[x][y];
5373 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5375 int direction = MovDir[x][y];
5376 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5377 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5383 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5385 int oldx = x, oldy = y;
5386 int direction = MovDir[x][y];
5388 if (direction == MV_LEFT)
5390 else if (direction == MV_RIGHT)
5392 else if (direction == MV_UP)
5394 else if (direction == MV_DOWN)
5397 *comes_from_x = oldx;
5398 *comes_from_y = oldy;
5401 static int MovingOrBlocked2Element(int x, int y)
5403 int element = Tile[x][y];
5405 if (element == EL_BLOCKED)
5409 Blocked2Moving(x, y, &oldx, &oldy);
5410 return Tile[oldx][oldy];
5416 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5418 // like MovingOrBlocked2Element(), but if element is moving
5419 // and (x,y) is the field the moving element is just leaving,
5420 // return EL_BLOCKED instead of the element value
5421 int element = Tile[x][y];
5423 if (IS_MOVING(x, y))
5425 if (element == EL_BLOCKED)
5429 Blocked2Moving(x, y, &oldx, &oldy);
5430 return Tile[oldx][oldy];
5439 static void RemoveField(int x, int y)
5441 Tile[x][y] = EL_EMPTY;
5447 CustomValue[x][y] = 0;
5450 ChangeDelay[x][y] = 0;
5451 ChangePage[x][y] = -1;
5452 Pushed[x][y] = FALSE;
5454 GfxElement[x][y] = EL_UNDEFINED;
5455 GfxAction[x][y] = ACTION_DEFAULT;
5456 GfxDir[x][y] = MV_NONE;
5459 static void RemoveMovingField(int x, int y)
5461 int oldx = x, oldy = y, newx = x, newy = y;
5462 int element = Tile[x][y];
5463 int next_element = EL_UNDEFINED;
5465 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5468 if (IS_MOVING(x, y))
5470 Moving2Blocked(x, y, &newx, &newy);
5472 if (Tile[newx][newy] != EL_BLOCKED)
5474 // element is moving, but target field is not free (blocked), but
5475 // already occupied by something different (example: acid pool);
5476 // in this case, only remove the moving field, but not the target
5478 RemoveField(oldx, oldy);
5480 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5482 TEST_DrawLevelField(oldx, oldy);
5487 else if (element == EL_BLOCKED)
5489 Blocked2Moving(x, y, &oldx, &oldy);
5490 if (!IS_MOVING(oldx, oldy))
5494 if (element == EL_BLOCKED &&
5495 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5496 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5497 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5498 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5499 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5500 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5501 next_element = get_next_element(Tile[oldx][oldy]);
5503 RemoveField(oldx, oldy);
5504 RemoveField(newx, newy);
5506 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5508 if (next_element != EL_UNDEFINED)
5509 Tile[oldx][oldy] = next_element;
5511 TEST_DrawLevelField(oldx, oldy);
5512 TEST_DrawLevelField(newx, newy);
5515 void DrawDynamite(int x, int y)
5517 int sx = SCREENX(x), sy = SCREENY(y);
5518 int graphic = el2img(Tile[x][y]);
5521 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5524 if (IS_WALKABLE_INSIDE(Back[x][y]))
5528 DrawLevelElement(x, y, Back[x][y]);
5529 else if (Store[x][y])
5530 DrawLevelElement(x, y, Store[x][y]);
5531 else if (game.use_masked_elements)
5532 DrawLevelElement(x, y, EL_EMPTY);
5534 frame = getGraphicAnimationFrameXY(graphic, x, y);
5536 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5537 DrawGraphicThruMask(sx, sy, graphic, frame);
5539 DrawGraphic(sx, sy, graphic, frame);
5542 static void CheckDynamite(int x, int y)
5544 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5548 if (MovDelay[x][y] != 0)
5551 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5557 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5562 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5564 boolean num_checked_players = 0;
5567 for (i = 0; i < MAX_PLAYERS; i++)
5569 if (stored_player[i].active)
5571 int sx = stored_player[i].jx;
5572 int sy = stored_player[i].jy;
5574 if (num_checked_players == 0)
5581 *sx1 = MIN(*sx1, sx);
5582 *sy1 = MIN(*sy1, sy);
5583 *sx2 = MAX(*sx2, sx);
5584 *sy2 = MAX(*sy2, sy);
5587 num_checked_players++;
5592 static boolean checkIfAllPlayersFitToScreen_RND(void)
5594 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5596 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5598 return (sx2 - sx1 < SCR_FIELDX &&
5599 sy2 - sy1 < SCR_FIELDY);
5602 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5604 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5606 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5608 *sx = (sx1 + sx2) / 2;
5609 *sy = (sy1 + sy2) / 2;
5612 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5613 boolean center_screen, boolean quick_relocation)
5615 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5616 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5617 boolean no_delay = (tape.warp_forward);
5618 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5619 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5620 int new_scroll_x, new_scroll_y;
5622 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5624 // case 1: quick relocation inside visible screen (without scrolling)
5631 if (!level.shifted_relocation || center_screen)
5633 // relocation _with_ centering of screen
5635 new_scroll_x = SCROLL_POSITION_X(x);
5636 new_scroll_y = SCROLL_POSITION_Y(y);
5640 // relocation _without_ centering of screen
5642 int center_scroll_x = SCROLL_POSITION_X(old_x);
5643 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5644 int offset_x = x + (scroll_x - center_scroll_x);
5645 int offset_y = y + (scroll_y - center_scroll_y);
5647 // for new screen position, apply previous offset to center position
5648 new_scroll_x = SCROLL_POSITION_X(offset_x);
5649 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5652 if (quick_relocation)
5654 // case 2: quick relocation (redraw without visible scrolling)
5656 scroll_x = new_scroll_x;
5657 scroll_y = new_scroll_y;
5664 // case 3: visible relocation (with scrolling to new position)
5666 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5668 SetVideoFrameDelay(wait_delay_value);
5670 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5672 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5673 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5675 if (dx == 0 && dy == 0) // no scrolling needed at all
5681 // set values for horizontal/vertical screen scrolling (half tile size)
5682 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5683 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5684 int pos_x = dx * TILEX / 2;
5685 int pos_y = dy * TILEY / 2;
5686 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5687 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5689 ScrollLevel(dx, dy);
5692 // scroll in two steps of half tile size to make things smoother
5693 BlitScreenToBitmapExt_RND(window, fx, fy);
5695 // scroll second step to align at full tile size
5696 BlitScreenToBitmap(window);
5702 SetVideoFrameDelay(frame_delay_value_old);
5705 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5707 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5708 int player_nr = GET_PLAYER_NR(el_player);
5709 struct PlayerInfo *player = &stored_player[player_nr];
5710 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5711 boolean no_delay = (tape.warp_forward);
5712 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5713 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5714 int old_jx = player->jx;
5715 int old_jy = player->jy;
5716 int old_element = Tile[old_jx][old_jy];
5717 int element = Tile[jx][jy];
5718 boolean player_relocated = (old_jx != jx || old_jy != jy);
5720 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5721 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5722 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5723 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5724 int leave_side_horiz = move_dir_horiz;
5725 int leave_side_vert = move_dir_vert;
5726 int enter_side = enter_side_horiz | enter_side_vert;
5727 int leave_side = leave_side_horiz | leave_side_vert;
5729 if (player->buried) // do not reanimate dead player
5732 if (!player_relocated) // no need to relocate the player
5735 if (IS_PLAYER(jx, jy)) // player already placed at new position
5737 RemoveField(jx, jy); // temporarily remove newly placed player
5738 DrawLevelField(jx, jy);
5741 if (player->present)
5743 while (player->MovPos)
5745 ScrollPlayer(player, SCROLL_GO_ON);
5746 ScrollScreen(NULL, SCROLL_GO_ON);
5748 AdvanceFrameAndPlayerCounters(player->index_nr);
5752 BackToFront_WithFrameDelay(wait_delay_value);
5755 DrawPlayer(player); // needed here only to cleanup last field
5756 DrawLevelField(player->jx, player->jy); // remove player graphic
5758 player->is_moving = FALSE;
5761 if (IS_CUSTOM_ELEMENT(old_element))
5762 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5764 player->index_bit, leave_side);
5766 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5768 player->index_bit, leave_side);
5770 Tile[jx][jy] = el_player;
5771 InitPlayerField(jx, jy, el_player, TRUE);
5773 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5774 possible that the relocation target field did not contain a player element,
5775 but a walkable element, to which the new player was relocated -- in this
5776 case, restore that (already initialized!) element on the player field */
5777 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5779 Tile[jx][jy] = element; // restore previously existing element
5782 // only visually relocate centered player
5783 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5784 FALSE, level.instant_relocation);
5786 TestIfPlayerTouchesBadThing(jx, jy);
5787 TestIfPlayerTouchesCustomElement(jx, jy);
5789 if (IS_CUSTOM_ELEMENT(element))
5790 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5791 player->index_bit, enter_side);
5793 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5794 player->index_bit, enter_side);
5796 if (player->is_switching)
5798 /* ensure that relocation while still switching an element does not cause
5799 a new element to be treated as also switched directly after relocation
5800 (this is important for teleporter switches that teleport the player to
5801 a place where another teleporter switch is in the same direction, which
5802 would then incorrectly be treated as immediately switched before the
5803 direction key that caused the switch was released) */
5805 player->switch_x += jx - old_jx;
5806 player->switch_y += jy - old_jy;
5810 static void Explode(int ex, int ey, int phase, int mode)
5816 // !!! eliminate this variable !!!
5817 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5819 if (game.explosions_delayed)
5821 ExplodeField[ex][ey] = mode;
5825 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5827 int center_element = Tile[ex][ey];
5828 int artwork_element, explosion_element; // set these values later
5830 // remove things displayed in background while burning dynamite
5831 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5834 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5836 // put moving element to center field (and let it explode there)
5837 center_element = MovingOrBlocked2Element(ex, ey);
5838 RemoveMovingField(ex, ey);
5839 Tile[ex][ey] = center_element;
5842 // now "center_element" is finally determined -- set related values now
5843 artwork_element = center_element; // for custom player artwork
5844 explosion_element = center_element; // for custom player artwork
5846 if (IS_PLAYER(ex, ey))
5848 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5850 artwork_element = stored_player[player_nr].artwork_element;
5852 if (level.use_explosion_element[player_nr])
5854 explosion_element = level.explosion_element[player_nr];
5855 artwork_element = explosion_element;
5859 if (mode == EX_TYPE_NORMAL ||
5860 mode == EX_TYPE_CENTER ||
5861 mode == EX_TYPE_CROSS)
5862 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5864 last_phase = element_info[explosion_element].explosion_delay + 1;
5866 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5868 int xx = x - ex + 1;
5869 int yy = y - ey + 1;
5872 if (!IN_LEV_FIELD(x, y) ||
5873 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5874 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5877 element = Tile[x][y];
5879 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5881 element = MovingOrBlocked2Element(x, y);
5883 if (!IS_EXPLOSION_PROOF(element))
5884 RemoveMovingField(x, y);
5887 // indestructible elements can only explode in center (but not flames)
5888 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5889 mode == EX_TYPE_BORDER)) ||
5890 element == EL_FLAMES)
5893 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5894 behaviour, for example when touching a yamyam that explodes to rocks
5895 with active deadly shield, a rock is created under the player !!! */
5896 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5898 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5899 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5900 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5902 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5905 if (IS_ACTIVE_BOMB(element))
5907 // re-activate things under the bomb like gate or penguin
5908 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5915 // save walkable background elements while explosion on same tile
5916 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5917 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5918 Back[x][y] = element;
5920 // ignite explodable elements reached by other explosion
5921 if (element == EL_EXPLOSION)
5922 element = Store2[x][y];
5924 if (AmoebaNr[x][y] &&
5925 (element == EL_AMOEBA_FULL ||
5926 element == EL_BD_AMOEBA ||
5927 element == EL_AMOEBA_GROWING))
5929 AmoebaCnt[AmoebaNr[x][y]]--;
5930 AmoebaCnt2[AmoebaNr[x][y]]--;
5935 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5937 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5939 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5941 if (PLAYERINFO(ex, ey)->use_murphy)
5942 Store[x][y] = EL_EMPTY;
5945 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5946 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5947 else if (IS_PLAYER_ELEMENT(center_element))
5948 Store[x][y] = EL_EMPTY;
5949 else if (center_element == EL_YAMYAM)
5950 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5951 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5952 Store[x][y] = element_info[center_element].content.e[xx][yy];
5954 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5955 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5956 // otherwise) -- FIX THIS !!!
5957 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5958 Store[x][y] = element_info[element].content.e[1][1];
5960 else if (!CAN_EXPLODE(element))
5961 Store[x][y] = element_info[element].content.e[1][1];
5964 Store[x][y] = EL_EMPTY;
5966 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5967 center_element == EL_AMOEBA_TO_DIAMOND)
5968 Store2[x][y] = element;
5970 Tile[x][y] = EL_EXPLOSION;
5971 GfxElement[x][y] = artwork_element;
5973 ExplodePhase[x][y] = 1;
5974 ExplodeDelay[x][y] = last_phase;
5979 if (center_element == EL_YAMYAM)
5980 game.yamyam_content_nr =
5981 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5993 GfxFrame[x][y] = 0; // restart explosion animation
5995 last_phase = ExplodeDelay[x][y];
5997 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5999 // this can happen if the player leaves an explosion just in time
6000 if (GfxElement[x][y] == EL_UNDEFINED)
6001 GfxElement[x][y] = EL_EMPTY;
6003 border_element = Store2[x][y];
6004 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6005 border_element = StorePlayer[x][y];
6007 if (phase == element_info[border_element].ignition_delay ||
6008 phase == last_phase)
6010 boolean border_explosion = FALSE;
6012 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6013 !PLAYER_EXPLOSION_PROTECTED(x, y))
6015 KillPlayerUnlessExplosionProtected(x, y);
6016 border_explosion = TRUE;
6018 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6020 Tile[x][y] = Store2[x][y];
6023 border_explosion = TRUE;
6025 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6027 AmoebaToDiamond(x, y);
6029 border_explosion = TRUE;
6032 // if an element just explodes due to another explosion (chain-reaction),
6033 // do not immediately end the new explosion when it was the last frame of
6034 // the explosion (as it would be done in the following "if"-statement!)
6035 if (border_explosion && phase == last_phase)
6039 // this can happen if the player was just killed by an explosion
6040 if (GfxElement[x][y] == EL_UNDEFINED)
6041 GfxElement[x][y] = EL_EMPTY;
6043 if (phase == last_phase)
6047 element = Tile[x][y] = Store[x][y];
6048 Store[x][y] = Store2[x][y] = 0;
6049 GfxElement[x][y] = EL_UNDEFINED;
6051 // player can escape from explosions and might therefore be still alive
6052 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6053 element <= EL_PLAYER_IS_EXPLODING_4)
6055 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6056 int explosion_element = EL_PLAYER_1 + player_nr;
6057 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6058 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6060 if (level.use_explosion_element[player_nr])
6061 explosion_element = level.explosion_element[player_nr];
6063 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6064 element_info[explosion_element].content.e[xx][yy]);
6067 // restore probably existing indestructible background element
6068 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6069 element = Tile[x][y] = Back[x][y];
6072 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6073 GfxDir[x][y] = MV_NONE;
6074 ChangeDelay[x][y] = 0;
6075 ChangePage[x][y] = -1;
6077 CustomValue[x][y] = 0;
6079 InitField_WithBug2(x, y, FALSE);
6081 TEST_DrawLevelField(x, y);
6083 TestIfElementTouchesCustomElement(x, y);
6085 if (GFX_CRUMBLED(element))
6086 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6088 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6089 StorePlayer[x][y] = 0;
6091 if (IS_PLAYER_ELEMENT(element))
6092 RelocatePlayer(x, y, element);
6094 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6096 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6097 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6100 TEST_DrawLevelFieldCrumbled(x, y);
6102 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6104 DrawLevelElement(x, y, Back[x][y]);
6105 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6107 else if (IS_WALKABLE_UNDER(Back[x][y]))
6109 DrawLevelGraphic(x, y, graphic, frame);
6110 DrawLevelElementThruMask(x, y, Back[x][y]);
6112 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6113 DrawLevelGraphic(x, y, graphic, frame);
6117 static void DynaExplode(int ex, int ey)
6120 int dynabomb_element = Tile[ex][ey];
6121 int dynabomb_size = 1;
6122 boolean dynabomb_xl = FALSE;
6123 struct PlayerInfo *player;
6124 struct XY *xy = xy_topdown;
6126 if (IS_ACTIVE_BOMB(dynabomb_element))
6128 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6129 dynabomb_size = player->dynabomb_size;
6130 dynabomb_xl = player->dynabomb_xl;
6131 player->dynabombs_left++;
6134 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6136 for (i = 0; i < NUM_DIRECTIONS; i++)
6138 for (j = 1; j <= dynabomb_size; j++)
6140 int x = ex + j * xy[i].x;
6141 int y = ey + j * xy[i].y;
6144 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6147 element = Tile[x][y];
6149 // do not restart explosions of fields with active bombs
6150 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6153 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6155 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6156 !IS_DIGGABLE(element) && !dynabomb_xl)
6162 void Bang(int x, int y)
6164 int element = MovingOrBlocked2Element(x, y);
6165 int explosion_type = EX_TYPE_NORMAL;
6167 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6169 struct PlayerInfo *player = PLAYERINFO(x, y);
6171 element = Tile[x][y] = player->initial_element;
6173 if (level.use_explosion_element[player->index_nr])
6175 int explosion_element = level.explosion_element[player->index_nr];
6177 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6178 explosion_type = EX_TYPE_CROSS;
6179 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6180 explosion_type = EX_TYPE_CENTER;
6188 case EL_BD_BUTTERFLY:
6191 case EL_DARK_YAMYAM:
6195 RaiseScoreElement(element);
6198 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6199 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6200 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6201 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6202 case EL_DYNABOMB_INCREASE_NUMBER:
6203 case EL_DYNABOMB_INCREASE_SIZE:
6204 case EL_DYNABOMB_INCREASE_POWER:
6205 explosion_type = EX_TYPE_DYNA;
6208 case EL_DC_LANDMINE:
6209 explosion_type = EX_TYPE_CENTER;
6214 case EL_LAMP_ACTIVE:
6215 case EL_AMOEBA_TO_DIAMOND:
6216 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6217 explosion_type = EX_TYPE_CENTER;
6221 if (element_info[element].explosion_type == EXPLODES_CROSS)
6222 explosion_type = EX_TYPE_CROSS;
6223 else if (element_info[element].explosion_type == EXPLODES_1X1)
6224 explosion_type = EX_TYPE_CENTER;
6228 if (explosion_type == EX_TYPE_DYNA)
6231 Explode(x, y, EX_PHASE_START, explosion_type);
6233 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6236 static void SplashAcid(int x, int y)
6238 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6239 (!IN_LEV_FIELD(x - 1, y - 2) ||
6240 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6241 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6243 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6244 (!IN_LEV_FIELD(x + 1, y - 2) ||
6245 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6246 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6248 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6251 static void InitBeltMovement(void)
6253 static int belt_base_element[4] =
6255 EL_CONVEYOR_BELT_1_LEFT,
6256 EL_CONVEYOR_BELT_2_LEFT,
6257 EL_CONVEYOR_BELT_3_LEFT,
6258 EL_CONVEYOR_BELT_4_LEFT
6260 static int belt_base_active_element[4] =
6262 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6263 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6264 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6265 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6270 // set frame order for belt animation graphic according to belt direction
6271 for (i = 0; i < NUM_BELTS; i++)
6275 for (j = 0; j < NUM_BELT_PARTS; j++)
6277 int element = belt_base_active_element[belt_nr] + j;
6278 int graphic_1 = el2img(element);
6279 int graphic_2 = el2panelimg(element);
6281 if (game.belt_dir[i] == MV_LEFT)
6283 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6284 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6288 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6289 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6294 SCAN_PLAYFIELD(x, y)
6296 int element = Tile[x][y];
6298 for (i = 0; i < NUM_BELTS; i++)
6300 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6302 int e_belt_nr = getBeltNrFromBeltElement(element);
6305 if (e_belt_nr == belt_nr)
6307 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6309 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6316 static void ToggleBeltSwitch(int x, int y)
6318 static int belt_base_element[4] =
6320 EL_CONVEYOR_BELT_1_LEFT,
6321 EL_CONVEYOR_BELT_2_LEFT,
6322 EL_CONVEYOR_BELT_3_LEFT,
6323 EL_CONVEYOR_BELT_4_LEFT
6325 static int belt_base_active_element[4] =
6327 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6328 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6329 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6330 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6332 static int belt_base_switch_element[4] =
6334 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6335 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6336 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6337 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6339 static int belt_move_dir[4] =
6347 int element = Tile[x][y];
6348 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6349 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6350 int belt_dir = belt_move_dir[belt_dir_nr];
6353 if (!IS_BELT_SWITCH(element))
6356 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6357 game.belt_dir[belt_nr] = belt_dir;
6359 if (belt_dir_nr == 3)
6362 // set frame order for belt animation graphic according to belt direction
6363 for (i = 0; i < NUM_BELT_PARTS; i++)
6365 int element = belt_base_active_element[belt_nr] + i;
6366 int graphic_1 = el2img(element);
6367 int graphic_2 = el2panelimg(element);
6369 if (belt_dir == MV_LEFT)
6371 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6372 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6376 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6377 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6381 SCAN_PLAYFIELD(xx, yy)
6383 int element = Tile[xx][yy];
6385 if (IS_BELT_SWITCH(element))
6387 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6389 if (e_belt_nr == belt_nr)
6391 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6392 TEST_DrawLevelField(xx, yy);
6395 else if (IS_BELT(element) && belt_dir != MV_NONE)
6397 int e_belt_nr = getBeltNrFromBeltElement(element);
6399 if (e_belt_nr == belt_nr)
6401 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6403 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6404 TEST_DrawLevelField(xx, yy);
6407 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6409 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6411 if (e_belt_nr == belt_nr)
6413 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6415 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6416 TEST_DrawLevelField(xx, yy);
6422 static void ToggleSwitchgateSwitch(int x, int y)
6426 game.switchgate_pos = !game.switchgate_pos;
6428 SCAN_PLAYFIELD(xx, yy)
6430 int element = Tile[xx][yy];
6432 if (element == EL_SWITCHGATE_SWITCH_UP)
6434 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6435 TEST_DrawLevelField(xx, yy);
6437 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6439 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6440 TEST_DrawLevelField(xx, yy);
6442 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6444 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6445 TEST_DrawLevelField(xx, yy);
6447 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6449 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6450 TEST_DrawLevelField(xx, yy);
6452 else if (element == EL_SWITCHGATE_OPEN ||
6453 element == EL_SWITCHGATE_OPENING)
6455 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6457 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6459 else if (element == EL_SWITCHGATE_CLOSED ||
6460 element == EL_SWITCHGATE_CLOSING)
6462 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6464 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6469 static int getInvisibleActiveFromInvisibleElement(int element)
6471 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6472 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6473 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6477 static int getInvisibleFromInvisibleActiveElement(int element)
6479 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6480 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6481 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6485 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6489 SCAN_PLAYFIELD(x, y)
6491 int element = Tile[x][y];
6493 if (element == EL_LIGHT_SWITCH &&
6494 game.light_time_left > 0)
6496 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6497 TEST_DrawLevelField(x, y);
6499 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6500 game.light_time_left == 0)
6502 Tile[x][y] = EL_LIGHT_SWITCH;
6503 TEST_DrawLevelField(x, y);
6505 else if (element == EL_EMC_DRIPPER &&
6506 game.light_time_left > 0)
6508 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6509 TEST_DrawLevelField(x, y);
6511 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6512 game.light_time_left == 0)
6514 Tile[x][y] = EL_EMC_DRIPPER;
6515 TEST_DrawLevelField(x, y);
6517 else if (element == EL_INVISIBLE_STEELWALL ||
6518 element == EL_INVISIBLE_WALL ||
6519 element == EL_INVISIBLE_SAND)
6521 if (game.light_time_left > 0)
6522 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6524 TEST_DrawLevelField(x, y);
6526 // uncrumble neighbour fields, if needed
6527 if (element == EL_INVISIBLE_SAND)
6528 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6530 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6531 element == EL_INVISIBLE_WALL_ACTIVE ||
6532 element == EL_INVISIBLE_SAND_ACTIVE)
6534 if (game.light_time_left == 0)
6535 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6537 TEST_DrawLevelField(x, y);
6539 // re-crumble neighbour fields, if needed
6540 if (element == EL_INVISIBLE_SAND)
6541 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6546 static void RedrawAllInvisibleElementsForLenses(void)
6550 SCAN_PLAYFIELD(x, y)
6552 int element = Tile[x][y];
6554 if (element == EL_EMC_DRIPPER &&
6555 game.lenses_time_left > 0)
6557 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6558 TEST_DrawLevelField(x, y);
6560 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6561 game.lenses_time_left == 0)
6563 Tile[x][y] = EL_EMC_DRIPPER;
6564 TEST_DrawLevelField(x, y);
6566 else if (element == EL_INVISIBLE_STEELWALL ||
6567 element == EL_INVISIBLE_WALL ||
6568 element == EL_INVISIBLE_SAND)
6570 if (game.lenses_time_left > 0)
6571 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6573 TEST_DrawLevelField(x, y);
6575 // uncrumble neighbour fields, if needed
6576 if (element == EL_INVISIBLE_SAND)
6577 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6579 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6580 element == EL_INVISIBLE_WALL_ACTIVE ||
6581 element == EL_INVISIBLE_SAND_ACTIVE)
6583 if (game.lenses_time_left == 0)
6584 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6586 TEST_DrawLevelField(x, y);
6588 // re-crumble neighbour fields, if needed
6589 if (element == EL_INVISIBLE_SAND)
6590 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6595 static void RedrawAllInvisibleElementsForMagnifier(void)
6599 SCAN_PLAYFIELD(x, y)
6601 int element = Tile[x][y];
6603 if (element == EL_EMC_FAKE_GRASS &&
6604 game.magnify_time_left > 0)
6606 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6607 TEST_DrawLevelField(x, y);
6609 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6610 game.magnify_time_left == 0)
6612 Tile[x][y] = EL_EMC_FAKE_GRASS;
6613 TEST_DrawLevelField(x, y);
6615 else if (IS_GATE_GRAY(element) &&
6616 game.magnify_time_left > 0)
6618 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6619 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6620 IS_EM_GATE_GRAY(element) ?
6621 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6622 IS_EMC_GATE_GRAY(element) ?
6623 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6624 IS_DC_GATE_GRAY(element) ?
6625 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6627 TEST_DrawLevelField(x, y);
6629 else if (IS_GATE_GRAY_ACTIVE(element) &&
6630 game.magnify_time_left == 0)
6632 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6633 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6634 IS_EM_GATE_GRAY_ACTIVE(element) ?
6635 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6636 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6637 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6638 IS_DC_GATE_GRAY_ACTIVE(element) ?
6639 EL_DC_GATE_WHITE_GRAY :
6641 TEST_DrawLevelField(x, y);
6646 static void ToggleLightSwitch(int x, int y)
6648 int element = Tile[x][y];
6650 game.light_time_left =
6651 (element == EL_LIGHT_SWITCH ?
6652 level.time_light * FRAMES_PER_SECOND : 0);
6654 RedrawAllLightSwitchesAndInvisibleElements();
6657 static void ActivateTimegateSwitch(int x, int y)
6661 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6663 SCAN_PLAYFIELD(xx, yy)
6665 int element = Tile[xx][yy];
6667 if (element == EL_TIMEGATE_CLOSED ||
6668 element == EL_TIMEGATE_CLOSING)
6670 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6671 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6677 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6678 TEST_DrawLevelField(xx, yy);
6684 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6685 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6688 static void Impact(int x, int y)
6690 boolean last_line = (y == lev_fieldy - 1);
6691 boolean object_hit = FALSE;
6692 boolean impact = (last_line || object_hit);
6693 int element = Tile[x][y];
6694 int smashed = EL_STEELWALL;
6696 if (!last_line) // check if element below was hit
6698 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6702 MovDir[x][y + 1] != MV_DOWN ||
6703 MovPos[x][y + 1] <= TILEY / 2));
6705 // do not smash moving elements that left the smashed field in time
6706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6710 #if USE_QUICKSAND_IMPACT_BUGFIX
6711 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6713 RemoveMovingField(x, y + 1);
6714 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6715 Tile[x][y + 2] = EL_ROCK;
6716 TEST_DrawLevelField(x, y + 2);
6721 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6723 RemoveMovingField(x, y + 1);
6724 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6725 Tile[x][y + 2] = EL_ROCK;
6726 TEST_DrawLevelField(x, y + 2);
6733 smashed = MovingOrBlocked2Element(x, y + 1);
6735 impact = (last_line || object_hit);
6738 if (!last_line && smashed == EL_ACID) // element falls into acid
6740 SplashAcid(x, y + 1);
6744 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6745 // only reset graphic animation if graphic really changes after impact
6747 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6749 ResetGfxAnimation(x, y);
6750 TEST_DrawLevelField(x, y);
6753 if (impact && CAN_EXPLODE_IMPACT(element))
6758 else if (impact && element == EL_PEARL &&
6759 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6761 ResetGfxAnimation(x, y);
6763 Tile[x][y] = EL_PEARL_BREAKING;
6764 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6767 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6769 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6774 if (impact && element == EL_AMOEBA_DROP)
6776 if (object_hit && IS_PLAYER(x, y + 1))
6777 KillPlayerUnlessEnemyProtected(x, y + 1);
6778 else if (object_hit && smashed == EL_PENGUIN)
6782 Tile[x][y] = EL_AMOEBA_GROWING;
6783 Store[x][y] = EL_AMOEBA_WET;
6785 ResetRandomAnimationValue(x, y);
6790 if (object_hit) // check which object was hit
6792 if ((CAN_PASS_MAGIC_WALL(element) &&
6793 (smashed == EL_MAGIC_WALL ||
6794 smashed == EL_BD_MAGIC_WALL)) ||
6795 (CAN_PASS_DC_MAGIC_WALL(element) &&
6796 smashed == EL_DC_MAGIC_WALL))
6799 int activated_magic_wall =
6800 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6801 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6802 EL_DC_MAGIC_WALL_ACTIVE);
6804 // activate magic wall / mill
6805 SCAN_PLAYFIELD(xx, yy)
6807 if (Tile[xx][yy] == smashed)
6808 Tile[xx][yy] = activated_magic_wall;
6811 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6812 game.magic_wall_active = TRUE;
6814 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6815 SND_MAGIC_WALL_ACTIVATING :
6816 smashed == EL_BD_MAGIC_WALL ?
6817 SND_BD_MAGIC_WALL_ACTIVATING :
6818 SND_DC_MAGIC_WALL_ACTIVATING));
6821 if (IS_PLAYER(x, y + 1))
6823 if (CAN_SMASH_PLAYER(element))
6825 KillPlayerUnlessEnemyProtected(x, y + 1);
6829 else if (smashed == EL_PENGUIN)
6831 if (CAN_SMASH_PLAYER(element))
6837 else if (element == EL_BD_DIAMOND)
6839 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6845 else if (((element == EL_SP_INFOTRON ||
6846 element == EL_SP_ZONK) &&
6847 (smashed == EL_SP_SNIKSNAK ||
6848 smashed == EL_SP_ELECTRON ||
6849 smashed == EL_SP_DISK_ORANGE)) ||
6850 (element == EL_SP_INFOTRON &&
6851 smashed == EL_SP_DISK_YELLOW))
6856 else if (CAN_SMASH_EVERYTHING(element))
6858 if (IS_CLASSIC_ENEMY(smashed) ||
6859 CAN_EXPLODE_SMASHED(smashed))
6864 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6866 if (smashed == EL_LAMP ||
6867 smashed == EL_LAMP_ACTIVE)
6872 else if (smashed == EL_NUT)
6874 Tile[x][y + 1] = EL_NUT_BREAKING;
6875 PlayLevelSound(x, y, SND_NUT_BREAKING);
6876 RaiseScoreElement(EL_NUT);
6879 else if (smashed == EL_PEARL)
6881 ResetGfxAnimation(x, y);
6883 Tile[x][y + 1] = EL_PEARL_BREAKING;
6884 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6887 else if (smashed == EL_DIAMOND)
6889 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6890 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6893 else if (IS_BELT_SWITCH(smashed))
6895 ToggleBeltSwitch(x, y + 1);
6897 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6898 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6899 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6900 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6902 ToggleSwitchgateSwitch(x, y + 1);
6904 else if (smashed == EL_LIGHT_SWITCH ||
6905 smashed == EL_LIGHT_SWITCH_ACTIVE)
6907 ToggleLightSwitch(x, y + 1);
6911 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6913 CheckElementChangeBySide(x, y + 1, smashed, element,
6914 CE_SWITCHED, CH_SIDE_TOP);
6915 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6921 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6926 // play sound of magic wall / mill
6928 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6929 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6930 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6932 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6933 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6934 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6935 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6936 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6937 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6942 // play sound of object that hits the ground
6943 if (last_line || object_hit)
6944 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6947 static void TurnRoundExt(int x, int y)
6959 { 0, 0 }, { 0, 0 }, { 0, 0 },
6964 int left, right, back;
6968 { MV_DOWN, MV_UP, MV_RIGHT },
6969 { MV_UP, MV_DOWN, MV_LEFT },
6971 { MV_LEFT, MV_RIGHT, MV_DOWN },
6975 { MV_RIGHT, MV_LEFT, MV_UP }
6978 int element = Tile[x][y];
6979 int move_pattern = element_info[element].move_pattern;
6981 int old_move_dir = MovDir[x][y];
6982 int left_dir = turn[old_move_dir].left;
6983 int right_dir = turn[old_move_dir].right;
6984 int back_dir = turn[old_move_dir].back;
6986 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6987 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6988 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6989 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6991 int left_x = x + left_dx, left_y = y + left_dy;
6992 int right_x = x + right_dx, right_y = y + right_dy;
6993 int move_x = x + move_dx, move_y = y + move_dy;
6997 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6999 TestIfBadThingTouchesOtherBadThing(x, y);
7001 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7002 MovDir[x][y] = right_dir;
7003 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7004 MovDir[x][y] = left_dir;
7006 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7008 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7011 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7013 TestIfBadThingTouchesOtherBadThing(x, y);
7015 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7016 MovDir[x][y] = left_dir;
7017 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7018 MovDir[x][y] = right_dir;
7020 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7022 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7025 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7027 TestIfBadThingTouchesOtherBadThing(x, y);
7029 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7030 MovDir[x][y] = left_dir;
7031 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7032 MovDir[x][y] = right_dir;
7034 if (MovDir[x][y] != old_move_dir)
7037 else if (element == EL_YAMYAM)
7039 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7040 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7042 if (can_turn_left && can_turn_right)
7043 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7044 else if (can_turn_left)
7045 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7046 else if (can_turn_right)
7047 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7049 MovDir[x][y] = back_dir;
7051 MovDelay[x][y] = 16 + 16 * RND(3);
7053 else if (element == EL_DARK_YAMYAM)
7055 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7057 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7060 if (can_turn_left && can_turn_right)
7061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7062 else if (can_turn_left)
7063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7064 else if (can_turn_right)
7065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7067 MovDir[x][y] = back_dir;
7069 MovDelay[x][y] = 16 + 16 * RND(3);
7071 else if (element == EL_PACMAN)
7073 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7074 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7076 if (can_turn_left && can_turn_right)
7077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7078 else if (can_turn_left)
7079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7080 else if (can_turn_right)
7081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7083 MovDir[x][y] = back_dir;
7085 MovDelay[x][y] = 6 + RND(40);
7087 else if (element == EL_PIG)
7089 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7090 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7091 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7092 boolean should_turn_left, should_turn_right, should_move_on;
7094 int rnd = RND(rnd_value);
7096 should_turn_left = (can_turn_left &&
7098 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7099 y + back_dy + left_dy)));
7100 should_turn_right = (can_turn_right &&
7102 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7103 y + back_dy + right_dy)));
7104 should_move_on = (can_move_on &&
7107 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7108 y + move_dy + left_dy) ||
7109 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7110 y + move_dy + right_dy)));
7112 if (should_turn_left || should_turn_right || should_move_on)
7114 if (should_turn_left && should_turn_right && should_move_on)
7115 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7116 rnd < 2 * rnd_value / 3 ? right_dir :
7118 else if (should_turn_left && should_turn_right)
7119 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7120 else if (should_turn_left && should_move_on)
7121 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7122 else if (should_turn_right && should_move_on)
7123 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7124 else if (should_turn_left)
7125 MovDir[x][y] = left_dir;
7126 else if (should_turn_right)
7127 MovDir[x][y] = right_dir;
7128 else if (should_move_on)
7129 MovDir[x][y] = old_move_dir;
7131 else if (can_move_on && rnd > rnd_value / 8)
7132 MovDir[x][y] = old_move_dir;
7133 else if (can_turn_left && can_turn_right)
7134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7135 else if (can_turn_left && rnd > rnd_value / 8)
7136 MovDir[x][y] = left_dir;
7137 else if (can_turn_right && rnd > rnd_value/8)
7138 MovDir[x][y] = right_dir;
7140 MovDir[x][y] = back_dir;
7142 xx = x + move_xy[MovDir[x][y]].dx;
7143 yy = y + move_xy[MovDir[x][y]].dy;
7145 if (!IN_LEV_FIELD(xx, yy) ||
7146 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7147 MovDir[x][y] = old_move_dir;
7151 else if (element == EL_DRAGON)
7153 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7154 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7155 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7157 int rnd = RND(rnd_value);
7159 if (can_move_on && rnd > rnd_value / 8)
7160 MovDir[x][y] = old_move_dir;
7161 else if (can_turn_left && can_turn_right)
7162 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7163 else if (can_turn_left && rnd > rnd_value / 8)
7164 MovDir[x][y] = left_dir;
7165 else if (can_turn_right && rnd > rnd_value / 8)
7166 MovDir[x][y] = right_dir;
7168 MovDir[x][y] = back_dir;
7170 xx = x + move_xy[MovDir[x][y]].dx;
7171 yy = y + move_xy[MovDir[x][y]].dy;
7173 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7174 MovDir[x][y] = old_move_dir;
7178 else if (element == EL_MOLE)
7180 boolean can_move_on =
7181 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7182 IS_AMOEBOID(Tile[move_x][move_y]) ||
7183 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7186 boolean can_turn_left =
7187 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7188 IS_AMOEBOID(Tile[left_x][left_y])));
7190 boolean can_turn_right =
7191 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7192 IS_AMOEBOID(Tile[right_x][right_y])));
7194 if (can_turn_left && can_turn_right)
7195 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7196 else if (can_turn_left)
7197 MovDir[x][y] = left_dir;
7199 MovDir[x][y] = right_dir;
7202 if (MovDir[x][y] != old_move_dir)
7205 else if (element == EL_BALLOON)
7207 MovDir[x][y] = game.wind_direction;
7210 else if (element == EL_SPRING)
7212 if (MovDir[x][y] & MV_HORIZONTAL)
7214 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7215 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7217 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7218 ResetGfxAnimation(move_x, move_y);
7219 TEST_DrawLevelField(move_x, move_y);
7221 MovDir[x][y] = back_dir;
7223 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7224 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7225 MovDir[x][y] = MV_NONE;
7230 else if (element == EL_ROBOT ||
7231 element == EL_SATELLITE ||
7232 element == EL_PENGUIN ||
7233 element == EL_EMC_ANDROID)
7235 int attr_x = -1, attr_y = -1;
7237 if (game.all_players_gone)
7239 attr_x = game.exit_x;
7240 attr_y = game.exit_y;
7246 for (i = 0; i < MAX_PLAYERS; i++)
7248 struct PlayerInfo *player = &stored_player[i];
7249 int jx = player->jx, jy = player->jy;
7251 if (!player->active)
7255 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7263 if (element == EL_ROBOT &&
7264 game.robot_wheel_x >= 0 &&
7265 game.robot_wheel_y >= 0 &&
7266 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7267 game.engine_version < VERSION_IDENT(3,1,0,0)))
7269 attr_x = game.robot_wheel_x;
7270 attr_y = game.robot_wheel_y;
7273 if (element == EL_PENGUIN)
7276 struct XY *xy = xy_topdown;
7278 for (i = 0; i < NUM_DIRECTIONS; i++)
7280 int ex = x + xy[i].x;
7281 int ey = y + xy[i].y;
7283 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7284 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7285 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7286 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7295 MovDir[x][y] = MV_NONE;
7297 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7298 else if (attr_x > x)
7299 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7301 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7302 else if (attr_y > y)
7303 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7305 if (element == EL_ROBOT)
7309 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7310 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7311 Moving2Blocked(x, y, &newx, &newy);
7313 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7314 MovDelay[x][y] = 8 + 8 * !RND(3);
7316 MovDelay[x][y] = 16;
7318 else if (element == EL_PENGUIN)
7324 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7326 boolean first_horiz = RND(2);
7327 int new_move_dir = MovDir[x][y];
7330 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7331 Moving2Blocked(x, y, &newx, &newy);
7333 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7337 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7338 Moving2Blocked(x, y, &newx, &newy);
7340 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7343 MovDir[x][y] = old_move_dir;
7347 else if (element == EL_SATELLITE)
7353 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7355 boolean first_horiz = RND(2);
7356 int new_move_dir = MovDir[x][y];
7359 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7360 Moving2Blocked(x, y, &newx, &newy);
7362 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7366 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7367 Moving2Blocked(x, y, &newx, &newy);
7369 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7372 MovDir[x][y] = old_move_dir;
7376 else if (element == EL_EMC_ANDROID)
7378 static int check_pos[16] =
7380 -1, // 0 => (invalid)
7383 -1, // 3 => (invalid)
7385 0, // 5 => MV_LEFT | MV_UP
7386 2, // 6 => MV_RIGHT | MV_UP
7387 -1, // 7 => (invalid)
7389 6, // 9 => MV_LEFT | MV_DOWN
7390 4, // 10 => MV_RIGHT | MV_DOWN
7391 -1, // 11 => (invalid)
7392 -1, // 12 => (invalid)
7393 -1, // 13 => (invalid)
7394 -1, // 14 => (invalid)
7395 -1, // 15 => (invalid)
7403 { -1, -1, MV_LEFT | MV_UP },
7405 { +1, -1, MV_RIGHT | MV_UP },
7406 { +1, 0, MV_RIGHT },
7407 { +1, +1, MV_RIGHT | MV_DOWN },
7409 { -1, +1, MV_LEFT | MV_DOWN },
7412 int start_pos, check_order;
7413 boolean can_clone = FALSE;
7416 // check if there is any free field around current position
7417 for (i = 0; i < 8; i++)
7419 int newx = x + check_xy[i].dx;
7420 int newy = y + check_xy[i].dy;
7422 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7430 if (can_clone) // randomly find an element to clone
7434 start_pos = check_pos[RND(8)];
7435 check_order = (RND(2) ? -1 : +1);
7437 for (i = 0; i < 8; i++)
7439 int pos_raw = start_pos + i * check_order;
7440 int pos = (pos_raw + 8) % 8;
7441 int newx = x + check_xy[pos].dx;
7442 int newy = y + check_xy[pos].dy;
7444 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7446 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7447 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7449 Store[x][y] = Tile[newx][newy];
7458 if (can_clone) // randomly find a direction to move
7462 start_pos = check_pos[RND(8)];
7463 check_order = (RND(2) ? -1 : +1);
7465 for (i = 0; i < 8; i++)
7467 int pos_raw = start_pos + i * check_order;
7468 int pos = (pos_raw + 8) % 8;
7469 int newx = x + check_xy[pos].dx;
7470 int newy = y + check_xy[pos].dy;
7471 int new_move_dir = check_xy[pos].dir;
7473 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7475 MovDir[x][y] = new_move_dir;
7476 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7485 if (can_clone) // cloning and moving successful
7488 // cannot clone -- try to move towards player
7490 start_pos = check_pos[MovDir[x][y] & 0x0f];
7491 check_order = (RND(2) ? -1 : +1);
7493 for (i = 0; i < 3; i++)
7495 // first check start_pos, then previous/next or (next/previous) pos
7496 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7497 int pos = (pos_raw + 8) % 8;
7498 int newx = x + check_xy[pos].dx;
7499 int newy = y + check_xy[pos].dy;
7500 int new_move_dir = check_xy[pos].dir;
7502 if (IS_PLAYER(newx, newy))
7505 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7507 MovDir[x][y] = new_move_dir;
7508 MovDelay[x][y] = level.android_move_time * 8 + 1;
7515 else if (move_pattern == MV_TURNING_LEFT ||
7516 move_pattern == MV_TURNING_RIGHT ||
7517 move_pattern == MV_TURNING_LEFT_RIGHT ||
7518 move_pattern == MV_TURNING_RIGHT_LEFT ||
7519 move_pattern == MV_TURNING_RANDOM ||
7520 move_pattern == MV_ALL_DIRECTIONS)
7522 boolean can_turn_left =
7523 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7524 boolean can_turn_right =
7525 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7527 if (element_info[element].move_stepsize == 0) // "not moving"
7530 if (move_pattern == MV_TURNING_LEFT)
7531 MovDir[x][y] = left_dir;
7532 else if (move_pattern == MV_TURNING_RIGHT)
7533 MovDir[x][y] = right_dir;
7534 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7535 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7536 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7537 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7538 else if (move_pattern == MV_TURNING_RANDOM)
7539 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7540 can_turn_right && !can_turn_left ? right_dir :
7541 RND(2) ? left_dir : right_dir);
7542 else if (can_turn_left && can_turn_right)
7543 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7544 else if (can_turn_left)
7545 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7546 else if (can_turn_right)
7547 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7549 MovDir[x][y] = back_dir;
7551 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7553 else if (move_pattern == MV_HORIZONTAL ||
7554 move_pattern == MV_VERTICAL)
7556 if (move_pattern & old_move_dir)
7557 MovDir[x][y] = back_dir;
7558 else if (move_pattern == MV_HORIZONTAL)
7559 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7560 else if (move_pattern == MV_VERTICAL)
7561 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7563 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7565 else if (move_pattern & MV_ANY_DIRECTION)
7567 MovDir[x][y] = move_pattern;
7568 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7570 else if (move_pattern & MV_WIND_DIRECTION)
7572 MovDir[x][y] = game.wind_direction;
7573 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7575 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7577 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7578 MovDir[x][y] = left_dir;
7579 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7580 MovDir[x][y] = right_dir;
7582 if (MovDir[x][y] != old_move_dir)
7583 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7585 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7587 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7588 MovDir[x][y] = right_dir;
7589 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7590 MovDir[x][y] = left_dir;
7592 if (MovDir[x][y] != old_move_dir)
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_TOWARDS_PLAYER ||
7596 move_pattern == MV_AWAY_FROM_PLAYER)
7598 int attr_x = -1, attr_y = -1;
7600 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7602 if (game.all_players_gone)
7604 attr_x = game.exit_x;
7605 attr_y = game.exit_y;
7611 for (i = 0; i < MAX_PLAYERS; i++)
7613 struct PlayerInfo *player = &stored_player[i];
7614 int jx = player->jx, jy = player->jy;
7616 if (!player->active)
7620 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7628 MovDir[x][y] = MV_NONE;
7630 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7631 else if (attr_x > x)
7632 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7634 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7635 else if (attr_y > y)
7636 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7640 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7642 boolean first_horiz = RND(2);
7643 int new_move_dir = MovDir[x][y];
7645 if (element_info[element].move_stepsize == 0) // "not moving"
7647 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7648 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7654 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7655 Moving2Blocked(x, y, &newx, &newy);
7657 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7661 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7662 Moving2Blocked(x, y, &newx, &newy);
7664 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7667 MovDir[x][y] = old_move_dir;
7670 else if (move_pattern == MV_WHEN_PUSHED ||
7671 move_pattern == MV_WHEN_DROPPED)
7673 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7674 MovDir[x][y] = MV_NONE;
7678 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7680 struct XY *test_xy = xy_topdown;
7681 static int test_dir[4] =
7688 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7689 int move_preference = -1000000; // start with very low preference
7690 int new_move_dir = MV_NONE;
7691 int start_test = RND(4);
7694 for (i = 0; i < NUM_DIRECTIONS; i++)
7696 int j = (start_test + i) % 4;
7697 int move_dir = test_dir[j];
7698 int move_dir_preference;
7700 xx = x + test_xy[j].x;
7701 yy = y + test_xy[j].y;
7703 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7704 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7706 new_move_dir = move_dir;
7711 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7714 move_dir_preference = -1 * RunnerVisit[xx][yy];
7715 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7716 move_dir_preference = PlayerVisit[xx][yy];
7718 if (move_dir_preference > move_preference)
7720 // prefer field that has not been visited for the longest time
7721 move_preference = move_dir_preference;
7722 new_move_dir = move_dir;
7724 else if (move_dir_preference == move_preference &&
7725 move_dir == old_move_dir)
7727 // prefer last direction when all directions are preferred equally
7728 move_preference = move_dir_preference;
7729 new_move_dir = move_dir;
7733 MovDir[x][y] = new_move_dir;
7734 if (old_move_dir != new_move_dir)
7735 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7739 static void TurnRound(int x, int y)
7741 int direction = MovDir[x][y];
7745 GfxDir[x][y] = MovDir[x][y];
7747 if (direction != MovDir[x][y])
7751 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7753 ResetGfxFrame(x, y);
7756 static boolean JustBeingPushed(int x, int y)
7760 for (i = 0; i < MAX_PLAYERS; i++)
7762 struct PlayerInfo *player = &stored_player[i];
7764 if (player->active && player->is_pushing && player->MovPos)
7766 int next_jx = player->jx + (player->jx - player->last_jx);
7767 int next_jy = player->jy + (player->jy - player->last_jy);
7769 if (x == next_jx && y == next_jy)
7777 static void StartMoving(int x, int y)
7779 boolean started_moving = FALSE; // some elements can fall _and_ move
7780 int element = Tile[x][y];
7785 if (MovDelay[x][y] == 0)
7786 GfxAction[x][y] = ACTION_DEFAULT;
7788 if (CAN_FALL(element) && y < lev_fieldy - 1)
7790 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7791 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7792 if (JustBeingPushed(x, y))
7795 if (element == EL_QUICKSAND_FULL)
7797 if (IS_FREE(x, y + 1))
7799 InitMovingField(x, y, MV_DOWN);
7800 started_moving = TRUE;
7802 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7803 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7804 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7805 Store[x][y] = EL_ROCK;
7807 Store[x][y] = EL_ROCK;
7810 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7812 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7814 if (!MovDelay[x][y])
7816 MovDelay[x][y] = TILEY + 1;
7818 ResetGfxAnimation(x, y);
7819 ResetGfxAnimation(x, y + 1);
7824 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7825 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7832 Tile[x][y] = EL_QUICKSAND_EMPTY;
7833 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7834 Store[x][y + 1] = Store[x][y];
7837 PlayLevelSoundAction(x, y, ACTION_FILLING);
7839 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7841 if (!MovDelay[x][y])
7843 MovDelay[x][y] = TILEY + 1;
7845 ResetGfxAnimation(x, y);
7846 ResetGfxAnimation(x, y + 1);
7851 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7852 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7859 Tile[x][y] = EL_QUICKSAND_EMPTY;
7860 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7861 Store[x][y + 1] = Store[x][y];
7864 PlayLevelSoundAction(x, y, ACTION_FILLING);
7867 else if (element == EL_QUICKSAND_FAST_FULL)
7869 if (IS_FREE(x, y + 1))
7871 InitMovingField(x, y, MV_DOWN);
7872 started_moving = TRUE;
7874 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7875 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7876 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7877 Store[x][y] = EL_ROCK;
7879 Store[x][y] = EL_ROCK;
7882 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7884 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7886 if (!MovDelay[x][y])
7888 MovDelay[x][y] = TILEY + 1;
7890 ResetGfxAnimation(x, y);
7891 ResetGfxAnimation(x, y + 1);
7896 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7897 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7904 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7905 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7906 Store[x][y + 1] = Store[x][y];
7909 PlayLevelSoundAction(x, y, ACTION_FILLING);
7911 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7913 if (!MovDelay[x][y])
7915 MovDelay[x][y] = TILEY + 1;
7917 ResetGfxAnimation(x, y);
7918 ResetGfxAnimation(x, y + 1);
7923 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7924 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7931 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7932 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7933 Store[x][y + 1] = Store[x][y];
7936 PlayLevelSoundAction(x, y, ACTION_FILLING);
7939 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7940 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7942 InitMovingField(x, y, MV_DOWN);
7943 started_moving = TRUE;
7945 Tile[x][y] = EL_QUICKSAND_FILLING;
7946 Store[x][y] = element;
7948 PlayLevelSoundAction(x, y, ACTION_FILLING);
7950 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7951 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7953 InitMovingField(x, y, MV_DOWN);
7954 started_moving = TRUE;
7956 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7957 Store[x][y] = element;
7959 PlayLevelSoundAction(x, y, ACTION_FILLING);
7961 else if (element == EL_MAGIC_WALL_FULL)
7963 if (IS_FREE(x, y + 1))
7965 InitMovingField(x, y, MV_DOWN);
7966 started_moving = TRUE;
7968 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7969 Store[x][y] = EL_CHANGED(Store[x][y]);
7971 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7973 if (!MovDelay[x][y])
7974 MovDelay[x][y] = TILEY / 4 + 1;
7983 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7984 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7985 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7989 else if (element == EL_BD_MAGIC_WALL_FULL)
7991 if (IS_FREE(x, y + 1))
7993 InitMovingField(x, y, MV_DOWN);
7994 started_moving = TRUE;
7996 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7997 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7999 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8001 if (!MovDelay[x][y])
8002 MovDelay[x][y] = TILEY / 4 + 1;
8011 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8012 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8013 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8017 else if (element == EL_DC_MAGIC_WALL_FULL)
8019 if (IS_FREE(x, y + 1))
8021 InitMovingField(x, y, MV_DOWN);
8022 started_moving = TRUE;
8024 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8025 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8027 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8029 if (!MovDelay[x][y])
8030 MovDelay[x][y] = TILEY / 4 + 1;
8039 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8040 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8041 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8045 else if ((CAN_PASS_MAGIC_WALL(element) &&
8046 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8047 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8048 (CAN_PASS_DC_MAGIC_WALL(element) &&
8049 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8052 InitMovingField(x, y, MV_DOWN);
8053 started_moving = TRUE;
8056 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8057 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8058 EL_DC_MAGIC_WALL_FILLING);
8059 Store[x][y] = element;
8061 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8063 SplashAcid(x, y + 1);
8065 InitMovingField(x, y, MV_DOWN);
8066 started_moving = TRUE;
8068 Store[x][y] = EL_ACID;
8071 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8072 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8073 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8074 CAN_FALL(element) && WasJustFalling[x][y] &&
8075 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8077 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8078 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8079 (Tile[x][y + 1] == EL_BLOCKED)))
8081 /* this is needed for a special case not covered by calling "Impact()"
8082 from "ContinueMoving()": if an element moves to a tile directly below
8083 another element which was just falling on that tile (which was empty
8084 in the previous frame), the falling element above would just stop
8085 instead of smashing the element below (in previous version, the above
8086 element was just checked for "moving" instead of "falling", resulting
8087 in incorrect smashes caused by horizontal movement of the above
8088 element; also, the case of the player being the element to smash was
8089 simply not covered here... :-/ ) */
8091 CheckCollision[x][y] = 0;
8092 CheckImpact[x][y] = 0;
8096 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8098 if (MovDir[x][y] == MV_NONE)
8100 InitMovingField(x, y, MV_DOWN);
8101 started_moving = TRUE;
8104 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8106 if (WasJustFalling[x][y]) // prevent animation from being restarted
8107 MovDir[x][y] = MV_DOWN;
8109 InitMovingField(x, y, MV_DOWN);
8110 started_moving = TRUE;
8112 else if (element == EL_AMOEBA_DROP)
8114 Tile[x][y] = EL_AMOEBA_GROWING;
8115 Store[x][y] = EL_AMOEBA_WET;
8117 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8118 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8119 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8120 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8122 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8123 (IS_FREE(x - 1, y + 1) ||
8124 Tile[x - 1][y + 1] == EL_ACID));
8125 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8126 (IS_FREE(x + 1, y + 1) ||
8127 Tile[x + 1][y + 1] == EL_ACID));
8128 boolean can_fall_any = (can_fall_left || can_fall_right);
8129 boolean can_fall_both = (can_fall_left && can_fall_right);
8130 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8132 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8134 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8135 can_fall_right = FALSE;
8136 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8137 can_fall_left = FALSE;
8138 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8139 can_fall_right = FALSE;
8140 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8141 can_fall_left = FALSE;
8143 can_fall_any = (can_fall_left || can_fall_right);
8144 can_fall_both = FALSE;
8149 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8150 can_fall_right = FALSE; // slip down on left side
8152 can_fall_left = !(can_fall_right = RND(2));
8154 can_fall_both = FALSE;
8159 // if not determined otherwise, prefer left side for slipping down
8160 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8161 started_moving = TRUE;
8164 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8166 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8167 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8168 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8169 int belt_dir = game.belt_dir[belt_nr];
8171 if ((belt_dir == MV_LEFT && left_is_free) ||
8172 (belt_dir == MV_RIGHT && right_is_free))
8174 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8176 InitMovingField(x, y, belt_dir);
8177 started_moving = TRUE;
8179 Pushed[x][y] = TRUE;
8180 Pushed[nextx][y] = TRUE;
8182 GfxAction[x][y] = ACTION_DEFAULT;
8186 MovDir[x][y] = 0; // if element was moving, stop it
8191 // not "else if" because of elements that can fall and move (EL_SPRING)
8192 if (CAN_MOVE(element) && !started_moving)
8194 int move_pattern = element_info[element].move_pattern;
8197 Moving2Blocked(x, y, &newx, &newy);
8199 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8202 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8203 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8205 WasJustMoving[x][y] = 0;
8206 CheckCollision[x][y] = 0;
8208 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8210 if (Tile[x][y] != element) // element has changed
8214 if (!MovDelay[x][y]) // start new movement phase
8216 // all objects that can change their move direction after each step
8217 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8219 if (element != EL_YAMYAM &&
8220 element != EL_DARK_YAMYAM &&
8221 element != EL_PACMAN &&
8222 !(move_pattern & MV_ANY_DIRECTION) &&
8223 move_pattern != MV_TURNING_LEFT &&
8224 move_pattern != MV_TURNING_RIGHT &&
8225 move_pattern != MV_TURNING_LEFT_RIGHT &&
8226 move_pattern != MV_TURNING_RIGHT_LEFT &&
8227 move_pattern != MV_TURNING_RANDOM)
8231 if (MovDelay[x][y] && (element == EL_BUG ||
8232 element == EL_SPACESHIP ||
8233 element == EL_SP_SNIKSNAK ||
8234 element == EL_SP_ELECTRON ||
8235 element == EL_MOLE))
8236 TEST_DrawLevelField(x, y);
8240 if (MovDelay[x][y]) // wait some time before next movement
8244 if (element == EL_ROBOT ||
8245 element == EL_YAMYAM ||
8246 element == EL_DARK_YAMYAM)
8248 DrawLevelElementAnimationIfNeeded(x, y, element);
8249 PlayLevelSoundAction(x, y, ACTION_WAITING);
8251 else if (element == EL_SP_ELECTRON)
8252 DrawLevelElementAnimationIfNeeded(x, y, element);
8253 else if (element == EL_DRAGON)
8256 int dir = MovDir[x][y];
8257 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8258 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8259 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8260 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8261 dir == MV_UP ? IMG_FLAMES_1_UP :
8262 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8263 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8265 GfxAction[x][y] = ACTION_ATTACKING;
8267 if (IS_PLAYER(x, y))
8268 DrawPlayerField(x, y);
8270 TEST_DrawLevelField(x, y);
8272 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8274 for (i = 1; i <= 3; i++)
8276 int xx = x + i * dx;
8277 int yy = y + i * dy;
8278 int sx = SCREENX(xx);
8279 int sy = SCREENY(yy);
8280 int flame_graphic = graphic + (i - 1);
8282 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8287 int flamed = MovingOrBlocked2Element(xx, yy);
8289 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8292 RemoveMovingField(xx, yy);
8294 ChangeDelay[xx][yy] = 0;
8296 Tile[xx][yy] = EL_FLAMES;
8298 if (IN_SCR_FIELD(sx, sy))
8300 TEST_DrawLevelFieldCrumbled(xx, yy);
8301 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8306 if (Tile[xx][yy] == EL_FLAMES)
8307 Tile[xx][yy] = EL_EMPTY;
8308 TEST_DrawLevelField(xx, yy);
8313 if (MovDelay[x][y]) // element still has to wait some time
8315 PlayLevelSoundAction(x, y, ACTION_WAITING);
8321 // now make next step
8323 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8325 if (DONT_COLLIDE_WITH(element) &&
8326 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8327 !PLAYER_ENEMY_PROTECTED(newx, newy))
8329 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8334 else if (CAN_MOVE_INTO_ACID(element) &&
8335 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8336 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8337 (MovDir[x][y] == MV_DOWN ||
8338 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8340 SplashAcid(newx, newy);
8341 Store[x][y] = EL_ACID;
8343 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8345 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8346 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8347 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8348 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8351 TEST_DrawLevelField(x, y);
8353 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8354 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8355 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8357 game.friends_still_needed--;
8358 if (!game.friends_still_needed &&
8360 game.all_players_gone)
8365 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8367 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8368 TEST_DrawLevelField(newx, newy);
8370 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8372 else if (!IS_FREE(newx, newy))
8374 GfxAction[x][y] = ACTION_WAITING;
8376 if (IS_PLAYER(x, y))
8377 DrawPlayerField(x, y);
8379 TEST_DrawLevelField(x, y);
8384 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8386 if (IS_FOOD_PIG(Tile[newx][newy]))
8388 if (IS_MOVING(newx, newy))
8389 RemoveMovingField(newx, newy);
8392 Tile[newx][newy] = EL_EMPTY;
8393 TEST_DrawLevelField(newx, newy);
8396 PlayLevelSound(x, y, SND_PIG_DIGGING);
8398 else if (!IS_FREE(newx, newy))
8400 if (IS_PLAYER(x, y))
8401 DrawPlayerField(x, y);
8403 TEST_DrawLevelField(x, y);
8408 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8410 if (Store[x][y] != EL_EMPTY)
8412 boolean can_clone = FALSE;
8415 // check if element to clone is still there
8416 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8418 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8426 // cannot clone or target field not free anymore -- do not clone
8427 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8428 Store[x][y] = EL_EMPTY;
8431 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8433 if (IS_MV_DIAGONAL(MovDir[x][y]))
8435 int diagonal_move_dir = MovDir[x][y];
8436 int stored = Store[x][y];
8437 int change_delay = 8;
8440 // android is moving diagonally
8442 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8444 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8445 GfxElement[x][y] = EL_EMC_ANDROID;
8446 GfxAction[x][y] = ACTION_SHRINKING;
8447 GfxDir[x][y] = diagonal_move_dir;
8448 ChangeDelay[x][y] = change_delay;
8450 if (Store[x][y] == EL_EMPTY)
8451 Store[x][y] = GfxElementEmpty[x][y];
8453 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8456 DrawLevelGraphicAnimation(x, y, graphic);
8457 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8459 if (Tile[newx][newy] == EL_ACID)
8461 SplashAcid(newx, newy);
8466 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8468 Store[newx][newy] = EL_EMC_ANDROID;
8469 GfxElement[newx][newy] = EL_EMC_ANDROID;
8470 GfxAction[newx][newy] = ACTION_GROWING;
8471 GfxDir[newx][newy] = diagonal_move_dir;
8472 ChangeDelay[newx][newy] = change_delay;
8474 graphic = el_act_dir2img(GfxElement[newx][newy],
8475 GfxAction[newx][newy], GfxDir[newx][newy]);
8477 DrawLevelGraphicAnimation(newx, newy, graphic);
8478 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8484 Tile[newx][newy] = EL_EMPTY;
8485 TEST_DrawLevelField(newx, newy);
8487 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8490 else if (!IS_FREE(newx, newy))
8495 else if (IS_CUSTOM_ELEMENT(element) &&
8496 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8498 if (!DigFieldByCE(newx, newy, element))
8501 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8503 RunnerVisit[x][y] = FrameCounter;
8504 PlayerVisit[x][y] /= 8; // expire player visit path
8507 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8509 if (!IS_FREE(newx, newy))
8511 if (IS_PLAYER(x, y))
8512 DrawPlayerField(x, y);
8514 TEST_DrawLevelField(x, y);
8520 boolean wanna_flame = !RND(10);
8521 int dx = newx - x, dy = newy - y;
8522 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8523 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8524 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8525 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8526 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8527 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8530 IS_CLASSIC_ENEMY(element1) ||
8531 IS_CLASSIC_ENEMY(element2)) &&
8532 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8533 element1 != EL_FLAMES && element2 != EL_FLAMES)
8535 ResetGfxAnimation(x, y);
8536 GfxAction[x][y] = ACTION_ATTACKING;
8538 if (IS_PLAYER(x, y))
8539 DrawPlayerField(x, y);
8541 TEST_DrawLevelField(x, y);
8543 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8545 MovDelay[x][y] = 50;
8547 Tile[newx][newy] = EL_FLAMES;
8548 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8549 Tile[newx1][newy1] = EL_FLAMES;
8550 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8551 Tile[newx2][newy2] = EL_FLAMES;
8557 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8558 Tile[newx][newy] == EL_DIAMOND)
8560 if (IS_MOVING(newx, newy))
8561 RemoveMovingField(newx, newy);
8564 Tile[newx][newy] = EL_EMPTY;
8565 TEST_DrawLevelField(newx, newy);
8568 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8570 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8571 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8573 if (AmoebaNr[newx][newy])
8575 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8576 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8577 Tile[newx][newy] == EL_BD_AMOEBA)
8578 AmoebaCnt[AmoebaNr[newx][newy]]--;
8581 if (IS_MOVING(newx, newy))
8583 RemoveMovingField(newx, newy);
8587 Tile[newx][newy] = EL_EMPTY;
8588 TEST_DrawLevelField(newx, newy);
8591 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8593 else if ((element == EL_PACMAN || element == EL_MOLE)
8594 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8596 if (AmoebaNr[newx][newy])
8598 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8600 Tile[newx][newy] == EL_BD_AMOEBA)
8601 AmoebaCnt[AmoebaNr[newx][newy]]--;
8604 if (element == EL_MOLE)
8606 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8607 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8609 ResetGfxAnimation(x, y);
8610 GfxAction[x][y] = ACTION_DIGGING;
8611 TEST_DrawLevelField(x, y);
8613 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8615 return; // wait for shrinking amoeba
8617 else // element == EL_PACMAN
8619 Tile[newx][newy] = EL_EMPTY;
8620 TEST_DrawLevelField(newx, newy);
8621 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8624 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8625 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8626 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8628 // wait for shrinking amoeba to completely disappear
8631 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8633 // object was running against a wall
8637 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8638 DrawLevelElementAnimation(x, y, element);
8640 if (DONT_TOUCH(element))
8641 TestIfBadThingTouchesPlayer(x, y);
8646 InitMovingField(x, y, MovDir[x][y]);
8648 PlayLevelSoundAction(x, y, ACTION_MOVING);
8652 ContinueMoving(x, y);
8655 void ContinueMoving(int x, int y)
8657 int element = Tile[x][y];
8658 struct ElementInfo *ei = &element_info[element];
8659 int direction = MovDir[x][y];
8660 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8661 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8662 int newx = x + dx, newy = y + dy;
8663 int stored = Store[x][y];
8664 int stored_new = Store[newx][newy];
8665 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8666 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8667 boolean last_line = (newy == lev_fieldy - 1);
8668 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8670 if (pushed_by_player) // special case: moving object pushed by player
8672 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8674 else if (use_step_delay) // special case: moving object has step delay
8676 if (!MovDelay[x][y])
8677 MovPos[x][y] += getElementMoveStepsize(x, y);
8682 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8686 TEST_DrawLevelField(x, y);
8688 return; // element is still waiting
8691 else // normal case: generically moving object
8693 MovPos[x][y] += getElementMoveStepsize(x, y);
8696 if (ABS(MovPos[x][y]) < TILEX)
8698 TEST_DrawLevelField(x, y);
8700 return; // element is still moving
8703 // element reached destination field
8705 Tile[x][y] = EL_EMPTY;
8706 Tile[newx][newy] = element;
8707 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8709 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8711 element = Tile[newx][newy] = EL_ACID;
8713 else if (element == EL_MOLE)
8715 Tile[x][y] = EL_SAND;
8717 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8719 else if (element == EL_QUICKSAND_FILLING)
8721 element = Tile[newx][newy] = get_next_element(element);
8722 Store[newx][newy] = Store[x][y];
8724 else if (element == EL_QUICKSAND_EMPTYING)
8726 Tile[x][y] = get_next_element(element);
8727 element = Tile[newx][newy] = Store[x][y];
8729 else if (element == EL_QUICKSAND_FAST_FILLING)
8731 element = Tile[newx][newy] = get_next_element(element);
8732 Store[newx][newy] = Store[x][y];
8734 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8736 Tile[x][y] = get_next_element(element);
8737 element = Tile[newx][newy] = Store[x][y];
8739 else if (element == EL_MAGIC_WALL_FILLING)
8741 element = Tile[newx][newy] = get_next_element(element);
8742 if (!game.magic_wall_active)
8743 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8744 Store[newx][newy] = Store[x][y];
8746 else if (element == EL_MAGIC_WALL_EMPTYING)
8748 Tile[x][y] = get_next_element(element);
8749 if (!game.magic_wall_active)
8750 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8751 element = Tile[newx][newy] = Store[x][y];
8753 InitField(newx, newy, FALSE);
8755 else if (element == EL_BD_MAGIC_WALL_FILLING)
8757 element = Tile[newx][newy] = get_next_element(element);
8758 if (!game.magic_wall_active)
8759 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8760 Store[newx][newy] = Store[x][y];
8762 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8764 Tile[x][y] = get_next_element(element);
8765 if (!game.magic_wall_active)
8766 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8767 element = Tile[newx][newy] = Store[x][y];
8769 InitField(newx, newy, FALSE);
8771 else if (element == EL_DC_MAGIC_WALL_FILLING)
8773 element = Tile[newx][newy] = get_next_element(element);
8774 if (!game.magic_wall_active)
8775 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8776 Store[newx][newy] = Store[x][y];
8778 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8780 Tile[x][y] = get_next_element(element);
8781 if (!game.magic_wall_active)
8782 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8783 element = Tile[newx][newy] = Store[x][y];
8785 InitField(newx, newy, FALSE);
8787 else if (element == EL_AMOEBA_DROPPING)
8789 Tile[x][y] = get_next_element(element);
8790 element = Tile[newx][newy] = Store[x][y];
8792 else if (element == EL_SOKOBAN_OBJECT)
8795 Tile[x][y] = Back[x][y];
8797 if (Back[newx][newy])
8798 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8800 Back[x][y] = Back[newx][newy] = 0;
8803 Store[x][y] = EL_EMPTY;
8808 MovDelay[newx][newy] = 0;
8810 if (CAN_CHANGE_OR_HAS_ACTION(element))
8812 // copy element change control values to new field
8813 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8814 ChangePage[newx][newy] = ChangePage[x][y];
8815 ChangeCount[newx][newy] = ChangeCount[x][y];
8816 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8819 CustomValue[newx][newy] = CustomValue[x][y];
8821 ChangeDelay[x][y] = 0;
8822 ChangePage[x][y] = -1;
8823 ChangeCount[x][y] = 0;
8824 ChangeEvent[x][y] = -1;
8826 CustomValue[x][y] = 0;
8828 // copy animation control values to new field
8829 GfxFrame[newx][newy] = GfxFrame[x][y];
8830 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8831 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8832 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8834 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8836 // some elements can leave other elements behind after moving
8837 if (ei->move_leave_element != EL_EMPTY &&
8838 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8839 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8841 int move_leave_element = ei->move_leave_element;
8843 // this makes it possible to leave the removed element again
8844 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8845 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8847 Tile[x][y] = move_leave_element;
8849 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8850 MovDir[x][y] = direction;
8852 InitField(x, y, FALSE);
8854 if (GFX_CRUMBLED(Tile[x][y]))
8855 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8857 if (IS_PLAYER_ELEMENT(move_leave_element))
8858 RelocatePlayer(x, y, move_leave_element);
8861 // do this after checking for left-behind element
8862 ResetGfxAnimation(x, y); // reset animation values for old field
8864 if (!CAN_MOVE(element) ||
8865 (CAN_FALL(element) && direction == MV_DOWN &&
8866 (element == EL_SPRING ||
8867 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8868 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8869 GfxDir[x][y] = MovDir[newx][newy] = 0;
8871 TEST_DrawLevelField(x, y);
8872 TEST_DrawLevelField(newx, newy);
8874 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8876 // prevent pushed element from moving on in pushed direction
8877 if (pushed_by_player && CAN_MOVE(element) &&
8878 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8879 !(element_info[element].move_pattern & direction))
8880 TurnRound(newx, newy);
8882 // prevent elements on conveyor belt from moving on in last direction
8883 if (pushed_by_conveyor && CAN_FALL(element) &&
8884 direction & MV_HORIZONTAL)
8885 MovDir[newx][newy] = 0;
8887 if (!pushed_by_player)
8889 int nextx = newx + dx, nexty = newy + dy;
8890 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8892 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8894 if (CAN_FALL(element) && direction == MV_DOWN)
8895 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8897 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8898 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8900 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8901 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8904 if (DONT_TOUCH(element)) // object may be nasty to player or others
8906 TestIfBadThingTouchesPlayer(newx, newy);
8907 TestIfBadThingTouchesFriend(newx, newy);
8909 if (!IS_CUSTOM_ELEMENT(element))
8910 TestIfBadThingTouchesOtherBadThing(newx, newy);
8912 else if (element == EL_PENGUIN)
8913 TestIfFriendTouchesBadThing(newx, newy);
8915 if (DONT_GET_HIT_BY(element))
8917 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8920 // give the player one last chance (one more frame) to move away
8921 if (CAN_FALL(element) && direction == MV_DOWN &&
8922 (last_line || (!IS_FREE(x, newy + 1) &&
8923 (!IS_PLAYER(x, newy + 1) ||
8924 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8927 if (pushed_by_player && !game.use_change_when_pushing_bug)
8929 int push_side = MV_DIR_OPPOSITE(direction);
8930 struct PlayerInfo *player = PLAYERINFO(x, y);
8932 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8933 player->index_bit, push_side);
8934 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8935 player->index_bit, push_side);
8938 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8939 MovDelay[newx][newy] = 1;
8941 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8943 TestIfElementTouchesCustomElement(x, y); // empty or new element
8944 TestIfElementHitsCustomElement(newx, newy, direction);
8945 TestIfPlayerTouchesCustomElement(newx, newy);
8946 TestIfElementTouchesCustomElement(newx, newy);
8948 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8949 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8950 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8951 MV_DIR_OPPOSITE(direction));
8954 int AmoebaNeighbourNr(int ax, int ay)
8957 int element = Tile[ax][ay];
8959 struct XY *xy = xy_topdown;
8961 for (i = 0; i < NUM_DIRECTIONS; i++)
8963 int x = ax + xy[i].x;
8964 int y = ay + xy[i].y;
8966 if (!IN_LEV_FIELD(x, y))
8969 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8970 group_nr = AmoebaNr[x][y];
8976 static void AmoebaMerge(int ax, int ay)
8978 int i, x, y, xx, yy;
8979 int new_group_nr = AmoebaNr[ax][ay];
8980 struct XY *xy = xy_topdown;
8982 if (new_group_nr == 0)
8985 for (i = 0; i < NUM_DIRECTIONS; i++)
8990 if (!IN_LEV_FIELD(x, y))
8993 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8994 Tile[x][y] == EL_BD_AMOEBA ||
8995 Tile[x][y] == EL_AMOEBA_DEAD) &&
8996 AmoebaNr[x][y] != new_group_nr)
8998 int old_group_nr = AmoebaNr[x][y];
9000 if (old_group_nr == 0)
9003 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9004 AmoebaCnt[old_group_nr] = 0;
9005 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9006 AmoebaCnt2[old_group_nr] = 0;
9008 SCAN_PLAYFIELD(xx, yy)
9010 if (AmoebaNr[xx][yy] == old_group_nr)
9011 AmoebaNr[xx][yy] = new_group_nr;
9017 void AmoebaToDiamond(int ax, int ay)
9021 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9023 int group_nr = AmoebaNr[ax][ay];
9028 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9029 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9035 SCAN_PLAYFIELD(x, y)
9037 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9040 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9044 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9045 SND_AMOEBA_TURNING_TO_GEM :
9046 SND_AMOEBA_TURNING_TO_ROCK));
9051 struct XY *xy = xy_topdown;
9053 for (i = 0; i < NUM_DIRECTIONS; i++)
9058 if (!IN_LEV_FIELD(x, y))
9061 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9063 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9064 SND_AMOEBA_TURNING_TO_GEM :
9065 SND_AMOEBA_TURNING_TO_ROCK));
9072 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9075 int group_nr = AmoebaNr[ax][ay];
9076 boolean done = FALSE;
9081 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9082 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9088 SCAN_PLAYFIELD(x, y)
9090 if (AmoebaNr[x][y] == group_nr &&
9091 (Tile[x][y] == EL_AMOEBA_DEAD ||
9092 Tile[x][y] == EL_BD_AMOEBA ||
9093 Tile[x][y] == EL_AMOEBA_GROWING))
9096 Tile[x][y] = new_element;
9097 InitField(x, y, FALSE);
9098 TEST_DrawLevelField(x, y);
9104 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9105 SND_BD_AMOEBA_TURNING_TO_ROCK :
9106 SND_BD_AMOEBA_TURNING_TO_GEM));
9109 static void AmoebaGrowing(int x, int y)
9111 static DelayCounter sound_delay = { 0 };
9113 if (!MovDelay[x][y]) // start new growing cycle
9117 if (DelayReached(&sound_delay))
9119 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9120 sound_delay.value = 30;
9124 if (MovDelay[x][y]) // wait some time before growing bigger
9127 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9129 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9130 6 - MovDelay[x][y]);
9132 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9135 if (!MovDelay[x][y])
9137 Tile[x][y] = Store[x][y];
9139 TEST_DrawLevelField(x, y);
9144 static void AmoebaShrinking(int x, int y)
9146 static DelayCounter sound_delay = { 0 };
9148 if (!MovDelay[x][y]) // start new shrinking cycle
9152 if (DelayReached(&sound_delay))
9153 sound_delay.value = 30;
9156 if (MovDelay[x][y]) // wait some time before shrinking
9159 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9161 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9162 6 - MovDelay[x][y]);
9164 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9167 if (!MovDelay[x][y])
9169 Tile[x][y] = EL_EMPTY;
9170 TEST_DrawLevelField(x, y);
9172 // don't let mole enter this field in this cycle;
9173 // (give priority to objects falling to this field from above)
9179 static void AmoebaReproduce(int ax, int ay)
9182 int element = Tile[ax][ay];
9183 int graphic = el2img(element);
9184 int newax = ax, neway = ay;
9185 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9186 struct XY *xy = xy_topdown;
9188 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9190 Tile[ax][ay] = EL_AMOEBA_DEAD;
9191 TEST_DrawLevelField(ax, ay);
9195 if (IS_ANIMATED(graphic))
9196 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9198 if (!MovDelay[ax][ay]) // start making new amoeba field
9199 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9201 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9204 if (MovDelay[ax][ay])
9208 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9211 int x = ax + xy[start].x;
9212 int y = ay + xy[start].y;
9214 if (!IN_LEV_FIELD(x, y))
9217 if (IS_FREE(x, y) ||
9218 CAN_GROW_INTO(Tile[x][y]) ||
9219 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9220 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9226 if (newax == ax && neway == ay)
9229 else // normal or "filled" (BD style) amoeba
9232 boolean waiting_for_player = FALSE;
9234 for (i = 0; i < NUM_DIRECTIONS; i++)
9236 int j = (start + i) % 4;
9237 int x = ax + xy[j].x;
9238 int y = ay + xy[j].y;
9240 if (!IN_LEV_FIELD(x, y))
9243 if (IS_FREE(x, y) ||
9244 CAN_GROW_INTO(Tile[x][y]) ||
9245 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9246 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9252 else if (IS_PLAYER(x, y))
9253 waiting_for_player = TRUE;
9256 if (newax == ax && neway == ay) // amoeba cannot grow
9258 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9260 Tile[ax][ay] = EL_AMOEBA_DEAD;
9261 TEST_DrawLevelField(ax, ay);
9262 AmoebaCnt[AmoebaNr[ax][ay]]--;
9264 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9266 if (element == EL_AMOEBA_FULL)
9267 AmoebaToDiamond(ax, ay);
9268 else if (element == EL_BD_AMOEBA)
9269 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9274 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9276 // amoeba gets larger by growing in some direction
9278 int new_group_nr = AmoebaNr[ax][ay];
9281 if (new_group_nr == 0)
9283 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9285 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9291 AmoebaNr[newax][neway] = new_group_nr;
9292 AmoebaCnt[new_group_nr]++;
9293 AmoebaCnt2[new_group_nr]++;
9295 // if amoeba touches other amoeba(s) after growing, unify them
9296 AmoebaMerge(newax, neway);
9298 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9300 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9306 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9307 (neway == lev_fieldy - 1 && newax != ax))
9309 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9310 Store[newax][neway] = element;
9312 else if (neway == ay || element == EL_EMC_DRIPPER)
9314 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9316 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9320 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9321 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9322 Store[ax][ay] = EL_AMOEBA_DROP;
9323 ContinueMoving(ax, ay);
9327 TEST_DrawLevelField(newax, neway);
9330 static void Life(int ax, int ay)
9334 int element = Tile[ax][ay];
9335 int graphic = el2img(element);
9336 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9338 boolean changed = FALSE;
9340 if (IS_ANIMATED(graphic))
9341 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9346 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9347 MovDelay[ax][ay] = life_time;
9349 if (MovDelay[ax][ay]) // wait some time before next cycle
9352 if (MovDelay[ax][ay])
9356 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9358 int xx = ax+x1, yy = ay+y1;
9359 int old_element = Tile[xx][yy];
9360 int num_neighbours = 0;
9362 if (!IN_LEV_FIELD(xx, yy))
9365 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9367 int x = xx+x2, y = yy+y2;
9369 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9372 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9373 boolean is_neighbour = FALSE;
9375 if (level.use_life_bugs)
9377 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9378 (IS_FREE(x, y) && Stop[x][y]));
9381 (Last[x][y] == element || is_player_cell);
9387 boolean is_free = FALSE;
9389 if (level.use_life_bugs)
9390 is_free = (IS_FREE(xx, yy));
9392 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9394 if (xx == ax && yy == ay) // field in the middle
9396 if (num_neighbours < life_parameter[0] ||
9397 num_neighbours > life_parameter[1])
9399 Tile[xx][yy] = EL_EMPTY;
9400 if (Tile[xx][yy] != old_element)
9401 TEST_DrawLevelField(xx, yy);
9402 Stop[xx][yy] = TRUE;
9406 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9407 { // free border field
9408 if (num_neighbours >= life_parameter[2] &&
9409 num_neighbours <= life_parameter[3])
9411 Tile[xx][yy] = element;
9412 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9413 if (Tile[xx][yy] != old_element)
9414 TEST_DrawLevelField(xx, yy);
9415 Stop[xx][yy] = TRUE;
9422 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9423 SND_GAME_OF_LIFE_GROWING);
9426 static void InitRobotWheel(int x, int y)
9428 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9431 static void RunRobotWheel(int x, int y)
9433 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9436 static void StopRobotWheel(int x, int y)
9438 if (game.robot_wheel_x == x &&
9439 game.robot_wheel_y == y)
9441 game.robot_wheel_x = -1;
9442 game.robot_wheel_y = -1;
9443 game.robot_wheel_active = FALSE;
9447 static void InitTimegateWheel(int x, int y)
9449 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9452 static void RunTimegateWheel(int x, int y)
9454 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9457 static void InitMagicBallDelay(int x, int y)
9459 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9462 static void ActivateMagicBall(int bx, int by)
9466 if (level.ball_random)
9468 int pos_border = RND(8); // select one of the eight border elements
9469 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9470 int xx = pos_content % 3;
9471 int yy = pos_content / 3;
9476 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9477 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9481 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9483 int xx = x - bx + 1;
9484 int yy = y - by + 1;
9486 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9487 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9491 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9494 static void CheckExit(int x, int y)
9496 if (game.gems_still_needed > 0 ||
9497 game.sokoban_fields_still_needed > 0 ||
9498 game.sokoban_objects_still_needed > 0 ||
9499 game.lights_still_needed > 0)
9501 int element = Tile[x][y];
9502 int graphic = el2img(element);
9504 if (IS_ANIMATED(graphic))
9505 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9510 // do not re-open exit door closed after last player
9511 if (game.all_players_gone)
9514 Tile[x][y] = EL_EXIT_OPENING;
9516 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9519 static void CheckExitEM(int x, int y)
9521 if (game.gems_still_needed > 0 ||
9522 game.sokoban_fields_still_needed > 0 ||
9523 game.sokoban_objects_still_needed > 0 ||
9524 game.lights_still_needed > 0)
9526 int element = Tile[x][y];
9527 int graphic = el2img(element);
9529 if (IS_ANIMATED(graphic))
9530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9535 // do not re-open exit door closed after last player
9536 if (game.all_players_gone)
9539 Tile[x][y] = EL_EM_EXIT_OPENING;
9541 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9544 static void CheckExitSteel(int x, int y)
9546 if (game.gems_still_needed > 0 ||
9547 game.sokoban_fields_still_needed > 0 ||
9548 game.sokoban_objects_still_needed > 0 ||
9549 game.lights_still_needed > 0)
9551 int element = Tile[x][y];
9552 int graphic = el2img(element);
9554 if (IS_ANIMATED(graphic))
9555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9560 // do not re-open exit door closed after last player
9561 if (game.all_players_gone)
9564 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9566 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9569 static void CheckExitSteelEM(int x, int y)
9571 if (game.gems_still_needed > 0 ||
9572 game.sokoban_fields_still_needed > 0 ||
9573 game.sokoban_objects_still_needed > 0 ||
9574 game.lights_still_needed > 0)
9576 int element = Tile[x][y];
9577 int graphic = el2img(element);
9579 if (IS_ANIMATED(graphic))
9580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9585 // do not re-open exit door closed after last player
9586 if (game.all_players_gone)
9589 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9591 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9594 static void CheckExitSP(int x, int y)
9596 if (game.gems_still_needed > 0)
9598 int element = Tile[x][y];
9599 int graphic = el2img(element);
9601 if (IS_ANIMATED(graphic))
9602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9607 // do not re-open exit door closed after last player
9608 if (game.all_players_gone)
9611 Tile[x][y] = EL_SP_EXIT_OPENING;
9613 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9616 static void CloseAllOpenTimegates(void)
9620 SCAN_PLAYFIELD(x, y)
9622 int element = Tile[x][y];
9624 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9626 Tile[x][y] = EL_TIMEGATE_CLOSING;
9628 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9633 static void DrawTwinkleOnField(int x, int y)
9635 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9638 if (Tile[x][y] == EL_BD_DIAMOND)
9641 if (MovDelay[x][y] == 0) // next animation frame
9642 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9644 if (MovDelay[x][y] != 0) // wait some time before next frame
9648 DrawLevelElementAnimation(x, y, Tile[x][y]);
9650 if (MovDelay[x][y] != 0)
9652 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9653 10 - MovDelay[x][y]);
9655 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9660 static void WallGrowing(int x, int y)
9664 if (!MovDelay[x][y]) // next animation frame
9665 MovDelay[x][y] = 3 * delay;
9667 if (MovDelay[x][y]) // wait some time before next frame
9671 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9673 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9674 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9676 DrawLevelGraphic(x, y, graphic, frame);
9679 if (!MovDelay[x][y])
9681 if (MovDir[x][y] == MV_LEFT)
9683 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9684 TEST_DrawLevelField(x - 1, y);
9686 else if (MovDir[x][y] == MV_RIGHT)
9688 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9689 TEST_DrawLevelField(x + 1, y);
9691 else if (MovDir[x][y] == MV_UP)
9693 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9694 TEST_DrawLevelField(x, y - 1);
9698 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9699 TEST_DrawLevelField(x, y + 1);
9702 Tile[x][y] = Store[x][y];
9704 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9705 TEST_DrawLevelField(x, y);
9710 static void CheckWallGrowing(int ax, int ay)
9712 int element = Tile[ax][ay];
9713 int graphic = el2img(element);
9714 boolean free_top = FALSE;
9715 boolean free_bottom = FALSE;
9716 boolean free_left = FALSE;
9717 boolean free_right = FALSE;
9718 boolean stop_top = FALSE;
9719 boolean stop_bottom = FALSE;
9720 boolean stop_left = FALSE;
9721 boolean stop_right = FALSE;
9722 boolean new_wall = FALSE;
9724 if (IS_ANIMATED(graphic))
9725 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9727 if (!MovDelay[ax][ay]) // start building new wall
9728 MovDelay[ax][ay] = 6;
9730 if (MovDelay[ax][ay]) // wait some time before building new wall
9733 if (MovDelay[ax][ay])
9737 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9739 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9741 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9743 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9746 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9747 element == EL_EXPANDABLE_WALL_ANY)
9751 Tile[ax][ay - 1] = EL_EXPANDABLE_WALL_GROWING;
9752 Store[ax][ay - 1] = element;
9753 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9755 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9756 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9763 Tile[ax][ay + 1] = EL_EXPANDABLE_WALL_GROWING;
9764 Store[ax][ay + 1] = element;
9765 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9767 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9768 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9774 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9775 element == EL_EXPANDABLE_WALL_ANY ||
9776 element == EL_EXPANDABLE_WALL ||
9777 element == EL_BD_EXPANDABLE_WALL)
9781 Tile[ax - 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9782 Store[ax - 1][ay] = element;
9783 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9785 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9786 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9793 Tile[ax + 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9794 Store[ax + 1][ay] = element;
9795 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9797 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9798 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9804 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9805 TEST_DrawLevelField(ax, ay);
9807 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9809 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9811 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9813 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9816 if (((stop_top && stop_bottom) ||
9817 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9818 element == EL_EXPANDABLE_WALL) &&
9819 ((stop_left && stop_right) ||
9820 element == EL_EXPANDABLE_WALL_VERTICAL))
9821 Tile[ax][ay] = EL_WALL;
9824 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9827 static void CheckSteelWallGrowing(int ax, int ay)
9829 int element = Tile[ax][ay];
9830 int graphic = el2img(element);
9831 boolean free_top = FALSE;
9832 boolean free_bottom = FALSE;
9833 boolean free_left = FALSE;
9834 boolean free_right = FALSE;
9835 boolean stop_top = FALSE;
9836 boolean stop_bottom = FALSE;
9837 boolean stop_left = FALSE;
9838 boolean stop_right = FALSE;
9839 boolean new_wall = FALSE;
9841 if (IS_ANIMATED(graphic))
9842 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9844 if (!MovDelay[ax][ay]) // start building new wall
9845 MovDelay[ax][ay] = 6;
9847 if (MovDelay[ax][ay]) // wait some time before building new wall
9850 if (MovDelay[ax][ay])
9854 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9856 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9858 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9860 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9863 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9864 element == EL_EXPANDABLE_STEELWALL_ANY)
9868 Tile[ax][ay - 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9869 Store[ax][ay - 1] = element;
9870 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9872 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9873 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9880 Tile[ax][ay + 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9881 Store[ax][ay + 1] = element;
9882 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9884 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9885 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9891 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9892 element == EL_EXPANDABLE_STEELWALL_ANY)
9896 Tile[ax - 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9897 Store[ax - 1][ay] = element;
9898 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9900 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9901 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9908 Tile[ax + 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9909 Store[ax + 1][ay] = element;
9910 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9912 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9913 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9919 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9921 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9923 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9925 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9928 if (((stop_top && stop_bottom) ||
9929 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9930 ((stop_left && stop_right) ||
9931 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9932 Tile[ax][ay] = EL_STEELWALL;
9935 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9938 static void CheckForDragon(int x, int y)
9941 boolean dragon_found = FALSE;
9942 struct XY *xy = xy_topdown;
9944 for (i = 0; i < NUM_DIRECTIONS; i++)
9946 for (j = 0; j < 4; j++)
9948 int xx = x + j * xy[i].x;
9949 int yy = y + j * xy[i].y;
9951 if (IN_LEV_FIELD(xx, yy) &&
9952 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9954 if (Tile[xx][yy] == EL_DRAGON)
9955 dragon_found = TRUE;
9964 for (i = 0; i < NUM_DIRECTIONS; i++)
9966 for (j = 0; j < 3; j++)
9968 int xx = x + j * xy[i].x;
9969 int yy = y + j * xy[i].y;
9971 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9973 Tile[xx][yy] = EL_EMPTY;
9974 TEST_DrawLevelField(xx, yy);
9983 static void InitBuggyBase(int x, int y)
9985 int element = Tile[x][y];
9986 int activating_delay = FRAMES_PER_SECOND / 4;
9989 (element == EL_SP_BUGGY_BASE ?
9990 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9991 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9993 element == EL_SP_BUGGY_BASE_ACTIVE ?
9994 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9997 static void WarnBuggyBase(int x, int y)
10000 struct XY *xy = xy_topdown;
10002 for (i = 0; i < NUM_DIRECTIONS; i++)
10004 int xx = x + xy[i].x;
10005 int yy = y + xy[i].y;
10007 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10009 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10016 static void InitTrap(int x, int y)
10018 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10021 static void ActivateTrap(int x, int y)
10023 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10026 static void ChangeActiveTrap(int x, int y)
10028 int graphic = IMG_TRAP_ACTIVE;
10030 // if new animation frame was drawn, correct crumbled sand border
10031 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10032 TEST_DrawLevelFieldCrumbled(x, y);
10035 static int getSpecialActionElement(int element, int number, int base_element)
10037 return (element != EL_EMPTY ? element :
10038 number != -1 ? base_element + number - 1 :
10042 static int getModifiedActionNumber(int value_old, int operator, int operand,
10043 int value_min, int value_max)
10045 int value_new = (operator == CA_MODE_SET ? operand :
10046 operator == CA_MODE_ADD ? value_old + operand :
10047 operator == CA_MODE_SUBTRACT ? value_old - operand :
10048 operator == CA_MODE_MULTIPLY ? value_old * operand :
10049 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10050 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10053 return (value_new < value_min ? value_min :
10054 value_new > value_max ? value_max :
10058 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10060 struct ElementInfo *ei = &element_info[element];
10061 struct ElementChangeInfo *change = &ei->change_page[page];
10062 int target_element = change->target_element;
10063 int action_type = change->action_type;
10064 int action_mode = change->action_mode;
10065 int action_arg = change->action_arg;
10066 int action_element = change->action_element;
10069 if (!change->has_action)
10072 // ---------- determine action paramater values -----------------------------
10074 int level_time_value =
10075 (level.time > 0 ? TimeLeft :
10078 int action_arg_element_raw =
10079 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10080 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10081 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10082 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10083 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10084 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10085 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10087 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10089 int action_arg_direction =
10090 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10091 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10092 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10093 change->actual_trigger_side :
10094 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10095 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10098 int action_arg_number_min =
10099 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10102 int action_arg_number_max =
10103 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10104 action_type == CA_SET_LEVEL_GEMS ? 999 :
10105 action_type == CA_SET_LEVEL_TIME ? 9999 :
10106 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10107 action_type == CA_SET_CE_VALUE ? 9999 :
10108 action_type == CA_SET_CE_SCORE ? 9999 :
10111 int action_arg_number_reset =
10112 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10113 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10114 action_type == CA_SET_LEVEL_TIME ? level.time :
10115 action_type == CA_SET_LEVEL_SCORE ? 0 :
10116 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10117 action_type == CA_SET_CE_SCORE ? 0 :
10120 int action_arg_number =
10121 (action_arg <= CA_ARG_MAX ? action_arg :
10122 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10123 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10124 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10125 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10126 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10127 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10128 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10129 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10130 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10131 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10132 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10133 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10134 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10135 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10136 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10137 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10138 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10139 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10140 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10141 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10142 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10145 int action_arg_number_old =
10146 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10147 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10148 action_type == CA_SET_LEVEL_SCORE ? game.score :
10149 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10150 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10153 int action_arg_number_new =
10154 getModifiedActionNumber(action_arg_number_old,
10155 action_mode, action_arg_number,
10156 action_arg_number_min, action_arg_number_max);
10158 int trigger_player_bits =
10159 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10160 change->actual_trigger_player_bits : change->trigger_player);
10162 int action_arg_player_bits =
10163 (action_arg >= CA_ARG_PLAYER_1 &&
10164 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10165 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10166 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10169 // ---------- execute action -----------------------------------------------
10171 switch (action_type)
10178 // ---------- level actions ----------------------------------------------
10180 case CA_RESTART_LEVEL:
10182 game.restart_level = TRUE;
10187 case CA_SHOW_ENVELOPE:
10189 int element = getSpecialActionElement(action_arg_element,
10190 action_arg_number, EL_ENVELOPE_1);
10192 if (IS_ENVELOPE(element))
10193 local_player->show_envelope = element;
10198 case CA_SET_LEVEL_TIME:
10200 if (level.time > 0) // only modify limited time value
10202 TimeLeft = action_arg_number_new;
10204 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10206 DisplayGameControlValues();
10208 if (!TimeLeft && game.time_limit)
10209 for (i = 0; i < MAX_PLAYERS; i++)
10210 KillPlayer(&stored_player[i]);
10216 case CA_SET_LEVEL_SCORE:
10218 game.score = action_arg_number_new;
10220 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10222 DisplayGameControlValues();
10227 case CA_SET_LEVEL_GEMS:
10229 game.gems_still_needed = action_arg_number_new;
10231 game.snapshot.collected_item = TRUE;
10233 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10235 DisplayGameControlValues();
10240 case CA_SET_LEVEL_WIND:
10242 game.wind_direction = action_arg_direction;
10247 case CA_SET_LEVEL_RANDOM_SEED:
10249 // ensure that setting a new random seed while playing is predictable
10250 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10255 // ---------- player actions ---------------------------------------------
10257 case CA_MOVE_PLAYER:
10258 case CA_MOVE_PLAYER_NEW:
10260 // automatically move to the next field in specified direction
10261 for (i = 0; i < MAX_PLAYERS; i++)
10262 if (trigger_player_bits & (1 << i))
10263 if (action_type == CA_MOVE_PLAYER ||
10264 stored_player[i].MovPos == 0)
10265 stored_player[i].programmed_action = action_arg_direction;
10270 case CA_EXIT_PLAYER:
10272 for (i = 0; i < MAX_PLAYERS; i++)
10273 if (action_arg_player_bits & (1 << i))
10274 ExitPlayer(&stored_player[i]);
10276 if (game.players_still_needed == 0)
10282 case CA_KILL_PLAYER:
10284 for (i = 0; i < MAX_PLAYERS; i++)
10285 if (action_arg_player_bits & (1 << i))
10286 KillPlayer(&stored_player[i]);
10291 case CA_SET_PLAYER_KEYS:
10293 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10294 int element = getSpecialActionElement(action_arg_element,
10295 action_arg_number, EL_KEY_1);
10297 if (IS_KEY(element))
10299 for (i = 0; i < MAX_PLAYERS; i++)
10301 if (trigger_player_bits & (1 << i))
10303 stored_player[i].key[KEY_NR(element)] = key_state;
10305 DrawGameDoorValues();
10313 case CA_SET_PLAYER_SPEED:
10315 for (i = 0; i < MAX_PLAYERS; i++)
10317 if (trigger_player_bits & (1 << i))
10319 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10321 if (action_arg == CA_ARG_SPEED_FASTER &&
10322 stored_player[i].cannot_move)
10324 action_arg_number = STEPSIZE_VERY_SLOW;
10326 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10327 action_arg == CA_ARG_SPEED_FASTER)
10329 action_arg_number = 2;
10330 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10333 else if (action_arg == CA_ARG_NUMBER_RESET)
10335 action_arg_number = level.initial_player_stepsize[i];
10339 getModifiedActionNumber(move_stepsize,
10342 action_arg_number_min,
10343 action_arg_number_max);
10345 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10352 case CA_SET_PLAYER_SHIELD:
10354 for (i = 0; i < MAX_PLAYERS; i++)
10356 if (trigger_player_bits & (1 << i))
10358 if (action_arg == CA_ARG_SHIELD_OFF)
10360 stored_player[i].shield_normal_time_left = 0;
10361 stored_player[i].shield_deadly_time_left = 0;
10363 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10365 stored_player[i].shield_normal_time_left = 999999;
10367 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10369 stored_player[i].shield_normal_time_left = 999999;
10370 stored_player[i].shield_deadly_time_left = 999999;
10378 case CA_SET_PLAYER_GRAVITY:
10380 for (i = 0; i < MAX_PLAYERS; i++)
10382 if (trigger_player_bits & (1 << i))
10384 stored_player[i].gravity =
10385 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10386 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10387 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10388 stored_player[i].gravity);
10395 case CA_SET_PLAYER_ARTWORK:
10397 for (i = 0; i < MAX_PLAYERS; i++)
10399 if (trigger_player_bits & (1 << i))
10401 int artwork_element = action_arg_element;
10403 if (action_arg == CA_ARG_ELEMENT_RESET)
10405 (level.use_artwork_element[i] ? level.artwork_element[i] :
10406 stored_player[i].element_nr);
10408 if (stored_player[i].artwork_element != artwork_element)
10409 stored_player[i].Frame = 0;
10411 stored_player[i].artwork_element = artwork_element;
10413 SetPlayerWaiting(&stored_player[i], FALSE);
10415 // set number of special actions for bored and sleeping animation
10416 stored_player[i].num_special_action_bored =
10417 get_num_special_action(artwork_element,
10418 ACTION_BORING_1, ACTION_BORING_LAST);
10419 stored_player[i].num_special_action_sleeping =
10420 get_num_special_action(artwork_element,
10421 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10428 case CA_SET_PLAYER_INVENTORY:
10430 for (i = 0; i < MAX_PLAYERS; i++)
10432 struct PlayerInfo *player = &stored_player[i];
10435 if (trigger_player_bits & (1 << i))
10437 int inventory_element = action_arg_element;
10439 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10440 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10441 action_arg == CA_ARG_ELEMENT_ACTION)
10443 int element = inventory_element;
10444 int collect_count = element_info[element].collect_count_initial;
10446 if (!IS_CUSTOM_ELEMENT(element))
10449 if (collect_count == 0)
10450 player->inventory_infinite_element = element;
10452 for (k = 0; k < collect_count; k++)
10453 if (player->inventory_size < MAX_INVENTORY_SIZE)
10454 player->inventory_element[player->inventory_size++] =
10457 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10458 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10459 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10461 if (player->inventory_infinite_element != EL_UNDEFINED &&
10462 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10463 action_arg_element_raw))
10464 player->inventory_infinite_element = EL_UNDEFINED;
10466 for (k = 0, j = 0; j < player->inventory_size; j++)
10468 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10469 action_arg_element_raw))
10470 player->inventory_element[k++] = player->inventory_element[j];
10473 player->inventory_size = k;
10475 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10477 if (player->inventory_size > 0)
10479 for (j = 0; j < player->inventory_size - 1; j++)
10480 player->inventory_element[j] = player->inventory_element[j + 1];
10482 player->inventory_size--;
10485 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10487 if (player->inventory_size > 0)
10488 player->inventory_size--;
10490 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10492 player->inventory_infinite_element = EL_UNDEFINED;
10493 player->inventory_size = 0;
10495 else if (action_arg == CA_ARG_INVENTORY_RESET)
10497 player->inventory_infinite_element = EL_UNDEFINED;
10498 player->inventory_size = 0;
10500 if (level.use_initial_inventory[i])
10502 for (j = 0; j < level.initial_inventory_size[i]; j++)
10504 int element = level.initial_inventory_content[i][j];
10505 int collect_count = element_info[element].collect_count_initial;
10507 if (!IS_CUSTOM_ELEMENT(element))
10510 if (collect_count == 0)
10511 player->inventory_infinite_element = element;
10513 for (k = 0; k < collect_count; k++)
10514 if (player->inventory_size < MAX_INVENTORY_SIZE)
10515 player->inventory_element[player->inventory_size++] =
10526 // ---------- CE actions -------------------------------------------------
10528 case CA_SET_CE_VALUE:
10530 int last_ce_value = CustomValue[x][y];
10532 CustomValue[x][y] = action_arg_number_new;
10534 if (CustomValue[x][y] != last_ce_value)
10536 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10537 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10539 if (CustomValue[x][y] == 0)
10541 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10542 ChangeCount[x][y] = 0; // allow at least one more change
10544 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10545 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10552 case CA_SET_CE_SCORE:
10554 int last_ce_score = ei->collect_score;
10556 ei->collect_score = action_arg_number_new;
10558 if (ei->collect_score != last_ce_score)
10560 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10561 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10563 if (ei->collect_score == 0)
10567 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10568 ChangeCount[x][y] = 0; // allow at least one more change
10570 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10571 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10574 This is a very special case that seems to be a mixture between
10575 CheckElementChange() and CheckTriggeredElementChange(): while
10576 the first one only affects single elements that are triggered
10577 directly, the second one affects multiple elements in the playfield
10578 that are triggered indirectly by another element. This is a third
10579 case: Changing the CE score always affects multiple identical CEs,
10580 so every affected CE must be checked, not only the single CE for
10581 which the CE score was changed in the first place (as every instance
10582 of that CE shares the same CE score, and therefore also can change)!
10584 SCAN_PLAYFIELD(xx, yy)
10586 if (Tile[xx][yy] == element)
10587 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10588 CE_SCORE_GETS_ZERO);
10596 case CA_SET_CE_ARTWORK:
10598 int artwork_element = action_arg_element;
10599 boolean reset_frame = FALSE;
10602 if (action_arg == CA_ARG_ELEMENT_RESET)
10603 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10606 if (ei->gfx_element != artwork_element)
10607 reset_frame = TRUE;
10609 ei->gfx_element = artwork_element;
10611 SCAN_PLAYFIELD(xx, yy)
10613 if (Tile[xx][yy] == element)
10617 ResetGfxAnimation(xx, yy);
10618 ResetRandomAnimationValue(xx, yy);
10621 TEST_DrawLevelField(xx, yy);
10628 // ---------- engine actions ---------------------------------------------
10630 case CA_SET_ENGINE_SCAN_MODE:
10632 InitPlayfieldScanMode(action_arg);
10642 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10644 int old_element = Tile[x][y];
10645 int new_element = GetElementFromGroupElement(element);
10646 int previous_move_direction = MovDir[x][y];
10647 int last_ce_value = CustomValue[x][y];
10648 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10649 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10650 boolean add_player_onto_element = (new_element_is_player &&
10651 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10652 IS_WALKABLE(old_element));
10654 if (!add_player_onto_element)
10656 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10657 RemoveMovingField(x, y);
10661 Tile[x][y] = new_element;
10663 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10664 MovDir[x][y] = previous_move_direction;
10666 if (element_info[new_element].use_last_ce_value)
10667 CustomValue[x][y] = last_ce_value;
10669 InitField_WithBug1(x, y, FALSE);
10671 new_element = Tile[x][y]; // element may have changed
10673 ResetGfxAnimation(x, y);
10674 ResetRandomAnimationValue(x, y);
10676 TEST_DrawLevelField(x, y);
10678 if (GFX_CRUMBLED(new_element))
10679 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10682 // check if element under the player changes from accessible to unaccessible
10683 // (needed for special case of dropping element which then changes)
10684 // (must be checked after creating new element for walkable group elements)
10685 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10686 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10693 // "ChangeCount" not set yet to allow "entered by player" change one time
10694 if (new_element_is_player)
10695 RelocatePlayer(x, y, new_element);
10698 ChangeCount[x][y]++; // count number of changes in the same frame
10700 TestIfBadThingTouchesPlayer(x, y);
10701 TestIfPlayerTouchesCustomElement(x, y);
10702 TestIfElementTouchesCustomElement(x, y);
10705 static void CreateField(int x, int y, int element)
10707 CreateFieldExt(x, y, element, FALSE);
10710 static void CreateElementFromChange(int x, int y, int element)
10712 element = GET_VALID_RUNTIME_ELEMENT(element);
10714 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10716 int old_element = Tile[x][y];
10718 // prevent changed element from moving in same engine frame
10719 // unless both old and new element can either fall or move
10720 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10721 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10725 CreateFieldExt(x, y, element, TRUE);
10728 static boolean ChangeElement(int x, int y, int element, int page)
10730 struct ElementInfo *ei = &element_info[element];
10731 struct ElementChangeInfo *change = &ei->change_page[page];
10732 int ce_value = CustomValue[x][y];
10733 int ce_score = ei->collect_score;
10734 int target_element;
10735 int old_element = Tile[x][y];
10737 // always use default change event to prevent running into a loop
10738 if (ChangeEvent[x][y] == -1)
10739 ChangeEvent[x][y] = CE_DELAY;
10741 if (ChangeEvent[x][y] == CE_DELAY)
10743 // reset actual trigger element, trigger player and action element
10744 change->actual_trigger_element = EL_EMPTY;
10745 change->actual_trigger_player = EL_EMPTY;
10746 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10747 change->actual_trigger_side = CH_SIDE_NONE;
10748 change->actual_trigger_ce_value = 0;
10749 change->actual_trigger_ce_score = 0;
10752 // do not change elements more than a specified maximum number of changes
10753 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10756 ChangeCount[x][y]++; // count number of changes in the same frame
10758 if (change->explode)
10765 if (change->use_target_content)
10767 boolean complete_replace = TRUE;
10768 boolean can_replace[3][3];
10771 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10774 boolean is_walkable;
10775 boolean is_diggable;
10776 boolean is_collectible;
10777 boolean is_removable;
10778 boolean is_destructible;
10779 int ex = x + xx - 1;
10780 int ey = y + yy - 1;
10781 int content_element = change->target_content.e[xx][yy];
10784 can_replace[xx][yy] = TRUE;
10786 if (ex == x && ey == y) // do not check changing element itself
10789 if (content_element == EL_EMPTY_SPACE)
10791 can_replace[xx][yy] = FALSE; // do not replace border with space
10796 if (!IN_LEV_FIELD(ex, ey))
10798 can_replace[xx][yy] = FALSE;
10799 complete_replace = FALSE;
10806 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10807 e = MovingOrBlocked2Element(ex, ey);
10809 is_empty = (IS_FREE(ex, ey) ||
10810 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10812 is_walkable = (is_empty || IS_WALKABLE(e));
10813 is_diggable = (is_empty || IS_DIGGABLE(e));
10814 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10815 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10816 is_removable = (is_diggable || is_collectible);
10818 can_replace[xx][yy] =
10819 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10820 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10821 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10822 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10823 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10824 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10825 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10827 if (!can_replace[xx][yy])
10828 complete_replace = FALSE;
10831 if (!change->only_if_complete || complete_replace)
10833 boolean something_has_changed = FALSE;
10835 if (change->only_if_complete && change->use_random_replace &&
10836 RND(100) < change->random_percentage)
10839 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10841 int ex = x + xx - 1;
10842 int ey = y + yy - 1;
10843 int content_element;
10845 if (can_replace[xx][yy] && (!change->use_random_replace ||
10846 RND(100) < change->random_percentage))
10848 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10849 RemoveMovingField(ex, ey);
10851 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10853 content_element = change->target_content.e[xx][yy];
10854 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10855 ce_value, ce_score);
10857 CreateElementFromChange(ex, ey, target_element);
10859 something_has_changed = TRUE;
10861 // for symmetry reasons, freeze newly created border elements
10862 if (ex != x || ey != y)
10863 Stop[ex][ey] = TRUE; // no more moving in this frame
10867 if (something_has_changed)
10869 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10870 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10876 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10877 ce_value, ce_score);
10879 if (element == EL_DIAGONAL_GROWING ||
10880 element == EL_DIAGONAL_SHRINKING)
10882 target_element = Store[x][y];
10884 Store[x][y] = EL_EMPTY;
10887 // special case: element changes to player (and may be kept if walkable)
10888 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10889 CreateElementFromChange(x, y, EL_EMPTY);
10891 CreateElementFromChange(x, y, target_element);
10893 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10894 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10897 // this uses direct change before indirect change
10898 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10903 static void HandleElementChange(int x, int y, int page)
10905 int element = MovingOrBlocked2Element(x, y);
10906 struct ElementInfo *ei = &element_info[element];
10907 struct ElementChangeInfo *change = &ei->change_page[page];
10908 boolean handle_action_before_change = FALSE;
10911 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10912 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10914 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10915 x, y, element, element_info[element].token_name);
10916 Debug("game:playing:HandleElementChange", "This should never happen!");
10920 // this can happen with classic bombs on walkable, changing elements
10921 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10926 if (ChangeDelay[x][y] == 0) // initialize element change
10928 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10930 if (change->can_change)
10932 // !!! not clear why graphic animation should be reset at all here !!!
10933 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10934 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10937 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10939 When using an animation frame delay of 1 (this only happens with
10940 "sp_zonk.moving.left/right" in the classic graphics), the default
10941 (non-moving) animation shows wrong animation frames (while the
10942 moving animation, like "sp_zonk.moving.left/right", is correct,
10943 so this graphical bug never shows up with the classic graphics).
10944 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10945 be drawn instead of the correct frames 0,1,2,3. This is caused by
10946 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10947 an element change: First when the change delay ("ChangeDelay[][]")
10948 counter has reached zero after decrementing, then a second time in
10949 the next frame (after "GfxFrame[][]" was already incremented) when
10950 "ChangeDelay[][]" is reset to the initial delay value again.
10952 This causes frame 0 to be drawn twice, while the last frame won't
10953 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10955 As some animations may already be cleverly designed around this bug
10956 (at least the "Snake Bite" snake tail animation does this), it cannot
10957 simply be fixed here without breaking such existing animations.
10958 Unfortunately, it cannot easily be detected if a graphics set was
10959 designed "before" or "after" the bug was fixed. As a workaround,
10960 a new graphics set option "game.graphics_engine_version" was added
10961 to be able to specify the game's major release version for which the
10962 graphics set was designed, which can then be used to decide if the
10963 bugfix should be used (version 4 and above) or not (version 3 or
10964 below, or if no version was specified at all, as with old sets).
10966 (The wrong/fixed animation frames can be tested with the test level set
10967 "test_gfxframe" and level "000", which contains a specially prepared
10968 custom element at level position (x/y) == (11/9) which uses the zonk
10969 animation mentioned above. Using "game.graphics_engine_version: 4"
10970 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10971 This can also be seen from the debug output for this test element.)
10974 // when a custom element is about to change (for example by change delay),
10975 // do not reset graphic animation when the custom element is moving
10976 if (game.graphics_engine_version < 4 &&
10979 ResetGfxAnimation(x, y);
10980 ResetRandomAnimationValue(x, y);
10983 if (change->pre_change_function)
10984 change->pre_change_function(x, y);
10988 ChangeDelay[x][y]--;
10990 if (ChangeDelay[x][y] != 0) // continue element change
10992 if (change->can_change)
10994 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10996 if (IS_ANIMATED(graphic))
10997 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10999 if (change->change_function)
11000 change->change_function(x, y);
11003 else // finish element change
11005 if (ChangePage[x][y] != -1) // remember page from delayed change
11007 page = ChangePage[x][y];
11008 ChangePage[x][y] = -1;
11010 change = &ei->change_page[page];
11013 if (IS_MOVING(x, y)) // never change a running system ;-)
11015 ChangeDelay[x][y] = 1; // try change after next move step
11016 ChangePage[x][y] = page; // remember page to use for change
11021 // special case: set new level random seed before changing element
11022 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11023 handle_action_before_change = TRUE;
11025 if (change->has_action && handle_action_before_change)
11026 ExecuteCustomElementAction(x, y, element, page);
11028 if (change->can_change)
11030 if (ChangeElement(x, y, element, page))
11032 if (change->post_change_function)
11033 change->post_change_function(x, y);
11037 if (change->has_action && !handle_action_before_change)
11038 ExecuteCustomElementAction(x, y, element, page);
11042 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11043 int trigger_element,
11045 int trigger_player,
11049 boolean change_done_any = FALSE;
11050 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11053 if (!(trigger_events[trigger_element][trigger_event]))
11056 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11058 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11060 int element = EL_CUSTOM_START + i;
11061 boolean change_done = FALSE;
11064 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11065 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11068 for (p = 0; p < element_info[element].num_change_pages; p++)
11070 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11072 if (change->can_change_or_has_action &&
11073 change->has_event[trigger_event] &&
11074 change->trigger_side & trigger_side &&
11075 change->trigger_player & trigger_player &&
11076 change->trigger_page & trigger_page_bits &&
11077 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11079 change->actual_trigger_element = trigger_element;
11080 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11081 change->actual_trigger_player_bits = trigger_player;
11082 change->actual_trigger_side = trigger_side;
11083 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11084 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11086 if ((change->can_change && !change_done) || change->has_action)
11090 SCAN_PLAYFIELD(x, y)
11092 if (Tile[x][y] == element)
11094 if (change->can_change && !change_done)
11096 // if element already changed in this frame, not only prevent
11097 // another element change (checked in ChangeElement()), but
11098 // also prevent additional element actions for this element
11100 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11101 !level.use_action_after_change_bug)
11104 ChangeDelay[x][y] = 1;
11105 ChangeEvent[x][y] = trigger_event;
11107 HandleElementChange(x, y, p);
11109 else if (change->has_action)
11111 // if element already changed in this frame, not only prevent
11112 // another element change (checked in ChangeElement()), but
11113 // also prevent additional element actions for this element
11115 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11116 !level.use_action_after_change_bug)
11119 ExecuteCustomElementAction(x, y, element, p);
11120 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11125 if (change->can_change)
11127 change_done = TRUE;
11128 change_done_any = TRUE;
11135 RECURSION_LOOP_DETECTION_END();
11137 return change_done_any;
11140 static boolean CheckElementChangeExt(int x, int y,
11142 int trigger_element,
11144 int trigger_player,
11147 boolean change_done = FALSE;
11150 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11151 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11154 if (Tile[x][y] == EL_BLOCKED)
11156 Blocked2Moving(x, y, &x, &y);
11157 element = Tile[x][y];
11160 // check if element has already changed or is about to change after moving
11161 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11162 Tile[x][y] != element) ||
11164 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11165 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11166 ChangePage[x][y] != -1)))
11169 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11171 for (p = 0; p < element_info[element].num_change_pages; p++)
11173 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11175 /* check trigger element for all events where the element that is checked
11176 for changing interacts with a directly adjacent element -- this is
11177 different to element changes that affect other elements to change on the
11178 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11179 boolean check_trigger_element =
11180 (trigger_event == CE_NEXT_TO_X ||
11181 trigger_event == CE_TOUCHING_X ||
11182 trigger_event == CE_HITTING_X ||
11183 trigger_event == CE_HIT_BY_X ||
11184 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11186 if (change->can_change_or_has_action &&
11187 change->has_event[trigger_event] &&
11188 change->trigger_side & trigger_side &&
11189 change->trigger_player & trigger_player &&
11190 (!check_trigger_element ||
11191 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11193 change->actual_trigger_element = trigger_element;
11194 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11195 change->actual_trigger_player_bits = trigger_player;
11196 change->actual_trigger_side = trigger_side;
11197 change->actual_trigger_ce_value = CustomValue[x][y];
11198 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11200 // special case: trigger element not at (x,y) position for some events
11201 if (check_trigger_element)
11213 { 0, 0 }, { 0, 0 }, { 0, 0 },
11217 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11218 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11220 change->actual_trigger_ce_value = CustomValue[xx][yy];
11221 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11224 if (change->can_change && !change_done)
11226 ChangeDelay[x][y] = 1;
11227 ChangeEvent[x][y] = trigger_event;
11229 HandleElementChange(x, y, p);
11231 change_done = TRUE;
11233 else if (change->has_action)
11235 ExecuteCustomElementAction(x, y, element, p);
11236 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11241 RECURSION_LOOP_DETECTION_END();
11243 return change_done;
11246 static void PlayPlayerSound(struct PlayerInfo *player)
11248 int jx = player->jx, jy = player->jy;
11249 int sound_element = player->artwork_element;
11250 int last_action = player->last_action_waiting;
11251 int action = player->action_waiting;
11253 if (player->is_waiting)
11255 if (action != last_action)
11256 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11258 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11262 if (action != last_action)
11263 StopSound(element_info[sound_element].sound[last_action]);
11265 if (last_action == ACTION_SLEEPING)
11266 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11270 static void PlayAllPlayersSound(void)
11274 for (i = 0; i < MAX_PLAYERS; i++)
11275 if (stored_player[i].active)
11276 PlayPlayerSound(&stored_player[i]);
11279 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11281 boolean last_waiting = player->is_waiting;
11282 int move_dir = player->MovDir;
11284 player->dir_waiting = move_dir;
11285 player->last_action_waiting = player->action_waiting;
11289 if (!last_waiting) // not waiting -> waiting
11291 player->is_waiting = TRUE;
11293 player->frame_counter_bored =
11295 game.player_boring_delay_fixed +
11296 GetSimpleRandom(game.player_boring_delay_random);
11297 player->frame_counter_sleeping =
11299 game.player_sleeping_delay_fixed +
11300 GetSimpleRandom(game.player_sleeping_delay_random);
11302 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11305 if (game.player_sleeping_delay_fixed +
11306 game.player_sleeping_delay_random > 0 &&
11307 player->anim_delay_counter == 0 &&
11308 player->post_delay_counter == 0 &&
11309 FrameCounter >= player->frame_counter_sleeping)
11310 player->is_sleeping = TRUE;
11311 else if (game.player_boring_delay_fixed +
11312 game.player_boring_delay_random > 0 &&
11313 FrameCounter >= player->frame_counter_bored)
11314 player->is_bored = TRUE;
11316 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11317 player->is_bored ? ACTION_BORING :
11320 if (player->is_sleeping && player->use_murphy)
11322 // special case for sleeping Murphy when leaning against non-free tile
11324 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11325 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11326 !IS_MOVING(player->jx - 1, player->jy)))
11327 move_dir = MV_LEFT;
11328 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11329 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11330 !IS_MOVING(player->jx + 1, player->jy)))
11331 move_dir = MV_RIGHT;
11333 player->is_sleeping = FALSE;
11335 player->dir_waiting = move_dir;
11338 if (player->is_sleeping)
11340 if (player->num_special_action_sleeping > 0)
11342 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11344 int last_special_action = player->special_action_sleeping;
11345 int num_special_action = player->num_special_action_sleeping;
11346 int special_action =
11347 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11348 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11349 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11350 last_special_action + 1 : ACTION_SLEEPING);
11351 int special_graphic =
11352 el_act_dir2img(player->artwork_element, special_action, move_dir);
11354 player->anim_delay_counter =
11355 graphic_info[special_graphic].anim_delay_fixed +
11356 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11357 player->post_delay_counter =
11358 graphic_info[special_graphic].post_delay_fixed +
11359 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11361 player->special_action_sleeping = special_action;
11364 if (player->anim_delay_counter > 0)
11366 player->action_waiting = player->special_action_sleeping;
11367 player->anim_delay_counter--;
11369 else if (player->post_delay_counter > 0)
11371 player->post_delay_counter--;
11375 else if (player->is_bored)
11377 if (player->num_special_action_bored > 0)
11379 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11381 int special_action =
11382 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11383 int special_graphic =
11384 el_act_dir2img(player->artwork_element, special_action, move_dir);
11386 player->anim_delay_counter =
11387 graphic_info[special_graphic].anim_delay_fixed +
11388 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11389 player->post_delay_counter =
11390 graphic_info[special_graphic].post_delay_fixed +
11391 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11393 player->special_action_bored = special_action;
11396 if (player->anim_delay_counter > 0)
11398 player->action_waiting = player->special_action_bored;
11399 player->anim_delay_counter--;
11401 else if (player->post_delay_counter > 0)
11403 player->post_delay_counter--;
11408 else if (last_waiting) // waiting -> not waiting
11410 player->is_waiting = FALSE;
11411 player->is_bored = FALSE;
11412 player->is_sleeping = FALSE;
11414 player->frame_counter_bored = -1;
11415 player->frame_counter_sleeping = -1;
11417 player->anim_delay_counter = 0;
11418 player->post_delay_counter = 0;
11420 player->dir_waiting = player->MovDir;
11421 player->action_waiting = ACTION_DEFAULT;
11423 player->special_action_bored = ACTION_DEFAULT;
11424 player->special_action_sleeping = ACTION_DEFAULT;
11428 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11430 if ((!player->is_moving && player->was_moving) ||
11431 (player->MovPos == 0 && player->was_moving) ||
11432 (player->is_snapping && !player->was_snapping) ||
11433 (player->is_dropping && !player->was_dropping))
11435 if (!CheckSaveEngineSnapshotToList())
11438 player->was_moving = FALSE;
11439 player->was_snapping = TRUE;
11440 player->was_dropping = TRUE;
11444 if (player->is_moving)
11445 player->was_moving = TRUE;
11447 if (!player->is_snapping)
11448 player->was_snapping = FALSE;
11450 if (!player->is_dropping)
11451 player->was_dropping = FALSE;
11454 static struct MouseActionInfo mouse_action_last = { 0 };
11455 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11456 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11459 CheckSaveEngineSnapshotToList();
11461 mouse_action_last = mouse_action;
11464 static void CheckSingleStepMode(struct PlayerInfo *player)
11466 if (tape.single_step && tape.recording && !tape.pausing)
11468 // as it is called "single step mode", just return to pause mode when the
11469 // player stopped moving after one tile (or never starts moving at all)
11470 // (reverse logic needed here in case single step mode used in team mode)
11471 if (player->is_moving ||
11472 player->is_pushing ||
11473 player->is_dropping_pressed ||
11474 player->effective_mouse_action.button)
11475 game.enter_single_step_mode = FALSE;
11478 CheckSaveEngineSnapshot(player);
11481 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11483 int left = player_action & JOY_LEFT;
11484 int right = player_action & JOY_RIGHT;
11485 int up = player_action & JOY_UP;
11486 int down = player_action & JOY_DOWN;
11487 int button1 = player_action & JOY_BUTTON_1;
11488 int button2 = player_action & JOY_BUTTON_2;
11489 int dx = (left ? -1 : right ? 1 : 0);
11490 int dy = (up ? -1 : down ? 1 : 0);
11492 if (!player->active || tape.pausing)
11498 SnapField(player, dx, dy);
11502 DropElement(player);
11504 MovePlayer(player, dx, dy);
11507 CheckSingleStepMode(player);
11509 SetPlayerWaiting(player, FALSE);
11511 return player_action;
11515 // no actions for this player (no input at player's configured device)
11517 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11518 SnapField(player, 0, 0);
11519 CheckGravityMovementWhenNotMoving(player);
11521 if (player->MovPos == 0)
11522 SetPlayerWaiting(player, TRUE);
11524 if (player->MovPos == 0) // needed for tape.playing
11525 player->is_moving = FALSE;
11527 player->is_dropping = FALSE;
11528 player->is_dropping_pressed = FALSE;
11529 player->drop_pressed_delay = 0;
11531 CheckSingleStepMode(player);
11537 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11540 if (!tape.use_mouse_actions)
11543 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11544 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11545 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11548 static void SetTapeActionFromMouseAction(byte *tape_action,
11549 struct MouseActionInfo *mouse_action)
11551 if (!tape.use_mouse_actions)
11554 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11555 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11556 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11559 static void CheckLevelSolved(void)
11561 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11563 if (game_em.level_solved &&
11564 !game_em.game_over) // game won
11568 game_em.game_over = TRUE;
11570 game.all_players_gone = TRUE;
11573 if (game_em.game_over) // game lost
11574 game.all_players_gone = TRUE;
11576 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11578 if (game_sp.level_solved &&
11579 !game_sp.game_over) // game won
11583 game_sp.game_over = TRUE;
11585 game.all_players_gone = TRUE;
11588 if (game_sp.game_over) // game lost
11589 game.all_players_gone = TRUE;
11591 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11593 if (game_mm.level_solved &&
11594 !game_mm.game_over) // game won
11598 game_mm.game_over = TRUE;
11600 game.all_players_gone = TRUE;
11603 if (game_mm.game_over) // game lost
11604 game.all_players_gone = TRUE;
11608 static void CheckLevelTime_StepCounter(void)
11618 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11619 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11621 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11623 DisplayGameControlValues();
11625 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11626 for (i = 0; i < MAX_PLAYERS; i++)
11627 KillPlayer(&stored_player[i]);
11629 else if (game.no_level_time_limit && !game.all_players_gone)
11631 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11633 DisplayGameControlValues();
11637 static void CheckLevelTime(void)
11641 if (TimeFrames >= FRAMES_PER_SECOND)
11646 for (i = 0; i < MAX_PLAYERS; i++)
11648 struct PlayerInfo *player = &stored_player[i];
11650 if (SHIELD_ON(player))
11652 player->shield_normal_time_left--;
11654 if (player->shield_deadly_time_left > 0)
11655 player->shield_deadly_time_left--;
11659 if (!game.LevelSolved && !level.use_step_counter)
11667 if (TimeLeft <= 10 && game.time_limit)
11668 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11670 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11671 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11673 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11675 if (!TimeLeft && game.time_limit)
11677 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11678 game_em.lev->killed_out_of_time = TRUE;
11680 for (i = 0; i < MAX_PLAYERS; i++)
11681 KillPlayer(&stored_player[i]);
11684 else if (game.no_level_time_limit && !game.all_players_gone)
11686 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11689 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11692 if (tape.recording || tape.playing)
11693 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11696 if (tape.recording || tape.playing)
11697 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11699 UpdateAndDisplayGameControlValues();
11702 void AdvanceFrameAndPlayerCounters(int player_nr)
11706 // advance frame counters (global frame counter and time frame counter)
11710 // advance player counters (counters for move delay, move animation etc.)
11711 for (i = 0; i < MAX_PLAYERS; i++)
11713 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11714 int move_delay_value = stored_player[i].move_delay_value;
11715 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11717 if (!advance_player_counters) // not all players may be affected
11720 if (move_frames == 0) // less than one move per game frame
11722 int stepsize = TILEX / move_delay_value;
11723 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11724 int count = (stored_player[i].is_moving ?
11725 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11727 if (count % delay == 0)
11731 stored_player[i].Frame += move_frames;
11733 if (stored_player[i].MovPos != 0)
11734 stored_player[i].StepFrame += move_frames;
11736 if (stored_player[i].move_delay > 0)
11737 stored_player[i].move_delay--;
11739 // due to bugs in previous versions, counter must count up, not down
11740 if (stored_player[i].push_delay != -1)
11741 stored_player[i].push_delay++;
11743 if (stored_player[i].drop_delay > 0)
11744 stored_player[i].drop_delay--;
11746 if (stored_player[i].is_dropping_pressed)
11747 stored_player[i].drop_pressed_delay++;
11751 void StartGameActions(boolean init_network_game, boolean record_tape,
11754 unsigned int new_random_seed = InitRND(random_seed);
11757 TapeStartRecording(new_random_seed);
11759 if (setup.auto_pause_on_start && !tape.pausing)
11760 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11762 if (init_network_game)
11764 SendToServer_LevelFile();
11765 SendToServer_StartPlaying();
11773 static void GameActionsExt(void)
11776 static unsigned int game_frame_delay = 0;
11778 unsigned int game_frame_delay_value;
11779 byte *recorded_player_action;
11780 byte summarized_player_action = 0;
11781 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11784 // detect endless loops, caused by custom element programming
11785 if (recursion_loop_detected && recursion_loop_depth == 0)
11787 char *message = getStringCat3("Internal Error! Element ",
11788 EL_NAME(recursion_loop_element),
11789 " caused endless loop! Quit the game?");
11791 Warn("element '%s' caused endless loop in game engine",
11792 EL_NAME(recursion_loop_element));
11794 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11796 recursion_loop_detected = FALSE; // if game should be continued
11803 if (game.restart_level)
11804 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11806 CheckLevelSolved();
11808 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11811 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11814 if (game_status != GAME_MODE_PLAYING) // status might have changed
11817 game_frame_delay_value =
11818 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11820 if (tape.playing && tape.warp_forward && !tape.pausing)
11821 game_frame_delay_value = 0;
11823 SetVideoFrameDelay(game_frame_delay_value);
11825 // (de)activate virtual buttons depending on current game status
11826 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11828 if (game.all_players_gone) // if no players there to be controlled anymore
11829 SetOverlayActive(FALSE);
11830 else if (!tape.playing) // if game continues after tape stopped playing
11831 SetOverlayActive(TRUE);
11836 // ---------- main game synchronization point ----------
11838 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11840 Debug("game:playing:skip", "skip == %d", skip);
11843 // ---------- main game synchronization point ----------
11845 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11849 if (network_playing && !network_player_action_received)
11851 // try to get network player actions in time
11853 // last chance to get network player actions without main loop delay
11854 HandleNetworking();
11856 // game was quit by network peer
11857 if (game_status != GAME_MODE_PLAYING)
11860 // check if network player actions still missing and game still running
11861 if (!network_player_action_received && !checkGameEnded())
11862 return; // failed to get network player actions in time
11864 // do not yet reset "network_player_action_received" (for tape.pausing)
11870 // at this point we know that we really continue executing the game
11872 network_player_action_received = FALSE;
11874 // when playing tape, read previously recorded player input from tape data
11875 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11877 local_player->effective_mouse_action = local_player->mouse_action;
11879 if (recorded_player_action != NULL)
11880 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11881 recorded_player_action);
11883 // TapePlayAction() may return NULL when toggling to "pause before death"
11887 if (tape.set_centered_player)
11889 game.centered_player_nr_next = tape.centered_player_nr_next;
11890 game.set_centered_player = TRUE;
11893 for (i = 0; i < MAX_PLAYERS; i++)
11895 summarized_player_action |= stored_player[i].action;
11897 if (!network_playing && (game.team_mode || tape.playing))
11898 stored_player[i].effective_action = stored_player[i].action;
11901 if (network_playing && !checkGameEnded())
11902 SendToServer_MovePlayer(summarized_player_action);
11904 // summarize all actions at local players mapped input device position
11905 // (this allows using different input devices in single player mode)
11906 if (!network.enabled && !game.team_mode)
11907 stored_player[map_player_action[local_player->index_nr]].effective_action =
11908 summarized_player_action;
11910 // summarize all actions at centered player in local team mode
11911 if (tape.recording &&
11912 setup.team_mode && !network.enabled &&
11913 setup.input_on_focus &&
11914 game.centered_player_nr != -1)
11916 for (i = 0; i < MAX_PLAYERS; i++)
11917 stored_player[map_player_action[i]].effective_action =
11918 (i == game.centered_player_nr ? summarized_player_action : 0);
11921 if (recorded_player_action != NULL)
11922 for (i = 0; i < MAX_PLAYERS; i++)
11923 stored_player[i].effective_action = recorded_player_action[i];
11925 for (i = 0; i < MAX_PLAYERS; i++)
11927 tape_action[i] = stored_player[i].effective_action;
11929 /* (this may happen in the RND game engine if a player was not present on
11930 the playfield on level start, but appeared later from a custom element */
11931 if (setup.team_mode &&
11934 !tape.player_participates[i])
11935 tape.player_participates[i] = TRUE;
11938 SetTapeActionFromMouseAction(tape_action,
11939 &local_player->effective_mouse_action);
11941 // only record actions from input devices, but not programmed actions
11942 if (tape.recording)
11943 TapeRecordAction(tape_action);
11945 // remember if game was played (especially after tape stopped playing)
11946 if (!tape.playing && summarized_player_action)
11947 game.GamePlayed = TRUE;
11949 #if USE_NEW_PLAYER_ASSIGNMENTS
11950 // !!! also map player actions in single player mode !!!
11951 // if (game.team_mode)
11954 byte mapped_action[MAX_PLAYERS];
11956 #if DEBUG_PLAYER_ACTIONS
11957 for (i = 0; i < MAX_PLAYERS; i++)
11958 DebugContinued("", "%d, ", stored_player[i].effective_action);
11961 for (i = 0; i < MAX_PLAYERS; i++)
11962 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11964 for (i = 0; i < MAX_PLAYERS; i++)
11965 stored_player[i].effective_action = mapped_action[i];
11967 #if DEBUG_PLAYER_ACTIONS
11968 DebugContinued("", "=> ");
11969 for (i = 0; i < MAX_PLAYERS; i++)
11970 DebugContinued("", "%d, ", stored_player[i].effective_action);
11971 DebugContinued("game:playing:player", "\n");
11974 #if DEBUG_PLAYER_ACTIONS
11977 for (i = 0; i < MAX_PLAYERS; i++)
11978 DebugContinued("", "%d, ", stored_player[i].effective_action);
11979 DebugContinued("game:playing:player", "\n");
11984 for (i = 0; i < MAX_PLAYERS; i++)
11986 // allow engine snapshot in case of changed movement attempt
11987 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11988 (stored_player[i].effective_action & KEY_MOTION))
11989 game.snapshot.changed_action = TRUE;
11991 // allow engine snapshot in case of snapping/dropping attempt
11992 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11993 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11994 game.snapshot.changed_action = TRUE;
11996 game.snapshot.last_action[i] = stored_player[i].effective_action;
11999 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12001 GameActions_EM_Main();
12003 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12005 GameActions_SP_Main();
12007 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12009 GameActions_MM_Main();
12013 GameActions_RND_Main();
12016 BlitScreenToBitmap(backbuffer);
12018 CheckLevelSolved();
12021 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12023 if (global.show_frames_per_second)
12025 static unsigned int fps_counter = 0;
12026 static int fps_frames = 0;
12027 unsigned int fps_delay_ms = Counter() - fps_counter;
12031 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12033 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12036 fps_counter = Counter();
12038 // always draw FPS to screen after FPS value was updated
12039 redraw_mask |= REDRAW_FPS;
12042 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12043 if (GetDrawDeactivationMask() == REDRAW_NONE)
12044 redraw_mask |= REDRAW_FPS;
12048 static void GameActions_CheckSaveEngineSnapshot(void)
12050 if (!game.snapshot.save_snapshot)
12053 // clear flag for saving snapshot _before_ saving snapshot
12054 game.snapshot.save_snapshot = FALSE;
12056 SaveEngineSnapshotToList();
12059 void GameActions(void)
12063 GameActions_CheckSaveEngineSnapshot();
12066 void GameActions_EM_Main(void)
12068 byte effective_action[MAX_PLAYERS];
12069 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12072 for (i = 0; i < MAX_PLAYERS; i++)
12073 effective_action[i] = stored_player[i].effective_action;
12075 GameActions_EM(effective_action, warp_mode);
12078 void GameActions_SP_Main(void)
12080 byte effective_action[MAX_PLAYERS];
12081 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12084 for (i = 0; i < MAX_PLAYERS; i++)
12085 effective_action[i] = stored_player[i].effective_action;
12087 GameActions_SP(effective_action, warp_mode);
12089 for (i = 0; i < MAX_PLAYERS; i++)
12091 if (stored_player[i].force_dropping)
12092 stored_player[i].action |= KEY_BUTTON_DROP;
12094 stored_player[i].force_dropping = FALSE;
12098 void GameActions_MM_Main(void)
12100 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12102 GameActions_MM(local_player->effective_mouse_action, warp_mode);
12105 void GameActions_RND_Main(void)
12110 void GameActions_RND(void)
12112 static struct MouseActionInfo mouse_action_last = { 0 };
12113 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12114 int magic_wall_x = 0, magic_wall_y = 0;
12115 int i, x, y, element, graphic, last_gfx_frame;
12117 InitPlayfieldScanModeVars();
12119 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12121 SCAN_PLAYFIELD(x, y)
12123 ChangeCount[x][y] = 0;
12124 ChangeEvent[x][y] = -1;
12128 if (game.set_centered_player)
12130 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12132 // switching to "all players" only possible if all players fit to screen
12133 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12135 game.centered_player_nr_next = game.centered_player_nr;
12136 game.set_centered_player = FALSE;
12139 // do not switch focus to non-existing (or non-active) player
12140 if (game.centered_player_nr_next >= 0 &&
12141 !stored_player[game.centered_player_nr_next].active)
12143 game.centered_player_nr_next = game.centered_player_nr;
12144 game.set_centered_player = FALSE;
12148 if (game.set_centered_player &&
12149 ScreenMovPos == 0) // screen currently aligned at tile position
12153 if (game.centered_player_nr_next == -1)
12155 setScreenCenteredToAllPlayers(&sx, &sy);
12159 sx = stored_player[game.centered_player_nr_next].jx;
12160 sy = stored_player[game.centered_player_nr_next].jy;
12163 game.centered_player_nr = game.centered_player_nr_next;
12164 game.set_centered_player = FALSE;
12166 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12167 DrawGameDoorValues();
12170 // check single step mode (set flag and clear again if any player is active)
12171 game.enter_single_step_mode =
12172 (tape.single_step && tape.recording && !tape.pausing);
12174 for (i = 0; i < MAX_PLAYERS; i++)
12176 int actual_player_action = stored_player[i].effective_action;
12179 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12180 - rnd_equinox_tetrachloride 048
12181 - rnd_equinox_tetrachloride_ii 096
12182 - rnd_emanuel_schmieg 002
12183 - doctor_sloan_ww 001, 020
12185 if (stored_player[i].MovPos == 0)
12186 CheckGravityMovement(&stored_player[i]);
12189 // overwrite programmed action with tape action
12190 if (stored_player[i].programmed_action)
12191 actual_player_action = stored_player[i].programmed_action;
12193 PlayerActions(&stored_player[i], actual_player_action);
12195 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12198 // single step pause mode may already have been toggled by "ScrollPlayer()"
12199 if (game.enter_single_step_mode && !tape.pausing)
12200 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12202 ScrollScreen(NULL, SCROLL_GO_ON);
12204 /* for backwards compatibility, the following code emulates a fixed bug that
12205 occured when pushing elements (causing elements that just made their last
12206 pushing step to already (if possible) make their first falling step in the
12207 same game frame, which is bad); this code is also needed to use the famous
12208 "spring push bug" which is used in older levels and might be wanted to be
12209 used also in newer levels, but in this case the buggy pushing code is only
12210 affecting the "spring" element and no other elements */
12212 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12214 for (i = 0; i < MAX_PLAYERS; i++)
12216 struct PlayerInfo *player = &stored_player[i];
12217 int x = player->jx;
12218 int y = player->jy;
12220 if (player->active && player->is_pushing && player->is_moving &&
12222 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12223 Tile[x][y] == EL_SPRING))
12225 ContinueMoving(x, y);
12227 // continue moving after pushing (this is actually a bug)
12228 if (!IS_MOVING(x, y))
12229 Stop[x][y] = FALSE;
12234 SCAN_PLAYFIELD(x, y)
12236 Last[x][y] = Tile[x][y];
12238 ChangeCount[x][y] = 0;
12239 ChangeEvent[x][y] = -1;
12241 // this must be handled before main playfield loop
12242 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12245 if (MovDelay[x][y] <= 0)
12249 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12252 if (MovDelay[x][y] <= 0)
12254 int element = Store[x][y];
12255 int move_direction = MovDir[x][y];
12256 int player_index_bit = Store2[x][y];
12262 TEST_DrawLevelField(x, y);
12264 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12266 if (IS_ENVELOPE(element))
12267 local_player->show_envelope = element;
12272 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12274 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12276 Debug("game:playing:GameActions_RND", "This should never happen!");
12278 ChangePage[x][y] = -1;
12282 Stop[x][y] = FALSE;
12283 if (WasJustMoving[x][y] > 0)
12284 WasJustMoving[x][y]--;
12285 if (WasJustFalling[x][y] > 0)
12286 WasJustFalling[x][y]--;
12287 if (CheckCollision[x][y] > 0)
12288 CheckCollision[x][y]--;
12289 if (CheckImpact[x][y] > 0)
12290 CheckImpact[x][y]--;
12294 /* reset finished pushing action (not done in ContinueMoving() to allow
12295 continuous pushing animation for elements with zero push delay) */
12296 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12298 ResetGfxAnimation(x, y);
12299 TEST_DrawLevelField(x, y);
12303 if (IS_BLOCKED(x, y))
12307 Blocked2Moving(x, y, &oldx, &oldy);
12308 if (!IS_MOVING(oldx, oldy))
12310 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12311 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12312 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12313 Debug("game:playing:GameActions_RND", "This should never happen!");
12319 if (mouse_action.button)
12321 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12322 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12324 x = mouse_action.lx;
12325 y = mouse_action.ly;
12326 element = Tile[x][y];
12330 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12331 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12335 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12336 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12339 if (level.use_step_counter)
12341 boolean counted_click = FALSE;
12343 // element clicked that can change when clicked/pressed
12344 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12345 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12346 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12347 counted_click = TRUE;
12349 // element clicked that can trigger change when clicked/pressed
12350 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12351 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12352 counted_click = TRUE;
12354 if (new_button && counted_click)
12355 CheckLevelTime_StepCounter();
12359 SCAN_PLAYFIELD(x, y)
12361 element = Tile[x][y];
12362 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12363 last_gfx_frame = GfxFrame[x][y];
12365 if (element == EL_EMPTY)
12366 graphic = el2img(GfxElementEmpty[x][y]);
12368 ResetGfxFrame(x, y);
12370 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12371 DrawLevelGraphicAnimation(x, y, graphic);
12373 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12374 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12375 ResetRandomAnimationValue(x, y);
12377 SetRandomAnimationValue(x, y);
12379 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12381 if (IS_INACTIVE(element))
12383 if (IS_ANIMATED(graphic))
12384 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12389 // this may take place after moving, so 'element' may have changed
12390 if (IS_CHANGING(x, y) &&
12391 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12393 int page = element_info[element].event_page_nr[CE_DELAY];
12395 HandleElementChange(x, y, page);
12397 element = Tile[x][y];
12398 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12401 CheckNextToConditions(x, y);
12403 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12407 element = Tile[x][y];
12408 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12410 if (IS_ANIMATED(graphic) &&
12411 !IS_MOVING(x, y) &&
12413 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12415 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12416 TEST_DrawTwinkleOnField(x, y);
12418 else if (element == EL_ACID)
12421 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12423 else if ((element == EL_EXIT_OPEN ||
12424 element == EL_EM_EXIT_OPEN ||
12425 element == EL_SP_EXIT_OPEN ||
12426 element == EL_STEEL_EXIT_OPEN ||
12427 element == EL_EM_STEEL_EXIT_OPEN ||
12428 element == EL_SP_TERMINAL ||
12429 element == EL_SP_TERMINAL_ACTIVE ||
12430 element == EL_EXTRA_TIME ||
12431 element == EL_SHIELD_NORMAL ||
12432 element == EL_SHIELD_DEADLY) &&
12433 IS_ANIMATED(graphic))
12434 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12435 else if (IS_MOVING(x, y))
12436 ContinueMoving(x, y);
12437 else if (IS_ACTIVE_BOMB(element))
12438 CheckDynamite(x, y);
12439 else if (element == EL_AMOEBA_GROWING)
12440 AmoebaGrowing(x, y);
12441 else if (element == EL_AMOEBA_SHRINKING)
12442 AmoebaShrinking(x, y);
12444 #if !USE_NEW_AMOEBA_CODE
12445 else if (IS_AMOEBALIVE(element))
12446 AmoebaReproduce(x, y);
12449 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12451 else if (element == EL_EXIT_CLOSED)
12453 else if (element == EL_EM_EXIT_CLOSED)
12455 else if (element == EL_STEEL_EXIT_CLOSED)
12456 CheckExitSteel(x, y);
12457 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12458 CheckExitSteelEM(x, y);
12459 else if (element == EL_SP_EXIT_CLOSED)
12461 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12462 element == EL_EXPANDABLE_STEELWALL_GROWING)
12464 else if (element == EL_EXPANDABLE_WALL ||
12465 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12466 element == EL_EXPANDABLE_WALL_VERTICAL ||
12467 element == EL_EXPANDABLE_WALL_ANY ||
12468 element == EL_BD_EXPANDABLE_WALL)
12469 CheckWallGrowing(x, y);
12470 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12471 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12472 element == EL_EXPANDABLE_STEELWALL_ANY)
12473 CheckSteelWallGrowing(x, y);
12474 else if (element == EL_FLAMES)
12475 CheckForDragon(x, y);
12476 else if (element == EL_EXPLOSION)
12477 ; // drawing of correct explosion animation is handled separately
12478 else if (element == EL_ELEMENT_SNAPPING ||
12479 element == EL_DIAGONAL_SHRINKING ||
12480 element == EL_DIAGONAL_GROWING)
12482 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12484 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12486 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12487 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12489 if (IS_BELT_ACTIVE(element))
12490 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12492 if (game.magic_wall_active)
12494 int jx = local_player->jx, jy = local_player->jy;
12496 // play the element sound at the position nearest to the player
12497 if ((element == EL_MAGIC_WALL_FULL ||
12498 element == EL_MAGIC_WALL_ACTIVE ||
12499 element == EL_MAGIC_WALL_EMPTYING ||
12500 element == EL_BD_MAGIC_WALL_FULL ||
12501 element == EL_BD_MAGIC_WALL_ACTIVE ||
12502 element == EL_BD_MAGIC_WALL_EMPTYING ||
12503 element == EL_DC_MAGIC_WALL_FULL ||
12504 element == EL_DC_MAGIC_WALL_ACTIVE ||
12505 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12506 ABS(x - jx) + ABS(y - jy) <
12507 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12515 #if USE_NEW_AMOEBA_CODE
12516 // new experimental amoeba growth stuff
12517 if (!(FrameCounter % 8))
12519 static unsigned int random = 1684108901;
12521 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12523 x = RND(lev_fieldx);
12524 y = RND(lev_fieldy);
12525 element = Tile[x][y];
12527 if (!IS_PLAYER(x,y) &&
12528 (element == EL_EMPTY ||
12529 CAN_GROW_INTO(element) ||
12530 element == EL_QUICKSAND_EMPTY ||
12531 element == EL_QUICKSAND_FAST_EMPTY ||
12532 element == EL_ACID_SPLASH_LEFT ||
12533 element == EL_ACID_SPLASH_RIGHT))
12535 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12536 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12537 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12538 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12539 Tile[x][y] = EL_AMOEBA_DROP;
12542 random = random * 129 + 1;
12547 game.explosions_delayed = FALSE;
12549 SCAN_PLAYFIELD(x, y)
12551 element = Tile[x][y];
12553 if (ExplodeField[x][y])
12554 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12555 else if (element == EL_EXPLOSION)
12556 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12558 ExplodeField[x][y] = EX_TYPE_NONE;
12561 game.explosions_delayed = TRUE;
12563 if (game.magic_wall_active)
12565 if (!(game.magic_wall_time_left % 4))
12567 int element = Tile[magic_wall_x][magic_wall_y];
12569 if (element == EL_BD_MAGIC_WALL_FULL ||
12570 element == EL_BD_MAGIC_WALL_ACTIVE ||
12571 element == EL_BD_MAGIC_WALL_EMPTYING)
12572 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12573 else if (element == EL_DC_MAGIC_WALL_FULL ||
12574 element == EL_DC_MAGIC_WALL_ACTIVE ||
12575 element == EL_DC_MAGIC_WALL_EMPTYING)
12576 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12578 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12581 if (game.magic_wall_time_left > 0)
12583 game.magic_wall_time_left--;
12585 if (!game.magic_wall_time_left)
12587 SCAN_PLAYFIELD(x, y)
12589 element = Tile[x][y];
12591 if (element == EL_MAGIC_WALL_ACTIVE ||
12592 element == EL_MAGIC_WALL_FULL)
12594 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12595 TEST_DrawLevelField(x, y);
12597 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12598 element == EL_BD_MAGIC_WALL_FULL)
12600 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12601 TEST_DrawLevelField(x, y);
12603 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12604 element == EL_DC_MAGIC_WALL_FULL)
12606 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12607 TEST_DrawLevelField(x, y);
12611 game.magic_wall_active = FALSE;
12616 if (game.light_time_left > 0)
12618 game.light_time_left--;
12620 if (game.light_time_left == 0)
12621 RedrawAllLightSwitchesAndInvisibleElements();
12624 if (game.timegate_time_left > 0)
12626 game.timegate_time_left--;
12628 if (game.timegate_time_left == 0)
12629 CloseAllOpenTimegates();
12632 if (game.lenses_time_left > 0)
12634 game.lenses_time_left--;
12636 if (game.lenses_time_left == 0)
12637 RedrawAllInvisibleElementsForLenses();
12640 if (game.magnify_time_left > 0)
12642 game.magnify_time_left--;
12644 if (game.magnify_time_left == 0)
12645 RedrawAllInvisibleElementsForMagnifier();
12648 for (i = 0; i < MAX_PLAYERS; i++)
12650 struct PlayerInfo *player = &stored_player[i];
12652 if (SHIELD_ON(player))
12654 if (player->shield_deadly_time_left)
12655 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12656 else if (player->shield_normal_time_left)
12657 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12661 #if USE_DELAYED_GFX_REDRAW
12662 SCAN_PLAYFIELD(x, y)
12664 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12666 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12667 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12669 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12670 DrawLevelField(x, y);
12672 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12673 DrawLevelFieldCrumbled(x, y);
12675 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12676 DrawLevelFieldCrumbledNeighbours(x, y);
12678 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12679 DrawTwinkleOnField(x, y);
12682 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12687 PlayAllPlayersSound();
12689 for (i = 0; i < MAX_PLAYERS; i++)
12691 struct PlayerInfo *player = &stored_player[i];
12693 if (player->show_envelope != 0 && (!player->active ||
12694 player->MovPos == 0))
12696 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12698 player->show_envelope = 0;
12702 // use random number generator in every frame to make it less predictable
12703 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12706 mouse_action_last = mouse_action;
12709 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12711 int min_x = x, min_y = y, max_x = x, max_y = y;
12712 int scr_fieldx = getScreenFieldSizeX();
12713 int scr_fieldy = getScreenFieldSizeY();
12716 for (i = 0; i < MAX_PLAYERS; i++)
12718 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12720 if (!stored_player[i].active || &stored_player[i] == player)
12723 min_x = MIN(min_x, jx);
12724 min_y = MIN(min_y, jy);
12725 max_x = MAX(max_x, jx);
12726 max_y = MAX(max_y, jy);
12729 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12732 static boolean AllPlayersInVisibleScreen(void)
12736 for (i = 0; i < MAX_PLAYERS; i++)
12738 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12740 if (!stored_player[i].active)
12743 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12750 void ScrollLevel(int dx, int dy)
12752 int scroll_offset = 2 * TILEX_VAR;
12755 BlitBitmap(drawto_field, drawto_field,
12756 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12757 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12758 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12759 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12760 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12761 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12765 x = (dx == 1 ? BX1 : BX2);
12766 for (y = BY1; y <= BY2; y++)
12767 DrawScreenField(x, y);
12772 y = (dy == 1 ? BY1 : BY2);
12773 for (x = BX1; x <= BX2; x++)
12774 DrawScreenField(x, y);
12777 redraw_mask |= REDRAW_FIELD;
12780 static boolean canFallDown(struct PlayerInfo *player)
12782 int jx = player->jx, jy = player->jy;
12784 return (IN_LEV_FIELD(jx, jy + 1) &&
12785 (IS_FREE(jx, jy + 1) ||
12786 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12787 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12788 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12791 static boolean canPassField(int x, int y, int move_dir)
12793 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12794 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12795 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12796 int nextx = x + dx;
12797 int nexty = y + dy;
12798 int element = Tile[x][y];
12800 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12801 !CAN_MOVE(element) &&
12802 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12803 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12804 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12807 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12809 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12810 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12811 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12815 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12816 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12817 (IS_DIGGABLE(Tile[newx][newy]) ||
12818 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12819 canPassField(newx, newy, move_dir)));
12822 static void CheckGravityMovement(struct PlayerInfo *player)
12824 if (player->gravity && !player->programmed_action)
12826 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12827 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12828 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12829 int jx = player->jx, jy = player->jy;
12830 boolean player_is_moving_to_valid_field =
12831 (!player_is_snapping &&
12832 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12833 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12834 boolean player_can_fall_down = canFallDown(player);
12836 if (player_can_fall_down &&
12837 !player_is_moving_to_valid_field)
12838 player->programmed_action = MV_DOWN;
12842 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12844 return CheckGravityMovement(player);
12846 if (player->gravity && !player->programmed_action)
12848 int jx = player->jx, jy = player->jy;
12849 boolean field_under_player_is_free =
12850 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12851 boolean player_is_standing_on_valid_field =
12852 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12853 (IS_WALKABLE(Tile[jx][jy]) &&
12854 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12856 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12857 player->programmed_action = MV_DOWN;
12862 MovePlayerOneStep()
12863 -----------------------------------------------------------------------------
12864 dx, dy: direction (non-diagonal) to try to move the player to
12865 real_dx, real_dy: direction as read from input device (can be diagonal)
12868 boolean MovePlayerOneStep(struct PlayerInfo *player,
12869 int dx, int dy, int real_dx, int real_dy)
12871 int jx = player->jx, jy = player->jy;
12872 int new_jx = jx + dx, new_jy = jy + dy;
12874 boolean player_can_move = !player->cannot_move;
12876 if (!player->active || (!dx && !dy))
12877 return MP_NO_ACTION;
12879 player->MovDir = (dx < 0 ? MV_LEFT :
12880 dx > 0 ? MV_RIGHT :
12882 dy > 0 ? MV_DOWN : MV_NONE);
12884 if (!IN_LEV_FIELD(new_jx, new_jy))
12885 return MP_NO_ACTION;
12887 if (!player_can_move)
12889 if (player->MovPos == 0)
12891 player->is_moving = FALSE;
12892 player->is_digging = FALSE;
12893 player->is_collecting = FALSE;
12894 player->is_snapping = FALSE;
12895 player->is_pushing = FALSE;
12899 if (!network.enabled && game.centered_player_nr == -1 &&
12900 !AllPlayersInSight(player, new_jx, new_jy))
12901 return MP_NO_ACTION;
12903 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12904 if (can_move != MP_MOVING)
12907 // check if DigField() has caused relocation of the player
12908 if (player->jx != jx || player->jy != jy)
12909 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12911 StorePlayer[jx][jy] = 0;
12912 player->last_jx = jx;
12913 player->last_jy = jy;
12914 player->jx = new_jx;
12915 player->jy = new_jy;
12916 StorePlayer[new_jx][new_jy] = player->element_nr;
12918 if (player->move_delay_value_next != -1)
12920 player->move_delay_value = player->move_delay_value_next;
12921 player->move_delay_value_next = -1;
12925 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12927 player->step_counter++;
12929 PlayerVisit[jx][jy] = FrameCounter;
12931 player->is_moving = TRUE;
12934 // should better be called in MovePlayer(), but this breaks some tapes
12935 ScrollPlayer(player, SCROLL_INIT);
12941 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12943 int jx = player->jx, jy = player->jy;
12944 int old_jx = jx, old_jy = jy;
12945 int moved = MP_NO_ACTION;
12947 if (!player->active)
12952 if (player->MovPos == 0)
12954 player->is_moving = FALSE;
12955 player->is_digging = FALSE;
12956 player->is_collecting = FALSE;
12957 player->is_snapping = FALSE;
12958 player->is_pushing = FALSE;
12964 if (player->move_delay > 0)
12967 player->move_delay = -1; // set to "uninitialized" value
12969 // store if player is automatically moved to next field
12970 player->is_auto_moving = (player->programmed_action != MV_NONE);
12972 // remove the last programmed player action
12973 player->programmed_action = 0;
12975 if (player->MovPos)
12977 // should only happen if pre-1.2 tape recordings are played
12978 // this is only for backward compatibility
12980 int original_move_delay_value = player->move_delay_value;
12983 Debug("game:playing:MovePlayer",
12984 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12988 // scroll remaining steps with finest movement resolution
12989 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12991 while (player->MovPos)
12993 ScrollPlayer(player, SCROLL_GO_ON);
12994 ScrollScreen(NULL, SCROLL_GO_ON);
12996 AdvanceFrameAndPlayerCounters(player->index_nr);
12999 BackToFront_WithFrameDelay(0);
13002 player->move_delay_value = original_move_delay_value;
13005 player->is_active = FALSE;
13007 if (player->last_move_dir & MV_HORIZONTAL)
13009 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13010 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13014 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13015 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13018 if (!moved && !player->is_active)
13020 player->is_moving = FALSE;
13021 player->is_digging = FALSE;
13022 player->is_collecting = FALSE;
13023 player->is_snapping = FALSE;
13024 player->is_pushing = FALSE;
13030 if (moved & MP_MOVING && !ScreenMovPos &&
13031 (player->index_nr == game.centered_player_nr ||
13032 game.centered_player_nr == -1))
13034 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13036 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13038 // actual player has left the screen -- scroll in that direction
13039 if (jx != old_jx) // player has moved horizontally
13040 scroll_x += (jx - old_jx);
13041 else // player has moved vertically
13042 scroll_y += (jy - old_jy);
13046 int offset_raw = game.scroll_delay_value;
13048 if (jx != old_jx) // player has moved horizontally
13050 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13051 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13052 int new_scroll_x = jx - MIDPOSX + offset_x;
13054 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13055 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13056 scroll_x = new_scroll_x;
13058 // don't scroll over playfield boundaries
13059 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13061 // don't scroll more than one field at a time
13062 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13064 // don't scroll against the player's moving direction
13065 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13066 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13067 scroll_x = old_scroll_x;
13069 else // player has moved vertically
13071 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13072 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13073 int new_scroll_y = jy - MIDPOSY + offset_y;
13075 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13076 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13077 scroll_y = new_scroll_y;
13079 // don't scroll over playfield boundaries
13080 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13082 // don't scroll more than one field at a time
13083 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13085 // don't scroll against the player's moving direction
13086 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13087 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13088 scroll_y = old_scroll_y;
13092 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13094 if (!network.enabled && game.centered_player_nr == -1 &&
13095 !AllPlayersInVisibleScreen())
13097 scroll_x = old_scroll_x;
13098 scroll_y = old_scroll_y;
13102 ScrollScreen(player, SCROLL_INIT);
13103 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13108 player->StepFrame = 0;
13110 if (moved & MP_MOVING)
13112 if (old_jx != jx && old_jy == jy)
13113 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13114 else if (old_jx == jx && old_jy != jy)
13115 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13117 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13119 player->last_move_dir = player->MovDir;
13120 player->is_moving = TRUE;
13121 player->is_snapping = FALSE;
13122 player->is_switching = FALSE;
13123 player->is_dropping = FALSE;
13124 player->is_dropping_pressed = FALSE;
13125 player->drop_pressed_delay = 0;
13128 // should better be called here than above, but this breaks some tapes
13129 ScrollPlayer(player, SCROLL_INIT);
13134 CheckGravityMovementWhenNotMoving(player);
13136 player->is_moving = FALSE;
13138 /* at this point, the player is allowed to move, but cannot move right now
13139 (e.g. because of something blocking the way) -- ensure that the player
13140 is also allowed to move in the next frame (in old versions before 3.1.1,
13141 the player was forced to wait again for eight frames before next try) */
13143 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13144 player->move_delay = 0; // allow direct movement in the next frame
13147 if (player->move_delay == -1) // not yet initialized by DigField()
13148 player->move_delay = player->move_delay_value;
13150 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13152 TestIfPlayerTouchesBadThing(jx, jy);
13153 TestIfPlayerTouchesCustomElement(jx, jy);
13156 if (!player->active)
13157 RemovePlayer(player);
13162 void ScrollPlayer(struct PlayerInfo *player, int mode)
13164 int jx = player->jx, jy = player->jy;
13165 int last_jx = player->last_jx, last_jy = player->last_jy;
13166 int move_stepsize = TILEX / player->move_delay_value;
13168 if (!player->active)
13171 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13174 if (mode == SCROLL_INIT)
13176 player->actual_frame_counter.count = FrameCounter;
13177 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13179 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13180 Tile[last_jx][last_jy] == EL_EMPTY)
13182 int last_field_block_delay = 0; // start with no blocking at all
13183 int block_delay_adjustment = player->block_delay_adjustment;
13185 // if player blocks last field, add delay for exactly one move
13186 if (player->block_last_field)
13188 last_field_block_delay += player->move_delay_value;
13190 // when blocking enabled, prevent moving up despite gravity
13191 if (player->gravity && player->MovDir == MV_UP)
13192 block_delay_adjustment = -1;
13195 // add block delay adjustment (also possible when not blocking)
13196 last_field_block_delay += block_delay_adjustment;
13198 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13199 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13202 if (player->MovPos != 0) // player has not yet reached destination
13205 else if (!FrameReached(&player->actual_frame_counter))
13208 if (player->MovPos != 0)
13210 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13211 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13213 // before DrawPlayer() to draw correct player graphic for this case
13214 if (player->MovPos == 0)
13215 CheckGravityMovement(player);
13218 if (player->MovPos == 0) // player reached destination field
13220 if (player->move_delay_reset_counter > 0)
13222 player->move_delay_reset_counter--;
13224 if (player->move_delay_reset_counter == 0)
13226 // continue with normal speed after quickly moving through gate
13227 HALVE_PLAYER_SPEED(player);
13229 // be able to make the next move without delay
13230 player->move_delay = 0;
13234 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13235 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13236 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13237 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13238 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13239 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13240 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13241 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13243 ExitPlayer(player);
13245 if (game.players_still_needed == 0 &&
13246 (game.friends_still_needed == 0 ||
13247 IS_SP_ELEMENT(Tile[jx][jy])))
13251 player->last_jx = jx;
13252 player->last_jy = jy;
13254 // this breaks one level: "machine", level 000
13256 int move_direction = player->MovDir;
13257 int enter_side = MV_DIR_OPPOSITE(move_direction);
13258 int leave_side = move_direction;
13259 int old_jx = last_jx;
13260 int old_jy = last_jy;
13261 int old_element = Tile[old_jx][old_jy];
13262 int new_element = Tile[jx][jy];
13264 if (IS_CUSTOM_ELEMENT(old_element))
13265 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13267 player->index_bit, leave_side);
13269 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13270 CE_PLAYER_LEAVES_X,
13271 player->index_bit, leave_side);
13273 if (IS_CUSTOM_ELEMENT(new_element))
13274 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13275 player->index_bit, enter_side);
13277 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13278 CE_PLAYER_ENTERS_X,
13279 player->index_bit, enter_side);
13281 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13282 CE_MOVE_OF_X, move_direction);
13285 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13287 TestIfPlayerTouchesBadThing(jx, jy);
13288 TestIfPlayerTouchesCustomElement(jx, jy);
13290 /* needed because pushed element has not yet reached its destination,
13291 so it would trigger a change event at its previous field location */
13292 if (!player->is_pushing)
13293 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13295 if (level.finish_dig_collect &&
13296 (player->is_digging || player->is_collecting))
13298 int last_element = player->last_removed_element;
13299 int move_direction = player->MovDir;
13300 int enter_side = MV_DIR_OPPOSITE(move_direction);
13301 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13302 CE_PLAYER_COLLECTS_X);
13304 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13305 player->index_bit, enter_side);
13307 player->last_removed_element = EL_UNDEFINED;
13310 if (!player->active)
13311 RemovePlayer(player);
13314 if (level.use_step_counter)
13315 CheckLevelTime_StepCounter();
13317 if (tape.single_step && tape.recording && !tape.pausing &&
13318 !player->programmed_action)
13319 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13321 if (!player->programmed_action)
13322 CheckSaveEngineSnapshot(player);
13326 void ScrollScreen(struct PlayerInfo *player, int mode)
13328 static DelayCounter screen_frame_counter = { 0 };
13330 if (mode == SCROLL_INIT)
13332 // set scrolling step size according to actual player's moving speed
13333 ScrollStepSize = TILEX / player->move_delay_value;
13335 screen_frame_counter.count = FrameCounter;
13336 screen_frame_counter.value = 1;
13338 ScreenMovDir = player->MovDir;
13339 ScreenMovPos = player->MovPos;
13340 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13343 else if (!FrameReached(&screen_frame_counter))
13348 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13349 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13350 redraw_mask |= REDRAW_FIELD;
13353 ScreenMovDir = MV_NONE;
13356 void CheckNextToConditions(int x, int y)
13358 int element = Tile[x][y];
13360 if (IS_PLAYER(x, y))
13361 TestIfPlayerNextToCustomElement(x, y);
13363 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13364 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13365 TestIfElementNextToCustomElement(x, y);
13368 void TestIfPlayerNextToCustomElement(int x, int y)
13370 struct XY *xy = xy_topdown;
13371 static int trigger_sides[4][2] =
13373 // center side border side
13374 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13375 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13376 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13377 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13381 if (!IS_PLAYER(x, y))
13384 struct PlayerInfo *player = PLAYERINFO(x, y);
13386 if (player->is_moving)
13389 for (i = 0; i < NUM_DIRECTIONS; i++)
13391 int xx = x + xy[i].x;
13392 int yy = y + xy[i].y;
13393 int border_side = trigger_sides[i][1];
13394 int border_element;
13396 if (!IN_LEV_FIELD(xx, yy))
13399 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13400 continue; // center and border element not connected
13402 border_element = Tile[xx][yy];
13404 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13405 player->index_bit, border_side);
13406 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13407 CE_PLAYER_NEXT_TO_X,
13408 player->index_bit, border_side);
13410 /* use player element that is initially defined in the level playfield,
13411 not the player element that corresponds to the runtime player number
13412 (example: a level that contains EL_PLAYER_3 as the only player would
13413 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13415 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13416 CE_NEXT_TO_X, border_side);
13420 void TestIfPlayerTouchesCustomElement(int x, int y)
13422 struct XY *xy = xy_topdown;
13423 static int trigger_sides[4][2] =
13425 // center side border side
13426 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13427 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13428 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13429 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13431 static int touch_dir[4] =
13433 MV_LEFT | MV_RIGHT,
13438 int center_element = Tile[x][y]; // should always be non-moving!
13441 for (i = 0; i < NUM_DIRECTIONS; i++)
13443 int xx = x + xy[i].x;
13444 int yy = y + xy[i].y;
13445 int center_side = trigger_sides[i][0];
13446 int border_side = trigger_sides[i][1];
13447 int border_element;
13449 if (!IN_LEV_FIELD(xx, yy))
13452 if (IS_PLAYER(x, y)) // player found at center element
13454 struct PlayerInfo *player = PLAYERINFO(x, y);
13456 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13457 border_element = Tile[xx][yy]; // may be moving!
13458 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13459 border_element = Tile[xx][yy];
13460 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13461 border_element = MovingOrBlocked2Element(xx, yy);
13463 continue; // center and border element do not touch
13465 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13466 player->index_bit, border_side);
13467 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13468 CE_PLAYER_TOUCHES_X,
13469 player->index_bit, border_side);
13472 /* use player element that is initially defined in the level playfield,
13473 not the player element that corresponds to the runtime player number
13474 (example: a level that contains EL_PLAYER_3 as the only player would
13475 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13476 int player_element = PLAYERINFO(x, y)->initial_element;
13478 CheckElementChangeBySide(xx, yy, border_element, player_element,
13479 CE_TOUCHING_X, border_side);
13482 else if (IS_PLAYER(xx, yy)) // player found at border element
13484 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13486 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13488 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13489 continue; // center and border element do not touch
13492 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13493 player->index_bit, center_side);
13494 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13495 CE_PLAYER_TOUCHES_X,
13496 player->index_bit, center_side);
13499 /* use player element that is initially defined in the level playfield,
13500 not the player element that corresponds to the runtime player number
13501 (example: a level that contains EL_PLAYER_3 as the only player would
13502 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13503 int player_element = PLAYERINFO(xx, yy)->initial_element;
13505 CheckElementChangeBySide(x, y, center_element, player_element,
13506 CE_TOUCHING_X, center_side);
13514 void TestIfElementNextToCustomElement(int x, int y)
13516 struct XY *xy = xy_topdown;
13517 static int trigger_sides[4][2] =
13519 // center side border side
13520 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13521 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13522 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13523 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13525 int center_element = Tile[x][y]; // should always be non-moving!
13528 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13531 for (i = 0; i < NUM_DIRECTIONS; i++)
13533 int xx = x + xy[i].x;
13534 int yy = y + xy[i].y;
13535 int border_side = trigger_sides[i][1];
13536 int border_element;
13538 if (!IN_LEV_FIELD(xx, yy))
13541 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13542 continue; // center and border element not connected
13544 border_element = Tile[xx][yy];
13546 // check for change of center element (but change it only once)
13547 if (CheckElementChangeBySide(x, y, center_element, border_element,
13548 CE_NEXT_TO_X, border_side))
13553 void TestIfElementTouchesCustomElement(int x, int y)
13555 struct XY *xy = xy_topdown;
13556 static int trigger_sides[4][2] =
13558 // center side border side
13559 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13560 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13561 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13562 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13564 static int touch_dir[4] =
13566 MV_LEFT | MV_RIGHT,
13571 boolean change_center_element = FALSE;
13572 int center_element = Tile[x][y]; // should always be non-moving!
13573 int border_element_old[NUM_DIRECTIONS];
13576 for (i = 0; i < NUM_DIRECTIONS; i++)
13578 int xx = x + xy[i].x;
13579 int yy = y + xy[i].y;
13580 int border_element;
13582 border_element_old[i] = -1;
13584 if (!IN_LEV_FIELD(xx, yy))
13587 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13588 border_element = Tile[xx][yy]; // may be moving!
13589 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13590 border_element = Tile[xx][yy];
13591 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13592 border_element = MovingOrBlocked2Element(xx, yy);
13594 continue; // center and border element do not touch
13596 border_element_old[i] = border_element;
13599 for (i = 0; i < NUM_DIRECTIONS; i++)
13601 int xx = x + xy[i].x;
13602 int yy = y + xy[i].y;
13603 int center_side = trigger_sides[i][0];
13604 int border_element = border_element_old[i];
13606 if (border_element == -1)
13609 // check for change of border element
13610 CheckElementChangeBySide(xx, yy, border_element, center_element,
13611 CE_TOUCHING_X, center_side);
13613 // (center element cannot be player, so we dont have to check this here)
13616 for (i = 0; i < NUM_DIRECTIONS; i++)
13618 int xx = x + xy[i].x;
13619 int yy = y + xy[i].y;
13620 int border_side = trigger_sides[i][1];
13621 int border_element = border_element_old[i];
13623 if (border_element == -1)
13626 // check for change of center element (but change it only once)
13627 if (!change_center_element)
13628 change_center_element =
13629 CheckElementChangeBySide(x, y, center_element, border_element,
13630 CE_TOUCHING_X, border_side);
13632 if (IS_PLAYER(xx, yy))
13634 /* use player element that is initially defined in the level playfield,
13635 not the player element that corresponds to the runtime player number
13636 (example: a level that contains EL_PLAYER_3 as the only player would
13637 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13638 int player_element = PLAYERINFO(xx, yy)->initial_element;
13640 CheckElementChangeBySide(x, y, center_element, player_element,
13641 CE_TOUCHING_X, border_side);
13646 void TestIfElementHitsCustomElement(int x, int y, int direction)
13648 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13649 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13650 int hitx = x + dx, hity = y + dy;
13651 int hitting_element = Tile[x][y];
13652 int touched_element;
13654 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13657 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13658 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13660 if (IN_LEV_FIELD(hitx, hity))
13662 int opposite_direction = MV_DIR_OPPOSITE(direction);
13663 int hitting_side = direction;
13664 int touched_side = opposite_direction;
13665 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13666 MovDir[hitx][hity] != direction ||
13667 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13673 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13674 CE_HITTING_X, touched_side);
13676 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13677 CE_HIT_BY_X, hitting_side);
13679 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13680 CE_HIT_BY_SOMETHING, opposite_direction);
13682 if (IS_PLAYER(hitx, hity))
13684 /* use player element that is initially defined in the level playfield,
13685 not the player element that corresponds to the runtime player number
13686 (example: a level that contains EL_PLAYER_3 as the only player would
13687 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13688 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13690 CheckElementChangeBySide(x, y, hitting_element, player_element,
13691 CE_HITTING_X, touched_side);
13696 // "hitting something" is also true when hitting the playfield border
13697 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13698 CE_HITTING_SOMETHING, direction);
13701 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13703 int i, kill_x = -1, kill_y = -1;
13705 int bad_element = -1;
13706 struct XY *test_xy = xy_topdown;
13707 static int test_dir[4] =
13715 for (i = 0; i < NUM_DIRECTIONS; i++)
13717 int test_x, test_y, test_move_dir, test_element;
13719 test_x = good_x + test_xy[i].x;
13720 test_y = good_y + test_xy[i].y;
13722 if (!IN_LEV_FIELD(test_x, test_y))
13726 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13728 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13730 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13731 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13733 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13734 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13738 bad_element = test_element;
13744 if (kill_x != -1 || kill_y != -1)
13746 if (IS_PLAYER(good_x, good_y))
13748 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13750 if (player->shield_deadly_time_left > 0 &&
13751 !IS_INDESTRUCTIBLE(bad_element))
13752 Bang(kill_x, kill_y);
13753 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13754 KillPlayer(player);
13757 Bang(good_x, good_y);
13761 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13763 int i, kill_x = -1, kill_y = -1;
13764 int bad_element = Tile[bad_x][bad_y];
13765 struct XY *test_xy = xy_topdown;
13766 static int touch_dir[4] =
13768 MV_LEFT | MV_RIGHT,
13773 static int test_dir[4] =
13781 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13784 for (i = 0; i < NUM_DIRECTIONS; i++)
13786 int test_x, test_y, test_move_dir, test_element;
13788 test_x = bad_x + test_xy[i].x;
13789 test_y = bad_y + test_xy[i].y;
13791 if (!IN_LEV_FIELD(test_x, test_y))
13795 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13797 test_element = Tile[test_x][test_y];
13799 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13800 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13802 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13803 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13805 // good thing is player or penguin that does not move away
13806 if (IS_PLAYER(test_x, test_y))
13808 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13810 if (bad_element == EL_ROBOT && player->is_moving)
13811 continue; // robot does not kill player if he is moving
13813 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13815 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13816 continue; // center and border element do not touch
13824 else if (test_element == EL_PENGUIN)
13834 if (kill_x != -1 || kill_y != -1)
13836 if (IS_PLAYER(kill_x, kill_y))
13838 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13840 if (player->shield_deadly_time_left > 0 &&
13841 !IS_INDESTRUCTIBLE(bad_element))
13842 Bang(bad_x, bad_y);
13843 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13844 KillPlayer(player);
13847 Bang(kill_x, kill_y);
13851 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13853 int bad_element = Tile[bad_x][bad_y];
13854 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13855 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13856 int test_x = bad_x + dx, test_y = bad_y + dy;
13857 int test_move_dir, test_element;
13858 int kill_x = -1, kill_y = -1;
13860 if (!IN_LEV_FIELD(test_x, test_y))
13864 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13866 test_element = Tile[test_x][test_y];
13868 if (test_move_dir != bad_move_dir)
13870 // good thing can be player or penguin that does not move away
13871 if (IS_PLAYER(test_x, test_y))
13873 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13875 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13876 player as being hit when he is moving towards the bad thing, because
13877 the "get hit by" condition would be lost after the player stops) */
13878 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13879 return; // player moves away from bad thing
13884 else if (test_element == EL_PENGUIN)
13891 if (kill_x != -1 || kill_y != -1)
13893 if (IS_PLAYER(kill_x, kill_y))
13895 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13897 if (player->shield_deadly_time_left > 0 &&
13898 !IS_INDESTRUCTIBLE(bad_element))
13899 Bang(bad_x, bad_y);
13900 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13901 KillPlayer(player);
13904 Bang(kill_x, kill_y);
13908 void TestIfPlayerTouchesBadThing(int x, int y)
13910 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13913 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13915 TestIfGoodThingHitsBadThing(x, y, move_dir);
13918 void TestIfBadThingTouchesPlayer(int x, int y)
13920 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13923 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13925 TestIfBadThingHitsGoodThing(x, y, move_dir);
13928 void TestIfFriendTouchesBadThing(int x, int y)
13930 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13933 void TestIfBadThingTouchesFriend(int x, int y)
13935 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13938 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13940 int i, kill_x = bad_x, kill_y = bad_y;
13941 struct XY *xy = xy_topdown;
13943 for (i = 0; i < NUM_DIRECTIONS; i++)
13947 x = bad_x + xy[i].x;
13948 y = bad_y + xy[i].y;
13949 if (!IN_LEV_FIELD(x, y))
13952 element = Tile[x][y];
13953 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13954 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13962 if (kill_x != bad_x || kill_y != bad_y)
13963 Bang(bad_x, bad_y);
13966 void KillPlayer(struct PlayerInfo *player)
13968 int jx = player->jx, jy = player->jy;
13970 if (!player->active)
13974 Debug("game:playing:KillPlayer",
13975 "0: killed == %d, active == %d, reanimated == %d",
13976 player->killed, player->active, player->reanimated);
13979 /* the following code was introduced to prevent an infinite loop when calling
13981 -> CheckTriggeredElementChangeExt()
13982 -> ExecuteCustomElementAction()
13984 -> (infinitely repeating the above sequence of function calls)
13985 which occurs when killing the player while having a CE with the setting
13986 "kill player X when explosion of <player X>"; the solution using a new
13987 field "player->killed" was chosen for backwards compatibility, although
13988 clever use of the fields "player->active" etc. would probably also work */
13990 if (player->killed)
13994 player->killed = TRUE;
13996 // remove accessible field at the player's position
13997 Tile[jx][jy] = EL_EMPTY;
13999 // deactivate shield (else Bang()/Explode() would not work right)
14000 player->shield_normal_time_left = 0;
14001 player->shield_deadly_time_left = 0;
14004 Debug("game:playing:KillPlayer",
14005 "1: killed == %d, active == %d, reanimated == %d",
14006 player->killed, player->active, player->reanimated);
14012 Debug("game:playing:KillPlayer",
14013 "2: killed == %d, active == %d, reanimated == %d",
14014 player->killed, player->active, player->reanimated);
14017 if (player->reanimated) // killed player may have been reanimated
14018 player->killed = player->reanimated = FALSE;
14020 BuryPlayer(player);
14023 static void KillPlayerUnlessEnemyProtected(int x, int y)
14025 if (!PLAYER_ENEMY_PROTECTED(x, y))
14026 KillPlayer(PLAYERINFO(x, y));
14029 static void KillPlayerUnlessExplosionProtected(int x, int y)
14031 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14032 KillPlayer(PLAYERINFO(x, y));
14035 void BuryPlayer(struct PlayerInfo *player)
14037 int jx = player->jx, jy = player->jy;
14039 if (!player->active)
14042 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14043 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14045 RemovePlayer(player);
14047 player->buried = TRUE;
14049 if (game.all_players_gone)
14050 game.GameOver = TRUE;
14053 void RemovePlayer(struct PlayerInfo *player)
14055 int jx = player->jx, jy = player->jy;
14056 int i, found = FALSE;
14058 player->present = FALSE;
14059 player->active = FALSE;
14061 // required for some CE actions (even if the player is not active anymore)
14062 player->MovPos = 0;
14064 if (!ExplodeField[jx][jy])
14065 StorePlayer[jx][jy] = 0;
14067 if (player->is_moving)
14068 TEST_DrawLevelField(player->last_jx, player->last_jy);
14070 for (i = 0; i < MAX_PLAYERS; i++)
14071 if (stored_player[i].active)
14076 game.all_players_gone = TRUE;
14077 game.GameOver = TRUE;
14080 game.exit_x = game.robot_wheel_x = jx;
14081 game.exit_y = game.robot_wheel_y = jy;
14084 void ExitPlayer(struct PlayerInfo *player)
14086 DrawPlayer(player); // needed here only to cleanup last field
14087 RemovePlayer(player);
14089 if (game.players_still_needed > 0)
14090 game.players_still_needed--;
14093 static void SetFieldForSnapping(int x, int y, int element, int direction,
14094 int player_index_bit)
14096 struct ElementInfo *ei = &element_info[element];
14097 int direction_bit = MV_DIR_TO_BIT(direction);
14098 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14099 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14100 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14102 Tile[x][y] = EL_ELEMENT_SNAPPING;
14103 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14104 MovDir[x][y] = direction;
14105 Store[x][y] = element;
14106 Store2[x][y] = player_index_bit;
14108 ResetGfxAnimation(x, y);
14110 GfxElement[x][y] = element;
14111 GfxAction[x][y] = action;
14112 GfxDir[x][y] = direction;
14113 GfxFrame[x][y] = -1;
14116 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14117 int player_index_bit)
14119 TestIfElementTouchesCustomElement(x, y); // for empty space
14121 if (level.finish_dig_collect)
14123 int dig_side = MV_DIR_OPPOSITE(direction);
14124 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14125 CE_PLAYER_COLLECTS_X);
14127 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14128 player_index_bit, dig_side);
14129 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14130 player_index_bit, dig_side);
14135 =============================================================================
14136 checkDiagonalPushing()
14137 -----------------------------------------------------------------------------
14138 check if diagonal input device direction results in pushing of object
14139 (by checking if the alternative direction is walkable, diggable, ...)
14140 =============================================================================
14143 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14144 int x, int y, int real_dx, int real_dy)
14146 int jx, jy, dx, dy, xx, yy;
14148 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14151 // diagonal direction: check alternative direction
14156 xx = jx + (dx == 0 ? real_dx : 0);
14157 yy = jy + (dy == 0 ? real_dy : 0);
14159 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14163 =============================================================================
14165 -----------------------------------------------------------------------------
14166 x, y: field next to player (non-diagonal) to try to dig to
14167 real_dx, real_dy: direction as read from input device (can be diagonal)
14168 =============================================================================
14171 static int DigField(struct PlayerInfo *player,
14172 int oldx, int oldy, int x, int y,
14173 int real_dx, int real_dy, int mode)
14175 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14176 boolean player_was_pushing = player->is_pushing;
14177 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14178 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14179 int jx = oldx, jy = oldy;
14180 int dx = x - jx, dy = y - jy;
14181 int nextx = x + dx, nexty = y + dy;
14182 int move_direction = (dx == -1 ? MV_LEFT :
14183 dx == +1 ? MV_RIGHT :
14185 dy == +1 ? MV_DOWN : MV_NONE);
14186 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14187 int dig_side = MV_DIR_OPPOSITE(move_direction);
14188 int old_element = Tile[jx][jy];
14189 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14192 if (is_player) // function can also be called by EL_PENGUIN
14194 if (player->MovPos == 0)
14196 player->is_digging = FALSE;
14197 player->is_collecting = FALSE;
14200 if (player->MovPos == 0) // last pushing move finished
14201 player->is_pushing = FALSE;
14203 if (mode == DF_NO_PUSH) // player just stopped pushing
14205 player->is_switching = FALSE;
14206 player->push_delay = -1;
14208 return MP_NO_ACTION;
14211 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14212 old_element = Back[jx][jy];
14214 // in case of element dropped at player position, check background
14215 else if (Back[jx][jy] != EL_EMPTY &&
14216 game.engine_version >= VERSION_IDENT(2,2,0,0))
14217 old_element = Back[jx][jy];
14219 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14220 return MP_NO_ACTION; // field has no opening in this direction
14222 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14223 return MP_NO_ACTION; // field has no opening in this direction
14225 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14229 Tile[jx][jy] = player->artwork_element;
14230 InitMovingField(jx, jy, MV_DOWN);
14231 Store[jx][jy] = EL_ACID;
14232 ContinueMoving(jx, jy);
14233 BuryPlayer(player);
14235 return MP_DONT_RUN_INTO;
14238 if (player_can_move && DONT_RUN_INTO(element))
14240 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14242 return MP_DONT_RUN_INTO;
14245 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14246 return MP_NO_ACTION;
14248 collect_count = element_info[element].collect_count_initial;
14250 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14251 return MP_NO_ACTION;
14253 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14254 player_can_move = player_can_move_or_snap;
14256 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14257 game.engine_version >= VERSION_IDENT(2,2,0,0))
14259 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14260 player->index_bit, dig_side);
14261 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14262 player->index_bit, dig_side);
14264 if (element == EL_DC_LANDMINE)
14267 if (Tile[x][y] != element) // field changed by snapping
14270 return MP_NO_ACTION;
14273 if (player->gravity && is_player && !player->is_auto_moving &&
14274 canFallDown(player) && move_direction != MV_DOWN &&
14275 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14276 return MP_NO_ACTION; // player cannot walk here due to gravity
14278 if (player_can_move &&
14279 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14281 int sound_element = SND_ELEMENT(element);
14282 int sound_action = ACTION_WALKING;
14284 if (IS_RND_GATE(element))
14286 if (!player->key[RND_GATE_NR(element)])
14287 return MP_NO_ACTION;
14289 else if (IS_RND_GATE_GRAY(element))
14291 if (!player->key[RND_GATE_GRAY_NR(element)])
14292 return MP_NO_ACTION;
14294 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14296 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14297 return MP_NO_ACTION;
14299 else if (element == EL_EXIT_OPEN ||
14300 element == EL_EM_EXIT_OPEN ||
14301 element == EL_EM_EXIT_OPENING ||
14302 element == EL_STEEL_EXIT_OPEN ||
14303 element == EL_EM_STEEL_EXIT_OPEN ||
14304 element == EL_EM_STEEL_EXIT_OPENING ||
14305 element == EL_SP_EXIT_OPEN ||
14306 element == EL_SP_EXIT_OPENING)
14308 sound_action = ACTION_PASSING; // player is passing exit
14310 else if (element == EL_EMPTY)
14312 sound_action = ACTION_MOVING; // nothing to walk on
14315 // play sound from background or player, whatever is available
14316 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14317 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14319 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14321 else if (player_can_move &&
14322 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14324 if (!ACCESS_FROM(element, opposite_direction))
14325 return MP_NO_ACTION; // field not accessible from this direction
14327 if (CAN_MOVE(element)) // only fixed elements can be passed!
14328 return MP_NO_ACTION;
14330 if (IS_EM_GATE(element))
14332 if (!player->key[EM_GATE_NR(element)])
14333 return MP_NO_ACTION;
14335 else if (IS_EM_GATE_GRAY(element))
14337 if (!player->key[EM_GATE_GRAY_NR(element)])
14338 return MP_NO_ACTION;
14340 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14342 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14343 return MP_NO_ACTION;
14345 else if (IS_EMC_GATE(element))
14347 if (!player->key[EMC_GATE_NR(element)])
14348 return MP_NO_ACTION;
14350 else if (IS_EMC_GATE_GRAY(element))
14352 if (!player->key[EMC_GATE_GRAY_NR(element)])
14353 return MP_NO_ACTION;
14355 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14357 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14358 return MP_NO_ACTION;
14360 else if (element == EL_DC_GATE_WHITE ||
14361 element == EL_DC_GATE_WHITE_GRAY ||
14362 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14364 if (player->num_white_keys == 0)
14365 return MP_NO_ACTION;
14367 player->num_white_keys--;
14369 else if (IS_SP_PORT(element))
14371 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14372 element == EL_SP_GRAVITY_PORT_RIGHT ||
14373 element == EL_SP_GRAVITY_PORT_UP ||
14374 element == EL_SP_GRAVITY_PORT_DOWN)
14375 player->gravity = !player->gravity;
14376 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14377 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14378 element == EL_SP_GRAVITY_ON_PORT_UP ||
14379 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14380 player->gravity = TRUE;
14381 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14382 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14383 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14384 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14385 player->gravity = FALSE;
14388 // automatically move to the next field with double speed
14389 player->programmed_action = move_direction;
14391 if (player->move_delay_reset_counter == 0)
14393 player->move_delay_reset_counter = 2; // two double speed steps
14395 DOUBLE_PLAYER_SPEED(player);
14398 PlayLevelSoundAction(x, y, ACTION_PASSING);
14400 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14404 if (mode != DF_SNAP)
14406 GfxElement[x][y] = GFX_ELEMENT(element);
14407 player->is_digging = TRUE;
14410 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14412 // use old behaviour for old levels (digging)
14413 if (!level.finish_dig_collect)
14415 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14416 player->index_bit, dig_side);
14418 // if digging triggered player relocation, finish digging tile
14419 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14420 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14423 if (mode == DF_SNAP)
14425 if (level.block_snap_field)
14426 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14428 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14430 // use old behaviour for old levels (snapping)
14431 if (!level.finish_dig_collect)
14432 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14433 player->index_bit, dig_side);
14436 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14440 if (is_player && mode != DF_SNAP)
14442 GfxElement[x][y] = element;
14443 player->is_collecting = TRUE;
14446 if (element == EL_SPEED_PILL)
14448 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14450 else if (element == EL_EXTRA_TIME && level.time > 0)
14452 TimeLeft += level.extra_time;
14454 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14456 DisplayGameControlValues();
14458 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14460 int shield_time = (element == EL_SHIELD_DEADLY ?
14461 level.shield_deadly_time :
14462 level.shield_normal_time);
14464 player->shield_normal_time_left += shield_time;
14465 if (element == EL_SHIELD_DEADLY)
14466 player->shield_deadly_time_left += shield_time;
14468 else if (element == EL_DYNAMITE ||
14469 element == EL_EM_DYNAMITE ||
14470 element == EL_SP_DISK_RED)
14472 if (player->inventory_size < MAX_INVENTORY_SIZE)
14473 player->inventory_element[player->inventory_size++] = element;
14475 DrawGameDoorValues();
14477 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14479 player->dynabomb_count++;
14480 player->dynabombs_left++;
14482 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14484 player->dynabomb_size++;
14486 else if (element == EL_DYNABOMB_INCREASE_POWER)
14488 player->dynabomb_xl = TRUE;
14490 else if (IS_KEY(element))
14492 player->key[KEY_NR(element)] = TRUE;
14494 DrawGameDoorValues();
14496 else if (element == EL_DC_KEY_WHITE)
14498 player->num_white_keys++;
14500 // display white keys?
14501 // DrawGameDoorValues();
14503 else if (IS_ENVELOPE(element))
14505 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14507 if (!wait_for_snapping)
14508 player->show_envelope = element;
14510 else if (element == EL_EMC_LENSES)
14512 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14514 RedrawAllInvisibleElementsForLenses();
14516 else if (element == EL_EMC_MAGNIFIER)
14518 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14520 RedrawAllInvisibleElementsForMagnifier();
14522 else if (IS_DROPPABLE(element) ||
14523 IS_THROWABLE(element)) // can be collected and dropped
14527 if (collect_count == 0)
14528 player->inventory_infinite_element = element;
14530 for (i = 0; i < collect_count; i++)
14531 if (player->inventory_size < MAX_INVENTORY_SIZE)
14532 player->inventory_element[player->inventory_size++] = element;
14534 DrawGameDoorValues();
14536 else if (collect_count > 0)
14538 game.gems_still_needed -= collect_count;
14539 if (game.gems_still_needed < 0)
14540 game.gems_still_needed = 0;
14542 game.snapshot.collected_item = TRUE;
14544 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14546 DisplayGameControlValues();
14549 RaiseScoreElement(element);
14550 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14552 // use old behaviour for old levels (collecting)
14553 if (!level.finish_dig_collect && is_player)
14555 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14556 player->index_bit, dig_side);
14558 // if collecting triggered player relocation, finish collecting tile
14559 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14560 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14563 if (mode == DF_SNAP)
14565 if (level.block_snap_field)
14566 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14568 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14570 // use old behaviour for old levels (snapping)
14571 if (!level.finish_dig_collect)
14572 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14573 player->index_bit, dig_side);
14576 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14578 if (mode == DF_SNAP && element != EL_BD_ROCK)
14579 return MP_NO_ACTION;
14581 if (CAN_FALL(element) && dy)
14582 return MP_NO_ACTION;
14584 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14585 !(element == EL_SPRING && level.use_spring_bug))
14586 return MP_NO_ACTION;
14588 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14589 ((move_direction & MV_VERTICAL &&
14590 ((element_info[element].move_pattern & MV_LEFT &&
14591 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14592 (element_info[element].move_pattern & MV_RIGHT &&
14593 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14594 (move_direction & MV_HORIZONTAL &&
14595 ((element_info[element].move_pattern & MV_UP &&
14596 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14597 (element_info[element].move_pattern & MV_DOWN &&
14598 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14599 return MP_NO_ACTION;
14601 // do not push elements already moving away faster than player
14602 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14603 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14604 return MP_NO_ACTION;
14606 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14608 if (player->push_delay_value == -1 || !player_was_pushing)
14609 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14611 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14613 if (player->push_delay_value == -1)
14614 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14616 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14618 if (!player->is_pushing)
14619 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14622 player->is_pushing = TRUE;
14623 player->is_active = TRUE;
14625 if (!(IN_LEV_FIELD(nextx, nexty) &&
14626 (IS_FREE(nextx, nexty) ||
14627 (IS_SB_ELEMENT(element) &&
14628 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14629 (IS_CUSTOM_ELEMENT(element) &&
14630 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14631 return MP_NO_ACTION;
14633 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14634 return MP_NO_ACTION;
14636 if (player->push_delay == -1) // new pushing; restart delay
14637 player->push_delay = 0;
14639 if (player->push_delay < player->push_delay_value &&
14640 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14641 element != EL_SPRING && element != EL_BALLOON)
14643 // make sure that there is no move delay before next try to push
14644 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14645 player->move_delay = 0;
14647 return MP_NO_ACTION;
14650 if (IS_CUSTOM_ELEMENT(element) &&
14651 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14653 if (!DigFieldByCE(nextx, nexty, element))
14654 return MP_NO_ACTION;
14657 if (IS_SB_ELEMENT(element))
14659 boolean sokoban_task_solved = FALSE;
14661 if (element == EL_SOKOBAN_FIELD_FULL)
14663 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14665 IncrementSokobanFieldsNeeded();
14666 IncrementSokobanObjectsNeeded();
14669 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14671 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14673 DecrementSokobanFieldsNeeded();
14674 DecrementSokobanObjectsNeeded();
14676 // sokoban object was pushed from empty field to sokoban field
14677 if (Back[x][y] == EL_EMPTY)
14678 sokoban_task_solved = TRUE;
14681 Tile[x][y] = EL_SOKOBAN_OBJECT;
14683 if (Back[x][y] == Back[nextx][nexty])
14684 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14685 else if (Back[x][y] != 0)
14686 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14689 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14692 if (sokoban_task_solved &&
14693 game.sokoban_fields_still_needed == 0 &&
14694 game.sokoban_objects_still_needed == 0 &&
14695 level.auto_exit_sokoban)
14697 game.players_still_needed = 0;
14701 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14707 InitMovingField(x, y, move_direction);
14708 GfxAction[x][y] = ACTION_PUSHING;
14710 if (mode == DF_SNAP)
14711 ContinueMoving(x, y);
14713 MovPos[x][y] = (dx != 0 ? dx : dy);
14715 Pushed[x][y] = TRUE;
14716 Pushed[nextx][nexty] = TRUE;
14718 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14719 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14721 player->push_delay_value = -1; // get new value later
14723 // check for element change _after_ element has been pushed
14724 if (game.use_change_when_pushing_bug)
14726 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14727 player->index_bit, dig_side);
14728 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14729 player->index_bit, dig_side);
14732 else if (IS_SWITCHABLE(element))
14734 if (PLAYER_SWITCHING(player, x, y))
14736 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14737 player->index_bit, dig_side);
14742 player->is_switching = TRUE;
14743 player->switch_x = x;
14744 player->switch_y = y;
14746 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14748 if (element == EL_ROBOT_WHEEL)
14750 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14752 game.robot_wheel_x = x;
14753 game.robot_wheel_y = y;
14754 game.robot_wheel_active = TRUE;
14756 TEST_DrawLevelField(x, y);
14758 else if (element == EL_SP_TERMINAL)
14762 SCAN_PLAYFIELD(xx, yy)
14764 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14768 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14770 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14772 ResetGfxAnimation(xx, yy);
14773 TEST_DrawLevelField(xx, yy);
14777 else if (IS_BELT_SWITCH(element))
14779 ToggleBeltSwitch(x, y);
14781 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14782 element == EL_SWITCHGATE_SWITCH_DOWN ||
14783 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14784 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14786 ToggleSwitchgateSwitch(x, y);
14788 else if (element == EL_LIGHT_SWITCH ||
14789 element == EL_LIGHT_SWITCH_ACTIVE)
14791 ToggleLightSwitch(x, y);
14793 else if (element == EL_TIMEGATE_SWITCH ||
14794 element == EL_DC_TIMEGATE_SWITCH)
14796 ActivateTimegateSwitch(x, y);
14798 else if (element == EL_BALLOON_SWITCH_LEFT ||
14799 element == EL_BALLOON_SWITCH_RIGHT ||
14800 element == EL_BALLOON_SWITCH_UP ||
14801 element == EL_BALLOON_SWITCH_DOWN ||
14802 element == EL_BALLOON_SWITCH_NONE ||
14803 element == EL_BALLOON_SWITCH_ANY)
14805 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14806 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14807 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14808 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14809 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14812 else if (element == EL_LAMP)
14814 Tile[x][y] = EL_LAMP_ACTIVE;
14815 game.lights_still_needed--;
14817 ResetGfxAnimation(x, y);
14818 TEST_DrawLevelField(x, y);
14820 else if (element == EL_TIME_ORB_FULL)
14822 Tile[x][y] = EL_TIME_ORB_EMPTY;
14824 if (level.time > 0 || level.use_time_orb_bug)
14826 TimeLeft += level.time_orb_time;
14827 game.no_level_time_limit = FALSE;
14829 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14831 DisplayGameControlValues();
14834 ResetGfxAnimation(x, y);
14835 TEST_DrawLevelField(x, y);
14837 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14838 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14842 game.ball_active = !game.ball_active;
14844 SCAN_PLAYFIELD(xx, yy)
14846 int e = Tile[xx][yy];
14848 if (game.ball_active)
14850 if (e == EL_EMC_MAGIC_BALL)
14851 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14852 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14853 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14857 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14858 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14859 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14860 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14865 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14866 player->index_bit, dig_side);
14868 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14869 player->index_bit, dig_side);
14871 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14872 player->index_bit, dig_side);
14878 if (!PLAYER_SWITCHING(player, x, y))
14880 player->is_switching = TRUE;
14881 player->switch_x = x;
14882 player->switch_y = y;
14884 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14885 player->index_bit, dig_side);
14886 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14887 player->index_bit, dig_side);
14889 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14890 player->index_bit, dig_side);
14891 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14892 player->index_bit, dig_side);
14895 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14896 player->index_bit, dig_side);
14897 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14898 player->index_bit, dig_side);
14900 return MP_NO_ACTION;
14903 player->push_delay = -1;
14905 if (is_player) // function can also be called by EL_PENGUIN
14907 if (Tile[x][y] != element) // really digged/collected something
14909 player->is_collecting = !player->is_digging;
14910 player->is_active = TRUE;
14912 player->last_removed_element = element;
14919 static boolean DigFieldByCE(int x, int y, int digging_element)
14921 int element = Tile[x][y];
14923 if (!IS_FREE(x, y))
14925 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14926 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14929 // no element can dig solid indestructible elements
14930 if (IS_INDESTRUCTIBLE(element) &&
14931 !IS_DIGGABLE(element) &&
14932 !IS_COLLECTIBLE(element))
14935 if (AmoebaNr[x][y] &&
14936 (element == EL_AMOEBA_FULL ||
14937 element == EL_BD_AMOEBA ||
14938 element == EL_AMOEBA_GROWING))
14940 AmoebaCnt[AmoebaNr[x][y]]--;
14941 AmoebaCnt2[AmoebaNr[x][y]]--;
14944 if (IS_MOVING(x, y))
14945 RemoveMovingField(x, y);
14949 TEST_DrawLevelField(x, y);
14952 // if digged element was about to explode, prevent the explosion
14953 ExplodeField[x][y] = EX_TYPE_NONE;
14955 PlayLevelSoundAction(x, y, action);
14958 Store[x][y] = EL_EMPTY;
14960 // this makes it possible to leave the removed element again
14961 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14962 Store[x][y] = element;
14967 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14969 int jx = player->jx, jy = player->jy;
14970 int x = jx + dx, y = jy + dy;
14971 int snap_direction = (dx == -1 ? MV_LEFT :
14972 dx == +1 ? MV_RIGHT :
14974 dy == +1 ? MV_DOWN : MV_NONE);
14975 boolean can_continue_snapping = (level.continuous_snapping &&
14976 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14978 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14981 if (!player->active || !IN_LEV_FIELD(x, y))
14989 if (player->MovPos == 0)
14990 player->is_pushing = FALSE;
14992 player->is_snapping = FALSE;
14994 if (player->MovPos == 0)
14996 player->is_moving = FALSE;
14997 player->is_digging = FALSE;
14998 player->is_collecting = FALSE;
15004 // prevent snapping with already pressed snap key when not allowed
15005 if (player->is_snapping && !can_continue_snapping)
15008 player->MovDir = snap_direction;
15010 if (player->MovPos == 0)
15012 player->is_moving = FALSE;
15013 player->is_digging = FALSE;
15014 player->is_collecting = FALSE;
15017 player->is_dropping = FALSE;
15018 player->is_dropping_pressed = FALSE;
15019 player->drop_pressed_delay = 0;
15021 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15024 player->is_snapping = TRUE;
15025 player->is_active = TRUE;
15027 if (player->MovPos == 0)
15029 player->is_moving = FALSE;
15030 player->is_digging = FALSE;
15031 player->is_collecting = FALSE;
15034 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15035 TEST_DrawLevelField(player->last_jx, player->last_jy);
15037 TEST_DrawLevelField(x, y);
15042 static boolean DropElement(struct PlayerInfo *player)
15044 int old_element, new_element;
15045 int dropx = player->jx, dropy = player->jy;
15046 int drop_direction = player->MovDir;
15047 int drop_side = drop_direction;
15048 int drop_element = get_next_dropped_element(player);
15050 /* do not drop an element on top of another element; when holding drop key
15051 pressed without moving, dropped element must move away before the next
15052 element can be dropped (this is especially important if the next element
15053 is dynamite, which can be placed on background for historical reasons) */
15054 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15057 if (IS_THROWABLE(drop_element))
15059 dropx += GET_DX_FROM_DIR(drop_direction);
15060 dropy += GET_DY_FROM_DIR(drop_direction);
15062 if (!IN_LEV_FIELD(dropx, dropy))
15066 old_element = Tile[dropx][dropy]; // old element at dropping position
15067 new_element = drop_element; // default: no change when dropping
15069 // check if player is active, not moving and ready to drop
15070 if (!player->active || player->MovPos || player->drop_delay > 0)
15073 // check if player has anything that can be dropped
15074 if (new_element == EL_UNDEFINED)
15077 // only set if player has anything that can be dropped
15078 player->is_dropping_pressed = TRUE;
15080 // check if drop key was pressed long enough for EM style dynamite
15081 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15084 // check if anything can be dropped at the current position
15085 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15088 // collected custom elements can only be dropped on empty fields
15089 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15092 if (old_element != EL_EMPTY)
15093 Back[dropx][dropy] = old_element; // store old element on this field
15095 ResetGfxAnimation(dropx, dropy);
15096 ResetRandomAnimationValue(dropx, dropy);
15098 if (player->inventory_size > 0 ||
15099 player->inventory_infinite_element != EL_UNDEFINED)
15101 if (player->inventory_size > 0)
15103 player->inventory_size--;
15105 DrawGameDoorValues();
15107 if (new_element == EL_DYNAMITE)
15108 new_element = EL_DYNAMITE_ACTIVE;
15109 else if (new_element == EL_EM_DYNAMITE)
15110 new_element = EL_EM_DYNAMITE_ACTIVE;
15111 else if (new_element == EL_SP_DISK_RED)
15112 new_element = EL_SP_DISK_RED_ACTIVE;
15115 Tile[dropx][dropy] = new_element;
15117 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15118 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15119 el2img(Tile[dropx][dropy]), 0);
15121 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15123 // needed if previous element just changed to "empty" in the last frame
15124 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15126 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15127 player->index_bit, drop_side);
15128 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15130 player->index_bit, drop_side);
15132 TestIfElementTouchesCustomElement(dropx, dropy);
15134 else // player is dropping a dyna bomb
15136 player->dynabombs_left--;
15138 Tile[dropx][dropy] = new_element;
15140 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15141 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15142 el2img(Tile[dropx][dropy]), 0);
15144 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15147 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15148 InitField_WithBug1(dropx, dropy, FALSE);
15150 new_element = Tile[dropx][dropy]; // element might have changed
15152 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15153 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15155 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15156 MovDir[dropx][dropy] = drop_direction;
15158 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15160 // do not cause impact style collision by dropping elements that can fall
15161 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15164 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15165 player->is_dropping = TRUE;
15167 player->drop_pressed_delay = 0;
15168 player->is_dropping_pressed = FALSE;
15170 player->drop_x = dropx;
15171 player->drop_y = dropy;
15176 // ----------------------------------------------------------------------------
15177 // game sound playing functions
15178 // ----------------------------------------------------------------------------
15180 static int *loop_sound_frame = NULL;
15181 static int *loop_sound_volume = NULL;
15183 void InitPlayLevelSound(void)
15185 int num_sounds = getSoundListSize();
15187 checked_free(loop_sound_frame);
15188 checked_free(loop_sound_volume);
15190 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15191 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15194 static void PlayLevelSound(int x, int y, int nr)
15196 int sx = SCREENX(x), sy = SCREENY(y);
15197 int volume, stereo_position;
15198 int max_distance = 8;
15199 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15201 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15202 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15205 if (!IN_LEV_FIELD(x, y) ||
15206 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15207 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15210 volume = SOUND_MAX_VOLUME;
15212 if (!IN_SCR_FIELD(sx, sy))
15214 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15215 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15217 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15220 stereo_position = (SOUND_MAX_LEFT +
15221 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15222 (SCR_FIELDX + 2 * max_distance));
15224 if (IS_LOOP_SOUND(nr))
15226 /* This assures that quieter loop sounds do not overwrite louder ones,
15227 while restarting sound volume comparison with each new game frame. */
15229 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15232 loop_sound_volume[nr] = volume;
15233 loop_sound_frame[nr] = FrameCounter;
15236 PlaySoundExt(nr, volume, stereo_position, type);
15239 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15241 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15242 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15243 y < LEVELY(BY1) ? LEVELY(BY1) :
15244 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15248 static void PlayLevelSoundAction(int x, int y, int action)
15250 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15253 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15255 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15257 if (sound_effect != SND_UNDEFINED)
15258 PlayLevelSound(x, y, sound_effect);
15261 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15264 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15267 PlayLevelSound(x, y, sound_effect);
15270 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15272 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15274 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15275 PlayLevelSound(x, y, sound_effect);
15278 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15280 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15282 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15283 StopSound(sound_effect);
15286 static int getLevelMusicNr(void)
15288 if (levelset.music[level_nr] != MUS_UNDEFINED)
15289 return levelset.music[level_nr]; // from config file
15291 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15294 static void FadeLevelSounds(void)
15299 static void FadeLevelMusic(void)
15301 int music_nr = getLevelMusicNr();
15302 char *curr_music = getCurrentlyPlayingMusicFilename();
15303 char *next_music = getMusicInfoEntryFilename(music_nr);
15305 if (!strEqual(curr_music, next_music))
15309 void FadeLevelSoundsAndMusic(void)
15315 static void PlayLevelMusic(void)
15317 int music_nr = getLevelMusicNr();
15318 char *curr_music = getCurrentlyPlayingMusicFilename();
15319 char *next_music = getMusicInfoEntryFilename(music_nr);
15321 if (!strEqual(curr_music, next_music))
15322 PlayMusicLoop(music_nr);
15325 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15327 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15329 int x = xx - offset;
15330 int y = yy - offset;
15335 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15339 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15343 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15347 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15351 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15355 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15359 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15362 case SOUND_android_clone:
15363 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15366 case SOUND_android_move:
15367 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15371 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15375 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15379 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15382 case SOUND_eater_eat:
15383 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15387 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15390 case SOUND_collect:
15391 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15394 case SOUND_diamond:
15395 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15399 // !!! CHECK THIS !!!
15401 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15403 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15407 case SOUND_wonderfall:
15408 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15412 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15416 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15420 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15424 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15428 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15432 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15436 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15440 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15443 case SOUND_exit_open:
15444 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15447 case SOUND_exit_leave:
15448 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15451 case SOUND_dynamite:
15452 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15456 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15460 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15464 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15468 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15472 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15476 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15480 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15485 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15487 int element = map_element_SP_to_RND(element_sp);
15488 int action = map_action_SP_to_RND(action_sp);
15489 int offset = (setup.sp_show_border_elements ? 0 : 1);
15490 int x = xx - offset;
15491 int y = yy - offset;
15493 PlayLevelSoundElementAction(x, y, element, action);
15496 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15498 int element = map_element_MM_to_RND(element_mm);
15499 int action = map_action_MM_to_RND(action_mm);
15501 int x = xx - offset;
15502 int y = yy - offset;
15504 if (!IS_MM_ELEMENT(element))
15505 element = EL_MM_DEFAULT;
15507 PlayLevelSoundElementAction(x, y, element, action);
15510 void PlaySound_MM(int sound_mm)
15512 int sound = map_sound_MM_to_RND(sound_mm);
15514 if (sound == SND_UNDEFINED)
15520 void PlaySoundLoop_MM(int sound_mm)
15522 int sound = map_sound_MM_to_RND(sound_mm);
15524 if (sound == SND_UNDEFINED)
15527 PlaySoundLoop(sound);
15530 void StopSound_MM(int sound_mm)
15532 int sound = map_sound_MM_to_RND(sound_mm);
15534 if (sound == SND_UNDEFINED)
15540 void RaiseScore(int value)
15542 game.score += value;
15544 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15546 DisplayGameControlValues();
15549 void RaiseScoreElement(int element)
15554 case EL_BD_DIAMOND:
15555 case EL_EMERALD_YELLOW:
15556 case EL_EMERALD_RED:
15557 case EL_EMERALD_PURPLE:
15558 case EL_SP_INFOTRON:
15559 RaiseScore(level.score[SC_EMERALD]);
15562 RaiseScore(level.score[SC_DIAMOND]);
15565 RaiseScore(level.score[SC_CRYSTAL]);
15568 RaiseScore(level.score[SC_PEARL]);
15571 case EL_BD_BUTTERFLY:
15572 case EL_SP_ELECTRON:
15573 RaiseScore(level.score[SC_BUG]);
15576 case EL_BD_FIREFLY:
15577 case EL_SP_SNIKSNAK:
15578 RaiseScore(level.score[SC_SPACESHIP]);
15581 case EL_DARK_YAMYAM:
15582 RaiseScore(level.score[SC_YAMYAM]);
15585 RaiseScore(level.score[SC_ROBOT]);
15588 RaiseScore(level.score[SC_PACMAN]);
15591 RaiseScore(level.score[SC_NUT]);
15594 case EL_EM_DYNAMITE:
15595 case EL_SP_DISK_RED:
15596 case EL_DYNABOMB_INCREASE_NUMBER:
15597 case EL_DYNABOMB_INCREASE_SIZE:
15598 case EL_DYNABOMB_INCREASE_POWER:
15599 RaiseScore(level.score[SC_DYNAMITE]);
15601 case EL_SHIELD_NORMAL:
15602 case EL_SHIELD_DEADLY:
15603 RaiseScore(level.score[SC_SHIELD]);
15605 case EL_EXTRA_TIME:
15606 RaiseScore(level.extra_time_score);
15620 case EL_DC_KEY_WHITE:
15621 RaiseScore(level.score[SC_KEY]);
15624 RaiseScore(element_info[element].collect_score);
15629 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15631 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15635 // prevent short reactivation of overlay buttons while closing door
15636 SetOverlayActive(FALSE);
15637 UnmapGameButtons();
15639 // door may still be open due to skipped or envelope style request
15640 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15643 if (network.enabled)
15644 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15648 FadeSkipNextFadeIn();
15650 SetGameStatus(GAME_MODE_MAIN);
15655 else // continue playing the game
15657 if (tape.playing && tape.deactivate_display)
15658 TapeDeactivateDisplayOff(TRUE);
15660 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15662 if (tape.playing && tape.deactivate_display)
15663 TapeDeactivateDisplayOn();
15667 void RequestQuitGame(boolean escape_key_pressed)
15669 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15670 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15671 level_editor_test_game);
15672 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15673 quick_quit || score_info_tape_play);
15675 RequestQuitGameExt(skip_request, quick_quit,
15676 "Do you really want to quit the game?");
15679 void RequestRestartGame(char *message)
15681 game.restart_game_message = NULL;
15683 boolean has_started_game = hasStartedNetworkGame();
15684 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15686 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15688 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15692 // needed in case of envelope request to close game panel
15693 CloseDoor(DOOR_CLOSE_1);
15695 SetGameStatus(GAME_MODE_MAIN);
15701 void CheckGameOver(void)
15703 static boolean last_game_over = FALSE;
15704 static int game_over_delay = 0;
15705 int game_over_delay_value = 50;
15706 boolean game_over = checkGameFailed();
15708 // do not handle game over if request dialog is already active
15709 if (game.request_active)
15712 // do not ask to play again if game was never actually played
15713 if (!game.GamePlayed)
15718 last_game_over = FALSE;
15719 game_over_delay = game_over_delay_value;
15724 if (game_over_delay > 0)
15731 if (last_game_over != game_over)
15732 game.restart_game_message = (hasStartedNetworkGame() ?
15733 "Game over! Play it again?" :
15736 last_game_over = game_over;
15739 boolean checkGameSolved(void)
15741 // set for all game engines if level was solved
15742 return game.LevelSolved_GameEnd;
15745 boolean checkGameFailed(void)
15747 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15748 return (game_em.game_over && !game_em.level_solved);
15749 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15750 return (game_sp.game_over && !game_sp.level_solved);
15751 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15752 return (game_mm.game_over && !game_mm.level_solved);
15753 else // GAME_ENGINE_TYPE_RND
15754 return (game.GameOver && !game.LevelSolved);
15757 boolean checkGameEnded(void)
15759 return (checkGameSolved() || checkGameFailed());
15763 // ----------------------------------------------------------------------------
15764 // random generator functions
15765 // ----------------------------------------------------------------------------
15767 unsigned int InitEngineRandom_RND(int seed)
15769 game.num_random_calls = 0;
15771 return InitEngineRandom(seed);
15774 unsigned int RND(int max)
15778 game.num_random_calls++;
15780 return GetEngineRandom(max);
15787 // ----------------------------------------------------------------------------
15788 // game engine snapshot handling functions
15789 // ----------------------------------------------------------------------------
15791 struct EngineSnapshotInfo
15793 // runtime values for custom element collect score
15794 int collect_score[NUM_CUSTOM_ELEMENTS];
15796 // runtime values for group element choice position
15797 int choice_pos[NUM_GROUP_ELEMENTS];
15799 // runtime values for belt position animations
15800 int belt_graphic[4][NUM_BELT_PARTS];
15801 int belt_anim_mode[4][NUM_BELT_PARTS];
15804 static struct EngineSnapshotInfo engine_snapshot_rnd;
15805 static char *snapshot_level_identifier = NULL;
15806 static int snapshot_level_nr = -1;
15808 static void SaveEngineSnapshotValues_RND(void)
15810 static int belt_base_active_element[4] =
15812 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15813 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15814 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15815 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15819 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15821 int element = EL_CUSTOM_START + i;
15823 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15826 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15828 int element = EL_GROUP_START + i;
15830 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15833 for (i = 0; i < 4; i++)
15835 for (j = 0; j < NUM_BELT_PARTS; j++)
15837 int element = belt_base_active_element[i] + j;
15838 int graphic = el2img(element);
15839 int anim_mode = graphic_info[graphic].anim_mode;
15841 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15842 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15847 static void LoadEngineSnapshotValues_RND(void)
15849 unsigned int num_random_calls = game.num_random_calls;
15852 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15854 int element = EL_CUSTOM_START + i;
15856 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15859 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15861 int element = EL_GROUP_START + i;
15863 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15866 for (i = 0; i < 4; i++)
15868 for (j = 0; j < NUM_BELT_PARTS; j++)
15870 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15871 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15873 graphic_info[graphic].anim_mode = anim_mode;
15877 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15879 InitRND(tape.random_seed);
15880 for (i = 0; i < num_random_calls; i++)
15884 if (game.num_random_calls != num_random_calls)
15886 Error("number of random calls out of sync");
15887 Error("number of random calls should be %d", num_random_calls);
15888 Error("number of random calls is %d", game.num_random_calls);
15890 Fail("this should not happen -- please debug");
15894 void FreeEngineSnapshotSingle(void)
15896 FreeSnapshotSingle();
15898 setString(&snapshot_level_identifier, NULL);
15899 snapshot_level_nr = -1;
15902 void FreeEngineSnapshotList(void)
15904 FreeSnapshotList();
15907 static ListNode *SaveEngineSnapshotBuffers(void)
15909 ListNode *buffers = NULL;
15911 // copy some special values to a structure better suited for the snapshot
15913 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15914 SaveEngineSnapshotValues_RND();
15915 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15916 SaveEngineSnapshotValues_EM();
15917 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15918 SaveEngineSnapshotValues_SP(&buffers);
15919 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15920 SaveEngineSnapshotValues_MM(&buffers);
15922 // save values stored in special snapshot structure
15924 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15926 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15928 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15930 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15933 // save further RND engine values
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15966 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15971 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15988 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15990 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15994 ListNode *node = engine_snapshot_list_rnd;
15997 while (node != NULL)
15999 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16004 Debug("game:playing:SaveEngineSnapshotBuffers",
16005 "size of engine snapshot: %d bytes", num_bytes);
16011 void SaveEngineSnapshotSingle(void)
16013 ListNode *buffers = SaveEngineSnapshotBuffers();
16015 // finally save all snapshot buffers to single snapshot
16016 SaveSnapshotSingle(buffers);
16018 // save level identification information
16019 setString(&snapshot_level_identifier, leveldir_current->identifier);
16020 snapshot_level_nr = level_nr;
16023 boolean CheckSaveEngineSnapshotToList(void)
16025 boolean save_snapshot =
16026 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16027 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16028 game.snapshot.changed_action) ||
16029 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16030 game.snapshot.collected_item));
16032 game.snapshot.changed_action = FALSE;
16033 game.snapshot.collected_item = FALSE;
16034 game.snapshot.save_snapshot = save_snapshot;
16036 return save_snapshot;
16039 void SaveEngineSnapshotToList(void)
16041 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16045 ListNode *buffers = SaveEngineSnapshotBuffers();
16047 // finally save all snapshot buffers to snapshot list
16048 SaveSnapshotToList(buffers);
16051 void SaveEngineSnapshotToListInitial(void)
16053 FreeEngineSnapshotList();
16055 SaveEngineSnapshotToList();
16058 static void LoadEngineSnapshotValues(void)
16060 // restore special values from snapshot structure
16062 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16063 LoadEngineSnapshotValues_RND();
16064 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16065 LoadEngineSnapshotValues_EM();
16066 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16067 LoadEngineSnapshotValues_SP();
16068 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16069 LoadEngineSnapshotValues_MM();
16072 void LoadEngineSnapshotSingle(void)
16074 LoadSnapshotSingle();
16076 LoadEngineSnapshotValues();
16079 static void LoadEngineSnapshot_Undo(int steps)
16081 LoadSnapshotFromList_Older(steps);
16083 LoadEngineSnapshotValues();
16086 static void LoadEngineSnapshot_Redo(int steps)
16088 LoadSnapshotFromList_Newer(steps);
16090 LoadEngineSnapshotValues();
16093 boolean CheckEngineSnapshotSingle(void)
16095 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16096 snapshot_level_nr == level_nr);
16099 boolean CheckEngineSnapshotList(void)
16101 return CheckSnapshotList();
16105 // ---------- new game button stuff -------------------------------------------
16112 boolean *setup_value;
16113 boolean allowed_on_tape;
16114 boolean is_touch_button;
16116 } gamebutton_info[NUM_GAME_BUTTONS] =
16119 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16120 GAME_CTRL_ID_STOP, NULL,
16121 TRUE, FALSE, "stop game"
16124 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16125 GAME_CTRL_ID_PAUSE, NULL,
16126 TRUE, FALSE, "pause game"
16129 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16130 GAME_CTRL_ID_PLAY, NULL,
16131 TRUE, FALSE, "play game"
16134 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16135 GAME_CTRL_ID_UNDO, NULL,
16136 TRUE, FALSE, "undo step"
16139 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16140 GAME_CTRL_ID_REDO, NULL,
16141 TRUE, FALSE, "redo step"
16144 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16145 GAME_CTRL_ID_SAVE, NULL,
16146 TRUE, FALSE, "save game"
16149 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16150 GAME_CTRL_ID_PAUSE2, NULL,
16151 TRUE, FALSE, "pause game"
16154 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16155 GAME_CTRL_ID_LOAD, NULL,
16156 TRUE, FALSE, "load game"
16159 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16160 GAME_CTRL_ID_PANEL_STOP, NULL,
16161 FALSE, FALSE, "stop game"
16164 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16165 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16166 FALSE, FALSE, "pause game"
16169 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16170 GAME_CTRL_ID_PANEL_PLAY, NULL,
16171 FALSE, FALSE, "play game"
16174 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16175 GAME_CTRL_ID_TOUCH_STOP, NULL,
16176 FALSE, TRUE, "stop game"
16179 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16180 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16181 FALSE, TRUE, "pause game"
16184 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16185 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16186 TRUE, FALSE, "background music on/off"
16189 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16190 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16191 TRUE, FALSE, "sound loops on/off"
16194 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16195 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16196 TRUE, FALSE, "normal sounds on/off"
16199 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16200 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16201 FALSE, FALSE, "background music on/off"
16204 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16205 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16206 FALSE, FALSE, "sound loops on/off"
16209 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16210 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16211 FALSE, FALSE, "normal sounds on/off"
16215 void CreateGameButtons(void)
16219 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16221 int graphic = gamebutton_info[i].graphic;
16222 struct GraphicInfo *gfx = &graphic_info[graphic];
16223 struct XY *pos = gamebutton_info[i].pos;
16224 struct GadgetInfo *gi;
16227 unsigned int event_mask;
16228 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16229 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16230 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16231 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16232 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16233 int gd_x = gfx->src_x;
16234 int gd_y = gfx->src_y;
16235 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16236 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16237 int gd_xa = gfx->src_x + gfx->active_xoffset;
16238 int gd_ya = gfx->src_y + gfx->active_yoffset;
16239 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16240 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16241 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16242 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16245 // do not use touch buttons if overlay touch buttons are disabled
16246 if (is_touch_button && !setup.touch.overlay_buttons)
16249 if (gfx->bitmap == NULL)
16251 game_gadget[id] = NULL;
16256 if (id == GAME_CTRL_ID_STOP ||
16257 id == GAME_CTRL_ID_PANEL_STOP ||
16258 id == GAME_CTRL_ID_TOUCH_STOP ||
16259 id == GAME_CTRL_ID_PLAY ||
16260 id == GAME_CTRL_ID_PANEL_PLAY ||
16261 id == GAME_CTRL_ID_SAVE ||
16262 id == GAME_CTRL_ID_LOAD)
16264 button_type = GD_TYPE_NORMAL_BUTTON;
16266 event_mask = GD_EVENT_RELEASED;
16268 else if (id == GAME_CTRL_ID_UNDO ||
16269 id == GAME_CTRL_ID_REDO)
16271 button_type = GD_TYPE_NORMAL_BUTTON;
16273 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16277 button_type = GD_TYPE_CHECK_BUTTON;
16278 checked = (gamebutton_info[i].setup_value != NULL ?
16279 *gamebutton_info[i].setup_value : FALSE);
16280 event_mask = GD_EVENT_PRESSED;
16283 gi = CreateGadget(GDI_CUSTOM_ID, id,
16284 GDI_IMAGE_ID, graphic,
16285 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16288 GDI_WIDTH, gfx->width,
16289 GDI_HEIGHT, gfx->height,
16290 GDI_TYPE, button_type,
16291 GDI_STATE, GD_BUTTON_UNPRESSED,
16292 GDI_CHECKED, checked,
16293 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16294 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16295 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16296 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16297 GDI_DIRECT_DRAW, FALSE,
16298 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16299 GDI_EVENT_MASK, event_mask,
16300 GDI_CALLBACK_ACTION, HandleGameButtons,
16304 Fail("cannot create gadget");
16306 game_gadget[id] = gi;
16310 void FreeGameButtons(void)
16314 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16315 FreeGadget(game_gadget[i]);
16318 static void UnmapGameButtonsAtSamePosition(int id)
16322 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16324 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16325 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16326 UnmapGadget(game_gadget[i]);
16329 static void UnmapGameButtonsAtSamePosition_All(void)
16331 if (setup.show_load_save_buttons)
16333 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16334 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16335 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16337 else if (setup.show_undo_redo_buttons)
16339 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16340 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16341 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16345 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16346 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16347 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16349 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16350 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16351 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16355 void MapLoadSaveButtons(void)
16357 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16358 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16360 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16361 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16364 void MapUndoRedoButtons(void)
16366 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16367 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16369 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16370 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16373 void ModifyPauseButtons(void)
16377 GAME_CTRL_ID_PAUSE,
16378 GAME_CTRL_ID_PAUSE2,
16379 GAME_CTRL_ID_PANEL_PAUSE,
16380 GAME_CTRL_ID_TOUCH_PAUSE,
16385 for (i = 0; ids[i] > -1; i++)
16386 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16389 static void MapGameButtonsExt(boolean on_tape)
16393 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16395 if ((i == GAME_CTRL_ID_UNDO ||
16396 i == GAME_CTRL_ID_REDO) &&
16397 game_status != GAME_MODE_PLAYING)
16400 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16401 MapGadget(game_gadget[i]);
16404 UnmapGameButtonsAtSamePosition_All();
16406 RedrawGameButtons();
16409 static void UnmapGameButtonsExt(boolean on_tape)
16413 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16414 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16415 UnmapGadget(game_gadget[i]);
16418 static void RedrawGameButtonsExt(boolean on_tape)
16422 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16423 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16424 RedrawGadget(game_gadget[i]);
16427 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16432 gi->checked = state;
16435 static void RedrawSoundButtonGadget(int id)
16437 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16438 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16439 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16440 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16441 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16442 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16445 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16446 RedrawGadget(game_gadget[id2]);
16449 void MapGameButtons(void)
16451 MapGameButtonsExt(FALSE);
16454 void UnmapGameButtons(void)
16456 UnmapGameButtonsExt(FALSE);
16459 void RedrawGameButtons(void)
16461 RedrawGameButtonsExt(FALSE);
16464 void MapGameButtonsOnTape(void)
16466 MapGameButtonsExt(TRUE);
16469 void UnmapGameButtonsOnTape(void)
16471 UnmapGameButtonsExt(TRUE);
16474 void RedrawGameButtonsOnTape(void)
16476 RedrawGameButtonsExt(TRUE);
16479 static void GameUndoRedoExt(void)
16481 ClearPlayerAction();
16483 tape.pausing = TRUE;
16486 UpdateAndDisplayGameControlValues();
16488 DrawCompleteVideoDisplay();
16489 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16490 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16491 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16493 ModifyPauseButtons();
16498 static void GameUndo(int steps)
16500 if (!CheckEngineSnapshotList())
16503 int tape_property_bits = tape.property_bits;
16505 LoadEngineSnapshot_Undo(steps);
16507 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16512 static void GameRedo(int steps)
16514 if (!CheckEngineSnapshotList())
16517 int tape_property_bits = tape.property_bits;
16519 LoadEngineSnapshot_Redo(steps);
16521 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16526 static void HandleGameButtonsExt(int id, int button)
16528 static boolean game_undo_executed = FALSE;
16529 int steps = BUTTON_STEPSIZE(button);
16530 boolean handle_game_buttons =
16531 (game_status == GAME_MODE_PLAYING ||
16532 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16534 if (!handle_game_buttons)
16539 case GAME_CTRL_ID_STOP:
16540 case GAME_CTRL_ID_PANEL_STOP:
16541 case GAME_CTRL_ID_TOUCH_STOP:
16546 case GAME_CTRL_ID_PAUSE:
16547 case GAME_CTRL_ID_PAUSE2:
16548 case GAME_CTRL_ID_PANEL_PAUSE:
16549 case GAME_CTRL_ID_TOUCH_PAUSE:
16550 if (network.enabled && game_status == GAME_MODE_PLAYING)
16553 SendToServer_ContinuePlaying();
16555 SendToServer_PausePlaying();
16558 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16560 game_undo_executed = FALSE;
16564 case GAME_CTRL_ID_PLAY:
16565 case GAME_CTRL_ID_PANEL_PLAY:
16566 if (game_status == GAME_MODE_MAIN)
16568 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16570 else if (tape.pausing)
16572 if (network.enabled)
16573 SendToServer_ContinuePlaying();
16575 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16579 case GAME_CTRL_ID_UNDO:
16580 // Important: When using "save snapshot when collecting an item" mode,
16581 // load last (current) snapshot for first "undo" after pressing "pause"
16582 // (else the last-but-one snapshot would be loaded, because the snapshot
16583 // pointer already points to the last snapshot when pressing "pause",
16584 // which is fine for "every step/move" mode, but not for "every collect")
16585 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16586 !game_undo_executed)
16589 game_undo_executed = TRUE;
16594 case GAME_CTRL_ID_REDO:
16598 case GAME_CTRL_ID_SAVE:
16602 case GAME_CTRL_ID_LOAD:
16606 case SOUND_CTRL_ID_MUSIC:
16607 case SOUND_CTRL_ID_PANEL_MUSIC:
16608 if (setup.sound_music)
16610 setup.sound_music = FALSE;
16614 else if (audio.music_available)
16616 setup.sound = setup.sound_music = TRUE;
16618 SetAudioMode(setup.sound);
16620 if (game_status == GAME_MODE_PLAYING)
16624 RedrawSoundButtonGadget(id);
16628 case SOUND_CTRL_ID_LOOPS:
16629 case SOUND_CTRL_ID_PANEL_LOOPS:
16630 if (setup.sound_loops)
16631 setup.sound_loops = FALSE;
16632 else if (audio.loops_available)
16634 setup.sound = setup.sound_loops = TRUE;
16636 SetAudioMode(setup.sound);
16639 RedrawSoundButtonGadget(id);
16643 case SOUND_CTRL_ID_SIMPLE:
16644 case SOUND_CTRL_ID_PANEL_SIMPLE:
16645 if (setup.sound_simple)
16646 setup.sound_simple = FALSE;
16647 else if (audio.sound_available)
16649 setup.sound = setup.sound_simple = TRUE;
16651 SetAudioMode(setup.sound);
16654 RedrawSoundButtonGadget(id);
16663 static void HandleGameButtons(struct GadgetInfo *gi)
16665 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16668 void HandleSoundButtonKeys(Key key)
16670 if (key == setup.shortcut.sound_simple)
16671 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16672 else if (key == setup.shortcut.sound_loops)
16673 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16674 else if (key == setup.shortcut.sound_music)
16675 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);