1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize if element can trigger global animations -----------
3200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[i];
3204 ei->has_anim_event = FALSE;
3207 InitGlobalAnimEventsForCustomElements();
3209 // ---------- initialize internal run-time variables ------------------------
3211 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 ei->change_page[j].can_change_or_has_action =
3218 (ei->change_page[j].can_change |
3219 ei->change_page[j].has_action);
3223 // add change events from custom element configuration
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 if (!ei->change_page[j].can_change_or_has_action)
3233 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3235 // only add event page for the first page found with this event
3236 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3238 ei->has_change_event[k] = TRUE;
3240 ei->event_page_nr[k] = j;
3241 ei->event_page[k] = &ei->change_page[j];
3247 // ---------- initialize reference elements in change conditions ------------
3249 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3251 int element = EL_CUSTOM_START + i;
3252 struct ElementInfo *ei = &element_info[element];
3254 for (j = 0; j < ei->num_change_pages; j++)
3256 int trigger_element = ei->change_page[j].initial_trigger_element;
3258 if (trigger_element >= EL_PREV_CE_8 &&
3259 trigger_element <= EL_NEXT_CE_8)
3260 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3262 ei->change_page[j].trigger_element = trigger_element;
3266 // ---------- initialize run-time trigger player and element ----------------
3268 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 struct ElementChangeInfo *change = &ei->change_page[j];
3276 change->actual_trigger_element = EL_EMPTY;
3277 change->actual_trigger_player = EL_EMPTY;
3278 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3279 change->actual_trigger_side = CH_SIDE_NONE;
3280 change->actual_trigger_ce_value = 0;
3281 change->actual_trigger_ce_score = 0;
3285 // ---------- initialize trigger events -------------------------------------
3287 // initialize trigger events information
3288 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3289 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3290 trigger_events[i][j] = FALSE;
3292 // add trigger events from element change event properties
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3295 struct ElementInfo *ei = &element_info[i];
3297 for (j = 0; j < ei->num_change_pages; j++)
3299 struct ElementChangeInfo *change = &ei->change_page[j];
3301 if (!change->can_change_or_has_action)
3304 if (change->has_event[CE_BY_OTHER_ACTION])
3306 int trigger_element = change->trigger_element;
3308 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3310 if (change->has_event[k])
3312 if (IS_GROUP_ELEMENT(trigger_element))
3314 struct ElementGroupInfo *group =
3315 element_info[trigger_element].group;
3317 for (l = 0; l < group->num_elements_resolved; l++)
3318 trigger_events[group->element_resolved[l]][k] = TRUE;
3320 else if (trigger_element == EL_ANY_ELEMENT)
3321 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3322 trigger_events[l][k] = TRUE;
3324 trigger_events[trigger_element][k] = TRUE;
3331 // ---------- initialize push delay -----------------------------------------
3333 // initialize push delay values to default
3334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3336 if (!IS_CUSTOM_ELEMENT(i))
3338 // set default push delay values (corrected since version 3.0.7-1)
3339 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3341 element_info[i].push_delay_fixed = 2;
3342 element_info[i].push_delay_random = 8;
3346 element_info[i].push_delay_fixed = 8;
3347 element_info[i].push_delay_random = 8;
3352 // set push delay value for certain elements from pre-defined list
3353 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3355 int e = push_delay_list[i].element;
3357 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3358 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3361 // set push delay value for Supaplex elements for newer engine versions
3362 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (IS_SP_ELEMENT(i))
3368 // set SP push delay to just enough to push under a falling zonk
3369 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3371 element_info[i].push_delay_fixed = delay;
3372 element_info[i].push_delay_random = 0;
3377 // ---------- initialize move stepsize --------------------------------------
3379 // initialize move stepsize values to default
3380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3381 if (!IS_CUSTOM_ELEMENT(i))
3382 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3384 // set move stepsize value for certain elements from pre-defined list
3385 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3387 int e = move_stepsize_list[i].element;
3389 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3391 // set move stepsize value for certain elements for older engine versions
3392 if (use_old_move_stepsize_for_magic_wall)
3394 if (e == EL_MAGIC_WALL_FILLING ||
3395 e == EL_MAGIC_WALL_EMPTYING ||
3396 e == EL_BD_MAGIC_WALL_FILLING ||
3397 e == EL_BD_MAGIC_WALL_EMPTYING)
3398 element_info[e].move_stepsize *= 2;
3402 // ---------- initialize collect score --------------------------------------
3404 // initialize collect score values for custom elements from initial value
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (IS_CUSTOM_ELEMENT(i))
3407 element_info[i].collect_score = element_info[i].collect_score_initial;
3409 // ---------- initialize collect count --------------------------------------
3411 // initialize collect count values for non-custom elements
3412 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3413 if (!IS_CUSTOM_ELEMENT(i))
3414 element_info[i].collect_count_initial = 0;
3416 // add collect count values for all elements from pre-defined list
3417 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3418 element_info[collect_count_list[i].element].collect_count_initial =
3419 collect_count_list[i].count;
3421 // ---------- initialize access direction -----------------------------------
3423 // initialize access direction values to default (access from every side)
3424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3426 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3428 // set access direction value for certain elements from pre-defined list
3429 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3430 element_info[access_direction_list[i].element].access_direction =
3431 access_direction_list[i].direction;
3433 // ---------- initialize explosion content ----------------------------------
3434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3436 if (IS_CUSTOM_ELEMENT(i))
3439 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3441 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3443 element_info[i].content.e[x][y] =
3444 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3445 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3446 i == EL_PLAYER_3 ? EL_EMERALD :
3447 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3448 i == EL_MOLE ? EL_EMERALD_RED :
3449 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3450 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3451 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3452 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3453 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3454 i == EL_WALL_EMERALD ? EL_EMERALD :
3455 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3456 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3457 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3458 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3459 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3460 i == EL_WALL_PEARL ? EL_PEARL :
3461 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3466 // ---------- initialize recursion detection --------------------------------
3467 recursion_loop_depth = 0;
3468 recursion_loop_detected = FALSE;
3469 recursion_loop_element = EL_UNDEFINED;
3471 // ---------- initialize graphics engine ------------------------------------
3472 game.scroll_delay_value =
3473 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3474 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3475 !setup.forced_scroll_delay ? 0 :
3476 setup.scroll_delay ? setup.scroll_delay_value : 0);
3477 game.scroll_delay_value =
3478 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3480 // ---------- initialize game engine snapshots ------------------------------
3481 for (i = 0; i < MAX_PLAYERS; i++)
3482 game.snapshot.last_action[i] = 0;
3483 game.snapshot.changed_action = FALSE;
3484 game.snapshot.collected_item = FALSE;
3485 game.snapshot.mode =
3486 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3487 SNAPSHOT_MODE_EVERY_STEP :
3488 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3489 SNAPSHOT_MODE_EVERY_MOVE :
3490 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3491 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3492 game.snapshot.save_snapshot = FALSE;
3494 // ---------- initialize level time for Supaplex engine ---------------------
3495 // Supaplex levels with time limit currently unsupported -- should be added
3496 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3499 // ---------- initialize flags for handling game actions --------------------
3501 // set flags for game actions to default values
3502 game.use_key_actions = TRUE;
3503 game.use_mouse_actions = FALSE;
3505 // when using Mirror Magic game engine, handle mouse events only
3506 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3508 game.use_key_actions = FALSE;
3509 game.use_mouse_actions = TRUE;
3512 // check for custom elements with mouse click events
3513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3515 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3517 int element = EL_CUSTOM_START + i;
3519 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3520 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3521 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3522 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3523 game.use_mouse_actions = TRUE;
3528 static int get_num_special_action(int element, int action_first,
3531 int num_special_action = 0;
3534 for (i = action_first; i <= action_last; i++)
3536 boolean found = FALSE;
3538 for (j = 0; j < NUM_DIRECTIONS; j++)
3539 if (el_act_dir2img(element, i, j) !=
3540 el_act_dir2img(element, ACTION_DEFAULT, j))
3544 num_special_action++;
3549 return num_special_action;
3553 // ============================================================================
3555 // ----------------------------------------------------------------------------
3556 // initialize and start new game
3557 // ============================================================================
3559 #if DEBUG_INIT_PLAYER
3560 static void DebugPrintPlayerStatus(char *message)
3567 Debug("game:init:player", "%s:", message);
3569 for (i = 0; i < MAX_PLAYERS; i++)
3571 struct PlayerInfo *player = &stored_player[i];
3573 Debug("game:init:player",
3574 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3578 player->connected_locally,
3579 player->connected_network,
3581 (local_player == player ? " (local player)" : ""));
3588 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3589 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3590 int fade_mask = REDRAW_FIELD;
3591 boolean restarting = (game_status == GAME_MODE_PLAYING);
3592 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3593 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3594 int initial_move_dir = MV_DOWN;
3597 // required here to update video display before fading (FIX THIS)
3598 DrawMaskedBorder(REDRAW_DOOR_2);
3600 if (!game.restart_level)
3601 CloseDoor(DOOR_CLOSE_1);
3605 // force fading out global animations displayed during game play
3606 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3610 SetGameStatus(GAME_MODE_PLAYING);
3613 if (level_editor_test_game)
3614 FadeSkipNextFadeOut();
3616 FadeSetEnterScreen();
3619 fade_mask = REDRAW_ALL;
3621 FadeLevelSoundsAndMusic();
3623 ExpireSoundLoops(TRUE);
3629 // force restarting global animations displayed during game play
3630 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3632 // this is required for "transforming" fade modes like cross-fading
3633 // (else global animations will be stopped, but not restarted here)
3634 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3636 SetGameStatus(GAME_MODE_PLAYING);
3639 if (level_editor_test_game)
3640 FadeSkipNextFadeIn();
3642 // needed if different viewport properties defined for playing
3643 ChangeViewportPropertiesIfNeeded();
3647 DrawCompleteVideoDisplay();
3649 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3652 InitGameControlValues();
3656 // initialize tape actions from game when recording tape
3657 tape.use_key_actions = game.use_key_actions;
3658 tape.use_mouse_actions = game.use_mouse_actions;
3660 // initialize visible playfield size when recording tape (for team mode)
3661 tape.scr_fieldx = SCR_FIELDX;
3662 tape.scr_fieldy = SCR_FIELDY;
3665 // don't play tapes over network
3666 network_playing = (network.enabled && !tape.playing);
3668 for (i = 0; i < MAX_PLAYERS; i++)
3670 struct PlayerInfo *player = &stored_player[i];
3672 player->index_nr = i;
3673 player->index_bit = (1 << i);
3674 player->element_nr = EL_PLAYER_1 + i;
3676 player->present = FALSE;
3677 player->active = FALSE;
3678 player->mapped = FALSE;
3680 player->killed = FALSE;
3681 player->reanimated = FALSE;
3682 player->buried = FALSE;
3685 player->effective_action = 0;
3686 player->programmed_action = 0;
3687 player->snap_action = 0;
3689 player->mouse_action.lx = 0;
3690 player->mouse_action.ly = 0;
3691 player->mouse_action.button = 0;
3692 player->mouse_action.button_hint = 0;
3694 player->effective_mouse_action.lx = 0;
3695 player->effective_mouse_action.ly = 0;
3696 player->effective_mouse_action.button = 0;
3697 player->effective_mouse_action.button_hint = 0;
3699 for (j = 0; j < MAX_NUM_KEYS; j++)
3700 player->key[j] = FALSE;
3702 player->num_white_keys = 0;
3704 player->dynabomb_count = 0;
3705 player->dynabomb_size = 1;
3706 player->dynabombs_left = 0;
3707 player->dynabomb_xl = FALSE;
3709 player->MovDir = initial_move_dir;
3712 player->GfxDir = initial_move_dir;
3713 player->GfxAction = ACTION_DEFAULT;
3715 player->StepFrame = 0;
3717 player->initial_element = player->element_nr;
3718 player->artwork_element =
3719 (level.use_artwork_element[i] ? level.artwork_element[i] :
3720 player->element_nr);
3721 player->use_murphy = FALSE;
3723 player->block_last_field = FALSE; // initialized in InitPlayerField()
3724 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3726 player->gravity = level.initial_player_gravity[i];
3728 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3730 player->actual_frame_counter.count = 0;
3731 player->actual_frame_counter.value = 1;
3733 player->step_counter = 0;
3735 player->last_move_dir = initial_move_dir;
3737 player->is_active = FALSE;
3739 player->is_waiting = FALSE;
3740 player->is_moving = FALSE;
3741 player->is_auto_moving = FALSE;
3742 player->is_digging = FALSE;
3743 player->is_snapping = FALSE;
3744 player->is_collecting = FALSE;
3745 player->is_pushing = FALSE;
3746 player->is_switching = FALSE;
3747 player->is_dropping = FALSE;
3748 player->is_dropping_pressed = FALSE;
3750 player->is_bored = FALSE;
3751 player->is_sleeping = FALSE;
3753 player->was_waiting = TRUE;
3754 player->was_moving = FALSE;
3755 player->was_snapping = FALSE;
3756 player->was_dropping = FALSE;
3758 player->force_dropping = FALSE;
3760 player->frame_counter_bored = -1;
3761 player->frame_counter_sleeping = -1;
3763 player->anim_delay_counter = 0;
3764 player->post_delay_counter = 0;
3766 player->dir_waiting = initial_move_dir;
3767 player->action_waiting = ACTION_DEFAULT;
3768 player->last_action_waiting = ACTION_DEFAULT;
3769 player->special_action_bored = ACTION_DEFAULT;
3770 player->special_action_sleeping = ACTION_DEFAULT;
3772 player->switch_x = -1;
3773 player->switch_y = -1;
3775 player->drop_x = -1;
3776 player->drop_y = -1;
3778 player->show_envelope = 0;
3780 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3782 player->push_delay = -1; // initialized when pushing starts
3783 player->push_delay_value = game.initial_push_delay_value;
3785 player->drop_delay = 0;
3786 player->drop_pressed_delay = 0;
3788 player->last_jx = -1;
3789 player->last_jy = -1;
3793 player->shield_normal_time_left = 0;
3794 player->shield_deadly_time_left = 0;
3796 player->last_removed_element = EL_UNDEFINED;
3798 player->inventory_infinite_element = EL_UNDEFINED;
3799 player->inventory_size = 0;
3801 if (level.use_initial_inventory[i])
3803 for (j = 0; j < level.initial_inventory_size[i]; j++)
3805 int element = level.initial_inventory_content[i][j];
3806 int collect_count = element_info[element].collect_count_initial;
3809 if (!IS_CUSTOM_ELEMENT(element))
3812 if (collect_count == 0)
3813 player->inventory_infinite_element = element;
3815 for (k = 0; k < collect_count; k++)
3816 if (player->inventory_size < MAX_INVENTORY_SIZE)
3817 player->inventory_element[player->inventory_size++] = element;
3821 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3822 SnapField(player, 0, 0);
3824 map_player_action[i] = i;
3827 network_player_action_received = FALSE;
3829 // initial null action
3830 if (network_playing)
3831 SendToServer_MovePlayer(MV_NONE);
3836 TimeLeft = level.time;
3839 ScreenMovDir = MV_NONE;
3843 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3845 game.robot_wheel_x = -1;
3846 game.robot_wheel_y = -1;
3851 game.all_players_gone = FALSE;
3853 game.LevelSolved = FALSE;
3854 game.GameOver = FALSE;
3856 game.GamePlayed = !tape.playing;
3858 game.LevelSolved_GameWon = FALSE;
3859 game.LevelSolved_GameEnd = FALSE;
3860 game.LevelSolved_SaveTape = FALSE;
3861 game.LevelSolved_SaveScore = FALSE;
3863 game.LevelSolved_CountingTime = 0;
3864 game.LevelSolved_CountingScore = 0;
3865 game.LevelSolved_CountingHealth = 0;
3867 game.panel.active = TRUE;
3869 game.no_level_time_limit = (level.time == 0);
3870 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3872 game.yamyam_content_nr = 0;
3873 game.robot_wheel_active = FALSE;
3874 game.magic_wall_active = FALSE;
3875 game.magic_wall_time_left = 0;
3876 game.light_time_left = 0;
3877 game.timegate_time_left = 0;
3878 game.switchgate_pos = 0;
3879 game.wind_direction = level.wind_direction_initial;
3881 game.time_final = 0;
3882 game.score_time_final = 0;
3885 game.score_final = 0;
3887 game.health = MAX_HEALTH;
3888 game.health_final = MAX_HEALTH;
3890 game.gems_still_needed = level.gems_needed;
3891 game.sokoban_fields_still_needed = 0;
3892 game.sokoban_objects_still_needed = 0;
3893 game.lights_still_needed = 0;
3894 game.players_still_needed = 0;
3895 game.friends_still_needed = 0;
3897 game.lenses_time_left = 0;
3898 game.magnify_time_left = 0;
3900 game.ball_active = level.ball_active_initial;
3901 game.ball_content_nr = 0;
3903 game.explosions_delayed = TRUE;
3905 game.envelope_active = FALSE;
3907 // special case: set custom artwork setting to initial value
3908 game.use_masked_elements = game.use_masked_elements_initial;
3910 for (i = 0; i < NUM_BELTS; i++)
3912 game.belt_dir[i] = MV_NONE;
3913 game.belt_dir_nr[i] = 3; // not moving, next moving left
3916 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3917 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3919 #if DEBUG_INIT_PLAYER
3920 DebugPrintPlayerStatus("Player status at level initialization");
3923 SCAN_PLAYFIELD(x, y)
3925 Tile[x][y] = Last[x][y] = level.field[x][y];
3926 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3927 ChangeDelay[x][y] = 0;
3928 ChangePage[x][y] = -1;
3929 CustomValue[x][y] = 0; // initialized in InitField()
3930 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3932 WasJustMoving[x][y] = 0;
3933 WasJustFalling[x][y] = 0;
3934 CheckCollision[x][y] = 0;
3935 CheckImpact[x][y] = 0;
3937 Pushed[x][y] = FALSE;
3939 ChangeCount[x][y] = 0;
3940 ChangeEvent[x][y] = -1;
3942 ExplodePhase[x][y] = 0;
3943 ExplodeDelay[x][y] = 0;
3944 ExplodeField[x][y] = EX_TYPE_NONE;
3946 RunnerVisit[x][y] = 0;
3947 PlayerVisit[x][y] = 0;
3950 GfxRandom[x][y] = INIT_GFX_RANDOM();
3951 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3952 GfxElement[x][y] = EL_UNDEFINED;
3953 GfxElementEmpty[x][y] = EL_EMPTY;
3954 GfxAction[x][y] = ACTION_DEFAULT;
3955 GfxDir[x][y] = MV_NONE;
3956 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3959 SCAN_PLAYFIELD(x, y)
3961 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3963 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3966 InitField(x, y, TRUE);
3968 ResetGfxAnimation(x, y);
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 // set number of special actions for bored and sleeping animation
3978 player->num_special_action_bored =
3979 get_num_special_action(player->artwork_element,
3980 ACTION_BORING_1, ACTION_BORING_LAST);
3981 player->num_special_action_sleeping =
3982 get_num_special_action(player->artwork_element,
3983 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3986 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3987 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3989 // initialize type of slippery elements
3990 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3992 if (!IS_CUSTOM_ELEMENT(i))
3994 // default: elements slip down either to the left or right randomly
3995 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3997 // SP style elements prefer to slip down on the left side
3998 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3999 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4001 // BD style elements prefer to slip down on the left side
4002 if (game.emulation == EMU_BOULDERDASH)
4003 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4007 // initialize explosion and ignition delay
4008 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4010 if (!IS_CUSTOM_ELEMENT(i))
4013 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4014 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4015 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4016 int last_phase = (num_phase + 1) * delay;
4017 int half_phase = (num_phase / 2) * delay;
4019 element_info[i].explosion_delay = last_phase - 1;
4020 element_info[i].ignition_delay = half_phase;
4022 if (i == EL_BLACK_ORB)
4023 element_info[i].ignition_delay = 1;
4027 // correct non-moving belts to start moving left
4028 for (i = 0; i < NUM_BELTS; i++)
4029 if (game.belt_dir[i] == MV_NONE)
4030 game.belt_dir_nr[i] = 3; // not moving, next moving left
4032 #if USE_NEW_PLAYER_ASSIGNMENTS
4033 // use preferred player also in local single-player mode
4034 if (!network.enabled && !game.team_mode)
4036 int new_index_nr = setup.network_player_nr;
4038 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4040 for (i = 0; i < MAX_PLAYERS; i++)
4041 stored_player[i].connected_locally = FALSE;
4043 stored_player[new_index_nr].connected_locally = TRUE;
4047 for (i = 0; i < MAX_PLAYERS; i++)
4049 stored_player[i].connected = FALSE;
4051 // in network game mode, the local player might not be the first player
4052 if (stored_player[i].connected_locally)
4053 local_player = &stored_player[i];
4056 if (!network.enabled)
4057 local_player->connected = TRUE;
4061 for (i = 0; i < MAX_PLAYERS; i++)
4062 stored_player[i].connected = tape.player_participates[i];
4064 else if (network.enabled)
4066 // add team mode players connected over the network (needed for correct
4067 // assignment of player figures from level to locally playing players)
4069 for (i = 0; i < MAX_PLAYERS; i++)
4070 if (stored_player[i].connected_network)
4071 stored_player[i].connected = TRUE;
4073 else if (game.team_mode)
4075 // try to guess locally connected team mode players (needed for correct
4076 // assignment of player figures from level to locally playing players)
4078 for (i = 0; i < MAX_PLAYERS; i++)
4079 if (setup.input[i].use_joystick ||
4080 setup.input[i].key.left != KSYM_UNDEFINED)
4081 stored_player[i].connected = TRUE;
4084 #if DEBUG_INIT_PLAYER
4085 DebugPrintPlayerStatus("Player status after level initialization");
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "Reassigning players ...");
4092 // check if any connected player was not found in playfield
4093 for (i = 0; i < MAX_PLAYERS; i++)
4095 struct PlayerInfo *player = &stored_player[i];
4097 if (player->connected && !player->present)
4099 struct PlayerInfo *field_player = NULL;
4101 #if DEBUG_INIT_PLAYER
4102 Debug("game:init:player",
4103 "- looking for field player for player %d ...", i + 1);
4106 // assign first free player found that is present in the playfield
4108 // first try: look for unmapped playfield player that is not connected
4109 for (j = 0; j < MAX_PLAYERS; j++)
4110 if (field_player == NULL &&
4111 stored_player[j].present &&
4112 !stored_player[j].mapped &&
4113 !stored_player[j].connected)
4114 field_player = &stored_player[j];
4116 // second try: look for *any* unmapped playfield player
4117 for (j = 0; j < MAX_PLAYERS; j++)
4118 if (field_player == NULL &&
4119 stored_player[j].present &&
4120 !stored_player[j].mapped)
4121 field_player = &stored_player[j];
4123 if (field_player != NULL)
4125 int jx = field_player->jx, jy = field_player->jy;
4127 #if DEBUG_INIT_PLAYER
4128 Debug("game:init:player", "- found player %d",
4129 field_player->index_nr + 1);
4132 player->present = FALSE;
4133 player->active = FALSE;
4135 field_player->present = TRUE;
4136 field_player->active = TRUE;
4139 player->initial_element = field_player->initial_element;
4140 player->artwork_element = field_player->artwork_element;
4142 player->block_last_field = field_player->block_last_field;
4143 player->block_delay_adjustment = field_player->block_delay_adjustment;
4146 StorePlayer[jx][jy] = field_player->element_nr;
4148 field_player->jx = field_player->last_jx = jx;
4149 field_player->jy = field_player->last_jy = jy;
4151 if (local_player == player)
4152 local_player = field_player;
4154 map_player_action[field_player->index_nr] = i;
4156 field_player->mapped = TRUE;
4158 #if DEBUG_INIT_PLAYER
4159 Debug("game:init:player", "- map_player_action[%d] == %d",
4160 field_player->index_nr + 1, i + 1);
4165 if (player->connected && player->present)
4166 player->mapped = TRUE;
4169 #if DEBUG_INIT_PLAYER
4170 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4175 // check if any connected player was not found in playfield
4176 for (i = 0; i < MAX_PLAYERS; i++)
4178 struct PlayerInfo *player = &stored_player[i];
4180 if (player->connected && !player->present)
4182 for (j = 0; j < MAX_PLAYERS; j++)
4184 struct PlayerInfo *field_player = &stored_player[j];
4185 int jx = field_player->jx, jy = field_player->jy;
4187 // assign first free player found that is present in the playfield
4188 if (field_player->present && !field_player->connected)
4190 player->present = TRUE;
4191 player->active = TRUE;
4193 field_player->present = FALSE;
4194 field_player->active = FALSE;
4196 player->initial_element = field_player->initial_element;
4197 player->artwork_element = field_player->artwork_element;
4199 player->block_last_field = field_player->block_last_field;
4200 player->block_delay_adjustment = field_player->block_delay_adjustment;
4202 StorePlayer[jx][jy] = player->element_nr;
4204 player->jx = player->last_jx = jx;
4205 player->jy = player->last_jy = jy;
4215 Debug("game:init:player", "local_player->present == %d",
4216 local_player->present);
4219 // set focus to local player for network games, else to all players
4220 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4221 game.centered_player_nr_next = game.centered_player_nr;
4222 game.set_centered_player = FALSE;
4223 game.set_centered_player_wrap = FALSE;
4225 if (network_playing && tape.recording)
4227 // store client dependent player focus when recording network games
4228 tape.centered_player_nr_next = game.centered_player_nr_next;
4229 tape.set_centered_player = TRUE;
4234 // when playing a tape, eliminate all players who do not participate
4236 #if USE_NEW_PLAYER_ASSIGNMENTS
4238 if (!game.team_mode)
4240 for (i = 0; i < MAX_PLAYERS; i++)
4242 if (stored_player[i].active &&
4243 !tape.player_participates[map_player_action[i]])
4245 struct PlayerInfo *player = &stored_player[i];
4246 int jx = player->jx, jy = player->jy;
4248 #if DEBUG_INIT_PLAYER
4249 Debug("game:init:player", "Removing player %d at (%d, %d)",
4253 player->active = FALSE;
4254 StorePlayer[jx][jy] = 0;
4255 Tile[jx][jy] = EL_EMPTY;
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 if (stored_player[i].active &&
4265 !tape.player_participates[i])
4267 struct PlayerInfo *player = &stored_player[i];
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 StorePlayer[jx][jy] = 0;
4272 Tile[jx][jy] = EL_EMPTY;
4277 else if (!network.enabled && !game.team_mode) // && !tape.playing
4279 // when in single player mode, eliminate all but the local player
4281 for (i = 0; i < MAX_PLAYERS; i++)
4283 struct PlayerInfo *player = &stored_player[i];
4285 if (player->active && player != local_player)
4287 int jx = player->jx, jy = player->jy;
4289 player->active = FALSE;
4290 player->present = FALSE;
4292 StorePlayer[jx][jy] = 0;
4293 Tile[jx][jy] = EL_EMPTY;
4298 for (i = 0; i < MAX_PLAYERS; i++)
4299 if (stored_player[i].active)
4300 game.players_still_needed++;
4302 if (level.solved_by_one_player)
4303 game.players_still_needed = 1;
4305 // when recording the game, store which players take part in the game
4308 #if USE_NEW_PLAYER_ASSIGNMENTS
4309 for (i = 0; i < MAX_PLAYERS; i++)
4310 if (stored_player[i].connected)
4311 tape.player_participates[i] = TRUE;
4313 for (i = 0; i < MAX_PLAYERS; i++)
4314 if (stored_player[i].active)
4315 tape.player_participates[i] = TRUE;
4319 #if DEBUG_INIT_PLAYER
4320 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4323 if (BorderElement == EL_EMPTY)
4326 SBX_Right = lev_fieldx - SCR_FIELDX;
4328 SBY_Lower = lev_fieldy - SCR_FIELDY;
4333 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4335 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4338 if (full_lev_fieldx <= SCR_FIELDX)
4339 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4340 if (full_lev_fieldy <= SCR_FIELDY)
4341 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4343 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4345 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4348 // if local player not found, look for custom element that might create
4349 // the player (make some assumptions about the right custom element)
4350 if (!local_player->present)
4352 int start_x = 0, start_y = 0;
4353 int found_rating = 0;
4354 int found_element = EL_UNDEFINED;
4355 int player_nr = local_player->index_nr;
4357 SCAN_PLAYFIELD(x, y)
4359 int element = Tile[x][y];
4364 if (level.use_start_element[player_nr] &&
4365 level.start_element[player_nr] == element &&
4372 found_element = element;
4375 if (!IS_CUSTOM_ELEMENT(element))
4378 if (CAN_CHANGE(element))
4380 for (i = 0; i < element_info[element].num_change_pages; i++)
4382 // check for player created from custom element as single target
4383 content = element_info[element].change_page[i].target_element;
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 3 ||
4387 (found_rating == 3 && element < found_element)))
4393 found_element = element;
4398 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4400 // check for player created from custom element as explosion content
4401 content = element_info[element].content.e[xx][yy];
4402 is_player = IS_PLAYER_ELEMENT(content);
4404 if (is_player && (found_rating < 2 ||
4405 (found_rating == 2 && element < found_element)))
4407 start_x = x + xx - 1;
4408 start_y = y + yy - 1;
4411 found_element = element;
4414 if (!CAN_CHANGE(element))
4417 for (i = 0; i < element_info[element].num_change_pages; i++)
4419 // check for player created from custom element as extended target
4421 element_info[element].change_page[i].target_content.e[xx][yy];
4423 is_player = IS_PLAYER_ELEMENT(content);
4425 if (is_player && (found_rating < 1 ||
4426 (found_rating == 1 && element < found_element)))
4428 start_x = x + xx - 1;
4429 start_y = y + yy - 1;
4432 found_element = element;
4438 scroll_x = SCROLL_POSITION_X(start_x);
4439 scroll_y = SCROLL_POSITION_Y(start_y);
4443 scroll_x = SCROLL_POSITION_X(local_player->jx);
4444 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4447 // !!! FIX THIS (START) !!!
4448 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4450 InitGameEngine_EM();
4452 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4454 InitGameEngine_SP();
4456 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4458 InitGameEngine_MM();
4462 DrawLevel(REDRAW_FIELD);
4465 // after drawing the level, correct some elements
4466 if (game.timegate_time_left == 0)
4467 CloseAllOpenTimegates();
4470 // blit playfield from scroll buffer to normal back buffer for fading in
4471 BlitScreenToBitmap(backbuffer);
4472 // !!! FIX THIS (END) !!!
4474 DrawMaskedBorder(fade_mask);
4479 // full screen redraw is required at this point in the following cases:
4480 // - special editor door undrawn when game was started from level editor
4481 // - drawing area (playfield) was changed and has to be removed completely
4482 redraw_mask = REDRAW_ALL;
4486 if (!game.restart_level)
4488 // copy default game door content to main double buffer
4490 // !!! CHECK AGAIN !!!
4491 SetPanelBackground();
4492 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4493 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4496 SetPanelBackground();
4497 SetDrawBackgroundMask(REDRAW_DOOR_1);
4499 UpdateAndDisplayGameControlValues();
4501 if (!game.restart_level)
4507 CreateGameButtons();
4512 // copy actual game door content to door double buffer for OpenDoor()
4513 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4515 OpenDoor(DOOR_OPEN_ALL);
4517 KeyboardAutoRepeatOffUnlessAutoplay();
4519 #if DEBUG_INIT_PLAYER
4520 DebugPrintPlayerStatus("Player status (final)");
4529 if (!game.restart_level && !tape.playing)
4531 LevelStats_incPlayed(level_nr);
4533 SaveLevelSetup_SeriesInfo();
4536 game.restart_level = FALSE;
4538 game.request_active = FALSE;
4539 game.request_active_or_moving = FALSE;
4541 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4542 InitGameActions_MM();
4544 SaveEngineSnapshotToListInitial();
4546 if (!game.restart_level)
4548 PlaySound(SND_GAME_STARTING);
4550 if (setup.sound_music)
4554 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4557 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4558 int actual_player_x, int actual_player_y)
4560 // this is used for non-R'n'D game engines to update certain engine values
4562 // needed to determine if sounds are played within the visible screen area
4563 scroll_x = actual_scroll_x;
4564 scroll_y = actual_scroll_y;
4566 // needed to get player position for "follow finger" playing input method
4567 local_player->jx = actual_player_x;
4568 local_player->jy = actual_player_y;
4571 void InitMovDir(int x, int y)
4573 int i, element = Tile[x][y];
4574 static int xy[4][2] =
4581 static int direction[3][4] =
4583 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4584 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4585 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4594 Tile[x][y] = EL_BUG;
4595 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4598 case EL_SPACESHIP_RIGHT:
4599 case EL_SPACESHIP_UP:
4600 case EL_SPACESHIP_LEFT:
4601 case EL_SPACESHIP_DOWN:
4602 Tile[x][y] = EL_SPACESHIP;
4603 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4606 case EL_BD_BUTTERFLY_RIGHT:
4607 case EL_BD_BUTTERFLY_UP:
4608 case EL_BD_BUTTERFLY_LEFT:
4609 case EL_BD_BUTTERFLY_DOWN:
4610 Tile[x][y] = EL_BD_BUTTERFLY;
4611 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4614 case EL_BD_FIREFLY_RIGHT:
4615 case EL_BD_FIREFLY_UP:
4616 case EL_BD_FIREFLY_LEFT:
4617 case EL_BD_FIREFLY_DOWN:
4618 Tile[x][y] = EL_BD_FIREFLY;
4619 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4622 case EL_PACMAN_RIGHT:
4624 case EL_PACMAN_LEFT:
4625 case EL_PACMAN_DOWN:
4626 Tile[x][y] = EL_PACMAN;
4627 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4630 case EL_YAMYAM_LEFT:
4631 case EL_YAMYAM_RIGHT:
4633 case EL_YAMYAM_DOWN:
4634 Tile[x][y] = EL_YAMYAM;
4635 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4638 case EL_SP_SNIKSNAK:
4639 MovDir[x][y] = MV_UP;
4642 case EL_SP_ELECTRON:
4643 MovDir[x][y] = MV_LEFT;
4650 Tile[x][y] = EL_MOLE;
4651 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4654 case EL_SPRING_LEFT:
4655 case EL_SPRING_RIGHT:
4656 Tile[x][y] = EL_SPRING;
4657 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4661 if (IS_CUSTOM_ELEMENT(element))
4663 struct ElementInfo *ei = &element_info[element];
4664 int move_direction_initial = ei->move_direction_initial;
4665 int move_pattern = ei->move_pattern;
4667 if (move_direction_initial == MV_START_PREVIOUS)
4669 if (MovDir[x][y] != MV_NONE)
4672 move_direction_initial = MV_START_AUTOMATIC;
4675 if (move_direction_initial == MV_START_RANDOM)
4676 MovDir[x][y] = 1 << RND(4);
4677 else if (move_direction_initial & MV_ANY_DIRECTION)
4678 MovDir[x][y] = move_direction_initial;
4679 else if (move_pattern == MV_ALL_DIRECTIONS ||
4680 move_pattern == MV_TURNING_LEFT ||
4681 move_pattern == MV_TURNING_RIGHT ||
4682 move_pattern == MV_TURNING_LEFT_RIGHT ||
4683 move_pattern == MV_TURNING_RIGHT_LEFT ||
4684 move_pattern == MV_TURNING_RANDOM)
4685 MovDir[x][y] = 1 << RND(4);
4686 else if (move_pattern == MV_HORIZONTAL)
4687 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4688 else if (move_pattern == MV_VERTICAL)
4689 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4690 else if (move_pattern & MV_ANY_DIRECTION)
4691 MovDir[x][y] = element_info[element].move_pattern;
4692 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4693 move_pattern == MV_ALONG_RIGHT_SIDE)
4695 // use random direction as default start direction
4696 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4697 MovDir[x][y] = 1 << RND(4);
4699 for (i = 0; i < NUM_DIRECTIONS; i++)
4701 int x1 = x + xy[i][0];
4702 int y1 = y + xy[i][1];
4704 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4706 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4707 MovDir[x][y] = direction[0][i];
4709 MovDir[x][y] = direction[1][i];
4718 MovDir[x][y] = 1 << RND(4);
4720 if (element != EL_BUG &&
4721 element != EL_SPACESHIP &&
4722 element != EL_BD_BUTTERFLY &&
4723 element != EL_BD_FIREFLY)
4726 for (i = 0; i < NUM_DIRECTIONS; i++)
4728 int x1 = x + xy[i][0];
4729 int y1 = y + xy[i][1];
4731 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4733 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4735 MovDir[x][y] = direction[0][i];
4738 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4739 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4741 MovDir[x][y] = direction[1][i];
4750 GfxDir[x][y] = MovDir[x][y];
4753 void InitAmoebaNr(int x, int y)
4756 int group_nr = AmoebaNeighbourNr(x, y);
4760 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4762 if (AmoebaCnt[i] == 0)
4770 AmoebaNr[x][y] = group_nr;
4771 AmoebaCnt[group_nr]++;
4772 AmoebaCnt2[group_nr]++;
4775 static void LevelSolved_SetFinalGameValues(void)
4777 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4778 game.score_time_final = (level.use_step_counter ? TimePlayed :
4779 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4781 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4782 game_em.lev->score :
4783 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4787 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4788 MM_HEALTH(game_mm.laser_overload_value) :
4791 game.LevelSolved_CountingTime = game.time_final;
4792 game.LevelSolved_CountingScore = game.score_final;
4793 game.LevelSolved_CountingHealth = game.health_final;
4796 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4798 game.LevelSolved_CountingTime = time;
4799 game.LevelSolved_CountingScore = score;
4800 game.LevelSolved_CountingHealth = health;
4802 game_panel_controls[GAME_PANEL_TIME].value = time;
4803 game_panel_controls[GAME_PANEL_SCORE].value = score;
4804 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4806 DisplayGameControlValues();
4809 static void LevelSolved(void)
4811 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4812 game.players_still_needed > 0)
4815 game.LevelSolved = TRUE;
4816 game.GameOver = TRUE;
4820 // needed here to display correct panel values while player walks into exit
4821 LevelSolved_SetFinalGameValues();
4826 static int time_count_steps;
4827 static int time, time_final;
4828 static float score, score_final; // needed for time score < 10 for 10 seconds
4829 static int health, health_final;
4830 static int game_over_delay_1 = 0;
4831 static int game_over_delay_2 = 0;
4832 static int game_over_delay_3 = 0;
4833 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4834 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4836 if (!game.LevelSolved_GameWon)
4840 // do not start end game actions before the player stops moving (to exit)
4841 if (local_player->active && local_player->MovPos)
4844 // calculate final game values after player finished walking into exit
4845 LevelSolved_SetFinalGameValues();
4847 game.LevelSolved_GameWon = TRUE;
4848 game.LevelSolved_SaveTape = tape.recording;
4849 game.LevelSolved_SaveScore = !tape.playing;
4853 LevelStats_incSolved(level_nr);
4855 SaveLevelSetup_SeriesInfo();
4858 if (tape.auto_play) // tape might already be stopped here
4859 tape.auto_play_level_solved = TRUE;
4863 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4864 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4865 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4867 time = time_final = game.time_final;
4868 score = score_final = game.score_final;
4869 health = health_final = game.health_final;
4871 // update game panel values before (delayed) counting of score (if any)
4872 LevelSolved_DisplayFinalGameValues(time, score, health);
4874 // if level has time score defined, calculate new final game values
4877 int time_final_max = 999;
4878 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4879 int time_frames = 0;
4880 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4881 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4886 time_frames = time_frames_left;
4888 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4890 time_final = time_final_max;
4891 time_frames = time_frames_final_max - time_frames_played;
4894 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4896 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4901 score_final += health * time_score;
4904 game.score_final = score_final;
4905 game.health_final = health_final;
4908 // if not counting score after game, immediately update game panel values
4909 if (level_editor_test_game || !setup.count_score_after_game)
4912 score = score_final;
4914 LevelSolved_DisplayFinalGameValues(time, score, health);
4917 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4919 // check if last player has left the level
4920 if (game.exit_x >= 0 &&
4923 int x = game.exit_x;
4924 int y = game.exit_y;
4925 int element = Tile[x][y];
4927 // close exit door after last player
4928 if ((game.all_players_gone &&
4929 (element == EL_EXIT_OPEN ||
4930 element == EL_SP_EXIT_OPEN ||
4931 element == EL_STEEL_EXIT_OPEN)) ||
4932 element == EL_EM_EXIT_OPEN ||
4933 element == EL_EM_STEEL_EXIT_OPEN)
4937 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4938 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4939 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4940 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4941 EL_EM_STEEL_EXIT_CLOSING);
4943 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4946 // player disappears
4947 DrawLevelField(x, y);
4950 for (i = 0; i < MAX_PLAYERS; i++)
4952 struct PlayerInfo *player = &stored_player[i];
4954 if (player->present)
4956 RemovePlayer(player);
4958 // player disappears
4959 DrawLevelField(player->jx, player->jy);
4964 PlaySound(SND_GAME_WINNING);
4967 if (setup.count_score_after_game)
4969 if (time != time_final)
4971 if (game_over_delay_1 > 0)
4973 game_over_delay_1--;
4978 int time_to_go = ABS(time_final - time);
4979 int time_count_dir = (time < time_final ? +1 : -1);
4981 if (time_to_go < time_count_steps)
4982 time_count_steps = 1;
4984 time += time_count_steps * time_count_dir;
4985 score += time_count_steps * time_score;
4987 // set final score to correct rounding differences after counting score
4988 if (time == time_final)
4989 score = score_final;
4991 LevelSolved_DisplayFinalGameValues(time, score, health);
4993 if (time == time_final)
4994 StopSound(SND_GAME_LEVELTIME_BONUS);
4995 else if (setup.sound_loops)
4996 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4998 PlaySound(SND_GAME_LEVELTIME_BONUS);
5003 if (health != health_final)
5005 if (game_over_delay_2 > 0)
5007 game_over_delay_2--;
5012 int health_count_dir = (health < health_final ? +1 : -1);
5014 health += health_count_dir;
5015 score += time_score;
5017 LevelSolved_DisplayFinalGameValues(time, score, health);
5019 if (health == health_final)
5020 StopSound(SND_GAME_LEVELTIME_BONUS);
5021 else if (setup.sound_loops)
5022 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5024 PlaySound(SND_GAME_LEVELTIME_BONUS);
5030 game.panel.active = FALSE;
5032 if (game_over_delay_3 > 0)
5034 game_over_delay_3--;
5044 // used instead of "level_nr" (needed for network games)
5045 int last_level_nr = levelset.level_nr;
5046 boolean tape_saved = FALSE;
5048 game.LevelSolved_GameEnd = TRUE;
5050 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5052 // make sure that request dialog to save tape does not open door again
5053 if (!global.use_envelope_request)
5054 CloseDoor(DOOR_CLOSE_1);
5057 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5059 // set unique basename for score tape (also saved in high score table)
5060 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5063 // if no tape is to be saved, close both doors simultaneously
5064 CloseDoor(DOOR_CLOSE_ALL);
5066 if (level_editor_test_game || score_info_tape_play)
5068 SetGameStatus(GAME_MODE_MAIN);
5075 if (!game.LevelSolved_SaveScore)
5077 SetGameStatus(GAME_MODE_MAIN);
5084 if (level_nr == leveldir_current->handicap_level)
5086 leveldir_current->handicap_level++;
5088 SaveLevelSetup_SeriesInfo();
5091 // save score and score tape before potentially erasing tape below
5092 NewHighScore(last_level_nr, tape_saved);
5094 if (setup.increment_levels &&
5095 level_nr < leveldir_current->last_level &&
5098 level_nr++; // advance to next level
5099 TapeErase(); // start with empty tape
5101 if (setup.auto_play_next_level)
5103 scores.continue_playing = TRUE;
5104 scores.next_level_nr = level_nr;
5106 LoadLevel(level_nr);
5108 SaveLevelSetup_SeriesInfo();
5112 if (scores.last_added >= 0 && setup.show_scores_after_game)
5114 SetGameStatus(GAME_MODE_SCORES);
5116 DrawHallOfFame(last_level_nr);
5118 else if (scores.continue_playing)
5120 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5124 SetGameStatus(GAME_MODE_MAIN);
5130 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5131 boolean one_score_entry_per_name)
5135 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5138 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5140 struct ScoreEntry *entry = &list->entry[i];
5141 boolean score_is_better = (new_entry->score > entry->score);
5142 boolean score_is_equal = (new_entry->score == entry->score);
5143 boolean time_is_better = (new_entry->time < entry->time);
5144 boolean time_is_equal = (new_entry->time == entry->time);
5145 boolean better_by_score = (score_is_better ||
5146 (score_is_equal && time_is_better));
5147 boolean better_by_time = (time_is_better ||
5148 (time_is_equal && score_is_better));
5149 boolean is_better = (level.rate_time_over_score ? better_by_time :
5151 boolean entry_is_empty = (entry->score == 0 &&
5154 // prevent adding server score entries if also existing in local score file
5155 // (special case: historic score entries have an empty tape basename entry)
5156 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5157 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5159 // add fields from server score entry not stored in local score entry
5160 // (currently, this means setting platform, version and country fields;
5161 // in rare cases, this may also correct an invalid score value, as
5162 // historic scores might have been truncated to 16-bit values locally)
5163 *entry = *new_entry;
5168 if (is_better || entry_is_empty)
5170 // player has made it to the hall of fame
5172 if (i < MAX_SCORE_ENTRIES - 1)
5174 int m = MAX_SCORE_ENTRIES - 1;
5177 if (one_score_entry_per_name)
5179 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5180 if (strEqual(list->entry[l].name, new_entry->name))
5183 if (m == i) // player's new highscore overwrites his old one
5187 for (l = m; l > i; l--)
5188 list->entry[l] = list->entry[l - 1];
5193 *entry = *new_entry;
5197 else if (one_score_entry_per_name &&
5198 strEqual(entry->name, new_entry->name))
5200 // player already in high score list with better score or time
5206 // special case: new score is beyond the last high score list position
5207 return MAX_SCORE_ENTRIES;
5210 void NewHighScore(int level_nr, boolean tape_saved)
5212 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5213 boolean one_per_name = FALSE;
5215 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5216 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5218 new_entry.score = game.score_final;
5219 new_entry.time = game.score_time_final;
5221 LoadScore(level_nr);
5223 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5225 if (scores.last_added >= MAX_SCORE_ENTRIES)
5227 scores.last_added = MAX_SCORE_ENTRIES - 1;
5228 scores.force_last_added = TRUE;
5230 scores.entry[scores.last_added] = new_entry;
5232 // store last added local score entry (before merging server scores)
5233 scores.last_added_local = scores.last_added;
5238 if (scores.last_added < 0)
5241 SaveScore(level_nr);
5243 // store last added local score entry (before merging server scores)
5244 scores.last_added_local = scores.last_added;
5246 if (!game.LevelSolved_SaveTape)
5249 SaveScoreTape(level_nr);
5251 if (setup.ask_for_using_api_server)
5253 setup.use_api_server =
5254 Request("Upload your score and tape to the high score server?", REQ_ASK);
5256 if (!setup.use_api_server)
5257 Request("Not using high score server! Use setup menu to enable again!",
5260 runtime.use_api_server = setup.use_api_server;
5262 // after asking for using API server once, do not ask again
5263 setup.ask_for_using_api_server = FALSE;
5265 SaveSetup_ServerSetup();
5268 SaveServerScore(level_nr, tape_saved);
5271 void MergeServerScore(void)
5273 struct ScoreEntry last_added_entry;
5274 boolean one_per_name = FALSE;
5277 if (scores.last_added >= 0)
5278 last_added_entry = scores.entry[scores.last_added];
5280 for (i = 0; i < server_scores.num_entries; i++)
5282 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5284 if (pos >= 0 && pos <= scores.last_added)
5285 scores.last_added++;
5288 if (scores.last_added >= MAX_SCORE_ENTRIES)
5290 scores.last_added = MAX_SCORE_ENTRIES - 1;
5291 scores.force_last_added = TRUE;
5293 scores.entry[scores.last_added] = last_added_entry;
5297 static int getElementMoveStepsizeExt(int x, int y, int direction)
5299 int element = Tile[x][y];
5300 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5301 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5302 int horiz_move = (dx != 0);
5303 int sign = (horiz_move ? dx : dy);
5304 int step = sign * element_info[element].move_stepsize;
5306 // special values for move stepsize for spring and things on conveyor belt
5309 if (CAN_FALL(element) &&
5310 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5311 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5312 else if (element == EL_SPRING)
5313 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5319 static int getElementMoveStepsize(int x, int y)
5321 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5324 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5326 if (player->GfxAction != action || player->GfxDir != dir)
5328 player->GfxAction = action;
5329 player->GfxDir = dir;
5331 player->StepFrame = 0;
5335 static void ResetGfxFrame(int x, int y)
5337 // profiling showed that "autotest" spends 10~20% of its time in this function
5338 if (DrawingDeactivatedField())
5341 int element = Tile[x][y];
5342 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5344 if (graphic_info[graphic].anim_global_sync)
5345 GfxFrame[x][y] = FrameCounter;
5346 else if (graphic_info[graphic].anim_global_anim_sync)
5347 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5348 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5349 GfxFrame[x][y] = CustomValue[x][y];
5350 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5351 GfxFrame[x][y] = element_info[element].collect_score;
5352 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5353 GfxFrame[x][y] = ChangeDelay[x][y];
5356 static void ResetGfxAnimation(int x, int y)
5358 GfxAction[x][y] = ACTION_DEFAULT;
5359 GfxDir[x][y] = MovDir[x][y];
5362 ResetGfxFrame(x, y);
5365 static void ResetRandomAnimationValue(int x, int y)
5367 GfxRandom[x][y] = INIT_GFX_RANDOM();
5370 static void InitMovingField(int x, int y, int direction)
5372 int element = Tile[x][y];
5373 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5374 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5377 boolean is_moving_before, is_moving_after;
5379 // check if element was/is moving or being moved before/after mode change
5380 is_moving_before = (WasJustMoving[x][y] != 0);
5381 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5383 // reset animation only for moving elements which change direction of moving
5384 // or which just started or stopped moving
5385 // (else CEs with property "can move" / "not moving" are reset each frame)
5386 if (is_moving_before != is_moving_after ||
5387 direction != MovDir[x][y])
5388 ResetGfxAnimation(x, y);
5390 MovDir[x][y] = direction;
5391 GfxDir[x][y] = direction;
5393 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5394 direction == MV_DOWN && CAN_FALL(element) ?
5395 ACTION_FALLING : ACTION_MOVING);
5397 // this is needed for CEs with property "can move" / "not moving"
5399 if (is_moving_after)
5401 if (Tile[newx][newy] == EL_EMPTY)
5402 Tile[newx][newy] = EL_BLOCKED;
5404 MovDir[newx][newy] = MovDir[x][y];
5406 CustomValue[newx][newy] = CustomValue[x][y];
5408 GfxFrame[newx][newy] = GfxFrame[x][y];
5409 GfxRandom[newx][newy] = GfxRandom[x][y];
5410 GfxAction[newx][newy] = GfxAction[x][y];
5411 GfxDir[newx][newy] = GfxDir[x][y];
5415 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5417 int direction = MovDir[x][y];
5418 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5419 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5425 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5427 int direction = MovDir[x][y];
5428 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5429 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5431 *comes_from_x = oldx;
5432 *comes_from_y = oldy;
5435 static int MovingOrBlocked2Element(int x, int y)
5437 int element = Tile[x][y];
5439 if (element == EL_BLOCKED)
5443 Blocked2Moving(x, y, &oldx, &oldy);
5445 return Tile[oldx][oldy];
5451 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5453 // like MovingOrBlocked2Element(), but if element is moving
5454 // and (x, y) is the field the moving element is just leaving,
5455 // return EL_BLOCKED instead of the element value
5456 int element = Tile[x][y];
5458 if (IS_MOVING(x, y))
5460 if (element == EL_BLOCKED)
5464 Blocked2Moving(x, y, &oldx, &oldy);
5465 return Tile[oldx][oldy];
5474 static void RemoveField(int x, int y)
5476 Tile[x][y] = EL_EMPTY;
5482 CustomValue[x][y] = 0;
5485 ChangeDelay[x][y] = 0;
5486 ChangePage[x][y] = -1;
5487 Pushed[x][y] = FALSE;
5489 GfxElement[x][y] = EL_UNDEFINED;
5490 GfxAction[x][y] = ACTION_DEFAULT;
5491 GfxDir[x][y] = MV_NONE;
5494 static void RemoveMovingField(int x, int y)
5496 int oldx = x, oldy = y, newx = x, newy = y;
5497 int element = Tile[x][y];
5498 int next_element = EL_UNDEFINED;
5500 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5503 if (IS_MOVING(x, y))
5505 Moving2Blocked(x, y, &newx, &newy);
5507 if (Tile[newx][newy] != EL_BLOCKED)
5509 // element is moving, but target field is not free (blocked), but
5510 // already occupied by something different (example: acid pool);
5511 // in this case, only remove the moving field, but not the target
5513 RemoveField(oldx, oldy);
5515 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5517 TEST_DrawLevelField(oldx, oldy);
5522 else if (element == EL_BLOCKED)
5524 Blocked2Moving(x, y, &oldx, &oldy);
5525 if (!IS_MOVING(oldx, oldy))
5529 if (element == EL_BLOCKED &&
5530 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5531 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5532 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5533 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5534 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5535 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5536 next_element = get_next_element(Tile[oldx][oldy]);
5538 RemoveField(oldx, oldy);
5539 RemoveField(newx, newy);
5541 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5543 if (next_element != EL_UNDEFINED)
5544 Tile[oldx][oldy] = next_element;
5546 TEST_DrawLevelField(oldx, oldy);
5547 TEST_DrawLevelField(newx, newy);
5550 void DrawDynamite(int x, int y)
5552 int sx = SCREENX(x), sy = SCREENY(y);
5553 int graphic = el2img(Tile[x][y]);
5556 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5559 if (IS_WALKABLE_INSIDE(Back[x][y]))
5563 DrawLevelElement(x, y, Back[x][y]);
5564 else if (Store[x][y])
5565 DrawLevelElement(x, y, Store[x][y]);
5566 else if (game.use_masked_elements)
5567 DrawLevelElement(x, y, EL_EMPTY);
5569 frame = getGraphicAnimationFrameXY(graphic, x, y);
5571 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5572 DrawGraphicThruMask(sx, sy, graphic, frame);
5574 DrawGraphic(sx, sy, graphic, frame);
5577 static void CheckDynamite(int x, int y)
5579 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5583 if (MovDelay[x][y] != 0)
5586 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5592 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5597 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5599 boolean num_checked_players = 0;
5602 for (i = 0; i < MAX_PLAYERS; i++)
5604 if (stored_player[i].active)
5606 int sx = stored_player[i].jx;
5607 int sy = stored_player[i].jy;
5609 if (num_checked_players == 0)
5616 *sx1 = MIN(*sx1, sx);
5617 *sy1 = MIN(*sy1, sy);
5618 *sx2 = MAX(*sx2, sx);
5619 *sy2 = MAX(*sy2, sy);
5622 num_checked_players++;
5627 static boolean checkIfAllPlayersFitToScreen_RND(void)
5629 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5631 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5633 return (sx2 - sx1 < SCR_FIELDX &&
5634 sy2 - sy1 < SCR_FIELDY);
5637 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5639 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5641 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5643 *sx = (sx1 + sx2) / 2;
5644 *sy = (sy1 + sy2) / 2;
5647 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5648 boolean center_screen, boolean quick_relocation)
5650 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5651 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5652 boolean no_delay = (tape.warp_forward);
5653 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5654 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5655 int new_scroll_x, new_scroll_y;
5657 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5659 // case 1: quick relocation inside visible screen (without scrolling)
5666 if (!level.shifted_relocation || center_screen)
5668 // relocation _with_ centering of screen
5670 new_scroll_x = SCROLL_POSITION_X(x);
5671 new_scroll_y = SCROLL_POSITION_Y(y);
5675 // relocation _without_ centering of screen
5677 int center_scroll_x = SCROLL_POSITION_X(old_x);
5678 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5679 int offset_x = x + (scroll_x - center_scroll_x);
5680 int offset_y = y + (scroll_y - center_scroll_y);
5682 // for new screen position, apply previous offset to center position
5683 new_scroll_x = SCROLL_POSITION_X(offset_x);
5684 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5687 if (quick_relocation)
5689 // case 2: quick relocation (redraw without visible scrolling)
5691 scroll_x = new_scroll_x;
5692 scroll_y = new_scroll_y;
5699 // case 3: visible relocation (with scrolling to new position)
5701 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5703 SetVideoFrameDelay(wait_delay_value);
5705 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5707 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5708 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5710 if (dx == 0 && dy == 0) // no scrolling needed at all
5716 // set values for horizontal/vertical screen scrolling (half tile size)
5717 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5718 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5719 int pos_x = dx * TILEX / 2;
5720 int pos_y = dy * TILEY / 2;
5721 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5722 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5724 ScrollLevel(dx, dy);
5727 // scroll in two steps of half tile size to make things smoother
5728 BlitScreenToBitmapExt_RND(window, fx, fy);
5730 // scroll second step to align at full tile size
5731 BlitScreenToBitmap(window);
5737 SetVideoFrameDelay(frame_delay_value_old);
5740 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5742 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5743 int player_nr = GET_PLAYER_NR(el_player);
5744 struct PlayerInfo *player = &stored_player[player_nr];
5745 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5746 boolean no_delay = (tape.warp_forward);
5747 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5748 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5749 int old_jx = player->jx;
5750 int old_jy = player->jy;
5751 int old_element = Tile[old_jx][old_jy];
5752 int element = Tile[jx][jy];
5753 boolean player_relocated = (old_jx != jx || old_jy != jy);
5755 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5756 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5757 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5758 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5759 int leave_side_horiz = move_dir_horiz;
5760 int leave_side_vert = move_dir_vert;
5761 int enter_side = enter_side_horiz | enter_side_vert;
5762 int leave_side = leave_side_horiz | leave_side_vert;
5764 if (player->buried) // do not reanimate dead player
5767 if (!player_relocated) // no need to relocate the player
5770 if (IS_PLAYER(jx, jy)) // player already placed at new position
5772 RemoveField(jx, jy); // temporarily remove newly placed player
5773 DrawLevelField(jx, jy);
5776 if (player->present)
5778 while (player->MovPos)
5780 ScrollPlayer(player, SCROLL_GO_ON);
5781 ScrollScreen(NULL, SCROLL_GO_ON);
5783 AdvanceFrameAndPlayerCounters(player->index_nr);
5787 BackToFront_WithFrameDelay(wait_delay_value);
5790 DrawPlayer(player); // needed here only to cleanup last field
5791 DrawLevelField(player->jx, player->jy); // remove player graphic
5793 player->is_moving = FALSE;
5796 if (IS_CUSTOM_ELEMENT(old_element))
5797 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5799 player->index_bit, leave_side);
5801 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5803 player->index_bit, leave_side);
5805 Tile[jx][jy] = el_player;
5806 InitPlayerField(jx, jy, el_player, TRUE);
5808 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5809 possible that the relocation target field did not contain a player element,
5810 but a walkable element, to which the new player was relocated -- in this
5811 case, restore that (already initialized!) element on the player field */
5812 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5814 Tile[jx][jy] = element; // restore previously existing element
5817 // only visually relocate centered player
5818 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5819 FALSE, level.instant_relocation);
5821 TestIfPlayerTouchesBadThing(jx, jy);
5822 TestIfPlayerTouchesCustomElement(jx, jy);
5824 if (IS_CUSTOM_ELEMENT(element))
5825 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5826 player->index_bit, enter_side);
5828 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5829 player->index_bit, enter_side);
5831 if (player->is_switching)
5833 /* ensure that relocation while still switching an element does not cause
5834 a new element to be treated as also switched directly after relocation
5835 (this is important for teleporter switches that teleport the player to
5836 a place where another teleporter switch is in the same direction, which
5837 would then incorrectly be treated as immediately switched before the
5838 direction key that caused the switch was released) */
5840 player->switch_x += jx - old_jx;
5841 player->switch_y += jy - old_jy;
5845 static void Explode(int ex, int ey, int phase, int mode)
5851 if (game.explosions_delayed)
5853 ExplodeField[ex][ey] = mode;
5857 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5859 int center_element = Tile[ex][ey];
5860 int ce_value = CustomValue[ex][ey];
5861 int ce_score = element_info[center_element].collect_score;
5862 int artwork_element, explosion_element; // set these values later
5864 // remove things displayed in background while burning dynamite
5865 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5868 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5870 // put moving element to center field (and let it explode there)
5871 center_element = MovingOrBlocked2Element(ex, ey);
5872 RemoveMovingField(ex, ey);
5873 Tile[ex][ey] = center_element;
5876 // now "center_element" is finally determined -- set related values now
5877 artwork_element = center_element; // for custom player artwork
5878 explosion_element = center_element; // for custom player artwork
5880 if (IS_PLAYER(ex, ey))
5882 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5884 artwork_element = stored_player[player_nr].artwork_element;
5886 if (level.use_explosion_element[player_nr])
5888 explosion_element = level.explosion_element[player_nr];
5889 artwork_element = explosion_element;
5893 if (mode == EX_TYPE_NORMAL ||
5894 mode == EX_TYPE_CENTER ||
5895 mode == EX_TYPE_CROSS)
5896 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5898 last_phase = element_info[explosion_element].explosion_delay + 1;
5900 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5902 int xx = x - ex + 1;
5903 int yy = y - ey + 1;
5906 if (!IN_LEV_FIELD(x, y) ||
5907 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5908 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5911 element = Tile[x][y];
5913 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5915 element = MovingOrBlocked2Element(x, y);
5917 if (!IS_EXPLOSION_PROOF(element))
5918 RemoveMovingField(x, y);
5921 // indestructible elements can only explode in center (but not flames)
5922 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5923 mode == EX_TYPE_BORDER)) ||
5924 element == EL_FLAMES)
5927 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5928 behaviour, for example when touching a yamyam that explodes to rocks
5929 with active deadly shield, a rock is created under the player !!! */
5930 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5932 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5933 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5934 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5936 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5939 if (IS_ACTIVE_BOMB(element))
5941 // re-activate things under the bomb like gate or penguin
5942 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5949 // save walkable background elements while explosion on same tile
5950 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5951 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5952 Back[x][y] = element;
5954 // ignite explodable elements reached by other explosion
5955 if (element == EL_EXPLOSION)
5956 element = Store2[x][y];
5958 if (AmoebaNr[x][y] &&
5959 (element == EL_AMOEBA_FULL ||
5960 element == EL_BD_AMOEBA ||
5961 element == EL_AMOEBA_GROWING))
5963 AmoebaCnt[AmoebaNr[x][y]]--;
5964 AmoebaCnt2[AmoebaNr[x][y]]--;
5969 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5971 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5973 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5975 if (PLAYERINFO(ex, ey)->use_murphy)
5976 Store[x][y] = EL_EMPTY;
5979 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5980 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5981 else if (IS_PLAYER_ELEMENT(center_element))
5982 Store[x][y] = EL_EMPTY;
5983 else if (center_element == EL_YAMYAM)
5984 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5985 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5986 Store[x][y] = element_info[center_element].content.e[xx][yy];
5988 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5989 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5990 // otherwise) -- FIX THIS !!!
5991 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5992 Store[x][y] = element_info[element].content.e[1][1];
5994 else if (!CAN_EXPLODE(element))
5995 Store[x][y] = element_info[element].content.e[1][1];
5998 Store[x][y] = EL_EMPTY;
6000 if (IS_CUSTOM_ELEMENT(center_element))
6001 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6002 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6003 Store[x][y] >= EL_PREV_CE_8 &&
6004 Store[x][y] <= EL_NEXT_CE_8 ?
6005 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6008 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6009 center_element == EL_AMOEBA_TO_DIAMOND)
6010 Store2[x][y] = element;
6012 Tile[x][y] = EL_EXPLOSION;
6013 GfxElement[x][y] = artwork_element;
6015 ExplodePhase[x][y] = 1;
6016 ExplodeDelay[x][y] = last_phase;
6021 if (center_element == EL_YAMYAM)
6022 game.yamyam_content_nr =
6023 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6035 GfxFrame[x][y] = 0; // restart explosion animation
6037 last_phase = ExplodeDelay[x][y];
6039 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6041 // this can happen if the player leaves an explosion just in time
6042 if (GfxElement[x][y] == EL_UNDEFINED)
6043 GfxElement[x][y] = EL_EMPTY;
6045 border_element = Store2[x][y];
6046 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6047 border_element = StorePlayer[x][y];
6049 if (phase == element_info[border_element].ignition_delay ||
6050 phase == last_phase)
6052 boolean border_explosion = FALSE;
6054 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6055 !PLAYER_EXPLOSION_PROTECTED(x, y))
6057 KillPlayerUnlessExplosionProtected(x, y);
6058 border_explosion = TRUE;
6060 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6062 Tile[x][y] = Store2[x][y];
6065 border_explosion = TRUE;
6067 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6069 AmoebaToDiamond(x, y);
6071 border_explosion = TRUE;
6074 // if an element just explodes due to another explosion (chain-reaction),
6075 // do not immediately end the new explosion when it was the last frame of
6076 // the explosion (as it would be done in the following "if"-statement!)
6077 if (border_explosion && phase == last_phase)
6081 // this can happen if the player was just killed by an explosion
6082 if (GfxElement[x][y] == EL_UNDEFINED)
6083 GfxElement[x][y] = EL_EMPTY;
6085 if (phase == last_phase)
6089 element = Tile[x][y] = Store[x][y];
6090 Store[x][y] = Store2[x][y] = 0;
6091 GfxElement[x][y] = EL_UNDEFINED;
6093 // player can escape from explosions and might therefore be still alive
6094 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6095 element <= EL_PLAYER_IS_EXPLODING_4)
6097 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6098 int explosion_element = EL_PLAYER_1 + player_nr;
6099 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6100 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6102 if (level.use_explosion_element[player_nr])
6103 explosion_element = level.explosion_element[player_nr];
6105 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6106 element_info[explosion_element].content.e[xx][yy]);
6109 // restore probably existing indestructible background element
6110 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6111 element = Tile[x][y] = Back[x][y];
6114 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6115 GfxDir[x][y] = MV_NONE;
6116 ChangeDelay[x][y] = 0;
6117 ChangePage[x][y] = -1;
6119 CustomValue[x][y] = 0;
6121 InitField_WithBug2(x, y, FALSE);
6123 TEST_DrawLevelField(x, y);
6125 TestIfElementTouchesCustomElement(x, y);
6127 if (GFX_CRUMBLED(element))
6128 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6130 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6131 StorePlayer[x][y] = 0;
6133 if (IS_PLAYER_ELEMENT(element))
6134 RelocatePlayer(x, y, element);
6136 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6138 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6139 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6142 TEST_DrawLevelFieldCrumbled(x, y);
6144 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6146 DrawLevelElement(x, y, Back[x][y]);
6147 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6149 else if (IS_WALKABLE_UNDER(Back[x][y]))
6151 DrawLevelGraphic(x, y, graphic, frame);
6152 DrawLevelElementThruMask(x, y, Back[x][y]);
6154 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6155 DrawLevelGraphic(x, y, graphic, frame);
6159 static void DynaExplode(int ex, int ey)
6162 int dynabomb_element = Tile[ex][ey];
6163 int dynabomb_size = 1;
6164 boolean dynabomb_xl = FALSE;
6165 struct PlayerInfo *player;
6166 struct XY *xy = xy_topdown;
6168 if (IS_ACTIVE_BOMB(dynabomb_element))
6170 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6171 dynabomb_size = player->dynabomb_size;
6172 dynabomb_xl = player->dynabomb_xl;
6173 player->dynabombs_left++;
6176 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6178 for (i = 0; i < NUM_DIRECTIONS; i++)
6180 for (j = 1; j <= dynabomb_size; j++)
6182 int x = ex + j * xy[i].x;
6183 int y = ey + j * xy[i].y;
6186 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6189 element = Tile[x][y];
6191 // do not restart explosions of fields with active bombs
6192 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6195 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6197 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6198 !IS_DIGGABLE(element) && !dynabomb_xl)
6204 void Bang(int x, int y)
6206 int element = MovingOrBlocked2Element(x, y);
6207 int explosion_type = EX_TYPE_NORMAL;
6209 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6211 struct PlayerInfo *player = PLAYERINFO(x, y);
6213 element = Tile[x][y] = player->initial_element;
6215 if (level.use_explosion_element[player->index_nr])
6217 int explosion_element = level.explosion_element[player->index_nr];
6219 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6220 explosion_type = EX_TYPE_CROSS;
6221 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6222 explosion_type = EX_TYPE_CENTER;
6230 case EL_BD_BUTTERFLY:
6233 case EL_DARK_YAMYAM:
6237 RaiseScoreElement(element);
6240 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6241 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6242 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6243 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6244 case EL_DYNABOMB_INCREASE_NUMBER:
6245 case EL_DYNABOMB_INCREASE_SIZE:
6246 case EL_DYNABOMB_INCREASE_POWER:
6247 explosion_type = EX_TYPE_DYNA;
6250 case EL_DC_LANDMINE:
6251 explosion_type = EX_TYPE_CENTER;
6256 case EL_LAMP_ACTIVE:
6257 case EL_AMOEBA_TO_DIAMOND:
6258 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6259 explosion_type = EX_TYPE_CENTER;
6263 if (element_info[element].explosion_type == EXPLODES_CROSS)
6264 explosion_type = EX_TYPE_CROSS;
6265 else if (element_info[element].explosion_type == EXPLODES_1X1)
6266 explosion_type = EX_TYPE_CENTER;
6270 if (explosion_type == EX_TYPE_DYNA)
6273 Explode(x, y, EX_PHASE_START, explosion_type);
6275 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6278 static void SplashAcid(int x, int y)
6280 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6281 (!IN_LEV_FIELD(x - 1, y - 2) ||
6282 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6283 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6285 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6286 (!IN_LEV_FIELD(x + 1, y - 2) ||
6287 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6288 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6290 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6293 static void InitBeltMovement(void)
6295 static int belt_base_element[4] =
6297 EL_CONVEYOR_BELT_1_LEFT,
6298 EL_CONVEYOR_BELT_2_LEFT,
6299 EL_CONVEYOR_BELT_3_LEFT,
6300 EL_CONVEYOR_BELT_4_LEFT
6302 static int belt_base_active_element[4] =
6304 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6305 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6306 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6307 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6312 // set frame order for belt animation graphic according to belt direction
6313 for (i = 0; i < NUM_BELTS; i++)
6317 for (j = 0; j < NUM_BELT_PARTS; j++)
6319 int element = belt_base_active_element[belt_nr] + j;
6320 int graphic_1 = el2img(element);
6321 int graphic_2 = el2panelimg(element);
6323 if (game.belt_dir[i] == MV_LEFT)
6325 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6326 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6330 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6331 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6336 SCAN_PLAYFIELD(x, y)
6338 int element = Tile[x][y];
6340 for (i = 0; i < NUM_BELTS; i++)
6342 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6344 int e_belt_nr = getBeltNrFromBeltElement(element);
6347 if (e_belt_nr == belt_nr)
6349 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6351 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6358 static void ToggleBeltSwitch(int x, int y)
6360 static int belt_base_element[4] =
6362 EL_CONVEYOR_BELT_1_LEFT,
6363 EL_CONVEYOR_BELT_2_LEFT,
6364 EL_CONVEYOR_BELT_3_LEFT,
6365 EL_CONVEYOR_BELT_4_LEFT
6367 static int belt_base_active_element[4] =
6369 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6370 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6371 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6372 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6374 static int belt_base_switch_element[4] =
6376 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6377 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6378 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6379 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6381 static int belt_move_dir[4] =
6389 int element = Tile[x][y];
6390 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6391 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6392 int belt_dir = belt_move_dir[belt_dir_nr];
6395 if (!IS_BELT_SWITCH(element))
6398 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6399 game.belt_dir[belt_nr] = belt_dir;
6401 if (belt_dir_nr == 3)
6404 // set frame order for belt animation graphic according to belt direction
6405 for (i = 0; i < NUM_BELT_PARTS; i++)
6407 int element = belt_base_active_element[belt_nr] + i;
6408 int graphic_1 = el2img(element);
6409 int graphic_2 = el2panelimg(element);
6411 if (belt_dir == MV_LEFT)
6413 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6414 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6418 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6419 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6423 SCAN_PLAYFIELD(xx, yy)
6425 int element = Tile[xx][yy];
6427 if (IS_BELT_SWITCH(element))
6429 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6431 if (e_belt_nr == belt_nr)
6433 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6434 TEST_DrawLevelField(xx, yy);
6437 else if (IS_BELT(element) && belt_dir != MV_NONE)
6439 int e_belt_nr = getBeltNrFromBeltElement(element);
6441 if (e_belt_nr == belt_nr)
6443 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6445 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6446 TEST_DrawLevelField(xx, yy);
6449 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6451 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6453 if (e_belt_nr == belt_nr)
6455 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6457 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6458 TEST_DrawLevelField(xx, yy);
6464 static void ToggleSwitchgateSwitch(void)
6468 game.switchgate_pos = !game.switchgate_pos;
6470 SCAN_PLAYFIELD(xx, yy)
6472 int element = Tile[xx][yy];
6474 if (element == EL_SWITCHGATE_SWITCH_UP)
6476 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6477 TEST_DrawLevelField(xx, yy);
6479 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6481 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6482 TEST_DrawLevelField(xx, yy);
6484 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6486 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6487 TEST_DrawLevelField(xx, yy);
6489 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6491 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6492 TEST_DrawLevelField(xx, yy);
6494 else if (element == EL_SWITCHGATE_OPEN ||
6495 element == EL_SWITCHGATE_OPENING)
6497 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6499 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6501 else if (element == EL_SWITCHGATE_CLOSED ||
6502 element == EL_SWITCHGATE_CLOSING)
6504 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6506 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6511 static int getInvisibleActiveFromInvisibleElement(int element)
6513 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6514 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6515 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6519 static int getInvisibleFromInvisibleActiveElement(int element)
6521 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6522 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6523 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6527 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6531 SCAN_PLAYFIELD(x, y)
6533 int element = Tile[x][y];
6535 if (element == EL_LIGHT_SWITCH &&
6536 game.light_time_left > 0)
6538 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6539 TEST_DrawLevelField(x, y);
6541 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6542 game.light_time_left == 0)
6544 Tile[x][y] = EL_LIGHT_SWITCH;
6545 TEST_DrawLevelField(x, y);
6547 else if (element == EL_EMC_DRIPPER &&
6548 game.light_time_left > 0)
6550 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6551 TEST_DrawLevelField(x, y);
6553 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6554 game.light_time_left == 0)
6556 Tile[x][y] = EL_EMC_DRIPPER;
6557 TEST_DrawLevelField(x, y);
6559 else if (element == EL_INVISIBLE_STEELWALL ||
6560 element == EL_INVISIBLE_WALL ||
6561 element == EL_INVISIBLE_SAND)
6563 if (game.light_time_left > 0)
6564 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6566 TEST_DrawLevelField(x, y);
6568 // uncrumble neighbour fields, if needed
6569 if (element == EL_INVISIBLE_SAND)
6570 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6572 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6573 element == EL_INVISIBLE_WALL_ACTIVE ||
6574 element == EL_INVISIBLE_SAND_ACTIVE)
6576 if (game.light_time_left == 0)
6577 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6579 TEST_DrawLevelField(x, y);
6581 // re-crumble neighbour fields, if needed
6582 if (element == EL_INVISIBLE_SAND)
6583 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6588 static void RedrawAllInvisibleElementsForLenses(void)
6592 SCAN_PLAYFIELD(x, y)
6594 int element = Tile[x][y];
6596 if (element == EL_EMC_DRIPPER &&
6597 game.lenses_time_left > 0)
6599 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6600 TEST_DrawLevelField(x, y);
6602 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6603 game.lenses_time_left == 0)
6605 Tile[x][y] = EL_EMC_DRIPPER;
6606 TEST_DrawLevelField(x, y);
6608 else if (element == EL_INVISIBLE_STEELWALL ||
6609 element == EL_INVISIBLE_WALL ||
6610 element == EL_INVISIBLE_SAND)
6612 if (game.lenses_time_left > 0)
6613 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6615 TEST_DrawLevelField(x, y);
6617 // uncrumble neighbour fields, if needed
6618 if (element == EL_INVISIBLE_SAND)
6619 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6621 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6622 element == EL_INVISIBLE_WALL_ACTIVE ||
6623 element == EL_INVISIBLE_SAND_ACTIVE)
6625 if (game.lenses_time_left == 0)
6626 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6628 TEST_DrawLevelField(x, y);
6630 // re-crumble neighbour fields, if needed
6631 if (element == EL_INVISIBLE_SAND)
6632 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6637 static void RedrawAllInvisibleElementsForMagnifier(void)
6641 SCAN_PLAYFIELD(x, y)
6643 int element = Tile[x][y];
6645 if (element == EL_EMC_FAKE_GRASS &&
6646 game.magnify_time_left > 0)
6648 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6649 TEST_DrawLevelField(x, y);
6651 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6652 game.magnify_time_left == 0)
6654 Tile[x][y] = EL_EMC_FAKE_GRASS;
6655 TEST_DrawLevelField(x, y);
6657 else if (IS_GATE_GRAY(element) &&
6658 game.magnify_time_left > 0)
6660 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6661 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6662 IS_EM_GATE_GRAY(element) ?
6663 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6664 IS_EMC_GATE_GRAY(element) ?
6665 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6666 IS_DC_GATE_GRAY(element) ?
6667 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6669 TEST_DrawLevelField(x, y);
6671 else if (IS_GATE_GRAY_ACTIVE(element) &&
6672 game.magnify_time_left == 0)
6674 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6675 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6676 IS_EM_GATE_GRAY_ACTIVE(element) ?
6677 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6678 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6679 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6680 IS_DC_GATE_GRAY_ACTIVE(element) ?
6681 EL_DC_GATE_WHITE_GRAY :
6683 TEST_DrawLevelField(x, y);
6688 static void ToggleLightSwitch(int x, int y)
6690 int element = Tile[x][y];
6692 game.light_time_left =
6693 (element == EL_LIGHT_SWITCH ?
6694 level.time_light * FRAMES_PER_SECOND : 0);
6696 RedrawAllLightSwitchesAndInvisibleElements();
6699 static void ActivateTimegateSwitch(int x, int y)
6703 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6705 SCAN_PLAYFIELD(xx, yy)
6707 int element = Tile[xx][yy];
6709 if (element == EL_TIMEGATE_CLOSED ||
6710 element == EL_TIMEGATE_CLOSING)
6712 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6713 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6717 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6719 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6720 TEST_DrawLevelField(xx, yy);
6726 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6727 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6730 static void Impact(int x, int y)
6732 boolean last_line = (y == lev_fieldy - 1);
6733 boolean object_hit = FALSE;
6734 boolean impact = (last_line || object_hit);
6735 int element = Tile[x][y];
6736 int smashed = EL_STEELWALL;
6738 if (!last_line) // check if element below was hit
6740 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6743 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6744 MovDir[x][y + 1] != MV_DOWN ||
6745 MovPos[x][y + 1] <= TILEY / 2));
6747 // do not smash moving elements that left the smashed field in time
6748 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6749 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6752 #if USE_QUICKSAND_IMPACT_BUGFIX
6753 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6755 RemoveMovingField(x, y + 1);
6756 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6757 Tile[x][y + 2] = EL_ROCK;
6758 TEST_DrawLevelField(x, y + 2);
6763 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6765 RemoveMovingField(x, y + 1);
6766 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6767 Tile[x][y + 2] = EL_ROCK;
6768 TEST_DrawLevelField(x, y + 2);
6775 smashed = MovingOrBlocked2Element(x, y + 1);
6777 impact = (last_line || object_hit);
6780 if (!last_line && smashed == EL_ACID) // element falls into acid
6782 SplashAcid(x, y + 1);
6786 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6787 // only reset graphic animation if graphic really changes after impact
6789 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6791 ResetGfxAnimation(x, y);
6792 TEST_DrawLevelField(x, y);
6795 if (impact && CAN_EXPLODE_IMPACT(element))
6800 else if (impact && element == EL_PEARL &&
6801 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6803 ResetGfxAnimation(x, y);
6805 Tile[x][y] = EL_PEARL_BREAKING;
6806 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6809 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6811 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6816 if (impact && element == EL_AMOEBA_DROP)
6818 if (object_hit && IS_PLAYER(x, y + 1))
6819 KillPlayerUnlessEnemyProtected(x, y + 1);
6820 else if (object_hit && smashed == EL_PENGUIN)
6824 Tile[x][y] = EL_AMOEBA_GROWING;
6825 Store[x][y] = EL_AMOEBA_WET;
6827 ResetRandomAnimationValue(x, y);
6832 if (object_hit) // check which object was hit
6834 if ((CAN_PASS_MAGIC_WALL(element) &&
6835 (smashed == EL_MAGIC_WALL ||
6836 smashed == EL_BD_MAGIC_WALL)) ||
6837 (CAN_PASS_DC_MAGIC_WALL(element) &&
6838 smashed == EL_DC_MAGIC_WALL))
6841 int activated_magic_wall =
6842 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6843 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6844 EL_DC_MAGIC_WALL_ACTIVE);
6846 // activate magic wall / mill
6847 SCAN_PLAYFIELD(xx, yy)
6849 if (Tile[xx][yy] == smashed)
6850 Tile[xx][yy] = activated_magic_wall;
6853 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6854 game.magic_wall_active = TRUE;
6856 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6857 SND_MAGIC_WALL_ACTIVATING :
6858 smashed == EL_BD_MAGIC_WALL ?
6859 SND_BD_MAGIC_WALL_ACTIVATING :
6860 SND_DC_MAGIC_WALL_ACTIVATING));
6863 if (IS_PLAYER(x, y + 1))
6865 if (CAN_SMASH_PLAYER(element))
6867 KillPlayerUnlessEnemyProtected(x, y + 1);
6871 else if (smashed == EL_PENGUIN)
6873 if (CAN_SMASH_PLAYER(element))
6879 else if (element == EL_BD_DIAMOND)
6881 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6887 else if (((element == EL_SP_INFOTRON ||
6888 element == EL_SP_ZONK) &&
6889 (smashed == EL_SP_SNIKSNAK ||
6890 smashed == EL_SP_ELECTRON ||
6891 smashed == EL_SP_DISK_ORANGE)) ||
6892 (element == EL_SP_INFOTRON &&
6893 smashed == EL_SP_DISK_YELLOW))
6898 else if (CAN_SMASH_EVERYTHING(element))
6900 if (IS_CLASSIC_ENEMY(smashed) ||
6901 CAN_EXPLODE_SMASHED(smashed))
6906 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6908 if (smashed == EL_LAMP ||
6909 smashed == EL_LAMP_ACTIVE)
6914 else if (smashed == EL_NUT)
6916 Tile[x][y + 1] = EL_NUT_BREAKING;
6917 PlayLevelSound(x, y, SND_NUT_BREAKING);
6918 RaiseScoreElement(EL_NUT);
6921 else if (smashed == EL_PEARL)
6923 ResetGfxAnimation(x, y);
6925 Tile[x][y + 1] = EL_PEARL_BREAKING;
6926 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6929 else if (smashed == EL_DIAMOND)
6931 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6932 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6935 else if (IS_BELT_SWITCH(smashed))
6937 ToggleBeltSwitch(x, y + 1);
6939 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6940 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6941 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6942 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6944 ToggleSwitchgateSwitch();
6946 else if (smashed == EL_LIGHT_SWITCH ||
6947 smashed == EL_LIGHT_SWITCH_ACTIVE)
6949 ToggleLightSwitch(x, y + 1);
6953 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6955 CheckElementChangeBySide(x, y + 1, smashed, element,
6956 CE_SWITCHED, CH_SIDE_TOP);
6957 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6963 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6968 // play sound of magic wall / mill
6970 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6971 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6972 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6974 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6975 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6976 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6977 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6978 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6979 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6984 // play sound of object that hits the ground
6985 if (last_line || object_hit)
6986 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6989 static void TurnRoundExt(int x, int y)
7001 { 0, 0 }, { 0, 0 }, { 0, 0 },
7006 int left, right, back;
7010 { MV_DOWN, MV_UP, MV_RIGHT },
7011 { MV_UP, MV_DOWN, MV_LEFT },
7013 { MV_LEFT, MV_RIGHT, MV_DOWN },
7017 { MV_RIGHT, MV_LEFT, MV_UP }
7020 int element = Tile[x][y];
7021 int move_pattern = element_info[element].move_pattern;
7023 int old_move_dir = MovDir[x][y];
7024 int left_dir = turn[old_move_dir].left;
7025 int right_dir = turn[old_move_dir].right;
7026 int back_dir = turn[old_move_dir].back;
7028 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7029 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7030 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7031 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7033 int left_x = x + left_dx, left_y = y + left_dy;
7034 int right_x = x + right_dx, right_y = y + right_dy;
7035 int move_x = x + move_dx, move_y = y + move_dy;
7039 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7041 TestIfBadThingTouchesOtherBadThing(x, y);
7043 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7044 MovDir[x][y] = right_dir;
7045 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7046 MovDir[x][y] = left_dir;
7048 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7050 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7053 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7055 TestIfBadThingTouchesOtherBadThing(x, y);
7057 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7058 MovDir[x][y] = left_dir;
7059 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7060 MovDir[x][y] = right_dir;
7062 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7064 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7067 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7069 TestIfBadThingTouchesOtherBadThing(x, y);
7071 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7072 MovDir[x][y] = left_dir;
7073 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7074 MovDir[x][y] = right_dir;
7076 if (MovDir[x][y] != old_move_dir)
7079 else if (element == EL_YAMYAM)
7081 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7082 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7084 if (can_turn_left && can_turn_right)
7085 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7086 else if (can_turn_left)
7087 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7088 else if (can_turn_right)
7089 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7091 MovDir[x][y] = back_dir;
7093 MovDelay[x][y] = 16 + 16 * RND(3);
7095 else if (element == EL_DARK_YAMYAM)
7097 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7099 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7102 if (can_turn_left && can_turn_right)
7103 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7104 else if (can_turn_left)
7105 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7106 else if (can_turn_right)
7107 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7109 MovDir[x][y] = back_dir;
7111 MovDelay[x][y] = 16 + 16 * RND(3);
7113 else if (element == EL_PACMAN)
7115 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7116 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7118 if (can_turn_left && can_turn_right)
7119 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7120 else if (can_turn_left)
7121 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7122 else if (can_turn_right)
7123 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7125 MovDir[x][y] = back_dir;
7127 MovDelay[x][y] = 6 + RND(40);
7129 else if (element == EL_PIG)
7131 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7132 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7133 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7134 boolean should_turn_left, should_turn_right, should_move_on;
7136 int rnd = RND(rnd_value);
7138 should_turn_left = (can_turn_left &&
7140 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7141 y + back_dy + left_dy)));
7142 should_turn_right = (can_turn_right &&
7144 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7145 y + back_dy + right_dy)));
7146 should_move_on = (can_move_on &&
7149 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7150 y + move_dy + left_dy) ||
7151 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7152 y + move_dy + right_dy)));
7154 if (should_turn_left || should_turn_right || should_move_on)
7156 if (should_turn_left && should_turn_right && should_move_on)
7157 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7158 rnd < 2 * rnd_value / 3 ? right_dir :
7160 else if (should_turn_left && should_turn_right)
7161 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7162 else if (should_turn_left && should_move_on)
7163 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7164 else if (should_turn_right && should_move_on)
7165 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7166 else if (should_turn_left)
7167 MovDir[x][y] = left_dir;
7168 else if (should_turn_right)
7169 MovDir[x][y] = right_dir;
7170 else if (should_move_on)
7171 MovDir[x][y] = old_move_dir;
7173 else if (can_move_on && rnd > rnd_value / 8)
7174 MovDir[x][y] = old_move_dir;
7175 else if (can_turn_left && can_turn_right)
7176 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7177 else if (can_turn_left && rnd > rnd_value / 8)
7178 MovDir[x][y] = left_dir;
7179 else if (can_turn_right && rnd > rnd_value/8)
7180 MovDir[x][y] = right_dir;
7182 MovDir[x][y] = back_dir;
7184 xx = x + move_xy[MovDir[x][y]].dx;
7185 yy = y + move_xy[MovDir[x][y]].dy;
7187 if (!IN_LEV_FIELD(xx, yy) ||
7188 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7189 MovDir[x][y] = old_move_dir;
7193 else if (element == EL_DRAGON)
7195 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7196 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7197 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7199 int rnd = RND(rnd_value);
7201 if (can_move_on && rnd > rnd_value / 8)
7202 MovDir[x][y] = old_move_dir;
7203 else if (can_turn_left && can_turn_right)
7204 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7205 else if (can_turn_left && rnd > rnd_value / 8)
7206 MovDir[x][y] = left_dir;
7207 else if (can_turn_right && rnd > rnd_value / 8)
7208 MovDir[x][y] = right_dir;
7210 MovDir[x][y] = back_dir;
7212 xx = x + move_xy[MovDir[x][y]].dx;
7213 yy = y + move_xy[MovDir[x][y]].dy;
7215 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7216 MovDir[x][y] = old_move_dir;
7220 else if (element == EL_MOLE)
7222 boolean can_move_on =
7223 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7224 IS_AMOEBOID(Tile[move_x][move_y]) ||
7225 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7228 boolean can_turn_left =
7229 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7230 IS_AMOEBOID(Tile[left_x][left_y])));
7232 boolean can_turn_right =
7233 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7234 IS_AMOEBOID(Tile[right_x][right_y])));
7236 if (can_turn_left && can_turn_right)
7237 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7238 else if (can_turn_left)
7239 MovDir[x][y] = left_dir;
7241 MovDir[x][y] = right_dir;
7244 if (MovDir[x][y] != old_move_dir)
7247 else if (element == EL_BALLOON)
7249 MovDir[x][y] = game.wind_direction;
7252 else if (element == EL_SPRING)
7254 if (MovDir[x][y] & MV_HORIZONTAL)
7256 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7257 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7259 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7260 ResetGfxAnimation(move_x, move_y);
7261 TEST_DrawLevelField(move_x, move_y);
7263 MovDir[x][y] = back_dir;
7265 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7266 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7267 MovDir[x][y] = MV_NONE;
7272 else if (element == EL_ROBOT ||
7273 element == EL_SATELLITE ||
7274 element == EL_PENGUIN ||
7275 element == EL_EMC_ANDROID)
7277 int attr_x = -1, attr_y = -1;
7279 if (game.all_players_gone)
7281 attr_x = game.exit_x;
7282 attr_y = game.exit_y;
7288 for (i = 0; i < MAX_PLAYERS; i++)
7290 struct PlayerInfo *player = &stored_player[i];
7291 int jx = player->jx, jy = player->jy;
7293 if (!player->active)
7297 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7305 if (element == EL_ROBOT &&
7306 game.robot_wheel_x >= 0 &&
7307 game.robot_wheel_y >= 0 &&
7308 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7309 game.engine_version < VERSION_IDENT(3,1,0,0)))
7311 attr_x = game.robot_wheel_x;
7312 attr_y = game.robot_wheel_y;
7315 if (element == EL_PENGUIN)
7318 struct XY *xy = xy_topdown;
7320 for (i = 0; i < NUM_DIRECTIONS; i++)
7322 int ex = x + xy[i].x;
7323 int ey = y + xy[i].y;
7325 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7326 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7327 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7328 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7337 MovDir[x][y] = MV_NONE;
7339 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7340 else if (attr_x > x)
7341 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7343 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7344 else if (attr_y > y)
7345 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7347 if (element == EL_ROBOT)
7351 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7352 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7353 Moving2Blocked(x, y, &newx, &newy);
7355 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7356 MovDelay[x][y] = 8 + 8 * !RND(3);
7358 MovDelay[x][y] = 16;
7360 else if (element == EL_PENGUIN)
7366 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7368 boolean first_horiz = RND(2);
7369 int new_move_dir = MovDir[x][y];
7372 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7373 Moving2Blocked(x, y, &newx, &newy);
7375 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7379 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7380 Moving2Blocked(x, y, &newx, &newy);
7382 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7385 MovDir[x][y] = old_move_dir;
7389 else if (element == EL_SATELLITE)
7395 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7397 boolean first_horiz = RND(2);
7398 int new_move_dir = MovDir[x][y];
7401 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7402 Moving2Blocked(x, y, &newx, &newy);
7404 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7408 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7409 Moving2Blocked(x, y, &newx, &newy);
7411 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7414 MovDir[x][y] = old_move_dir;
7418 else if (element == EL_EMC_ANDROID)
7420 static int check_pos[16] =
7422 -1, // 0 => (invalid)
7425 -1, // 3 => (invalid)
7427 0, // 5 => MV_LEFT | MV_UP
7428 2, // 6 => MV_RIGHT | MV_UP
7429 -1, // 7 => (invalid)
7431 6, // 9 => MV_LEFT | MV_DOWN
7432 4, // 10 => MV_RIGHT | MV_DOWN
7433 -1, // 11 => (invalid)
7434 -1, // 12 => (invalid)
7435 -1, // 13 => (invalid)
7436 -1, // 14 => (invalid)
7437 -1, // 15 => (invalid)
7445 { -1, -1, MV_LEFT | MV_UP },
7447 { +1, -1, MV_RIGHT | MV_UP },
7448 { +1, 0, MV_RIGHT },
7449 { +1, +1, MV_RIGHT | MV_DOWN },
7451 { -1, +1, MV_LEFT | MV_DOWN },
7454 int start_pos, check_order;
7455 boolean can_clone = FALSE;
7458 // check if there is any free field around current position
7459 for (i = 0; i < 8; i++)
7461 int newx = x + check_xy[i].dx;
7462 int newy = y + check_xy[i].dy;
7464 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7472 if (can_clone) // randomly find an element to clone
7476 start_pos = check_pos[RND(8)];
7477 check_order = (RND(2) ? -1 : +1);
7479 for (i = 0; i < 8; i++)
7481 int pos_raw = start_pos + i * check_order;
7482 int pos = (pos_raw + 8) % 8;
7483 int newx = x + check_xy[pos].dx;
7484 int newy = y + check_xy[pos].dy;
7486 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7488 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7489 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7491 Store[x][y] = Tile[newx][newy];
7500 if (can_clone) // randomly find a direction to move
7504 start_pos = check_pos[RND(8)];
7505 check_order = (RND(2) ? -1 : +1);
7507 for (i = 0; i < 8; i++)
7509 int pos_raw = start_pos + i * check_order;
7510 int pos = (pos_raw + 8) % 8;
7511 int newx = x + check_xy[pos].dx;
7512 int newy = y + check_xy[pos].dy;
7513 int new_move_dir = check_xy[pos].dir;
7515 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7517 MovDir[x][y] = new_move_dir;
7518 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7527 if (can_clone) // cloning and moving successful
7530 // cannot clone -- try to move towards player
7532 start_pos = check_pos[MovDir[x][y] & 0x0f];
7533 check_order = (RND(2) ? -1 : +1);
7535 for (i = 0; i < 3; i++)
7537 // first check start_pos, then previous/next or (next/previous) pos
7538 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7539 int pos = (pos_raw + 8) % 8;
7540 int newx = x + check_xy[pos].dx;
7541 int newy = y + check_xy[pos].dy;
7542 int new_move_dir = check_xy[pos].dir;
7544 if (IS_PLAYER(newx, newy))
7547 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7549 MovDir[x][y] = new_move_dir;
7550 MovDelay[x][y] = level.android_move_time * 8 + 1;
7557 else if (move_pattern == MV_TURNING_LEFT ||
7558 move_pattern == MV_TURNING_RIGHT ||
7559 move_pattern == MV_TURNING_LEFT_RIGHT ||
7560 move_pattern == MV_TURNING_RIGHT_LEFT ||
7561 move_pattern == MV_TURNING_RANDOM ||
7562 move_pattern == MV_ALL_DIRECTIONS)
7564 boolean can_turn_left =
7565 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7566 boolean can_turn_right =
7567 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7569 if (element_info[element].move_stepsize == 0) // "not moving"
7572 if (move_pattern == MV_TURNING_LEFT)
7573 MovDir[x][y] = left_dir;
7574 else if (move_pattern == MV_TURNING_RIGHT)
7575 MovDir[x][y] = right_dir;
7576 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7577 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7578 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7579 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7580 else if (move_pattern == MV_TURNING_RANDOM)
7581 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7582 can_turn_right && !can_turn_left ? right_dir :
7583 RND(2) ? left_dir : right_dir);
7584 else if (can_turn_left && can_turn_right)
7585 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7586 else if (can_turn_left)
7587 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7588 else if (can_turn_right)
7589 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7591 MovDir[x][y] = back_dir;
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_HORIZONTAL ||
7596 move_pattern == MV_VERTICAL)
7598 if (move_pattern & old_move_dir)
7599 MovDir[x][y] = back_dir;
7600 else if (move_pattern == MV_HORIZONTAL)
7601 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7602 else if (move_pattern == MV_VERTICAL)
7603 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7605 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7607 else if (move_pattern & MV_ANY_DIRECTION)
7609 MovDir[x][y] = move_pattern;
7610 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7612 else if (move_pattern & MV_WIND_DIRECTION)
7614 MovDir[x][y] = game.wind_direction;
7615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7617 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7619 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7620 MovDir[x][y] = left_dir;
7621 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7622 MovDir[x][y] = right_dir;
7624 if (MovDir[x][y] != old_move_dir)
7625 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7627 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7629 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7630 MovDir[x][y] = right_dir;
7631 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7632 MovDir[x][y] = left_dir;
7634 if (MovDir[x][y] != old_move_dir)
7635 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7637 else if (move_pattern == MV_TOWARDS_PLAYER ||
7638 move_pattern == MV_AWAY_FROM_PLAYER)
7640 int attr_x = -1, attr_y = -1;
7642 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7644 if (game.all_players_gone)
7646 attr_x = game.exit_x;
7647 attr_y = game.exit_y;
7653 for (i = 0; i < MAX_PLAYERS; i++)
7655 struct PlayerInfo *player = &stored_player[i];
7656 int jx = player->jx, jy = player->jy;
7658 if (!player->active)
7662 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7670 MovDir[x][y] = MV_NONE;
7672 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7673 else if (attr_x > x)
7674 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7676 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7677 else if (attr_y > y)
7678 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7680 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7682 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7684 boolean first_horiz = RND(2);
7685 int new_move_dir = MovDir[x][y];
7687 if (element_info[element].move_stepsize == 0) // "not moving"
7689 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7690 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7696 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7697 Moving2Blocked(x, y, &newx, &newy);
7699 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7703 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7704 Moving2Blocked(x, y, &newx, &newy);
7706 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7709 MovDir[x][y] = old_move_dir;
7712 else if (move_pattern == MV_WHEN_PUSHED ||
7713 move_pattern == MV_WHEN_DROPPED)
7715 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7716 MovDir[x][y] = MV_NONE;
7720 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7722 struct XY *test_xy = xy_topdown;
7723 static int test_dir[4] =
7730 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7731 int move_preference = -1000000; // start with very low preference
7732 int new_move_dir = MV_NONE;
7733 int start_test = RND(4);
7736 for (i = 0; i < NUM_DIRECTIONS; i++)
7738 int j = (start_test + i) % 4;
7739 int move_dir = test_dir[j];
7740 int move_dir_preference;
7742 xx = x + test_xy[j].x;
7743 yy = y + test_xy[j].y;
7745 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7746 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7748 new_move_dir = move_dir;
7753 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7756 move_dir_preference = -1 * RunnerVisit[xx][yy];
7757 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7758 move_dir_preference = PlayerVisit[xx][yy];
7760 if (move_dir_preference > move_preference)
7762 // prefer field that has not been visited for the longest time
7763 move_preference = move_dir_preference;
7764 new_move_dir = move_dir;
7766 else if (move_dir_preference == move_preference &&
7767 move_dir == old_move_dir)
7769 // prefer last direction when all directions are preferred equally
7770 move_preference = move_dir_preference;
7771 new_move_dir = move_dir;
7775 MovDir[x][y] = new_move_dir;
7776 if (old_move_dir != new_move_dir)
7777 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7781 static void TurnRound(int x, int y)
7783 int direction = MovDir[x][y];
7787 GfxDir[x][y] = MovDir[x][y];
7789 if (direction != MovDir[x][y])
7793 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7795 ResetGfxFrame(x, y);
7798 static boolean JustBeingPushed(int x, int y)
7802 for (i = 0; i < MAX_PLAYERS; i++)
7804 struct PlayerInfo *player = &stored_player[i];
7806 if (player->active && player->is_pushing && player->MovPos)
7808 int next_jx = player->jx + (player->jx - player->last_jx);
7809 int next_jy = player->jy + (player->jy - player->last_jy);
7811 if (x == next_jx && y == next_jy)
7819 static void StartMoving(int x, int y)
7821 boolean started_moving = FALSE; // some elements can fall _and_ move
7822 int element = Tile[x][y];
7827 if (MovDelay[x][y] == 0)
7828 GfxAction[x][y] = ACTION_DEFAULT;
7830 if (CAN_FALL(element) && y < lev_fieldy - 1)
7832 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7833 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7834 if (JustBeingPushed(x, y))
7837 if (element == EL_QUICKSAND_FULL)
7839 if (IS_FREE(x, y + 1))
7841 InitMovingField(x, y, MV_DOWN);
7842 started_moving = TRUE;
7844 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7845 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7846 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7847 Store[x][y] = EL_ROCK;
7849 Store[x][y] = EL_ROCK;
7852 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7854 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7856 if (!MovDelay[x][y])
7858 MovDelay[x][y] = TILEY + 1;
7860 ResetGfxAnimation(x, y);
7861 ResetGfxAnimation(x, y + 1);
7866 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7867 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7874 Tile[x][y] = EL_QUICKSAND_EMPTY;
7875 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7876 Store[x][y + 1] = Store[x][y];
7879 PlayLevelSoundAction(x, y, ACTION_FILLING);
7881 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7883 if (!MovDelay[x][y])
7885 MovDelay[x][y] = TILEY + 1;
7887 ResetGfxAnimation(x, y);
7888 ResetGfxAnimation(x, y + 1);
7893 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7894 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7901 Tile[x][y] = EL_QUICKSAND_EMPTY;
7902 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7903 Store[x][y + 1] = Store[x][y];
7906 PlayLevelSoundAction(x, y, ACTION_FILLING);
7909 else if (element == EL_QUICKSAND_FAST_FULL)
7911 if (IS_FREE(x, y + 1))
7913 InitMovingField(x, y, MV_DOWN);
7914 started_moving = TRUE;
7916 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7917 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7918 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7919 Store[x][y] = EL_ROCK;
7921 Store[x][y] = EL_ROCK;
7924 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7926 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7928 if (!MovDelay[x][y])
7930 MovDelay[x][y] = TILEY + 1;
7932 ResetGfxAnimation(x, y);
7933 ResetGfxAnimation(x, y + 1);
7938 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7939 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7946 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7947 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7948 Store[x][y + 1] = Store[x][y];
7951 PlayLevelSoundAction(x, y, ACTION_FILLING);
7953 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7955 if (!MovDelay[x][y])
7957 MovDelay[x][y] = TILEY + 1;
7959 ResetGfxAnimation(x, y);
7960 ResetGfxAnimation(x, y + 1);
7965 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7966 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7973 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7974 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7975 Store[x][y + 1] = Store[x][y];
7978 PlayLevelSoundAction(x, y, ACTION_FILLING);
7981 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7982 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7984 InitMovingField(x, y, MV_DOWN);
7985 started_moving = TRUE;
7987 Tile[x][y] = EL_QUICKSAND_FILLING;
7988 Store[x][y] = element;
7990 PlayLevelSoundAction(x, y, ACTION_FILLING);
7992 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7993 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7995 InitMovingField(x, y, MV_DOWN);
7996 started_moving = TRUE;
7998 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7999 Store[x][y] = element;
8001 PlayLevelSoundAction(x, y, ACTION_FILLING);
8003 else if (element == EL_MAGIC_WALL_FULL)
8005 if (IS_FREE(x, y + 1))
8007 InitMovingField(x, y, MV_DOWN);
8008 started_moving = TRUE;
8010 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8011 Store[x][y] = EL_CHANGED(Store[x][y]);
8013 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8015 if (!MovDelay[x][y])
8016 MovDelay[x][y] = TILEY / 4 + 1;
8025 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8026 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8027 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8031 else if (element == EL_BD_MAGIC_WALL_FULL)
8033 if (IS_FREE(x, y + 1))
8035 InitMovingField(x, y, MV_DOWN);
8036 started_moving = TRUE;
8038 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8039 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8041 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8043 if (!MovDelay[x][y])
8044 MovDelay[x][y] = TILEY / 4 + 1;
8053 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8054 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8055 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8059 else if (element == EL_DC_MAGIC_WALL_FULL)
8061 if (IS_FREE(x, y + 1))
8063 InitMovingField(x, y, MV_DOWN);
8064 started_moving = TRUE;
8066 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8067 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8069 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8071 if (!MovDelay[x][y])
8072 MovDelay[x][y] = TILEY / 4 + 1;
8081 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8082 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8083 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8087 else if ((CAN_PASS_MAGIC_WALL(element) &&
8088 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8089 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8090 (CAN_PASS_DC_MAGIC_WALL(element) &&
8091 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8094 InitMovingField(x, y, MV_DOWN);
8095 started_moving = TRUE;
8098 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8099 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8100 EL_DC_MAGIC_WALL_FILLING);
8101 Store[x][y] = element;
8103 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8105 SplashAcid(x, y + 1);
8107 InitMovingField(x, y, MV_DOWN);
8108 started_moving = TRUE;
8110 Store[x][y] = EL_ACID;
8113 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8114 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8115 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8116 CAN_FALL(element) && WasJustFalling[x][y] &&
8117 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8119 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8120 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8121 (Tile[x][y + 1] == EL_BLOCKED)))
8123 /* this is needed for a special case not covered by calling "Impact()"
8124 from "ContinueMoving()": if an element moves to a tile directly below
8125 another element which was just falling on that tile (which was empty
8126 in the previous frame), the falling element above would just stop
8127 instead of smashing the element below (in previous version, the above
8128 element was just checked for "moving" instead of "falling", resulting
8129 in incorrect smashes caused by horizontal movement of the above
8130 element; also, the case of the player being the element to smash was
8131 simply not covered here... :-/ ) */
8133 CheckCollision[x][y] = 0;
8134 CheckImpact[x][y] = 0;
8138 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8140 if (MovDir[x][y] == MV_NONE)
8142 InitMovingField(x, y, MV_DOWN);
8143 started_moving = TRUE;
8146 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8148 if (WasJustFalling[x][y]) // prevent animation from being restarted
8149 MovDir[x][y] = MV_DOWN;
8151 InitMovingField(x, y, MV_DOWN);
8152 started_moving = TRUE;
8154 else if (element == EL_AMOEBA_DROP)
8156 Tile[x][y] = EL_AMOEBA_GROWING;
8157 Store[x][y] = EL_AMOEBA_WET;
8159 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8160 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8161 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8162 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8164 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8165 (IS_FREE(x - 1, y + 1) ||
8166 Tile[x - 1][y + 1] == EL_ACID));
8167 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8168 (IS_FREE(x + 1, y + 1) ||
8169 Tile[x + 1][y + 1] == EL_ACID));
8170 boolean can_fall_any = (can_fall_left || can_fall_right);
8171 boolean can_fall_both = (can_fall_left && can_fall_right);
8172 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8174 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8176 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8177 can_fall_right = FALSE;
8178 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8179 can_fall_left = FALSE;
8180 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8181 can_fall_right = FALSE;
8182 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8183 can_fall_left = FALSE;
8185 can_fall_any = (can_fall_left || can_fall_right);
8186 can_fall_both = FALSE;
8191 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8192 can_fall_right = FALSE; // slip down on left side
8194 can_fall_left = !(can_fall_right = RND(2));
8196 can_fall_both = FALSE;
8201 // if not determined otherwise, prefer left side for slipping down
8202 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8203 started_moving = TRUE;
8206 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8208 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8209 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8210 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8211 int belt_dir = game.belt_dir[belt_nr];
8213 if ((belt_dir == MV_LEFT && left_is_free) ||
8214 (belt_dir == MV_RIGHT && right_is_free))
8216 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8218 InitMovingField(x, y, belt_dir);
8219 started_moving = TRUE;
8221 Pushed[x][y] = TRUE;
8222 Pushed[nextx][y] = TRUE;
8224 GfxAction[x][y] = ACTION_DEFAULT;
8228 MovDir[x][y] = 0; // if element was moving, stop it
8233 // not "else if" because of elements that can fall and move (EL_SPRING)
8234 if (CAN_MOVE(element) && !started_moving)
8236 int move_pattern = element_info[element].move_pattern;
8239 Moving2Blocked(x, y, &newx, &newy);
8241 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8244 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8245 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8247 WasJustMoving[x][y] = 0;
8248 CheckCollision[x][y] = 0;
8250 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8252 if (Tile[x][y] != element) // element has changed
8256 if (!MovDelay[x][y]) // start new movement phase
8258 // all objects that can change their move direction after each step
8259 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8261 if (element != EL_YAMYAM &&
8262 element != EL_DARK_YAMYAM &&
8263 element != EL_PACMAN &&
8264 !(move_pattern & MV_ANY_DIRECTION) &&
8265 move_pattern != MV_TURNING_LEFT &&
8266 move_pattern != MV_TURNING_RIGHT &&
8267 move_pattern != MV_TURNING_LEFT_RIGHT &&
8268 move_pattern != MV_TURNING_RIGHT_LEFT &&
8269 move_pattern != MV_TURNING_RANDOM)
8273 if (MovDelay[x][y] && (element == EL_BUG ||
8274 element == EL_SPACESHIP ||
8275 element == EL_SP_SNIKSNAK ||
8276 element == EL_SP_ELECTRON ||
8277 element == EL_MOLE))
8278 TEST_DrawLevelField(x, y);
8282 if (MovDelay[x][y]) // wait some time before next movement
8286 if (element == EL_ROBOT ||
8287 element == EL_YAMYAM ||
8288 element == EL_DARK_YAMYAM)
8290 DrawLevelElementAnimationIfNeeded(x, y, element);
8291 PlayLevelSoundAction(x, y, ACTION_WAITING);
8293 else if (element == EL_SP_ELECTRON)
8294 DrawLevelElementAnimationIfNeeded(x, y, element);
8295 else if (element == EL_DRAGON)
8298 int dir = MovDir[x][y];
8299 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8300 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8301 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8302 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8303 dir == MV_UP ? IMG_FLAMES_1_UP :
8304 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8305 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8307 GfxAction[x][y] = ACTION_ATTACKING;
8309 if (IS_PLAYER(x, y))
8310 DrawPlayerField(x, y);
8312 TEST_DrawLevelField(x, y);
8314 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8316 for (i = 1; i <= 3; i++)
8318 int xx = x + i * dx;
8319 int yy = y + i * dy;
8320 int sx = SCREENX(xx);
8321 int sy = SCREENY(yy);
8322 int flame_graphic = graphic + (i - 1);
8324 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8329 int flamed = MovingOrBlocked2Element(xx, yy);
8331 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8334 RemoveMovingField(xx, yy);
8336 ChangeDelay[xx][yy] = 0;
8338 Tile[xx][yy] = EL_FLAMES;
8340 if (IN_SCR_FIELD(sx, sy))
8342 TEST_DrawLevelFieldCrumbled(xx, yy);
8343 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8348 if (Tile[xx][yy] == EL_FLAMES)
8349 Tile[xx][yy] = EL_EMPTY;
8350 TEST_DrawLevelField(xx, yy);
8355 if (MovDelay[x][y]) // element still has to wait some time
8357 PlayLevelSoundAction(x, y, ACTION_WAITING);
8363 // now make next step
8365 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8367 if (DONT_COLLIDE_WITH(element) &&
8368 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8369 !PLAYER_ENEMY_PROTECTED(newx, newy))
8371 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8376 else if (CAN_MOVE_INTO_ACID(element) &&
8377 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8378 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8379 (MovDir[x][y] == MV_DOWN ||
8380 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8382 SplashAcid(newx, newy);
8383 Store[x][y] = EL_ACID;
8385 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8387 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8388 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8389 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8390 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8393 TEST_DrawLevelField(x, y);
8395 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8396 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8397 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8399 game.friends_still_needed--;
8400 if (!game.friends_still_needed &&
8402 game.all_players_gone)
8407 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8409 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8410 TEST_DrawLevelField(newx, newy);
8412 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8414 else if (!IS_FREE(newx, newy))
8416 GfxAction[x][y] = ACTION_WAITING;
8418 if (IS_PLAYER(x, y))
8419 DrawPlayerField(x, y);
8421 TEST_DrawLevelField(x, y);
8426 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8428 if (IS_FOOD_PIG(Tile[newx][newy]))
8430 if (IS_MOVING(newx, newy))
8431 RemoveMovingField(newx, newy);
8434 Tile[newx][newy] = EL_EMPTY;
8435 TEST_DrawLevelField(newx, newy);
8438 PlayLevelSound(x, y, SND_PIG_DIGGING);
8440 else if (!IS_FREE(newx, newy))
8442 if (IS_PLAYER(x, y))
8443 DrawPlayerField(x, y);
8445 TEST_DrawLevelField(x, y);
8450 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8452 if (Store[x][y] != EL_EMPTY)
8454 boolean can_clone = FALSE;
8457 // check if element to clone is still there
8458 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8460 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8468 // cannot clone or target field not free anymore -- do not clone
8469 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8470 Store[x][y] = EL_EMPTY;
8473 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8475 if (IS_MV_DIAGONAL(MovDir[x][y]))
8477 int diagonal_move_dir = MovDir[x][y];
8478 int stored = Store[x][y];
8479 int change_delay = 8;
8482 // android is moving diagonally
8484 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8486 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8487 GfxElement[x][y] = EL_EMC_ANDROID;
8488 GfxAction[x][y] = ACTION_SHRINKING;
8489 GfxDir[x][y] = diagonal_move_dir;
8490 ChangeDelay[x][y] = change_delay;
8492 if (Store[x][y] == EL_EMPTY)
8493 Store[x][y] = GfxElementEmpty[x][y];
8495 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8498 DrawLevelGraphicAnimation(x, y, graphic);
8499 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8501 if (Tile[newx][newy] == EL_ACID)
8503 SplashAcid(newx, newy);
8508 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8510 Store[newx][newy] = EL_EMC_ANDROID;
8511 GfxElement[newx][newy] = EL_EMC_ANDROID;
8512 GfxAction[newx][newy] = ACTION_GROWING;
8513 GfxDir[newx][newy] = diagonal_move_dir;
8514 ChangeDelay[newx][newy] = change_delay;
8516 graphic = el_act_dir2img(GfxElement[newx][newy],
8517 GfxAction[newx][newy], GfxDir[newx][newy]);
8519 DrawLevelGraphicAnimation(newx, newy, graphic);
8520 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8526 Tile[newx][newy] = EL_EMPTY;
8527 TEST_DrawLevelField(newx, newy);
8529 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8532 else if (!IS_FREE(newx, newy))
8537 else if (IS_CUSTOM_ELEMENT(element) &&
8538 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8540 if (!DigFieldByCE(newx, newy, element))
8543 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8545 RunnerVisit[x][y] = FrameCounter;
8546 PlayerVisit[x][y] /= 8; // expire player visit path
8549 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8551 if (!IS_FREE(newx, newy))
8553 if (IS_PLAYER(x, y))
8554 DrawPlayerField(x, y);
8556 TEST_DrawLevelField(x, y);
8562 boolean wanna_flame = !RND(10);
8563 int dx = newx - x, dy = newy - y;
8564 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8565 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8566 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8567 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8568 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8569 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8572 IS_CLASSIC_ENEMY(element1) ||
8573 IS_CLASSIC_ENEMY(element2)) &&
8574 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8575 element1 != EL_FLAMES && element2 != EL_FLAMES)
8577 ResetGfxAnimation(x, y);
8578 GfxAction[x][y] = ACTION_ATTACKING;
8580 if (IS_PLAYER(x, y))
8581 DrawPlayerField(x, y);
8583 TEST_DrawLevelField(x, y);
8585 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8587 MovDelay[x][y] = 50;
8589 Tile[newx][newy] = EL_FLAMES;
8590 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8591 Tile[newx1][newy1] = EL_FLAMES;
8592 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8593 Tile[newx2][newy2] = EL_FLAMES;
8599 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8600 Tile[newx][newy] == EL_DIAMOND)
8602 if (IS_MOVING(newx, newy))
8603 RemoveMovingField(newx, newy);
8606 Tile[newx][newy] = EL_EMPTY;
8607 TEST_DrawLevelField(newx, newy);
8610 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8612 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8613 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8615 if (AmoebaNr[newx][newy])
8617 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8618 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8619 Tile[newx][newy] == EL_BD_AMOEBA)
8620 AmoebaCnt[AmoebaNr[newx][newy]]--;
8623 if (IS_MOVING(newx, newy))
8625 RemoveMovingField(newx, newy);
8629 Tile[newx][newy] = EL_EMPTY;
8630 TEST_DrawLevelField(newx, newy);
8633 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8635 else if ((element == EL_PACMAN || element == EL_MOLE)
8636 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8638 if (AmoebaNr[newx][newy])
8640 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8641 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8642 Tile[newx][newy] == EL_BD_AMOEBA)
8643 AmoebaCnt[AmoebaNr[newx][newy]]--;
8646 if (element == EL_MOLE)
8648 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8649 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8651 ResetGfxAnimation(x, y);
8652 GfxAction[x][y] = ACTION_DIGGING;
8653 TEST_DrawLevelField(x, y);
8655 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8657 return; // wait for shrinking amoeba
8659 else // element == EL_PACMAN
8661 Tile[newx][newy] = EL_EMPTY;
8662 TEST_DrawLevelField(newx, newy);
8663 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8666 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8667 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8668 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8670 // wait for shrinking amoeba to completely disappear
8673 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8675 // object was running against a wall
8679 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8680 DrawLevelElementAnimation(x, y, element);
8682 if (DONT_TOUCH(element))
8683 TestIfBadThingTouchesPlayer(x, y);
8688 InitMovingField(x, y, MovDir[x][y]);
8690 PlayLevelSoundAction(x, y, ACTION_MOVING);
8694 ContinueMoving(x, y);
8697 void ContinueMoving(int x, int y)
8699 int element = Tile[x][y];
8700 struct ElementInfo *ei = &element_info[element];
8701 int direction = MovDir[x][y];
8702 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8703 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8704 int newx = x + dx, newy = y + dy;
8705 int stored = Store[x][y];
8706 int stored_new = Store[newx][newy];
8707 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8708 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8709 boolean last_line = (newy == lev_fieldy - 1);
8710 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8712 if (pushed_by_player) // special case: moving object pushed by player
8714 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8716 else if (use_step_delay) // special case: moving object has step delay
8718 if (!MovDelay[x][y])
8719 MovPos[x][y] += getElementMoveStepsize(x, y);
8724 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8728 TEST_DrawLevelField(x, y);
8730 return; // element is still waiting
8733 else // normal case: generically moving object
8735 MovPos[x][y] += getElementMoveStepsize(x, y);
8738 if (ABS(MovPos[x][y]) < TILEX)
8740 TEST_DrawLevelField(x, y);
8742 return; // element is still moving
8745 // element reached destination field
8747 Tile[x][y] = EL_EMPTY;
8748 Tile[newx][newy] = element;
8749 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8751 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8753 element = Tile[newx][newy] = EL_ACID;
8755 else if (element == EL_MOLE)
8757 Tile[x][y] = EL_SAND;
8759 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8761 else if (element == EL_QUICKSAND_FILLING)
8763 element = Tile[newx][newy] = get_next_element(element);
8764 Store[newx][newy] = Store[x][y];
8766 else if (element == EL_QUICKSAND_EMPTYING)
8768 Tile[x][y] = get_next_element(element);
8769 element = Tile[newx][newy] = Store[x][y];
8771 else if (element == EL_QUICKSAND_FAST_FILLING)
8773 element = Tile[newx][newy] = get_next_element(element);
8774 Store[newx][newy] = Store[x][y];
8776 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8778 Tile[x][y] = get_next_element(element);
8779 element = Tile[newx][newy] = Store[x][y];
8781 else if (element == EL_MAGIC_WALL_FILLING)
8783 element = Tile[newx][newy] = get_next_element(element);
8784 if (!game.magic_wall_active)
8785 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8786 Store[newx][newy] = Store[x][y];
8788 else if (element == EL_MAGIC_WALL_EMPTYING)
8790 Tile[x][y] = get_next_element(element);
8791 if (!game.magic_wall_active)
8792 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8793 element = Tile[newx][newy] = Store[x][y];
8795 InitField(newx, newy, FALSE);
8797 else if (element == EL_BD_MAGIC_WALL_FILLING)
8799 element = Tile[newx][newy] = get_next_element(element);
8800 if (!game.magic_wall_active)
8801 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8802 Store[newx][newy] = Store[x][y];
8804 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8806 Tile[x][y] = get_next_element(element);
8807 if (!game.magic_wall_active)
8808 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8809 element = Tile[newx][newy] = Store[x][y];
8811 InitField(newx, newy, FALSE);
8813 else if (element == EL_DC_MAGIC_WALL_FILLING)
8815 element = Tile[newx][newy] = get_next_element(element);
8816 if (!game.magic_wall_active)
8817 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8818 Store[newx][newy] = Store[x][y];
8820 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8822 Tile[x][y] = get_next_element(element);
8823 if (!game.magic_wall_active)
8824 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8825 element = Tile[newx][newy] = Store[x][y];
8827 InitField(newx, newy, FALSE);
8829 else if (element == EL_AMOEBA_DROPPING)
8831 Tile[x][y] = get_next_element(element);
8832 element = Tile[newx][newy] = Store[x][y];
8834 else if (element == EL_SOKOBAN_OBJECT)
8837 Tile[x][y] = Back[x][y];
8839 if (Back[newx][newy])
8840 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8842 Back[x][y] = Back[newx][newy] = 0;
8845 Store[x][y] = EL_EMPTY;
8850 MovDelay[newx][newy] = 0;
8852 if (CAN_CHANGE_OR_HAS_ACTION(element))
8854 // copy element change control values to new field
8855 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8856 ChangePage[newx][newy] = ChangePage[x][y];
8857 ChangeCount[newx][newy] = ChangeCount[x][y];
8858 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8861 CustomValue[newx][newy] = CustomValue[x][y];
8863 ChangeDelay[x][y] = 0;
8864 ChangePage[x][y] = -1;
8865 ChangeCount[x][y] = 0;
8866 ChangeEvent[x][y] = -1;
8868 CustomValue[x][y] = 0;
8870 // copy animation control values to new field
8871 GfxFrame[newx][newy] = GfxFrame[x][y];
8872 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8873 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8874 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8876 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8878 // some elements can leave other elements behind after moving
8879 if (ei->move_leave_element != EL_EMPTY &&
8880 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8881 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8883 int move_leave_element = ei->move_leave_element;
8885 // this makes it possible to leave the removed element again
8886 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8887 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8889 Tile[x][y] = move_leave_element;
8891 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8892 MovDir[x][y] = direction;
8894 InitField(x, y, FALSE);
8896 if (GFX_CRUMBLED(Tile[x][y]))
8897 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8899 if (IS_PLAYER_ELEMENT(move_leave_element))
8900 RelocatePlayer(x, y, move_leave_element);
8903 // do this after checking for left-behind element
8904 ResetGfxAnimation(x, y); // reset animation values for old field
8906 if (!CAN_MOVE(element) ||
8907 (CAN_FALL(element) && direction == MV_DOWN &&
8908 (element == EL_SPRING ||
8909 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8910 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8911 GfxDir[x][y] = MovDir[newx][newy] = 0;
8913 TEST_DrawLevelField(x, y);
8914 TEST_DrawLevelField(newx, newy);
8916 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8918 // prevent pushed element from moving on in pushed direction
8919 if (pushed_by_player && CAN_MOVE(element) &&
8920 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8921 !(element_info[element].move_pattern & direction))
8922 TurnRound(newx, newy);
8924 // prevent elements on conveyor belt from moving on in last direction
8925 if (pushed_by_conveyor && CAN_FALL(element) &&
8926 direction & MV_HORIZONTAL)
8927 MovDir[newx][newy] = 0;
8929 if (!pushed_by_player)
8931 int nextx = newx + dx, nexty = newy + dy;
8932 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8934 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8936 if (CAN_FALL(element) && direction == MV_DOWN)
8937 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8939 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8940 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8942 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8943 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8946 if (DONT_TOUCH(element)) // object may be nasty to player or others
8948 TestIfBadThingTouchesPlayer(newx, newy);
8949 TestIfBadThingTouchesFriend(newx, newy);
8951 if (!IS_CUSTOM_ELEMENT(element))
8952 TestIfBadThingTouchesOtherBadThing(newx, newy);
8954 else if (element == EL_PENGUIN)
8955 TestIfFriendTouchesBadThing(newx, newy);
8957 if (DONT_GET_HIT_BY(element))
8959 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8962 // give the player one last chance (one more frame) to move away
8963 if (CAN_FALL(element) && direction == MV_DOWN &&
8964 (last_line || (!IS_FREE(x, newy + 1) &&
8965 (!IS_PLAYER(x, newy + 1) ||
8966 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8969 if (pushed_by_player && !game.use_change_when_pushing_bug)
8971 int push_side = MV_DIR_OPPOSITE(direction);
8972 struct PlayerInfo *player = PLAYERINFO(x, y);
8974 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8975 player->index_bit, push_side);
8976 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8977 player->index_bit, push_side);
8980 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8981 MovDelay[newx][newy] = 1;
8983 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8985 TestIfElementTouchesCustomElement(x, y); // empty or new element
8986 TestIfElementHitsCustomElement(newx, newy, direction);
8987 TestIfPlayerTouchesCustomElement(newx, newy);
8988 TestIfElementTouchesCustomElement(newx, newy);
8990 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8991 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8992 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8993 MV_DIR_OPPOSITE(direction));
8996 int AmoebaNeighbourNr(int ax, int ay)
8999 int element = Tile[ax][ay];
9001 struct XY *xy = xy_topdown;
9003 for (i = 0; i < NUM_DIRECTIONS; i++)
9005 int x = ax + xy[i].x;
9006 int y = ay + xy[i].y;
9008 if (!IN_LEV_FIELD(x, y))
9011 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9012 group_nr = AmoebaNr[x][y];
9018 static void AmoebaMerge(int ax, int ay)
9020 int i, x, y, xx, yy;
9021 int new_group_nr = AmoebaNr[ax][ay];
9022 struct XY *xy = xy_topdown;
9024 if (new_group_nr == 0)
9027 for (i = 0; i < NUM_DIRECTIONS; i++)
9032 if (!IN_LEV_FIELD(x, y))
9035 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9036 Tile[x][y] == EL_BD_AMOEBA ||
9037 Tile[x][y] == EL_AMOEBA_DEAD) &&
9038 AmoebaNr[x][y] != new_group_nr)
9040 int old_group_nr = AmoebaNr[x][y];
9042 if (old_group_nr == 0)
9045 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9046 AmoebaCnt[old_group_nr] = 0;
9047 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9048 AmoebaCnt2[old_group_nr] = 0;
9050 SCAN_PLAYFIELD(xx, yy)
9052 if (AmoebaNr[xx][yy] == old_group_nr)
9053 AmoebaNr[xx][yy] = new_group_nr;
9059 void AmoebaToDiamond(int ax, int ay)
9063 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9065 int group_nr = AmoebaNr[ax][ay];
9070 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9071 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9077 SCAN_PLAYFIELD(x, y)
9079 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9082 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9086 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9087 SND_AMOEBA_TURNING_TO_GEM :
9088 SND_AMOEBA_TURNING_TO_ROCK));
9093 struct XY *xy = xy_topdown;
9095 for (i = 0; i < NUM_DIRECTIONS; i++)
9100 if (!IN_LEV_FIELD(x, y))
9103 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9105 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9106 SND_AMOEBA_TURNING_TO_GEM :
9107 SND_AMOEBA_TURNING_TO_ROCK));
9114 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9117 int group_nr = AmoebaNr[ax][ay];
9118 boolean done = FALSE;
9123 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9124 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9130 SCAN_PLAYFIELD(x, y)
9132 if (AmoebaNr[x][y] == group_nr &&
9133 (Tile[x][y] == EL_AMOEBA_DEAD ||
9134 Tile[x][y] == EL_BD_AMOEBA ||
9135 Tile[x][y] == EL_AMOEBA_GROWING))
9138 Tile[x][y] = new_element;
9139 InitField(x, y, FALSE);
9140 TEST_DrawLevelField(x, y);
9146 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9147 SND_BD_AMOEBA_TURNING_TO_ROCK :
9148 SND_BD_AMOEBA_TURNING_TO_GEM));
9151 static void AmoebaGrowing(int x, int y)
9153 static DelayCounter sound_delay = { 0 };
9155 if (!MovDelay[x][y]) // start new growing cycle
9159 if (DelayReached(&sound_delay))
9161 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9162 sound_delay.value = 30;
9166 if (MovDelay[x][y]) // wait some time before growing bigger
9169 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9171 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9172 6 - MovDelay[x][y]);
9174 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9177 if (!MovDelay[x][y])
9179 Tile[x][y] = Store[x][y];
9181 TEST_DrawLevelField(x, y);
9186 static void AmoebaShrinking(int x, int y)
9188 static DelayCounter sound_delay = { 0 };
9190 if (!MovDelay[x][y]) // start new shrinking cycle
9194 if (DelayReached(&sound_delay))
9195 sound_delay.value = 30;
9198 if (MovDelay[x][y]) // wait some time before shrinking
9201 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9203 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9204 6 - MovDelay[x][y]);
9206 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9209 if (!MovDelay[x][y])
9211 Tile[x][y] = EL_EMPTY;
9212 TEST_DrawLevelField(x, y);
9214 // don't let mole enter this field in this cycle;
9215 // (give priority to objects falling to this field from above)
9221 static void AmoebaReproduce(int ax, int ay)
9224 int element = Tile[ax][ay];
9225 int graphic = el2img(element);
9226 int newax = ax, neway = ay;
9227 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9228 struct XY *xy = xy_topdown;
9230 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9232 Tile[ax][ay] = EL_AMOEBA_DEAD;
9233 TEST_DrawLevelField(ax, ay);
9237 if (IS_ANIMATED(graphic))
9238 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9240 if (!MovDelay[ax][ay]) // start making new amoeba field
9241 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9243 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9246 if (MovDelay[ax][ay])
9250 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9253 int x = ax + xy[start].x;
9254 int y = ay + xy[start].y;
9256 if (!IN_LEV_FIELD(x, y))
9259 if (IS_FREE(x, y) ||
9260 CAN_GROW_INTO(Tile[x][y]) ||
9261 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9262 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9268 if (newax == ax && neway == ay)
9271 else // normal or "filled" (BD style) amoeba
9274 boolean waiting_for_player = FALSE;
9276 for (i = 0; i < NUM_DIRECTIONS; i++)
9278 int j = (start + i) % 4;
9279 int x = ax + xy[j].x;
9280 int y = ay + xy[j].y;
9282 if (!IN_LEV_FIELD(x, y))
9285 if (IS_FREE(x, y) ||
9286 CAN_GROW_INTO(Tile[x][y]) ||
9287 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9288 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9294 else if (IS_PLAYER(x, y))
9295 waiting_for_player = TRUE;
9298 if (newax == ax && neway == ay) // amoeba cannot grow
9300 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9302 Tile[ax][ay] = EL_AMOEBA_DEAD;
9303 TEST_DrawLevelField(ax, ay);
9304 AmoebaCnt[AmoebaNr[ax][ay]]--;
9306 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9308 if (element == EL_AMOEBA_FULL)
9309 AmoebaToDiamond(ax, ay);
9310 else if (element == EL_BD_AMOEBA)
9311 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9316 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9318 // amoeba gets larger by growing in some direction
9320 int new_group_nr = AmoebaNr[ax][ay];
9323 if (new_group_nr == 0)
9325 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9327 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9333 AmoebaNr[newax][neway] = new_group_nr;
9334 AmoebaCnt[new_group_nr]++;
9335 AmoebaCnt2[new_group_nr]++;
9337 // if amoeba touches other amoeba(s) after growing, unify them
9338 AmoebaMerge(newax, neway);
9340 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9342 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9348 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9349 (neway == lev_fieldy - 1 && newax != ax))
9351 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9352 Store[newax][neway] = element;
9354 else if (neway == ay || element == EL_EMC_DRIPPER)
9356 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9358 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9362 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9363 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9364 Store[ax][ay] = EL_AMOEBA_DROP;
9365 ContinueMoving(ax, ay);
9369 TEST_DrawLevelField(newax, neway);
9372 static void Life(int ax, int ay)
9376 int element = Tile[ax][ay];
9377 int graphic = el2img(element);
9378 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9380 boolean changed = FALSE;
9382 if (IS_ANIMATED(graphic))
9383 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9388 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9389 MovDelay[ax][ay] = life_time;
9391 if (MovDelay[ax][ay]) // wait some time before next cycle
9394 if (MovDelay[ax][ay])
9398 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9400 int xx = ax+x1, yy = ay+y1;
9401 int old_element = Tile[xx][yy];
9402 int num_neighbours = 0;
9404 if (!IN_LEV_FIELD(xx, yy))
9407 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9409 int x = xx+x2, y = yy+y2;
9411 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9414 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9415 boolean is_neighbour = FALSE;
9417 if (level.use_life_bugs)
9419 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9420 (IS_FREE(x, y) && Stop[x][y]));
9423 (Last[x][y] == element || is_player_cell);
9429 boolean is_free = FALSE;
9431 if (level.use_life_bugs)
9432 is_free = (IS_FREE(xx, yy));
9434 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9436 if (xx == ax && yy == ay) // field in the middle
9438 if (num_neighbours < life_parameter[0] ||
9439 num_neighbours > life_parameter[1])
9441 Tile[xx][yy] = EL_EMPTY;
9442 if (Tile[xx][yy] != old_element)
9443 TEST_DrawLevelField(xx, yy);
9444 Stop[xx][yy] = TRUE;
9448 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9449 { // free border field
9450 if (num_neighbours >= life_parameter[2] &&
9451 num_neighbours <= life_parameter[3])
9453 Tile[xx][yy] = element;
9454 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9455 if (Tile[xx][yy] != old_element)
9456 TEST_DrawLevelField(xx, yy);
9457 Stop[xx][yy] = TRUE;
9464 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9465 SND_GAME_OF_LIFE_GROWING);
9468 static void InitRobotWheel(int x, int y)
9470 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9473 static void RunRobotWheel(int x, int y)
9475 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9478 static void StopRobotWheel(int x, int y)
9480 if (game.robot_wheel_x == x &&
9481 game.robot_wheel_y == y)
9483 game.robot_wheel_x = -1;
9484 game.robot_wheel_y = -1;
9485 game.robot_wheel_active = FALSE;
9489 static void InitTimegateWheel(int x, int y)
9491 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9494 static void RunTimegateWheel(int x, int y)
9496 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9499 static void InitMagicBallDelay(int x, int y)
9501 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9504 static void ActivateMagicBall(int bx, int by)
9508 if (level.ball_random)
9510 int pos_border = RND(8); // select one of the eight border elements
9511 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9512 int xx = pos_content % 3;
9513 int yy = pos_content / 3;
9518 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9519 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9523 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9525 int xx = x - bx + 1;
9526 int yy = y - by + 1;
9528 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9529 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9533 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9536 static void CheckExit(int x, int y)
9538 if (game.gems_still_needed > 0 ||
9539 game.sokoban_fields_still_needed > 0 ||
9540 game.sokoban_objects_still_needed > 0 ||
9541 game.lights_still_needed > 0)
9543 int element = Tile[x][y];
9544 int graphic = el2img(element);
9546 if (IS_ANIMATED(graphic))
9547 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9552 // do not re-open exit door closed after last player
9553 if (game.all_players_gone)
9556 Tile[x][y] = EL_EXIT_OPENING;
9558 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9561 static void CheckExitEM(int x, int y)
9563 if (game.gems_still_needed > 0 ||
9564 game.sokoban_fields_still_needed > 0 ||
9565 game.sokoban_objects_still_needed > 0 ||
9566 game.lights_still_needed > 0)
9568 int element = Tile[x][y];
9569 int graphic = el2img(element);
9571 if (IS_ANIMATED(graphic))
9572 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9577 // do not re-open exit door closed after last player
9578 if (game.all_players_gone)
9581 Tile[x][y] = EL_EM_EXIT_OPENING;
9583 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9586 static void CheckExitSteel(int x, int y)
9588 if (game.gems_still_needed > 0 ||
9589 game.sokoban_fields_still_needed > 0 ||
9590 game.sokoban_objects_still_needed > 0 ||
9591 game.lights_still_needed > 0)
9593 int element = Tile[x][y];
9594 int graphic = el2img(element);
9596 if (IS_ANIMATED(graphic))
9597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9602 // do not re-open exit door closed after last player
9603 if (game.all_players_gone)
9606 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9608 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9611 static void CheckExitSteelEM(int x, int y)
9613 if (game.gems_still_needed > 0 ||
9614 game.sokoban_fields_still_needed > 0 ||
9615 game.sokoban_objects_still_needed > 0 ||
9616 game.lights_still_needed > 0)
9618 int element = Tile[x][y];
9619 int graphic = el2img(element);
9621 if (IS_ANIMATED(graphic))
9622 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9627 // do not re-open exit door closed after last player
9628 if (game.all_players_gone)
9631 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9633 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9636 static void CheckExitSP(int x, int y)
9638 if (game.gems_still_needed > 0)
9640 int element = Tile[x][y];
9641 int graphic = el2img(element);
9643 if (IS_ANIMATED(graphic))
9644 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9649 // do not re-open exit door closed after last player
9650 if (game.all_players_gone)
9653 Tile[x][y] = EL_SP_EXIT_OPENING;
9655 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9658 static void CloseAllOpenTimegates(void)
9662 SCAN_PLAYFIELD(x, y)
9664 int element = Tile[x][y];
9666 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9668 Tile[x][y] = EL_TIMEGATE_CLOSING;
9670 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9675 static void DrawTwinkleOnField(int x, int y)
9677 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9680 if (Tile[x][y] == EL_BD_DIAMOND)
9683 if (MovDelay[x][y] == 0) // next animation frame
9684 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9686 if (MovDelay[x][y] != 0) // wait some time before next frame
9690 DrawLevelElementAnimation(x, y, Tile[x][y]);
9692 if (MovDelay[x][y] != 0)
9694 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9695 10 - MovDelay[x][y]);
9697 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9702 static void WallGrowing(int x, int y)
9706 if (!MovDelay[x][y]) // next animation frame
9707 MovDelay[x][y] = 3 * delay;
9709 if (MovDelay[x][y]) // wait some time before next frame
9713 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9715 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9716 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9718 DrawLevelGraphic(x, y, graphic, frame);
9721 if (!MovDelay[x][y])
9723 if (MovDir[x][y] == MV_LEFT)
9725 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9726 TEST_DrawLevelField(x - 1, y);
9728 else if (MovDir[x][y] == MV_RIGHT)
9730 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9731 TEST_DrawLevelField(x + 1, y);
9733 else if (MovDir[x][y] == MV_UP)
9735 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9736 TEST_DrawLevelField(x, y - 1);
9740 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9741 TEST_DrawLevelField(x, y + 1);
9744 Tile[x][y] = Store[x][y];
9746 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9747 TEST_DrawLevelField(x, y);
9752 static void CheckWallGrowing(int ax, int ay)
9754 int element = Tile[ax][ay];
9755 int graphic = el2img(element);
9756 boolean free_top = FALSE;
9757 boolean free_bottom = FALSE;
9758 boolean free_left = FALSE;
9759 boolean free_right = FALSE;
9760 boolean stop_top = FALSE;
9761 boolean stop_bottom = FALSE;
9762 boolean stop_left = FALSE;
9763 boolean stop_right = FALSE;
9764 boolean new_wall = FALSE;
9766 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9767 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9768 element == EL_EXPANDABLE_STEELWALL_ANY);
9770 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9771 element == EL_EXPANDABLE_WALL_ANY ||
9772 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9773 element == EL_EXPANDABLE_STEELWALL_ANY);
9775 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9776 element == EL_EXPANDABLE_WALL_ANY ||
9777 element == EL_EXPANDABLE_WALL ||
9778 element == EL_BD_EXPANDABLE_WALL ||
9779 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9780 element == EL_EXPANDABLE_STEELWALL_ANY);
9782 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9783 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9785 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9786 element == EL_EXPANDABLE_WALL ||
9787 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9789 int wall_growing = (is_steelwall ?
9790 EL_EXPANDABLE_STEELWALL_GROWING :
9791 EL_EXPANDABLE_WALL_GROWING);
9793 int gfx_wall_growing_up = (is_steelwall ?
9794 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9795 IMG_EXPANDABLE_WALL_GROWING_UP);
9796 int gfx_wall_growing_down = (is_steelwall ?
9797 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9798 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9799 int gfx_wall_growing_left = (is_steelwall ?
9800 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9801 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9802 int gfx_wall_growing_right = (is_steelwall ?
9803 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9804 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9806 if (IS_ANIMATED(graphic))
9807 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9809 if (!MovDelay[ax][ay]) // start building new wall
9810 MovDelay[ax][ay] = 6;
9812 if (MovDelay[ax][ay]) // wait some time before building new wall
9815 if (MovDelay[ax][ay])
9819 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9821 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9823 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9825 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9832 Tile[ax][ay - 1] = wall_growing;
9833 Store[ax][ay - 1] = element;
9834 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9836 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9837 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9844 Tile[ax][ay + 1] = wall_growing;
9845 Store[ax][ay + 1] = element;
9846 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9848 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9849 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9855 if (grow_horizontal)
9859 Tile[ax - 1][ay] = wall_growing;
9860 Store[ax - 1][ay] = element;
9861 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9863 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9864 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9871 Tile[ax + 1][ay] = wall_growing;
9872 Store[ax + 1][ay] = element;
9873 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9875 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9876 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9882 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9883 TEST_DrawLevelField(ax, ay);
9885 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9887 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9889 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9891 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9894 if (((stop_top && stop_bottom) || stop_horizontal) &&
9895 ((stop_left && stop_right) || stop_vertical))
9896 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9899 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9902 static void CheckForDragon(int x, int y)
9905 boolean dragon_found = FALSE;
9906 struct XY *xy = xy_topdown;
9908 for (i = 0; i < NUM_DIRECTIONS; i++)
9910 for (j = 0; j < 4; j++)
9912 int xx = x + j * xy[i].x;
9913 int yy = y + j * xy[i].y;
9915 if (IN_LEV_FIELD(xx, yy) &&
9916 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9918 if (Tile[xx][yy] == EL_DRAGON)
9919 dragon_found = TRUE;
9928 for (i = 0; i < NUM_DIRECTIONS; i++)
9930 for (j = 0; j < 3; j++)
9932 int xx = x + j * xy[i].x;
9933 int yy = y + j * xy[i].y;
9935 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9937 Tile[xx][yy] = EL_EMPTY;
9938 TEST_DrawLevelField(xx, yy);
9947 static void InitBuggyBase(int x, int y)
9949 int element = Tile[x][y];
9950 int activating_delay = FRAMES_PER_SECOND / 4;
9953 (element == EL_SP_BUGGY_BASE ?
9954 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9955 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9957 element == EL_SP_BUGGY_BASE_ACTIVE ?
9958 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9961 static void WarnBuggyBase(int x, int y)
9964 struct XY *xy = xy_topdown;
9966 for (i = 0; i < NUM_DIRECTIONS; i++)
9968 int xx = x + xy[i].x;
9969 int yy = y + xy[i].y;
9971 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9973 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9980 static void InitTrap(int x, int y)
9982 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9985 static void ActivateTrap(int x, int y)
9987 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9990 static void ChangeActiveTrap(int x, int y)
9992 int graphic = IMG_TRAP_ACTIVE;
9994 // if new animation frame was drawn, correct crumbled sand border
9995 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9996 TEST_DrawLevelFieldCrumbled(x, y);
9999 static int getSpecialActionElement(int element, int number, int base_element)
10001 return (element != EL_EMPTY ? element :
10002 number != -1 ? base_element + number - 1 :
10006 static int getModifiedActionNumber(int value_old, int operator, int operand,
10007 int value_min, int value_max)
10009 int value_new = (operator == CA_MODE_SET ? operand :
10010 operator == CA_MODE_ADD ? value_old + operand :
10011 operator == CA_MODE_SUBTRACT ? value_old - operand :
10012 operator == CA_MODE_MULTIPLY ? value_old * operand :
10013 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10014 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10017 return (value_new < value_min ? value_min :
10018 value_new > value_max ? value_max :
10022 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10024 struct ElementInfo *ei = &element_info[element];
10025 struct ElementChangeInfo *change = &ei->change_page[page];
10026 int target_element = change->target_element;
10027 int action_type = change->action_type;
10028 int action_mode = change->action_mode;
10029 int action_arg = change->action_arg;
10030 int action_element = change->action_element;
10033 if (!change->has_action)
10036 // ---------- determine action paramater values -----------------------------
10038 int level_time_value =
10039 (level.time > 0 ? TimeLeft :
10042 int action_arg_element_raw =
10043 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10044 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10045 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10046 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10047 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10048 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10049 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10051 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10053 int action_arg_direction =
10054 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10055 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10056 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10057 change->actual_trigger_side :
10058 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10059 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10062 int action_arg_number_min =
10063 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10066 int action_arg_number_max =
10067 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10068 action_type == CA_SET_LEVEL_GEMS ? 999 :
10069 action_type == CA_SET_LEVEL_TIME ? 9999 :
10070 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10071 action_type == CA_SET_CE_VALUE ? 9999 :
10072 action_type == CA_SET_CE_SCORE ? 9999 :
10075 int action_arg_number_reset =
10076 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10077 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10078 action_type == CA_SET_LEVEL_TIME ? level.time :
10079 action_type == CA_SET_LEVEL_SCORE ? 0 :
10080 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10081 action_type == CA_SET_CE_SCORE ? 0 :
10084 int action_arg_number =
10085 (action_arg <= CA_ARG_MAX ? action_arg :
10086 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10087 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10088 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10089 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10090 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10091 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10092 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10093 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10094 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10095 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10096 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10097 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10098 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10099 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10100 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10101 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10102 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10103 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10104 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10105 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10106 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10109 int action_arg_number_old =
10110 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10111 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10112 action_type == CA_SET_LEVEL_SCORE ? game.score :
10113 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10114 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10117 int action_arg_number_new =
10118 getModifiedActionNumber(action_arg_number_old,
10119 action_mode, action_arg_number,
10120 action_arg_number_min, action_arg_number_max);
10122 int trigger_player_bits =
10123 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10124 change->actual_trigger_player_bits : change->trigger_player);
10126 int action_arg_player_bits =
10127 (action_arg >= CA_ARG_PLAYER_1 &&
10128 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10129 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10130 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10133 // ---------- execute action -----------------------------------------------
10135 switch (action_type)
10142 // ---------- level actions ----------------------------------------------
10144 case CA_RESTART_LEVEL:
10146 game.restart_level = TRUE;
10151 case CA_SHOW_ENVELOPE:
10153 int element = getSpecialActionElement(action_arg_element,
10154 action_arg_number, EL_ENVELOPE_1);
10156 if (IS_ENVELOPE(element))
10157 local_player->show_envelope = element;
10162 case CA_SET_LEVEL_TIME:
10164 if (level.time > 0) // only modify limited time value
10166 TimeLeft = action_arg_number_new;
10168 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10170 DisplayGameControlValues();
10172 if (!TimeLeft && game.time_limit)
10173 for (i = 0; i < MAX_PLAYERS; i++)
10174 KillPlayer(&stored_player[i]);
10180 case CA_SET_LEVEL_SCORE:
10182 game.score = action_arg_number_new;
10184 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10186 DisplayGameControlValues();
10191 case CA_SET_LEVEL_GEMS:
10193 game.gems_still_needed = action_arg_number_new;
10195 game.snapshot.collected_item = TRUE;
10197 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10199 DisplayGameControlValues();
10204 case CA_SET_LEVEL_WIND:
10206 game.wind_direction = action_arg_direction;
10211 case CA_SET_LEVEL_RANDOM_SEED:
10213 // ensure that setting a new random seed while playing is predictable
10214 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10219 // ---------- player actions ---------------------------------------------
10221 case CA_MOVE_PLAYER:
10222 case CA_MOVE_PLAYER_NEW:
10224 // automatically move to the next field in specified direction
10225 for (i = 0; i < MAX_PLAYERS; i++)
10226 if (trigger_player_bits & (1 << i))
10227 if (action_type == CA_MOVE_PLAYER ||
10228 stored_player[i].MovPos == 0)
10229 stored_player[i].programmed_action = action_arg_direction;
10234 case CA_EXIT_PLAYER:
10236 for (i = 0; i < MAX_PLAYERS; i++)
10237 if (action_arg_player_bits & (1 << i))
10238 ExitPlayer(&stored_player[i]);
10240 if (game.players_still_needed == 0)
10246 case CA_KILL_PLAYER:
10248 for (i = 0; i < MAX_PLAYERS; i++)
10249 if (action_arg_player_bits & (1 << i))
10250 KillPlayer(&stored_player[i]);
10255 case CA_SET_PLAYER_KEYS:
10257 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10258 int element = getSpecialActionElement(action_arg_element,
10259 action_arg_number, EL_KEY_1);
10261 if (IS_KEY(element))
10263 for (i = 0; i < MAX_PLAYERS; i++)
10265 if (trigger_player_bits & (1 << i))
10267 stored_player[i].key[KEY_NR(element)] = key_state;
10269 DrawGameDoorValues();
10277 case CA_SET_PLAYER_SPEED:
10279 for (i = 0; i < MAX_PLAYERS; i++)
10281 if (trigger_player_bits & (1 << i))
10283 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10285 if (action_arg == CA_ARG_SPEED_FASTER &&
10286 stored_player[i].cannot_move)
10288 action_arg_number = STEPSIZE_VERY_SLOW;
10290 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10291 action_arg == CA_ARG_SPEED_FASTER)
10293 action_arg_number = 2;
10294 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10297 else if (action_arg == CA_ARG_NUMBER_RESET)
10299 action_arg_number = level.initial_player_stepsize[i];
10303 getModifiedActionNumber(move_stepsize,
10306 action_arg_number_min,
10307 action_arg_number_max);
10309 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10316 case CA_SET_PLAYER_SHIELD:
10318 for (i = 0; i < MAX_PLAYERS; i++)
10320 if (trigger_player_bits & (1 << i))
10322 if (action_arg == CA_ARG_SHIELD_OFF)
10324 stored_player[i].shield_normal_time_left = 0;
10325 stored_player[i].shield_deadly_time_left = 0;
10327 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10329 stored_player[i].shield_normal_time_left = 999999;
10331 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10333 stored_player[i].shield_normal_time_left = 999999;
10334 stored_player[i].shield_deadly_time_left = 999999;
10342 case CA_SET_PLAYER_GRAVITY:
10344 for (i = 0; i < MAX_PLAYERS; i++)
10346 if (trigger_player_bits & (1 << i))
10348 stored_player[i].gravity =
10349 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10350 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10351 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10352 stored_player[i].gravity);
10359 case CA_SET_PLAYER_ARTWORK:
10361 for (i = 0; i < MAX_PLAYERS; i++)
10363 if (trigger_player_bits & (1 << i))
10365 int artwork_element = action_arg_element;
10367 if (action_arg == CA_ARG_ELEMENT_RESET)
10369 (level.use_artwork_element[i] ? level.artwork_element[i] :
10370 stored_player[i].element_nr);
10372 if (stored_player[i].artwork_element != artwork_element)
10373 stored_player[i].Frame = 0;
10375 stored_player[i].artwork_element = artwork_element;
10377 SetPlayerWaiting(&stored_player[i], FALSE);
10379 // set number of special actions for bored and sleeping animation
10380 stored_player[i].num_special_action_bored =
10381 get_num_special_action(artwork_element,
10382 ACTION_BORING_1, ACTION_BORING_LAST);
10383 stored_player[i].num_special_action_sleeping =
10384 get_num_special_action(artwork_element,
10385 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10392 case CA_SET_PLAYER_INVENTORY:
10394 for (i = 0; i < MAX_PLAYERS; i++)
10396 struct PlayerInfo *player = &stored_player[i];
10399 if (trigger_player_bits & (1 << i))
10401 int inventory_element = action_arg_element;
10403 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10404 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10405 action_arg == CA_ARG_ELEMENT_ACTION)
10407 int element = inventory_element;
10408 int collect_count = element_info[element].collect_count_initial;
10410 if (!IS_CUSTOM_ELEMENT(element))
10413 if (collect_count == 0)
10414 player->inventory_infinite_element = element;
10416 for (k = 0; k < collect_count; k++)
10417 if (player->inventory_size < MAX_INVENTORY_SIZE)
10418 player->inventory_element[player->inventory_size++] =
10421 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10422 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10423 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10425 if (player->inventory_infinite_element != EL_UNDEFINED &&
10426 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10427 action_arg_element_raw))
10428 player->inventory_infinite_element = EL_UNDEFINED;
10430 for (k = 0, j = 0; j < player->inventory_size; j++)
10432 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10433 action_arg_element_raw))
10434 player->inventory_element[k++] = player->inventory_element[j];
10437 player->inventory_size = k;
10439 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10441 if (player->inventory_size > 0)
10443 for (j = 0; j < player->inventory_size - 1; j++)
10444 player->inventory_element[j] = player->inventory_element[j + 1];
10446 player->inventory_size--;
10449 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10451 if (player->inventory_size > 0)
10452 player->inventory_size--;
10454 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10456 player->inventory_infinite_element = EL_UNDEFINED;
10457 player->inventory_size = 0;
10459 else if (action_arg == CA_ARG_INVENTORY_RESET)
10461 player->inventory_infinite_element = EL_UNDEFINED;
10462 player->inventory_size = 0;
10464 if (level.use_initial_inventory[i])
10466 for (j = 0; j < level.initial_inventory_size[i]; j++)
10468 int element = level.initial_inventory_content[i][j];
10469 int collect_count = element_info[element].collect_count_initial;
10471 if (!IS_CUSTOM_ELEMENT(element))
10474 if (collect_count == 0)
10475 player->inventory_infinite_element = element;
10477 for (k = 0; k < collect_count; k++)
10478 if (player->inventory_size < MAX_INVENTORY_SIZE)
10479 player->inventory_element[player->inventory_size++] =
10490 // ---------- CE actions -------------------------------------------------
10492 case CA_SET_CE_VALUE:
10494 int last_ce_value = CustomValue[x][y];
10496 CustomValue[x][y] = action_arg_number_new;
10498 if (CustomValue[x][y] != last_ce_value)
10500 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10501 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10503 if (CustomValue[x][y] == 0)
10505 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10506 ChangeCount[x][y] = 0; // allow at least one more change
10508 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10509 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10516 case CA_SET_CE_SCORE:
10518 int last_ce_score = ei->collect_score;
10520 ei->collect_score = action_arg_number_new;
10522 if (ei->collect_score != last_ce_score)
10524 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10525 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10527 if (ei->collect_score == 0)
10531 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10532 ChangeCount[x][y] = 0; // allow at least one more change
10534 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10535 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10538 This is a very special case that seems to be a mixture between
10539 CheckElementChange() and CheckTriggeredElementChange(): while
10540 the first one only affects single elements that are triggered
10541 directly, the second one affects multiple elements in the playfield
10542 that are triggered indirectly by another element. This is a third
10543 case: Changing the CE score always affects multiple identical CEs,
10544 so every affected CE must be checked, not only the single CE for
10545 which the CE score was changed in the first place (as every instance
10546 of that CE shares the same CE score, and therefore also can change)!
10548 SCAN_PLAYFIELD(xx, yy)
10550 if (Tile[xx][yy] == element)
10551 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10552 CE_SCORE_GETS_ZERO);
10560 case CA_SET_CE_ARTWORK:
10562 int artwork_element = action_arg_element;
10563 boolean reset_frame = FALSE;
10566 if (action_arg == CA_ARG_ELEMENT_RESET)
10567 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10570 if (ei->gfx_element != artwork_element)
10571 reset_frame = TRUE;
10573 ei->gfx_element = artwork_element;
10575 SCAN_PLAYFIELD(xx, yy)
10577 if (Tile[xx][yy] == element)
10581 ResetGfxAnimation(xx, yy);
10582 ResetRandomAnimationValue(xx, yy);
10585 TEST_DrawLevelField(xx, yy);
10592 // ---------- engine actions ---------------------------------------------
10594 case CA_SET_ENGINE_SCAN_MODE:
10596 InitPlayfieldScanMode(action_arg);
10606 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10608 int old_element = Tile[x][y];
10609 int new_element = GetElementFromGroupElement(element);
10610 int previous_move_direction = MovDir[x][y];
10611 int last_ce_value = CustomValue[x][y];
10612 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10613 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10614 boolean add_player_onto_element = (new_element_is_player &&
10615 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10616 IS_WALKABLE(old_element));
10618 if (!add_player_onto_element)
10620 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10621 RemoveMovingField(x, y);
10625 Tile[x][y] = new_element;
10627 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10628 MovDir[x][y] = previous_move_direction;
10630 if (element_info[new_element].use_last_ce_value)
10631 CustomValue[x][y] = last_ce_value;
10633 InitField_WithBug1(x, y, FALSE);
10635 new_element = Tile[x][y]; // element may have changed
10637 ResetGfxAnimation(x, y);
10638 ResetRandomAnimationValue(x, y);
10640 TEST_DrawLevelField(x, y);
10642 if (GFX_CRUMBLED(new_element))
10643 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10646 // check if element under the player changes from accessible to unaccessible
10647 // (needed for special case of dropping element which then changes)
10648 // (must be checked after creating new element for walkable group elements)
10649 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10650 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10657 // "ChangeCount" not set yet to allow "entered by player" change one time
10658 if (new_element_is_player)
10659 RelocatePlayer(x, y, new_element);
10662 ChangeCount[x][y]++; // count number of changes in the same frame
10664 TestIfBadThingTouchesPlayer(x, y);
10665 TestIfPlayerTouchesCustomElement(x, y);
10666 TestIfElementTouchesCustomElement(x, y);
10669 static void CreateField(int x, int y, int element)
10671 CreateFieldExt(x, y, element, FALSE);
10674 static void CreateElementFromChange(int x, int y, int element)
10676 element = GET_VALID_RUNTIME_ELEMENT(element);
10678 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10680 int old_element = Tile[x][y];
10682 // prevent changed element from moving in same engine frame
10683 // unless both old and new element can either fall or move
10684 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10685 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10689 CreateFieldExt(x, y, element, TRUE);
10692 static boolean ChangeElement(int x, int y, int element, int page)
10694 struct ElementInfo *ei = &element_info[element];
10695 struct ElementChangeInfo *change = &ei->change_page[page];
10696 int ce_value = CustomValue[x][y];
10697 int ce_score = ei->collect_score;
10698 int target_element;
10699 int old_element = Tile[x][y];
10701 // always use default change event to prevent running into a loop
10702 if (ChangeEvent[x][y] == -1)
10703 ChangeEvent[x][y] = CE_DELAY;
10705 if (ChangeEvent[x][y] == CE_DELAY)
10707 // reset actual trigger element, trigger player and action element
10708 change->actual_trigger_element = EL_EMPTY;
10709 change->actual_trigger_player = EL_EMPTY;
10710 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10711 change->actual_trigger_side = CH_SIDE_NONE;
10712 change->actual_trigger_ce_value = 0;
10713 change->actual_trigger_ce_score = 0;
10716 // do not change elements more than a specified maximum number of changes
10717 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10720 ChangeCount[x][y]++; // count number of changes in the same frame
10722 if (ei->has_anim_event)
10723 HandleGlobalAnimEventByElementChange(element, page, x, y);
10725 if (change->explode)
10732 if (change->use_target_content)
10734 boolean complete_replace = TRUE;
10735 boolean can_replace[3][3];
10738 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10741 boolean is_walkable;
10742 boolean is_diggable;
10743 boolean is_collectible;
10744 boolean is_removable;
10745 boolean is_destructible;
10746 int ex = x + xx - 1;
10747 int ey = y + yy - 1;
10748 int content_element = change->target_content.e[xx][yy];
10751 can_replace[xx][yy] = TRUE;
10753 if (ex == x && ey == y) // do not check changing element itself
10756 if (content_element == EL_EMPTY_SPACE)
10758 can_replace[xx][yy] = FALSE; // do not replace border with space
10763 if (!IN_LEV_FIELD(ex, ey))
10765 can_replace[xx][yy] = FALSE;
10766 complete_replace = FALSE;
10773 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10774 e = MovingOrBlocked2Element(ex, ey);
10776 is_empty = (IS_FREE(ex, ey) ||
10777 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10779 is_walkable = (is_empty || IS_WALKABLE(e));
10780 is_diggable = (is_empty || IS_DIGGABLE(e));
10781 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10782 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10783 is_removable = (is_diggable || is_collectible);
10785 can_replace[xx][yy] =
10786 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10787 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10788 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10789 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10790 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10791 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10792 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10794 if (!can_replace[xx][yy])
10795 complete_replace = FALSE;
10798 if (!change->only_if_complete || complete_replace)
10800 boolean something_has_changed = FALSE;
10802 if (change->only_if_complete && change->use_random_replace &&
10803 RND(100) < change->random_percentage)
10806 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10808 int ex = x + xx - 1;
10809 int ey = y + yy - 1;
10810 int content_element;
10812 if (can_replace[xx][yy] && (!change->use_random_replace ||
10813 RND(100) < change->random_percentage))
10815 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10816 RemoveMovingField(ex, ey);
10818 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10820 content_element = change->target_content.e[xx][yy];
10821 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10822 ce_value, ce_score);
10824 CreateElementFromChange(ex, ey, target_element);
10826 something_has_changed = TRUE;
10828 // for symmetry reasons, freeze newly created border elements
10829 if (ex != x || ey != y)
10830 Stop[ex][ey] = TRUE; // no more moving in this frame
10834 if (something_has_changed)
10836 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10837 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10843 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10844 ce_value, ce_score);
10846 if (element == EL_DIAGONAL_GROWING ||
10847 element == EL_DIAGONAL_SHRINKING)
10849 target_element = Store[x][y];
10851 Store[x][y] = EL_EMPTY;
10854 // special case: element changes to player (and may be kept if walkable)
10855 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10856 CreateElementFromChange(x, y, EL_EMPTY);
10858 CreateElementFromChange(x, y, target_element);
10860 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10861 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10864 // this uses direct change before indirect change
10865 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10870 static void HandleElementChange(int x, int y, int page)
10872 int element = MovingOrBlocked2Element(x, y);
10873 struct ElementInfo *ei = &element_info[element];
10874 struct ElementChangeInfo *change = &ei->change_page[page];
10875 boolean handle_action_before_change = FALSE;
10878 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10879 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10881 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10882 x, y, element, element_info[element].token_name);
10883 Debug("game:playing:HandleElementChange", "This should never happen!");
10887 // this can happen with classic bombs on walkable, changing elements
10888 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10893 if (ChangeDelay[x][y] == 0) // initialize element change
10895 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10897 if (change->can_change)
10899 // !!! not clear why graphic animation should be reset at all here !!!
10900 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10901 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10904 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10906 When using an animation frame delay of 1 (this only happens with
10907 "sp_zonk.moving.left/right" in the classic graphics), the default
10908 (non-moving) animation shows wrong animation frames (while the
10909 moving animation, like "sp_zonk.moving.left/right", is correct,
10910 so this graphical bug never shows up with the classic graphics).
10911 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10912 be drawn instead of the correct frames 0,1,2,3. This is caused by
10913 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10914 an element change: First when the change delay ("ChangeDelay[][]")
10915 counter has reached zero after decrementing, then a second time in
10916 the next frame (after "GfxFrame[][]" was already incremented) when
10917 "ChangeDelay[][]" is reset to the initial delay value again.
10919 This causes frame 0 to be drawn twice, while the last frame won't
10920 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10922 As some animations may already be cleverly designed around this bug
10923 (at least the "Snake Bite" snake tail animation does this), it cannot
10924 simply be fixed here without breaking such existing animations.
10925 Unfortunately, it cannot easily be detected if a graphics set was
10926 designed "before" or "after" the bug was fixed. As a workaround,
10927 a new graphics set option "game.graphics_engine_version" was added
10928 to be able to specify the game's major release version for which the
10929 graphics set was designed, which can then be used to decide if the
10930 bugfix should be used (version 4 and above) or not (version 3 or
10931 below, or if no version was specified at all, as with old sets).
10933 (The wrong/fixed animation frames can be tested with the test level set
10934 "test_gfxframe" and level "000", which contains a specially prepared
10935 custom element at level position (x/y) == (11/9) which uses the zonk
10936 animation mentioned above. Using "game.graphics_engine_version: 4"
10937 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10938 This can also be seen from the debug output for this test element.)
10941 // when a custom element is about to change (for example by change delay),
10942 // do not reset graphic animation when the custom element is moving
10943 if (game.graphics_engine_version < 4 &&
10946 ResetGfxAnimation(x, y);
10947 ResetRandomAnimationValue(x, y);
10950 if (change->pre_change_function)
10951 change->pre_change_function(x, y);
10955 ChangeDelay[x][y]--;
10957 if (ChangeDelay[x][y] != 0) // continue element change
10959 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10961 // also needed if CE can not change, but has CE delay with CE action
10962 if (IS_ANIMATED(graphic))
10963 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10965 if (change->can_change)
10967 if (change->change_function)
10968 change->change_function(x, y);
10971 else // finish element change
10973 if (ChangePage[x][y] != -1) // remember page from delayed change
10975 page = ChangePage[x][y];
10976 ChangePage[x][y] = -1;
10978 change = &ei->change_page[page];
10981 if (IS_MOVING(x, y)) // never change a running system ;-)
10983 ChangeDelay[x][y] = 1; // try change after next move step
10984 ChangePage[x][y] = page; // remember page to use for change
10989 // special case: set new level random seed before changing element
10990 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10991 handle_action_before_change = TRUE;
10993 if (change->has_action && handle_action_before_change)
10994 ExecuteCustomElementAction(x, y, element, page);
10996 if (change->can_change)
10998 if (ChangeElement(x, y, element, page))
11000 if (change->post_change_function)
11001 change->post_change_function(x, y);
11005 if (change->has_action && !handle_action_before_change)
11006 ExecuteCustomElementAction(x, y, element, page);
11010 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11011 int trigger_element,
11013 int trigger_player,
11017 boolean change_done_any = FALSE;
11018 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11021 if (!(trigger_events[trigger_element][trigger_event]))
11024 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11026 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11028 int element = EL_CUSTOM_START + i;
11029 boolean change_done = FALSE;
11032 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11033 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11036 for (p = 0; p < element_info[element].num_change_pages; p++)
11038 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11040 if (change->can_change_or_has_action &&
11041 change->has_event[trigger_event] &&
11042 change->trigger_side & trigger_side &&
11043 change->trigger_player & trigger_player &&
11044 change->trigger_page & trigger_page_bits &&
11045 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11047 change->actual_trigger_element = trigger_element;
11048 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11049 change->actual_trigger_player_bits = trigger_player;
11050 change->actual_trigger_side = trigger_side;
11051 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11052 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11054 if ((change->can_change && !change_done) || change->has_action)
11058 SCAN_PLAYFIELD(x, y)
11060 if (Tile[x][y] == element)
11062 if (change->can_change && !change_done)
11064 // if element already changed in this frame, not only prevent
11065 // another element change (checked in ChangeElement()), but
11066 // also prevent additional element actions for this element
11068 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11069 !level.use_action_after_change_bug)
11072 ChangeDelay[x][y] = 1;
11073 ChangeEvent[x][y] = trigger_event;
11075 HandleElementChange(x, y, p);
11077 else if (change->has_action)
11079 // if element already changed in this frame, not only prevent
11080 // another element change (checked in ChangeElement()), but
11081 // also prevent additional element actions for this element
11083 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11084 !level.use_action_after_change_bug)
11087 ExecuteCustomElementAction(x, y, element, p);
11088 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11093 if (change->can_change)
11095 change_done = TRUE;
11096 change_done_any = TRUE;
11103 RECURSION_LOOP_DETECTION_END();
11105 return change_done_any;
11108 static boolean CheckElementChangeExt(int x, int y,
11110 int trigger_element,
11112 int trigger_player,
11115 boolean change_done = FALSE;
11118 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11119 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11122 if (Tile[x][y] == EL_BLOCKED)
11124 Blocked2Moving(x, y, &x, &y);
11125 element = Tile[x][y];
11128 // check if element has already changed or is about to change after moving
11129 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11130 Tile[x][y] != element) ||
11132 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11133 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11134 ChangePage[x][y] != -1)))
11137 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11139 for (p = 0; p < element_info[element].num_change_pages; p++)
11141 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11143 /* check trigger element for all events where the element that is checked
11144 for changing interacts with a directly adjacent element -- this is
11145 different to element changes that affect other elements to change on the
11146 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11147 boolean check_trigger_element =
11148 (trigger_event == CE_NEXT_TO_X ||
11149 trigger_event == CE_TOUCHING_X ||
11150 trigger_event == CE_HITTING_X ||
11151 trigger_event == CE_HIT_BY_X ||
11152 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11154 if (change->can_change_or_has_action &&
11155 change->has_event[trigger_event] &&
11156 change->trigger_side & trigger_side &&
11157 change->trigger_player & trigger_player &&
11158 (!check_trigger_element ||
11159 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11161 change->actual_trigger_element = trigger_element;
11162 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11163 change->actual_trigger_player_bits = trigger_player;
11164 change->actual_trigger_side = trigger_side;
11165 change->actual_trigger_ce_value = CustomValue[x][y];
11166 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11168 // special case: trigger element not at (x,y) position for some events
11169 if (check_trigger_element)
11181 { 0, 0 }, { 0, 0 }, { 0, 0 },
11185 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11186 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11188 change->actual_trigger_ce_value = CustomValue[xx][yy];
11189 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11192 if (change->can_change && !change_done)
11194 ChangeDelay[x][y] = 1;
11195 ChangeEvent[x][y] = trigger_event;
11197 HandleElementChange(x, y, p);
11199 change_done = TRUE;
11201 else if (change->has_action)
11203 ExecuteCustomElementAction(x, y, element, p);
11204 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11209 RECURSION_LOOP_DETECTION_END();
11211 return change_done;
11214 static void PlayPlayerSound(struct PlayerInfo *player)
11216 int jx = player->jx, jy = player->jy;
11217 int sound_element = player->artwork_element;
11218 int last_action = player->last_action_waiting;
11219 int action = player->action_waiting;
11221 if (player->is_waiting)
11223 if (action != last_action)
11224 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11226 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11230 if (action != last_action)
11231 StopSound(element_info[sound_element].sound[last_action]);
11233 if (last_action == ACTION_SLEEPING)
11234 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11238 static void PlayAllPlayersSound(void)
11242 for (i = 0; i < MAX_PLAYERS; i++)
11243 if (stored_player[i].active)
11244 PlayPlayerSound(&stored_player[i]);
11247 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11249 boolean last_waiting = player->is_waiting;
11250 int move_dir = player->MovDir;
11252 player->dir_waiting = move_dir;
11253 player->last_action_waiting = player->action_waiting;
11257 if (!last_waiting) // not waiting -> waiting
11259 player->is_waiting = TRUE;
11261 player->frame_counter_bored =
11263 game.player_boring_delay_fixed +
11264 GetSimpleRandom(game.player_boring_delay_random);
11265 player->frame_counter_sleeping =
11267 game.player_sleeping_delay_fixed +
11268 GetSimpleRandom(game.player_sleeping_delay_random);
11270 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11273 if (game.player_sleeping_delay_fixed +
11274 game.player_sleeping_delay_random > 0 &&
11275 player->anim_delay_counter == 0 &&
11276 player->post_delay_counter == 0 &&
11277 FrameCounter >= player->frame_counter_sleeping)
11278 player->is_sleeping = TRUE;
11279 else if (game.player_boring_delay_fixed +
11280 game.player_boring_delay_random > 0 &&
11281 FrameCounter >= player->frame_counter_bored)
11282 player->is_bored = TRUE;
11284 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11285 player->is_bored ? ACTION_BORING :
11288 if (player->is_sleeping && player->use_murphy)
11290 // special case for sleeping Murphy when leaning against non-free tile
11292 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11293 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11294 !IS_MOVING(player->jx - 1, player->jy)))
11295 move_dir = MV_LEFT;
11296 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11297 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11298 !IS_MOVING(player->jx + 1, player->jy)))
11299 move_dir = MV_RIGHT;
11301 player->is_sleeping = FALSE;
11303 player->dir_waiting = move_dir;
11306 if (player->is_sleeping)
11308 if (player->num_special_action_sleeping > 0)
11310 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11312 int last_special_action = player->special_action_sleeping;
11313 int num_special_action = player->num_special_action_sleeping;
11314 int special_action =
11315 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11316 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11317 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11318 last_special_action + 1 : ACTION_SLEEPING);
11319 int special_graphic =
11320 el_act_dir2img(player->artwork_element, special_action, move_dir);
11322 player->anim_delay_counter =
11323 graphic_info[special_graphic].anim_delay_fixed +
11324 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11325 player->post_delay_counter =
11326 graphic_info[special_graphic].post_delay_fixed +
11327 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11329 player->special_action_sleeping = special_action;
11332 if (player->anim_delay_counter > 0)
11334 player->action_waiting = player->special_action_sleeping;
11335 player->anim_delay_counter--;
11337 else if (player->post_delay_counter > 0)
11339 player->post_delay_counter--;
11343 else if (player->is_bored)
11345 if (player->num_special_action_bored > 0)
11347 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11349 int special_action =
11350 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
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_bored = special_action;
11364 if (player->anim_delay_counter > 0)
11366 player->action_waiting = player->special_action_bored;
11367 player->anim_delay_counter--;
11369 else if (player->post_delay_counter > 0)
11371 player->post_delay_counter--;
11376 else if (last_waiting) // waiting -> not waiting
11378 player->is_waiting = FALSE;
11379 player->is_bored = FALSE;
11380 player->is_sleeping = FALSE;
11382 player->frame_counter_bored = -1;
11383 player->frame_counter_sleeping = -1;
11385 player->anim_delay_counter = 0;
11386 player->post_delay_counter = 0;
11388 player->dir_waiting = player->MovDir;
11389 player->action_waiting = ACTION_DEFAULT;
11391 player->special_action_bored = ACTION_DEFAULT;
11392 player->special_action_sleeping = ACTION_DEFAULT;
11396 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11398 if ((!player->is_moving && player->was_moving) ||
11399 (player->MovPos == 0 && player->was_moving) ||
11400 (player->is_snapping && !player->was_snapping) ||
11401 (player->is_dropping && !player->was_dropping))
11403 if (!CheckSaveEngineSnapshotToList())
11406 player->was_moving = FALSE;
11407 player->was_snapping = TRUE;
11408 player->was_dropping = TRUE;
11412 if (player->is_moving)
11413 player->was_moving = TRUE;
11415 if (!player->is_snapping)
11416 player->was_snapping = FALSE;
11418 if (!player->is_dropping)
11419 player->was_dropping = FALSE;
11422 static struct MouseActionInfo mouse_action_last = { 0 };
11423 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11424 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11427 CheckSaveEngineSnapshotToList();
11429 mouse_action_last = mouse_action;
11432 static void CheckSingleStepMode(struct PlayerInfo *player)
11434 if (tape.single_step && tape.recording && !tape.pausing)
11436 // as it is called "single step mode", just return to pause mode when the
11437 // player stopped moving after one tile (or never starts moving at all)
11438 // (reverse logic needed here in case single step mode used in team mode)
11439 if (player->is_moving ||
11440 player->is_pushing ||
11441 player->is_dropping_pressed ||
11442 player->effective_mouse_action.button)
11443 game.enter_single_step_mode = FALSE;
11446 CheckSaveEngineSnapshot(player);
11449 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11451 int left = player_action & JOY_LEFT;
11452 int right = player_action & JOY_RIGHT;
11453 int up = player_action & JOY_UP;
11454 int down = player_action & JOY_DOWN;
11455 int button1 = player_action & JOY_BUTTON_1;
11456 int button2 = player_action & JOY_BUTTON_2;
11457 int dx = (left ? -1 : right ? 1 : 0);
11458 int dy = (up ? -1 : down ? 1 : 0);
11460 if (!player->active || tape.pausing)
11466 SnapField(player, dx, dy);
11470 DropElement(player);
11472 MovePlayer(player, dx, dy);
11475 CheckSingleStepMode(player);
11477 SetPlayerWaiting(player, FALSE);
11479 return player_action;
11483 // no actions for this player (no input at player's configured device)
11485 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11486 SnapField(player, 0, 0);
11487 CheckGravityMovementWhenNotMoving(player);
11489 if (player->MovPos == 0)
11490 SetPlayerWaiting(player, TRUE);
11492 if (player->MovPos == 0) // needed for tape.playing
11493 player->is_moving = FALSE;
11495 player->is_dropping = FALSE;
11496 player->is_dropping_pressed = FALSE;
11497 player->drop_pressed_delay = 0;
11499 CheckSingleStepMode(player);
11505 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11508 if (!tape.use_mouse_actions)
11511 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11512 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11513 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11516 static void SetTapeActionFromMouseAction(byte *tape_action,
11517 struct MouseActionInfo *mouse_action)
11519 if (!tape.use_mouse_actions)
11522 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11523 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11524 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11527 static void CheckLevelSolved(void)
11529 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11531 if (game_em.level_solved &&
11532 !game_em.game_over) // game won
11536 game_em.game_over = TRUE;
11538 game.all_players_gone = TRUE;
11541 if (game_em.game_over) // game lost
11542 game.all_players_gone = TRUE;
11544 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11546 if (game_sp.level_solved &&
11547 !game_sp.game_over) // game won
11551 game_sp.game_over = TRUE;
11553 game.all_players_gone = TRUE;
11556 if (game_sp.game_over) // game lost
11557 game.all_players_gone = TRUE;
11559 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11561 if (game_mm.level_solved &&
11562 !game_mm.game_over) // game won
11566 game_mm.game_over = TRUE;
11568 game.all_players_gone = TRUE;
11571 if (game_mm.game_over) // game lost
11572 game.all_players_gone = TRUE;
11576 static void CheckLevelTime_StepCounter(void)
11586 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11587 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11589 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11591 DisplayGameControlValues();
11593 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11594 for (i = 0; i < MAX_PLAYERS; i++)
11595 KillPlayer(&stored_player[i]);
11597 else if (game.no_level_time_limit && !game.all_players_gone)
11599 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11601 DisplayGameControlValues();
11605 static void CheckLevelTime(void)
11609 if (TimeFrames >= FRAMES_PER_SECOND)
11614 for (i = 0; i < MAX_PLAYERS; i++)
11616 struct PlayerInfo *player = &stored_player[i];
11618 if (SHIELD_ON(player))
11620 player->shield_normal_time_left--;
11622 if (player->shield_deadly_time_left > 0)
11623 player->shield_deadly_time_left--;
11627 if (!game.LevelSolved && !level.use_step_counter)
11635 if (TimeLeft <= 10 && game.time_limit)
11636 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11638 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11639 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11641 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11643 if (!TimeLeft && game.time_limit)
11645 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11646 game_em.lev->killed_out_of_time = TRUE;
11648 for (i = 0; i < MAX_PLAYERS; i++)
11649 KillPlayer(&stored_player[i]);
11652 else if (game.no_level_time_limit && !game.all_players_gone)
11654 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11657 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11660 if (tape.recording || tape.playing)
11661 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11664 if (tape.recording || tape.playing)
11665 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11667 UpdateAndDisplayGameControlValues();
11670 void AdvanceFrameAndPlayerCounters(int player_nr)
11674 // advance frame counters (global frame counter and time frame counter)
11678 // advance player counters (counters for move delay, move animation etc.)
11679 for (i = 0; i < MAX_PLAYERS; i++)
11681 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11682 int move_delay_value = stored_player[i].move_delay_value;
11683 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11685 if (!advance_player_counters) // not all players may be affected
11688 if (move_frames == 0) // less than one move per game frame
11690 int stepsize = TILEX / move_delay_value;
11691 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11692 int count = (stored_player[i].is_moving ?
11693 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11695 if (count % delay == 0)
11699 stored_player[i].Frame += move_frames;
11701 if (stored_player[i].MovPos != 0)
11702 stored_player[i].StepFrame += move_frames;
11704 if (stored_player[i].move_delay > 0)
11705 stored_player[i].move_delay--;
11707 // due to bugs in previous versions, counter must count up, not down
11708 if (stored_player[i].push_delay != -1)
11709 stored_player[i].push_delay++;
11711 if (stored_player[i].drop_delay > 0)
11712 stored_player[i].drop_delay--;
11714 if (stored_player[i].is_dropping_pressed)
11715 stored_player[i].drop_pressed_delay++;
11719 void AdvanceFrameCounter(void)
11724 void AdvanceGfxFrame(void)
11728 SCAN_PLAYFIELD(x, y)
11734 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11735 struct MouseActionInfo *mouse_action_last)
11737 if (mouse_action->button)
11739 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11740 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11741 int x = mouse_action->lx;
11742 int y = mouse_action->ly;
11743 int element = Tile[x][y];
11747 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11748 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11752 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11753 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11756 if (level.use_step_counter)
11758 boolean counted_click = FALSE;
11760 // element clicked that can change when clicked/pressed
11761 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11762 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11763 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11764 counted_click = TRUE;
11766 // element clicked that can trigger change when clicked/pressed
11767 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11768 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11769 counted_click = TRUE;
11771 if (new_button && counted_click)
11772 CheckLevelTime_StepCounter();
11777 void StartGameActions(boolean init_network_game, boolean record_tape,
11780 unsigned int new_random_seed = InitRND(random_seed);
11783 TapeStartRecording(new_random_seed);
11785 if (setup.auto_pause_on_start && !tape.pausing)
11786 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11788 if (init_network_game)
11790 SendToServer_LevelFile();
11791 SendToServer_StartPlaying();
11799 static void GameActionsExt(void)
11802 static unsigned int game_frame_delay = 0;
11804 unsigned int game_frame_delay_value;
11805 byte *recorded_player_action;
11806 byte summarized_player_action = 0;
11807 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11810 // detect endless loops, caused by custom element programming
11811 if (recursion_loop_detected && recursion_loop_depth == 0)
11813 char *message = getStringCat3("Internal Error! Element ",
11814 EL_NAME(recursion_loop_element),
11815 " caused endless loop! Quit the game?");
11817 Warn("element '%s' caused endless loop in game engine",
11818 EL_NAME(recursion_loop_element));
11820 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11822 recursion_loop_detected = FALSE; // if game should be continued
11829 if (game.restart_level)
11830 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11832 CheckLevelSolved();
11834 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11837 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11840 if (game_status != GAME_MODE_PLAYING) // status might have changed
11843 game_frame_delay_value =
11844 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11846 if (tape.playing && tape.warp_forward && !tape.pausing)
11847 game_frame_delay_value = 0;
11849 SetVideoFrameDelay(game_frame_delay_value);
11851 // (de)activate virtual buttons depending on current game status
11852 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11854 if (game.all_players_gone) // if no players there to be controlled anymore
11855 SetOverlayActive(FALSE);
11856 else if (!tape.playing) // if game continues after tape stopped playing
11857 SetOverlayActive(TRUE);
11862 // ---------- main game synchronization point ----------
11864 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11866 Debug("game:playing:skip", "skip == %d", skip);
11869 // ---------- main game synchronization point ----------
11871 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11875 if (network_playing && !network_player_action_received)
11877 // try to get network player actions in time
11879 // last chance to get network player actions without main loop delay
11880 HandleNetworking();
11882 // game was quit by network peer
11883 if (game_status != GAME_MODE_PLAYING)
11886 // check if network player actions still missing and game still running
11887 if (!network_player_action_received && !checkGameEnded())
11888 return; // failed to get network player actions in time
11890 // do not yet reset "network_player_action_received" (for tape.pausing)
11896 // at this point we know that we really continue executing the game
11898 network_player_action_received = FALSE;
11900 // when playing tape, read previously recorded player input from tape data
11901 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11903 local_player->effective_mouse_action = local_player->mouse_action;
11905 if (recorded_player_action != NULL)
11906 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11907 recorded_player_action);
11909 // TapePlayAction() may return NULL when toggling to "pause before death"
11913 if (tape.set_centered_player)
11915 game.centered_player_nr_next = tape.centered_player_nr_next;
11916 game.set_centered_player = TRUE;
11919 for (i = 0; i < MAX_PLAYERS; i++)
11921 summarized_player_action |= stored_player[i].action;
11923 if (!network_playing && (game.team_mode || tape.playing))
11924 stored_player[i].effective_action = stored_player[i].action;
11927 if (network_playing && !checkGameEnded())
11928 SendToServer_MovePlayer(summarized_player_action);
11930 // summarize all actions at local players mapped input device position
11931 // (this allows using different input devices in single player mode)
11932 if (!network.enabled && !game.team_mode)
11933 stored_player[map_player_action[local_player->index_nr]].effective_action =
11934 summarized_player_action;
11936 // summarize all actions at centered player in local team mode
11937 if (tape.recording &&
11938 setup.team_mode && !network.enabled &&
11939 setup.input_on_focus &&
11940 game.centered_player_nr != -1)
11942 for (i = 0; i < MAX_PLAYERS; i++)
11943 stored_player[map_player_action[i]].effective_action =
11944 (i == game.centered_player_nr ? summarized_player_action : 0);
11947 if (recorded_player_action != NULL)
11948 for (i = 0; i < MAX_PLAYERS; i++)
11949 stored_player[i].effective_action = recorded_player_action[i];
11951 for (i = 0; i < MAX_PLAYERS; i++)
11953 tape_action[i] = stored_player[i].effective_action;
11955 /* (this may happen in the RND game engine if a player was not present on
11956 the playfield on level start, but appeared later from a custom element */
11957 if (setup.team_mode &&
11960 !tape.player_participates[i])
11961 tape.player_participates[i] = TRUE;
11964 SetTapeActionFromMouseAction(tape_action,
11965 &local_player->effective_mouse_action);
11967 // only record actions from input devices, but not programmed actions
11968 if (tape.recording)
11969 TapeRecordAction(tape_action);
11971 // remember if game was played (especially after tape stopped playing)
11972 if (!tape.playing && summarized_player_action && !checkGameFailed())
11973 game.GamePlayed = TRUE;
11975 #if USE_NEW_PLAYER_ASSIGNMENTS
11976 // !!! also map player actions in single player mode !!!
11977 // if (game.team_mode)
11980 byte mapped_action[MAX_PLAYERS];
11982 #if DEBUG_PLAYER_ACTIONS
11983 for (i = 0; i < MAX_PLAYERS; i++)
11984 DebugContinued("", "%d, ", stored_player[i].effective_action);
11987 for (i = 0; i < MAX_PLAYERS; i++)
11988 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11990 for (i = 0; i < MAX_PLAYERS; i++)
11991 stored_player[i].effective_action = mapped_action[i];
11993 #if DEBUG_PLAYER_ACTIONS
11994 DebugContinued("", "=> ");
11995 for (i = 0; i < MAX_PLAYERS; i++)
11996 DebugContinued("", "%d, ", stored_player[i].effective_action);
11997 DebugContinued("game:playing:player", "\n");
12000 #if DEBUG_PLAYER_ACTIONS
12003 for (i = 0; i < MAX_PLAYERS; i++)
12004 DebugContinued("", "%d, ", stored_player[i].effective_action);
12005 DebugContinued("game:playing:player", "\n");
12010 for (i = 0; i < MAX_PLAYERS; i++)
12012 // allow engine snapshot in case of changed movement attempt
12013 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12014 (stored_player[i].effective_action & KEY_MOTION))
12015 game.snapshot.changed_action = TRUE;
12017 // allow engine snapshot in case of snapping/dropping attempt
12018 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12019 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12020 game.snapshot.changed_action = TRUE;
12022 game.snapshot.last_action[i] = stored_player[i].effective_action;
12025 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12027 GameActions_EM_Main();
12029 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12031 GameActions_SP_Main();
12033 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12035 GameActions_MM_Main();
12039 GameActions_RND_Main();
12042 BlitScreenToBitmap(backbuffer);
12044 CheckLevelSolved();
12047 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12049 if (global.show_frames_per_second)
12051 static unsigned int fps_counter = 0;
12052 static int fps_frames = 0;
12053 unsigned int fps_delay_ms = Counter() - fps_counter;
12057 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12059 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12062 fps_counter = Counter();
12064 // always draw FPS to screen after FPS value was updated
12065 redraw_mask |= REDRAW_FPS;
12068 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12069 if (GetDrawDeactivationMask() == REDRAW_NONE)
12070 redraw_mask |= REDRAW_FPS;
12074 static void GameActions_CheckSaveEngineSnapshot(void)
12076 if (!game.snapshot.save_snapshot)
12079 // clear flag for saving snapshot _before_ saving snapshot
12080 game.snapshot.save_snapshot = FALSE;
12082 SaveEngineSnapshotToList();
12085 void GameActions(void)
12089 GameActions_CheckSaveEngineSnapshot();
12092 void GameActions_EM_Main(void)
12094 byte effective_action[MAX_PLAYERS];
12097 for (i = 0; i < MAX_PLAYERS; i++)
12098 effective_action[i] = stored_player[i].effective_action;
12100 GameActions_EM(effective_action);
12103 void GameActions_SP_Main(void)
12105 byte effective_action[MAX_PLAYERS];
12108 for (i = 0; i < MAX_PLAYERS; i++)
12109 effective_action[i] = stored_player[i].effective_action;
12111 GameActions_SP(effective_action);
12113 for (i = 0; i < MAX_PLAYERS; i++)
12115 if (stored_player[i].force_dropping)
12116 stored_player[i].action |= KEY_BUTTON_DROP;
12118 stored_player[i].force_dropping = FALSE;
12122 void GameActions_MM_Main(void)
12126 GameActions_MM(local_player->effective_mouse_action);
12129 void GameActions_RND_Main(void)
12134 void GameActions_RND(void)
12136 static struct MouseActionInfo mouse_action_last = { 0 };
12137 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12138 int magic_wall_x = 0, magic_wall_y = 0;
12139 int i, x, y, element, graphic, last_gfx_frame;
12141 InitPlayfieldScanModeVars();
12143 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12145 SCAN_PLAYFIELD(x, y)
12147 ChangeCount[x][y] = 0;
12148 ChangeEvent[x][y] = -1;
12152 if (game.set_centered_player)
12154 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12156 // switching to "all players" only possible if all players fit to screen
12157 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12159 game.centered_player_nr_next = game.centered_player_nr;
12160 game.set_centered_player = FALSE;
12163 // do not switch focus to non-existing (or non-active) player
12164 if (game.centered_player_nr_next >= 0 &&
12165 !stored_player[game.centered_player_nr_next].active)
12167 game.centered_player_nr_next = game.centered_player_nr;
12168 game.set_centered_player = FALSE;
12172 if (game.set_centered_player &&
12173 ScreenMovPos == 0) // screen currently aligned at tile position
12177 if (game.centered_player_nr_next == -1)
12179 setScreenCenteredToAllPlayers(&sx, &sy);
12183 sx = stored_player[game.centered_player_nr_next].jx;
12184 sy = stored_player[game.centered_player_nr_next].jy;
12187 game.centered_player_nr = game.centered_player_nr_next;
12188 game.set_centered_player = FALSE;
12190 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12191 DrawGameDoorValues();
12194 // check single step mode (set flag and clear again if any player is active)
12195 game.enter_single_step_mode =
12196 (tape.single_step && tape.recording && !tape.pausing);
12198 for (i = 0; i < MAX_PLAYERS; i++)
12200 int actual_player_action = stored_player[i].effective_action;
12203 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12204 - rnd_equinox_tetrachloride 048
12205 - rnd_equinox_tetrachloride_ii 096
12206 - rnd_emanuel_schmieg 002
12207 - doctor_sloan_ww 001, 020
12209 if (stored_player[i].MovPos == 0)
12210 CheckGravityMovement(&stored_player[i]);
12213 // overwrite programmed action with tape action
12214 if (stored_player[i].programmed_action)
12215 actual_player_action = stored_player[i].programmed_action;
12217 PlayerActions(&stored_player[i], actual_player_action);
12219 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12222 // single step pause mode may already have been toggled by "ScrollPlayer()"
12223 if (game.enter_single_step_mode && !tape.pausing)
12224 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12226 ScrollScreen(NULL, SCROLL_GO_ON);
12228 /* for backwards compatibility, the following code emulates a fixed bug that
12229 occured when pushing elements (causing elements that just made their last
12230 pushing step to already (if possible) make their first falling step in the
12231 same game frame, which is bad); this code is also needed to use the famous
12232 "spring push bug" which is used in older levels and might be wanted to be
12233 used also in newer levels, but in this case the buggy pushing code is only
12234 affecting the "spring" element and no other elements */
12236 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12238 for (i = 0; i < MAX_PLAYERS; i++)
12240 struct PlayerInfo *player = &stored_player[i];
12241 int x = player->jx;
12242 int y = player->jy;
12244 if (player->active && player->is_pushing && player->is_moving &&
12246 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12247 Tile[x][y] == EL_SPRING))
12249 ContinueMoving(x, y);
12251 // continue moving after pushing (this is actually a bug)
12252 if (!IS_MOVING(x, y))
12253 Stop[x][y] = FALSE;
12258 SCAN_PLAYFIELD(x, y)
12260 Last[x][y] = Tile[x][y];
12262 ChangeCount[x][y] = 0;
12263 ChangeEvent[x][y] = -1;
12265 // this must be handled before main playfield loop
12266 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12269 if (MovDelay[x][y] <= 0)
12273 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12276 if (MovDelay[x][y] <= 0)
12278 int element = Store[x][y];
12279 int move_direction = MovDir[x][y];
12280 int player_index_bit = Store2[x][y];
12286 TEST_DrawLevelField(x, y);
12288 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12290 if (IS_ENVELOPE(element))
12291 local_player->show_envelope = element;
12296 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12298 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12300 Debug("game:playing:GameActions_RND", "This should never happen!");
12302 ChangePage[x][y] = -1;
12306 Stop[x][y] = FALSE;
12307 if (WasJustMoving[x][y] > 0)
12308 WasJustMoving[x][y]--;
12309 if (WasJustFalling[x][y] > 0)
12310 WasJustFalling[x][y]--;
12311 if (CheckCollision[x][y] > 0)
12312 CheckCollision[x][y]--;
12313 if (CheckImpact[x][y] > 0)
12314 CheckImpact[x][y]--;
12318 /* reset finished pushing action (not done in ContinueMoving() to allow
12319 continuous pushing animation for elements with zero push delay) */
12320 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12322 ResetGfxAnimation(x, y);
12323 TEST_DrawLevelField(x, y);
12327 if (IS_BLOCKED(x, y))
12331 Blocked2Moving(x, y, &oldx, &oldy);
12332 if (!IS_MOVING(oldx, oldy))
12334 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12335 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12336 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12337 Debug("game:playing:GameActions_RND", "This should never happen!");
12343 HandleMouseAction(&mouse_action, &mouse_action_last);
12345 SCAN_PLAYFIELD(x, y)
12347 element = Tile[x][y];
12348 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12349 last_gfx_frame = GfxFrame[x][y];
12351 if (element == EL_EMPTY)
12352 graphic = el2img(GfxElementEmpty[x][y]);
12354 ResetGfxFrame(x, y);
12356 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12357 DrawLevelGraphicAnimation(x, y, graphic);
12359 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12360 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12361 ResetRandomAnimationValue(x, y);
12363 SetRandomAnimationValue(x, y);
12365 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12367 if (IS_INACTIVE(element))
12369 if (IS_ANIMATED(graphic))
12370 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12375 // this may take place after moving, so 'element' may have changed
12376 if (IS_CHANGING(x, y) &&
12377 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12379 int page = element_info[element].event_page_nr[CE_DELAY];
12381 HandleElementChange(x, y, page);
12383 element = Tile[x][y];
12384 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12387 CheckNextToConditions(x, y);
12389 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12393 element = Tile[x][y];
12394 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12396 if (IS_ANIMATED(graphic) &&
12397 !IS_MOVING(x, y) &&
12399 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12401 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12402 TEST_DrawTwinkleOnField(x, y);
12404 else if (element == EL_ACID)
12407 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12409 else if ((element == EL_EXIT_OPEN ||
12410 element == EL_EM_EXIT_OPEN ||
12411 element == EL_SP_EXIT_OPEN ||
12412 element == EL_STEEL_EXIT_OPEN ||
12413 element == EL_EM_STEEL_EXIT_OPEN ||
12414 element == EL_SP_TERMINAL ||
12415 element == EL_SP_TERMINAL_ACTIVE ||
12416 element == EL_EXTRA_TIME ||
12417 element == EL_SHIELD_NORMAL ||
12418 element == EL_SHIELD_DEADLY) &&
12419 IS_ANIMATED(graphic))
12420 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12421 else if (IS_MOVING(x, y))
12422 ContinueMoving(x, y);
12423 else if (IS_ACTIVE_BOMB(element))
12424 CheckDynamite(x, y);
12425 else if (element == EL_AMOEBA_GROWING)
12426 AmoebaGrowing(x, y);
12427 else if (element == EL_AMOEBA_SHRINKING)
12428 AmoebaShrinking(x, y);
12430 #if !USE_NEW_AMOEBA_CODE
12431 else if (IS_AMOEBALIVE(element))
12432 AmoebaReproduce(x, y);
12435 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12437 else if (element == EL_EXIT_CLOSED)
12439 else if (element == EL_EM_EXIT_CLOSED)
12441 else if (element == EL_STEEL_EXIT_CLOSED)
12442 CheckExitSteel(x, y);
12443 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12444 CheckExitSteelEM(x, y);
12445 else if (element == EL_SP_EXIT_CLOSED)
12447 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12448 element == EL_EXPANDABLE_STEELWALL_GROWING)
12450 else if (element == EL_EXPANDABLE_WALL ||
12451 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12452 element == EL_EXPANDABLE_WALL_VERTICAL ||
12453 element == EL_EXPANDABLE_WALL_ANY ||
12454 element == EL_BD_EXPANDABLE_WALL ||
12455 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12456 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12457 element == EL_EXPANDABLE_STEELWALL_ANY)
12458 CheckWallGrowing(x, y);
12459 else if (element == EL_FLAMES)
12460 CheckForDragon(x, y);
12461 else if (element == EL_EXPLOSION)
12462 ; // drawing of correct explosion animation is handled separately
12463 else if (element == EL_ELEMENT_SNAPPING ||
12464 element == EL_DIAGONAL_SHRINKING ||
12465 element == EL_DIAGONAL_GROWING)
12467 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12469 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12471 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12472 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12474 if (IS_BELT_ACTIVE(element))
12475 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12477 if (game.magic_wall_active)
12479 int jx = local_player->jx, jy = local_player->jy;
12481 // play the element sound at the position nearest to the player
12482 if ((element == EL_MAGIC_WALL_FULL ||
12483 element == EL_MAGIC_WALL_ACTIVE ||
12484 element == EL_MAGIC_WALL_EMPTYING ||
12485 element == EL_BD_MAGIC_WALL_FULL ||
12486 element == EL_BD_MAGIC_WALL_ACTIVE ||
12487 element == EL_BD_MAGIC_WALL_EMPTYING ||
12488 element == EL_DC_MAGIC_WALL_FULL ||
12489 element == EL_DC_MAGIC_WALL_ACTIVE ||
12490 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12491 ABS(x - jx) + ABS(y - jy) <
12492 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12500 #if USE_NEW_AMOEBA_CODE
12501 // new experimental amoeba growth stuff
12502 if (!(FrameCounter % 8))
12504 static unsigned int random = 1684108901;
12506 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12508 x = RND(lev_fieldx);
12509 y = RND(lev_fieldy);
12510 element = Tile[x][y];
12512 if (!IS_PLAYER(x, y) &&
12513 (element == EL_EMPTY ||
12514 CAN_GROW_INTO(element) ||
12515 element == EL_QUICKSAND_EMPTY ||
12516 element == EL_QUICKSAND_FAST_EMPTY ||
12517 element == EL_ACID_SPLASH_LEFT ||
12518 element == EL_ACID_SPLASH_RIGHT))
12520 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12521 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12522 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12523 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12524 Tile[x][y] = EL_AMOEBA_DROP;
12527 random = random * 129 + 1;
12532 game.explosions_delayed = FALSE;
12534 SCAN_PLAYFIELD(x, y)
12536 element = Tile[x][y];
12538 if (ExplodeField[x][y])
12539 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12540 else if (element == EL_EXPLOSION)
12541 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12543 ExplodeField[x][y] = EX_TYPE_NONE;
12546 game.explosions_delayed = TRUE;
12548 if (game.magic_wall_active)
12550 if (!(game.magic_wall_time_left % 4))
12552 int element = Tile[magic_wall_x][magic_wall_y];
12554 if (element == EL_BD_MAGIC_WALL_FULL ||
12555 element == EL_BD_MAGIC_WALL_ACTIVE ||
12556 element == EL_BD_MAGIC_WALL_EMPTYING)
12557 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12558 else if (element == EL_DC_MAGIC_WALL_FULL ||
12559 element == EL_DC_MAGIC_WALL_ACTIVE ||
12560 element == EL_DC_MAGIC_WALL_EMPTYING)
12561 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12563 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12566 if (game.magic_wall_time_left > 0)
12568 game.magic_wall_time_left--;
12570 if (!game.magic_wall_time_left)
12572 SCAN_PLAYFIELD(x, y)
12574 element = Tile[x][y];
12576 if (element == EL_MAGIC_WALL_ACTIVE ||
12577 element == EL_MAGIC_WALL_FULL)
12579 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12580 TEST_DrawLevelField(x, y);
12582 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12583 element == EL_BD_MAGIC_WALL_FULL)
12585 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12586 TEST_DrawLevelField(x, y);
12588 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12589 element == EL_DC_MAGIC_WALL_FULL)
12591 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12592 TEST_DrawLevelField(x, y);
12596 game.magic_wall_active = FALSE;
12601 if (game.light_time_left > 0)
12603 game.light_time_left--;
12605 if (game.light_time_left == 0)
12606 RedrawAllLightSwitchesAndInvisibleElements();
12609 if (game.timegate_time_left > 0)
12611 game.timegate_time_left--;
12613 if (game.timegate_time_left == 0)
12614 CloseAllOpenTimegates();
12617 if (game.lenses_time_left > 0)
12619 game.lenses_time_left--;
12621 if (game.lenses_time_left == 0)
12622 RedrawAllInvisibleElementsForLenses();
12625 if (game.magnify_time_left > 0)
12627 game.magnify_time_left--;
12629 if (game.magnify_time_left == 0)
12630 RedrawAllInvisibleElementsForMagnifier();
12633 for (i = 0; i < MAX_PLAYERS; i++)
12635 struct PlayerInfo *player = &stored_player[i];
12637 if (SHIELD_ON(player))
12639 if (player->shield_deadly_time_left)
12640 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12641 else if (player->shield_normal_time_left)
12642 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12646 #if USE_DELAYED_GFX_REDRAW
12647 SCAN_PLAYFIELD(x, y)
12649 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12651 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12652 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12654 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12655 DrawLevelField(x, y);
12657 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12658 DrawLevelFieldCrumbled(x, y);
12660 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12661 DrawLevelFieldCrumbledNeighbours(x, y);
12663 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12664 DrawTwinkleOnField(x, y);
12667 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12672 PlayAllPlayersSound();
12674 for (i = 0; i < MAX_PLAYERS; i++)
12676 struct PlayerInfo *player = &stored_player[i];
12678 if (player->show_envelope != 0 && (!player->active ||
12679 player->MovPos == 0))
12681 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12683 player->show_envelope = 0;
12687 // use random number generator in every frame to make it less predictable
12688 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12691 mouse_action_last = mouse_action;
12694 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12696 int min_x = x, min_y = y, max_x = x, max_y = y;
12697 int scr_fieldx = getScreenFieldSizeX();
12698 int scr_fieldy = getScreenFieldSizeY();
12701 for (i = 0; i < MAX_PLAYERS; i++)
12703 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12705 if (!stored_player[i].active || &stored_player[i] == player)
12708 min_x = MIN(min_x, jx);
12709 min_y = MIN(min_y, jy);
12710 max_x = MAX(max_x, jx);
12711 max_y = MAX(max_y, jy);
12714 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12717 static boolean AllPlayersInVisibleScreen(void)
12721 for (i = 0; i < MAX_PLAYERS; i++)
12723 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12725 if (!stored_player[i].active)
12728 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12735 void ScrollLevel(int dx, int dy)
12737 int scroll_offset = 2 * TILEX_VAR;
12740 BlitBitmap(drawto_field, drawto_field,
12741 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12742 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12743 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12744 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12745 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12746 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12750 x = (dx == 1 ? BX1 : BX2);
12751 for (y = BY1; y <= BY2; y++)
12752 DrawScreenField(x, y);
12757 y = (dy == 1 ? BY1 : BY2);
12758 for (x = BX1; x <= BX2; x++)
12759 DrawScreenField(x, y);
12762 redraw_mask |= REDRAW_FIELD;
12765 static boolean canFallDown(struct PlayerInfo *player)
12767 int jx = player->jx, jy = player->jy;
12769 return (IN_LEV_FIELD(jx, jy + 1) &&
12770 (IS_FREE(jx, jy + 1) ||
12771 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12772 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12773 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12776 static boolean canPassField(int x, int y, int move_dir)
12778 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12779 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12780 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12781 int nextx = x + dx;
12782 int nexty = y + dy;
12783 int element = Tile[x][y];
12785 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12786 !CAN_MOVE(element) &&
12787 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12788 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12789 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12792 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12794 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12795 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12796 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12800 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12801 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12802 (IS_DIGGABLE(Tile[newx][newy]) ||
12803 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12804 canPassField(newx, newy, move_dir)));
12807 static void CheckGravityMovement(struct PlayerInfo *player)
12809 if (player->gravity && !player->programmed_action)
12811 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12812 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12813 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12814 int jx = player->jx, jy = player->jy;
12815 boolean player_is_moving_to_valid_field =
12816 (!player_is_snapping &&
12817 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12818 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12819 boolean player_can_fall_down = canFallDown(player);
12821 if (player_can_fall_down &&
12822 !player_is_moving_to_valid_field)
12823 player->programmed_action = MV_DOWN;
12827 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12829 return CheckGravityMovement(player);
12831 if (player->gravity && !player->programmed_action)
12833 int jx = player->jx, jy = player->jy;
12834 boolean field_under_player_is_free =
12835 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12836 boolean player_is_standing_on_valid_field =
12837 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12838 (IS_WALKABLE(Tile[jx][jy]) &&
12839 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12841 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12842 player->programmed_action = MV_DOWN;
12847 MovePlayerOneStep()
12848 -----------------------------------------------------------------------------
12849 dx, dy: direction (non-diagonal) to try to move the player to
12850 real_dx, real_dy: direction as read from input device (can be diagonal)
12853 boolean MovePlayerOneStep(struct PlayerInfo *player,
12854 int dx, int dy, int real_dx, int real_dy)
12856 int jx = player->jx, jy = player->jy;
12857 int new_jx = jx + dx, new_jy = jy + dy;
12859 boolean player_can_move = !player->cannot_move;
12861 if (!player->active || (!dx && !dy))
12862 return MP_NO_ACTION;
12864 player->MovDir = (dx < 0 ? MV_LEFT :
12865 dx > 0 ? MV_RIGHT :
12867 dy > 0 ? MV_DOWN : MV_NONE);
12869 if (!IN_LEV_FIELD(new_jx, new_jy))
12870 return MP_NO_ACTION;
12872 if (!player_can_move)
12874 if (player->MovPos == 0)
12876 player->is_moving = FALSE;
12877 player->is_digging = FALSE;
12878 player->is_collecting = FALSE;
12879 player->is_snapping = FALSE;
12880 player->is_pushing = FALSE;
12884 if (!network.enabled && game.centered_player_nr == -1 &&
12885 !AllPlayersInSight(player, new_jx, new_jy))
12886 return MP_NO_ACTION;
12888 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12889 if (can_move != MP_MOVING)
12892 // check if DigField() has caused relocation of the player
12893 if (player->jx != jx || player->jy != jy)
12894 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12896 StorePlayer[jx][jy] = 0;
12897 player->last_jx = jx;
12898 player->last_jy = jy;
12899 player->jx = new_jx;
12900 player->jy = new_jy;
12901 StorePlayer[new_jx][new_jy] = player->element_nr;
12903 if (player->move_delay_value_next != -1)
12905 player->move_delay_value = player->move_delay_value_next;
12906 player->move_delay_value_next = -1;
12910 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12912 player->step_counter++;
12914 PlayerVisit[jx][jy] = FrameCounter;
12916 player->is_moving = TRUE;
12919 // should better be called in MovePlayer(), but this breaks some tapes
12920 ScrollPlayer(player, SCROLL_INIT);
12926 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12928 int jx = player->jx, jy = player->jy;
12929 int old_jx = jx, old_jy = jy;
12930 int moved = MP_NO_ACTION;
12932 if (!player->active)
12937 if (player->MovPos == 0)
12939 player->is_moving = FALSE;
12940 player->is_digging = FALSE;
12941 player->is_collecting = FALSE;
12942 player->is_snapping = FALSE;
12943 player->is_pushing = FALSE;
12949 if (player->move_delay > 0)
12952 player->move_delay = -1; // set to "uninitialized" value
12954 // store if player is automatically moved to next field
12955 player->is_auto_moving = (player->programmed_action != MV_NONE);
12957 // remove the last programmed player action
12958 player->programmed_action = 0;
12960 if (player->MovPos)
12962 // should only happen if pre-1.2 tape recordings are played
12963 // this is only for backward compatibility
12965 int original_move_delay_value = player->move_delay_value;
12968 Debug("game:playing:MovePlayer",
12969 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12973 // scroll remaining steps with finest movement resolution
12974 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12976 while (player->MovPos)
12978 ScrollPlayer(player, SCROLL_GO_ON);
12979 ScrollScreen(NULL, SCROLL_GO_ON);
12981 AdvanceFrameAndPlayerCounters(player->index_nr);
12984 BackToFront_WithFrameDelay(0);
12987 player->move_delay_value = original_move_delay_value;
12990 player->is_active = FALSE;
12992 if (player->last_move_dir & MV_HORIZONTAL)
12994 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12995 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12999 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13000 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13003 if (!moved && !player->is_active)
13005 player->is_moving = FALSE;
13006 player->is_digging = FALSE;
13007 player->is_collecting = FALSE;
13008 player->is_snapping = FALSE;
13009 player->is_pushing = FALSE;
13015 if (moved & MP_MOVING && !ScreenMovPos &&
13016 (player->index_nr == game.centered_player_nr ||
13017 game.centered_player_nr == -1))
13019 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13021 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13023 // actual player has left the screen -- scroll in that direction
13024 if (jx != old_jx) // player has moved horizontally
13025 scroll_x += (jx - old_jx);
13026 else // player has moved vertically
13027 scroll_y += (jy - old_jy);
13031 int offset_raw = game.scroll_delay_value;
13033 if (jx != old_jx) // player has moved horizontally
13035 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13036 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13037 int new_scroll_x = jx - MIDPOSX + offset_x;
13039 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13040 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13041 scroll_x = new_scroll_x;
13043 // don't scroll over playfield boundaries
13044 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13046 // don't scroll more than one field at a time
13047 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13049 // don't scroll against the player's moving direction
13050 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13051 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13052 scroll_x = old_scroll_x;
13054 else // player has moved vertically
13056 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13057 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13058 int new_scroll_y = jy - MIDPOSY + offset_y;
13060 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13061 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13062 scroll_y = new_scroll_y;
13064 // don't scroll over playfield boundaries
13065 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13067 // don't scroll more than one field at a time
13068 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13070 // don't scroll against the player's moving direction
13071 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13072 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13073 scroll_y = old_scroll_y;
13077 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13079 if (!network.enabled && game.centered_player_nr == -1 &&
13080 !AllPlayersInVisibleScreen())
13082 scroll_x = old_scroll_x;
13083 scroll_y = old_scroll_y;
13087 ScrollScreen(player, SCROLL_INIT);
13088 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13093 player->StepFrame = 0;
13095 if (moved & MP_MOVING)
13097 if (old_jx != jx && old_jy == jy)
13098 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13099 else if (old_jx == jx && old_jy != jy)
13100 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13102 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13104 player->last_move_dir = player->MovDir;
13105 player->is_moving = TRUE;
13106 player->is_snapping = FALSE;
13107 player->is_switching = FALSE;
13108 player->is_dropping = FALSE;
13109 player->is_dropping_pressed = FALSE;
13110 player->drop_pressed_delay = 0;
13113 // should better be called here than above, but this breaks some tapes
13114 ScrollPlayer(player, SCROLL_INIT);
13119 CheckGravityMovementWhenNotMoving(player);
13121 player->is_moving = FALSE;
13123 /* at this point, the player is allowed to move, but cannot move right now
13124 (e.g. because of something blocking the way) -- ensure that the player
13125 is also allowed to move in the next frame (in old versions before 3.1.1,
13126 the player was forced to wait again for eight frames before next try) */
13128 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13129 player->move_delay = 0; // allow direct movement in the next frame
13132 if (player->move_delay == -1) // not yet initialized by DigField()
13133 player->move_delay = player->move_delay_value;
13135 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13137 TestIfPlayerTouchesBadThing(jx, jy);
13138 TestIfPlayerTouchesCustomElement(jx, jy);
13141 if (!player->active)
13142 RemovePlayer(player);
13147 void ScrollPlayer(struct PlayerInfo *player, int mode)
13149 int jx = player->jx, jy = player->jy;
13150 int last_jx = player->last_jx, last_jy = player->last_jy;
13151 int move_stepsize = TILEX / player->move_delay_value;
13153 if (!player->active)
13156 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13159 if (mode == SCROLL_INIT)
13161 player->actual_frame_counter.count = FrameCounter;
13162 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13164 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13165 Tile[last_jx][last_jy] == EL_EMPTY)
13167 int last_field_block_delay = 0; // start with no blocking at all
13168 int block_delay_adjustment = player->block_delay_adjustment;
13170 // if player blocks last field, add delay for exactly one move
13171 if (player->block_last_field)
13173 last_field_block_delay += player->move_delay_value;
13175 // when blocking enabled, prevent moving up despite gravity
13176 if (player->gravity && player->MovDir == MV_UP)
13177 block_delay_adjustment = -1;
13180 // add block delay adjustment (also possible when not blocking)
13181 last_field_block_delay += block_delay_adjustment;
13183 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13184 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13187 if (player->MovPos != 0) // player has not yet reached destination
13190 else if (!FrameReached(&player->actual_frame_counter))
13193 if (player->MovPos != 0)
13195 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13196 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13198 // before DrawPlayer() to draw correct player graphic for this case
13199 if (player->MovPos == 0)
13200 CheckGravityMovement(player);
13203 if (player->MovPos == 0) // player reached destination field
13205 if (player->move_delay_reset_counter > 0)
13207 player->move_delay_reset_counter--;
13209 if (player->move_delay_reset_counter == 0)
13211 // continue with normal speed after quickly moving through gate
13212 HALVE_PLAYER_SPEED(player);
13214 // be able to make the next move without delay
13215 player->move_delay = 0;
13219 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13220 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13221 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13222 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13223 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13224 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13225 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13226 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13228 ExitPlayer(player);
13230 if (game.players_still_needed == 0 &&
13231 (game.friends_still_needed == 0 ||
13232 IS_SP_ELEMENT(Tile[jx][jy])))
13236 player->last_jx = jx;
13237 player->last_jy = jy;
13239 // this breaks one level: "machine", level 000
13241 int move_direction = player->MovDir;
13242 int enter_side = MV_DIR_OPPOSITE(move_direction);
13243 int leave_side = move_direction;
13244 int old_jx = last_jx;
13245 int old_jy = last_jy;
13246 int old_element = Tile[old_jx][old_jy];
13247 int new_element = Tile[jx][jy];
13249 if (IS_CUSTOM_ELEMENT(old_element))
13250 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13252 player->index_bit, leave_side);
13254 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13255 CE_PLAYER_LEAVES_X,
13256 player->index_bit, leave_side);
13258 // needed because pushed element has not yet reached its destination,
13259 // so it would trigger a change event at its previous field location
13260 if (!player->is_pushing)
13262 if (IS_CUSTOM_ELEMENT(new_element))
13263 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13264 player->index_bit, enter_side);
13266 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13267 CE_PLAYER_ENTERS_X,
13268 player->index_bit, enter_side);
13271 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13272 CE_MOVE_OF_X, move_direction);
13275 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13277 TestIfPlayerTouchesBadThing(jx, jy);
13278 TestIfPlayerTouchesCustomElement(jx, jy);
13280 // needed because pushed element has not yet reached its destination,
13281 // so it would trigger a change event at its previous field location
13282 if (!player->is_pushing)
13283 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13285 if (level.finish_dig_collect &&
13286 (player->is_digging || player->is_collecting))
13288 int last_element = player->last_removed_element;
13289 int move_direction = player->MovDir;
13290 int enter_side = MV_DIR_OPPOSITE(move_direction);
13291 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13292 CE_PLAYER_COLLECTS_X);
13294 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13295 player->index_bit, enter_side);
13297 player->last_removed_element = EL_UNDEFINED;
13300 if (!player->active)
13301 RemovePlayer(player);
13304 if (level.use_step_counter)
13305 CheckLevelTime_StepCounter();
13307 if (tape.single_step && tape.recording && !tape.pausing &&
13308 !player->programmed_action)
13309 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13311 if (!player->programmed_action)
13312 CheckSaveEngineSnapshot(player);
13316 void ScrollScreen(struct PlayerInfo *player, int mode)
13318 static DelayCounter screen_frame_counter = { 0 };
13320 if (mode == SCROLL_INIT)
13322 // set scrolling step size according to actual player's moving speed
13323 ScrollStepSize = TILEX / player->move_delay_value;
13325 screen_frame_counter.count = FrameCounter;
13326 screen_frame_counter.value = 1;
13328 ScreenMovDir = player->MovDir;
13329 ScreenMovPos = player->MovPos;
13330 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13333 else if (!FrameReached(&screen_frame_counter))
13338 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13339 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13340 redraw_mask |= REDRAW_FIELD;
13343 ScreenMovDir = MV_NONE;
13346 void CheckNextToConditions(int x, int y)
13348 int element = Tile[x][y];
13350 if (IS_PLAYER(x, y))
13351 TestIfPlayerNextToCustomElement(x, y);
13353 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13354 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13355 TestIfElementNextToCustomElement(x, y);
13358 void TestIfPlayerNextToCustomElement(int x, int y)
13360 struct XY *xy = xy_topdown;
13361 static int trigger_sides[4][2] =
13363 // center side border side
13364 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13365 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13366 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13367 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13371 if (!IS_PLAYER(x, y))
13374 struct PlayerInfo *player = PLAYERINFO(x, y);
13376 if (player->is_moving)
13379 for (i = 0; i < NUM_DIRECTIONS; i++)
13381 int xx = x + xy[i].x;
13382 int yy = y + xy[i].y;
13383 int border_side = trigger_sides[i][1];
13384 int border_element;
13386 if (!IN_LEV_FIELD(xx, yy))
13389 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13390 continue; // center and border element not connected
13392 border_element = Tile[xx][yy];
13394 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13395 player->index_bit, border_side);
13396 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13397 CE_PLAYER_NEXT_TO_X,
13398 player->index_bit, border_side);
13400 /* use player element that is initially defined in the level playfield,
13401 not the player element that corresponds to the runtime player number
13402 (example: a level that contains EL_PLAYER_3 as the only player would
13403 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13405 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13406 CE_NEXT_TO_X, border_side);
13410 void TestIfPlayerTouchesCustomElement(int x, int y)
13412 struct XY *xy = xy_topdown;
13413 static int trigger_sides[4][2] =
13415 // center side border side
13416 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13417 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13418 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13419 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13421 static int touch_dir[4] =
13423 MV_LEFT | MV_RIGHT,
13428 int center_element = Tile[x][y]; // should always be non-moving!
13431 for (i = 0; i < NUM_DIRECTIONS; i++)
13433 int xx = x + xy[i].x;
13434 int yy = y + xy[i].y;
13435 int center_side = trigger_sides[i][0];
13436 int border_side = trigger_sides[i][1];
13437 int border_element;
13439 if (!IN_LEV_FIELD(xx, yy))
13442 if (IS_PLAYER(x, y)) // player found at center element
13444 struct PlayerInfo *player = PLAYERINFO(x, y);
13446 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13447 border_element = Tile[xx][yy]; // may be moving!
13448 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13449 border_element = Tile[xx][yy];
13450 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13451 border_element = MovingOrBlocked2Element(xx, yy);
13453 continue; // center and border element do not touch
13455 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13456 player->index_bit, border_side);
13457 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13458 CE_PLAYER_TOUCHES_X,
13459 player->index_bit, border_side);
13462 /* use player element that is initially defined in the level playfield,
13463 not the player element that corresponds to the runtime player number
13464 (example: a level that contains EL_PLAYER_3 as the only player would
13465 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13466 int player_element = PLAYERINFO(x, y)->initial_element;
13468 // as element "X" is the player here, check opposite (center) side
13469 CheckElementChangeBySide(xx, yy, border_element, player_element,
13470 CE_TOUCHING_X, center_side);
13473 else if (IS_PLAYER(xx, yy)) // player found at border element
13475 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13477 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13479 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13480 continue; // center and border element do not touch
13483 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13484 player->index_bit, center_side);
13485 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13486 CE_PLAYER_TOUCHES_X,
13487 player->index_bit, center_side);
13490 /* use player element that is initially defined in the level playfield,
13491 not the player element that corresponds to the runtime player number
13492 (example: a level that contains EL_PLAYER_3 as the only player would
13493 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13494 int player_element = PLAYERINFO(xx, yy)->initial_element;
13496 // as element "X" is the player here, check opposite (border) side
13497 CheckElementChangeBySide(x, y, center_element, player_element,
13498 CE_TOUCHING_X, border_side);
13506 void TestIfElementNextToCustomElement(int x, int y)
13508 struct XY *xy = xy_topdown;
13509 static int trigger_sides[4][2] =
13511 // center side border side
13512 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13513 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13514 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13515 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13517 int center_element = Tile[x][y]; // should always be non-moving!
13520 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13523 for (i = 0; i < NUM_DIRECTIONS; i++)
13525 int xx = x + xy[i].x;
13526 int yy = y + xy[i].y;
13527 int border_side = trigger_sides[i][1];
13528 int border_element;
13530 if (!IN_LEV_FIELD(xx, yy))
13533 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13534 continue; // center and border element not connected
13536 border_element = Tile[xx][yy];
13538 // check for change of center element (but change it only once)
13539 if (CheckElementChangeBySide(x, y, center_element, border_element,
13540 CE_NEXT_TO_X, border_side))
13545 void TestIfElementTouchesCustomElement(int x, int y)
13547 struct XY *xy = xy_topdown;
13548 static int trigger_sides[4][2] =
13550 // center side border side
13551 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13552 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13553 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13554 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13556 static int touch_dir[4] =
13558 MV_LEFT | MV_RIGHT,
13563 boolean change_center_element = FALSE;
13564 int center_element = Tile[x][y]; // should always be non-moving!
13565 int border_element_old[NUM_DIRECTIONS];
13568 for (i = 0; i < NUM_DIRECTIONS; i++)
13570 int xx = x + xy[i].x;
13571 int yy = y + xy[i].y;
13572 int border_element;
13574 border_element_old[i] = -1;
13576 if (!IN_LEV_FIELD(xx, yy))
13579 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13580 border_element = Tile[xx][yy]; // may be moving!
13581 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13582 border_element = Tile[xx][yy];
13583 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13584 border_element = MovingOrBlocked2Element(xx, yy);
13586 continue; // center and border element do not touch
13588 border_element_old[i] = border_element;
13591 for (i = 0; i < NUM_DIRECTIONS; i++)
13593 int xx = x + xy[i].x;
13594 int yy = y + xy[i].y;
13595 int center_side = trigger_sides[i][0];
13596 int border_element = border_element_old[i];
13598 if (border_element == -1)
13601 // check for change of border element
13602 CheckElementChangeBySide(xx, yy, border_element, center_element,
13603 CE_TOUCHING_X, center_side);
13605 // (center element cannot be player, so we don't have to check this here)
13608 for (i = 0; i < NUM_DIRECTIONS; i++)
13610 int xx = x + xy[i].x;
13611 int yy = y + xy[i].y;
13612 int border_side = trigger_sides[i][1];
13613 int border_element = border_element_old[i];
13615 if (border_element == -1)
13618 // check for change of center element (but change it only once)
13619 if (!change_center_element)
13620 change_center_element =
13621 CheckElementChangeBySide(x, y, center_element, border_element,
13622 CE_TOUCHING_X, border_side);
13624 if (IS_PLAYER(xx, yy))
13626 /* use player element that is initially defined in the level playfield,
13627 not the player element that corresponds to the runtime player number
13628 (example: a level that contains EL_PLAYER_3 as the only player would
13629 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13630 int player_element = PLAYERINFO(xx, yy)->initial_element;
13632 // as element "X" is the player here, check opposite (border) side
13633 CheckElementChangeBySide(x, y, center_element, player_element,
13634 CE_TOUCHING_X, border_side);
13639 void TestIfElementHitsCustomElement(int x, int y, int direction)
13641 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13642 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13643 int hitx = x + dx, hity = y + dy;
13644 int hitting_element = Tile[x][y];
13645 int touched_element;
13647 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13650 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13651 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13653 if (IN_LEV_FIELD(hitx, hity))
13655 int opposite_direction = MV_DIR_OPPOSITE(direction);
13656 int hitting_side = direction;
13657 int touched_side = opposite_direction;
13658 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13659 MovDir[hitx][hity] != direction ||
13660 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13666 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13667 CE_HITTING_X, touched_side);
13669 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13670 CE_HIT_BY_X, hitting_side);
13672 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13673 CE_HIT_BY_SOMETHING, opposite_direction);
13675 if (IS_PLAYER(hitx, hity))
13677 /* use player element that is initially defined in the level playfield,
13678 not the player element that corresponds to the runtime player number
13679 (example: a level that contains EL_PLAYER_3 as the only player would
13680 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13681 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13683 CheckElementChangeBySide(x, y, hitting_element, player_element,
13684 CE_HITTING_X, touched_side);
13689 // "hitting something" is also true when hitting the playfield border
13690 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13691 CE_HITTING_SOMETHING, direction);
13694 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13696 int i, kill_x = -1, kill_y = -1;
13698 int bad_element = -1;
13699 struct XY *test_xy = xy_topdown;
13700 static int test_dir[4] =
13708 for (i = 0; i < NUM_DIRECTIONS; i++)
13710 int test_x, test_y, test_move_dir, test_element;
13712 test_x = good_x + test_xy[i].x;
13713 test_y = good_y + test_xy[i].y;
13715 if (!IN_LEV_FIELD(test_x, test_y))
13719 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13721 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13723 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13724 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13726 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13727 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13731 bad_element = test_element;
13737 if (kill_x != -1 || kill_y != -1)
13739 if (IS_PLAYER(good_x, good_y))
13741 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13743 if (player->shield_deadly_time_left > 0 &&
13744 !IS_INDESTRUCTIBLE(bad_element))
13745 Bang(kill_x, kill_y);
13746 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13747 KillPlayer(player);
13750 Bang(good_x, good_y);
13754 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13756 int i, kill_x = -1, kill_y = -1;
13757 int bad_element = Tile[bad_x][bad_y];
13758 struct XY *test_xy = xy_topdown;
13759 static int touch_dir[4] =
13761 MV_LEFT | MV_RIGHT,
13766 static int test_dir[4] =
13774 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13777 for (i = 0; i < NUM_DIRECTIONS; i++)
13779 int test_x, test_y, test_move_dir, test_element;
13781 test_x = bad_x + test_xy[i].x;
13782 test_y = bad_y + test_xy[i].y;
13784 if (!IN_LEV_FIELD(test_x, test_y))
13788 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13790 test_element = Tile[test_x][test_y];
13792 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13793 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13795 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13796 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13798 // good thing is player or penguin that does not move away
13799 if (IS_PLAYER(test_x, test_y))
13801 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13803 if (bad_element == EL_ROBOT && player->is_moving)
13804 continue; // robot does not kill player if he is moving
13806 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13808 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13809 continue; // center and border element do not touch
13817 else if (test_element == EL_PENGUIN)
13827 if (kill_x != -1 || kill_y != -1)
13829 if (IS_PLAYER(kill_x, kill_y))
13831 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13833 if (player->shield_deadly_time_left > 0 &&
13834 !IS_INDESTRUCTIBLE(bad_element))
13835 Bang(bad_x, bad_y);
13836 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13837 KillPlayer(player);
13840 Bang(kill_x, kill_y);
13844 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13846 int bad_element = Tile[bad_x][bad_y];
13847 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13848 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13849 int test_x = bad_x + dx, test_y = bad_y + dy;
13850 int test_move_dir, test_element;
13851 int kill_x = -1, kill_y = -1;
13853 if (!IN_LEV_FIELD(test_x, test_y))
13857 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13859 test_element = Tile[test_x][test_y];
13861 if (test_move_dir != bad_move_dir)
13863 // good thing can be player or penguin that does not move away
13864 if (IS_PLAYER(test_x, test_y))
13866 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13868 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13869 player as being hit when he is moving towards the bad thing, because
13870 the "get hit by" condition would be lost after the player stops) */
13871 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13872 return; // player moves away from bad thing
13877 else if (test_element == EL_PENGUIN)
13884 if (kill_x != -1 || kill_y != -1)
13886 if (IS_PLAYER(kill_x, kill_y))
13888 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13890 if (player->shield_deadly_time_left > 0 &&
13891 !IS_INDESTRUCTIBLE(bad_element))
13892 Bang(bad_x, bad_y);
13893 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13894 KillPlayer(player);
13897 Bang(kill_x, kill_y);
13901 void TestIfPlayerTouchesBadThing(int x, int y)
13903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13906 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13908 TestIfGoodThingHitsBadThing(x, y, move_dir);
13911 void TestIfBadThingTouchesPlayer(int x, int y)
13913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13916 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13918 TestIfBadThingHitsGoodThing(x, y, move_dir);
13921 void TestIfFriendTouchesBadThing(int x, int y)
13923 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13926 void TestIfBadThingTouchesFriend(int x, int y)
13928 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13931 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13933 int i, kill_x = bad_x, kill_y = bad_y;
13934 struct XY *xy = xy_topdown;
13936 for (i = 0; i < NUM_DIRECTIONS; i++)
13940 x = bad_x + xy[i].x;
13941 y = bad_y + xy[i].y;
13942 if (!IN_LEV_FIELD(x, y))
13945 element = Tile[x][y];
13946 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13947 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13955 if (kill_x != bad_x || kill_y != bad_y)
13956 Bang(bad_x, bad_y);
13959 void KillPlayer(struct PlayerInfo *player)
13961 int jx = player->jx, jy = player->jy;
13963 if (!player->active)
13967 Debug("game:playing:KillPlayer",
13968 "0: killed == %d, active == %d, reanimated == %d",
13969 player->killed, player->active, player->reanimated);
13972 /* the following code was introduced to prevent an infinite loop when calling
13974 -> CheckTriggeredElementChangeExt()
13975 -> ExecuteCustomElementAction()
13977 -> (infinitely repeating the above sequence of function calls)
13978 which occurs when killing the player while having a CE with the setting
13979 "kill player X when explosion of <player X>"; the solution using a new
13980 field "player->killed" was chosen for backwards compatibility, although
13981 clever use of the fields "player->active" etc. would probably also work */
13983 if (player->killed)
13987 player->killed = TRUE;
13989 // remove accessible field at the player's position
13990 RemoveField(jx, jy);
13992 // deactivate shield (else Bang()/Explode() would not work right)
13993 player->shield_normal_time_left = 0;
13994 player->shield_deadly_time_left = 0;
13997 Debug("game:playing:KillPlayer",
13998 "1: killed == %d, active == %d, reanimated == %d",
13999 player->killed, player->active, player->reanimated);
14005 Debug("game:playing:KillPlayer",
14006 "2: killed == %d, active == %d, reanimated == %d",
14007 player->killed, player->active, player->reanimated);
14010 if (player->reanimated) // killed player may have been reanimated
14011 player->killed = player->reanimated = FALSE;
14013 BuryPlayer(player);
14016 static void KillPlayerUnlessEnemyProtected(int x, int y)
14018 if (!PLAYER_ENEMY_PROTECTED(x, y))
14019 KillPlayer(PLAYERINFO(x, y));
14022 static void KillPlayerUnlessExplosionProtected(int x, int y)
14024 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14025 KillPlayer(PLAYERINFO(x, y));
14028 void BuryPlayer(struct PlayerInfo *player)
14030 int jx = player->jx, jy = player->jy;
14032 if (!player->active)
14035 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14037 RemovePlayer(player);
14039 player->buried = TRUE;
14041 if (game.all_players_gone)
14042 game.GameOver = TRUE;
14045 void RemovePlayer(struct PlayerInfo *player)
14047 int jx = player->jx, jy = player->jy;
14048 int i, found = FALSE;
14050 player->present = FALSE;
14051 player->active = FALSE;
14053 // required for some CE actions (even if the player is not active anymore)
14054 player->MovPos = 0;
14056 if (!ExplodeField[jx][jy])
14057 StorePlayer[jx][jy] = 0;
14059 if (player->is_moving)
14060 TEST_DrawLevelField(player->last_jx, player->last_jy);
14062 for (i = 0; i < MAX_PLAYERS; i++)
14063 if (stored_player[i].active)
14068 game.all_players_gone = TRUE;
14069 game.GameOver = TRUE;
14072 game.exit_x = game.robot_wheel_x = jx;
14073 game.exit_y = game.robot_wheel_y = jy;
14076 void ExitPlayer(struct PlayerInfo *player)
14078 DrawPlayer(player); // needed here only to cleanup last field
14079 RemovePlayer(player);
14081 if (game.players_still_needed > 0)
14082 game.players_still_needed--;
14085 static void SetFieldForSnapping(int x, int y, int element, int direction,
14086 int player_index_bit)
14088 struct ElementInfo *ei = &element_info[element];
14089 int direction_bit = MV_DIR_TO_BIT(direction);
14090 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14091 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14092 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14094 Tile[x][y] = EL_ELEMENT_SNAPPING;
14095 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14096 MovDir[x][y] = direction;
14097 Store[x][y] = element;
14098 Store2[x][y] = player_index_bit;
14100 ResetGfxAnimation(x, y);
14102 GfxElement[x][y] = element;
14103 GfxAction[x][y] = action;
14104 GfxDir[x][y] = direction;
14105 GfxFrame[x][y] = -1;
14108 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14109 int player_index_bit)
14111 TestIfElementTouchesCustomElement(x, y); // for empty space
14113 if (level.finish_dig_collect)
14115 int dig_side = MV_DIR_OPPOSITE(direction);
14116 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14117 CE_PLAYER_COLLECTS_X);
14119 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14120 player_index_bit, dig_side);
14121 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14122 player_index_bit, dig_side);
14127 =============================================================================
14128 checkDiagonalPushing()
14129 -----------------------------------------------------------------------------
14130 check if diagonal input device direction results in pushing of object
14131 (by checking if the alternative direction is walkable, diggable, ...)
14132 =============================================================================
14135 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14136 int x, int y, int real_dx, int real_dy)
14138 int jx, jy, dx, dy, xx, yy;
14140 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14143 // diagonal direction: check alternative direction
14148 xx = jx + (dx == 0 ? real_dx : 0);
14149 yy = jy + (dy == 0 ? real_dy : 0);
14151 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14155 =============================================================================
14157 -----------------------------------------------------------------------------
14158 x, y: field next to player (non-diagonal) to try to dig to
14159 real_dx, real_dy: direction as read from input device (can be diagonal)
14160 =============================================================================
14163 static int DigField(struct PlayerInfo *player,
14164 int oldx, int oldy, int x, int y,
14165 int real_dx, int real_dy, int mode)
14167 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14168 boolean player_was_pushing = player->is_pushing;
14169 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14170 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14171 int jx = oldx, jy = oldy;
14172 int dx = x - jx, dy = y - jy;
14173 int nextx = x + dx, nexty = y + dy;
14174 int move_direction = (dx == -1 ? MV_LEFT :
14175 dx == +1 ? MV_RIGHT :
14177 dy == +1 ? MV_DOWN : MV_NONE);
14178 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14179 int dig_side = MV_DIR_OPPOSITE(move_direction);
14180 int old_element = Tile[jx][jy];
14181 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14184 if (is_player) // function can also be called by EL_PENGUIN
14186 if (player->MovPos == 0)
14188 player->is_digging = FALSE;
14189 player->is_collecting = FALSE;
14192 if (player->MovPos == 0) // last pushing move finished
14193 player->is_pushing = FALSE;
14195 if (mode == DF_NO_PUSH) // player just stopped pushing
14197 player->is_switching = FALSE;
14198 player->push_delay = -1;
14200 return MP_NO_ACTION;
14203 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14204 old_element = Back[jx][jy];
14206 // in case of element dropped at player position, check background
14207 else if (Back[jx][jy] != EL_EMPTY &&
14208 game.engine_version >= VERSION_IDENT(2,2,0,0))
14209 old_element = Back[jx][jy];
14211 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14212 return MP_NO_ACTION; // field has no opening in this direction
14214 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14215 return MP_NO_ACTION; // field has no opening in this direction
14217 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14221 Tile[jx][jy] = player->artwork_element;
14222 InitMovingField(jx, jy, MV_DOWN);
14223 Store[jx][jy] = EL_ACID;
14224 ContinueMoving(jx, jy);
14225 BuryPlayer(player);
14227 return MP_DONT_RUN_INTO;
14230 if (player_can_move && DONT_RUN_INTO(element))
14232 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14234 return MP_DONT_RUN_INTO;
14237 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14238 return MP_NO_ACTION;
14240 collect_count = element_info[element].collect_count_initial;
14242 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14243 return MP_NO_ACTION;
14245 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14246 player_can_move = player_can_move_or_snap;
14248 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14249 game.engine_version >= VERSION_IDENT(2,2,0,0))
14251 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14252 player->index_bit, dig_side);
14253 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14254 player->index_bit, dig_side);
14256 if (element == EL_DC_LANDMINE)
14259 if (Tile[x][y] != element) // field changed by snapping
14262 return MP_NO_ACTION;
14265 if (player->gravity && is_player && !player->is_auto_moving &&
14266 canFallDown(player) && move_direction != MV_DOWN &&
14267 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14268 return MP_NO_ACTION; // player cannot walk here due to gravity
14270 if (player_can_move &&
14271 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14273 int sound_element = SND_ELEMENT(element);
14274 int sound_action = ACTION_WALKING;
14276 if (IS_RND_GATE(element))
14278 if (!player->key[RND_GATE_NR(element)])
14279 return MP_NO_ACTION;
14281 else if (IS_RND_GATE_GRAY(element))
14283 if (!player->key[RND_GATE_GRAY_NR(element)])
14284 return MP_NO_ACTION;
14286 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14288 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14289 return MP_NO_ACTION;
14291 else if (element == EL_EXIT_OPEN ||
14292 element == EL_EM_EXIT_OPEN ||
14293 element == EL_EM_EXIT_OPENING ||
14294 element == EL_STEEL_EXIT_OPEN ||
14295 element == EL_EM_STEEL_EXIT_OPEN ||
14296 element == EL_EM_STEEL_EXIT_OPENING ||
14297 element == EL_SP_EXIT_OPEN ||
14298 element == EL_SP_EXIT_OPENING)
14300 sound_action = ACTION_PASSING; // player is passing exit
14302 else if (element == EL_EMPTY)
14304 sound_action = ACTION_MOVING; // nothing to walk on
14307 // play sound from background or player, whatever is available
14308 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14309 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14311 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14313 else if (player_can_move &&
14314 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14316 if (!ACCESS_FROM(element, opposite_direction))
14317 return MP_NO_ACTION; // field not accessible from this direction
14319 if (CAN_MOVE(element)) // only fixed elements can be passed!
14320 return MP_NO_ACTION;
14322 if (IS_EM_GATE(element))
14324 if (!player->key[EM_GATE_NR(element)])
14325 return MP_NO_ACTION;
14327 else if (IS_EM_GATE_GRAY(element))
14329 if (!player->key[EM_GATE_GRAY_NR(element)])
14330 return MP_NO_ACTION;
14332 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14334 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14335 return MP_NO_ACTION;
14337 else if (IS_EMC_GATE(element))
14339 if (!player->key[EMC_GATE_NR(element)])
14340 return MP_NO_ACTION;
14342 else if (IS_EMC_GATE_GRAY(element))
14344 if (!player->key[EMC_GATE_GRAY_NR(element)])
14345 return MP_NO_ACTION;
14347 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14349 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14350 return MP_NO_ACTION;
14352 else if (element == EL_DC_GATE_WHITE ||
14353 element == EL_DC_GATE_WHITE_GRAY ||
14354 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14356 if (player->num_white_keys == 0)
14357 return MP_NO_ACTION;
14359 player->num_white_keys--;
14361 else if (IS_SP_PORT(element))
14363 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14364 element == EL_SP_GRAVITY_PORT_RIGHT ||
14365 element == EL_SP_GRAVITY_PORT_UP ||
14366 element == EL_SP_GRAVITY_PORT_DOWN)
14367 player->gravity = !player->gravity;
14368 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14369 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14370 element == EL_SP_GRAVITY_ON_PORT_UP ||
14371 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14372 player->gravity = TRUE;
14373 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14374 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14375 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14376 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14377 player->gravity = FALSE;
14380 // automatically move to the next field with double speed
14381 player->programmed_action = move_direction;
14383 if (player->move_delay_reset_counter == 0)
14385 player->move_delay_reset_counter = 2; // two double speed steps
14387 DOUBLE_PLAYER_SPEED(player);
14390 PlayLevelSoundAction(x, y, ACTION_PASSING);
14392 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14396 if (mode != DF_SNAP)
14398 GfxElement[x][y] = GFX_ELEMENT(element);
14399 player->is_digging = TRUE;
14402 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14404 // use old behaviour for old levels (digging)
14405 if (!level.finish_dig_collect)
14407 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14408 player->index_bit, dig_side);
14410 // if digging triggered player relocation, finish digging tile
14411 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14412 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14415 if (mode == DF_SNAP)
14417 if (level.block_snap_field)
14418 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14420 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14422 // use old behaviour for old levels (snapping)
14423 if (!level.finish_dig_collect)
14424 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14425 player->index_bit, dig_side);
14428 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14432 if (is_player && mode != DF_SNAP)
14434 GfxElement[x][y] = element;
14435 player->is_collecting = TRUE;
14438 if (element == EL_SPEED_PILL)
14440 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14442 else if (element == EL_EXTRA_TIME && level.time > 0)
14444 TimeLeft += level.extra_time;
14446 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14448 DisplayGameControlValues();
14450 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14452 int shield_time = (element == EL_SHIELD_DEADLY ?
14453 level.shield_deadly_time :
14454 level.shield_normal_time);
14456 player->shield_normal_time_left += shield_time;
14457 if (element == EL_SHIELD_DEADLY)
14458 player->shield_deadly_time_left += shield_time;
14460 else if (element == EL_DYNAMITE ||
14461 element == EL_EM_DYNAMITE ||
14462 element == EL_SP_DISK_RED)
14464 if (player->inventory_size < MAX_INVENTORY_SIZE)
14465 player->inventory_element[player->inventory_size++] = element;
14467 DrawGameDoorValues();
14469 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14471 player->dynabomb_count++;
14472 player->dynabombs_left++;
14474 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14476 player->dynabomb_size++;
14478 else if (element == EL_DYNABOMB_INCREASE_POWER)
14480 player->dynabomb_xl = TRUE;
14482 else if (IS_KEY(element))
14484 player->key[KEY_NR(element)] = TRUE;
14486 DrawGameDoorValues();
14488 else if (element == EL_DC_KEY_WHITE)
14490 player->num_white_keys++;
14492 // display white keys?
14493 // DrawGameDoorValues();
14495 else if (IS_ENVELOPE(element))
14497 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14499 if (!wait_for_snapping)
14500 player->show_envelope = element;
14502 else if (element == EL_EMC_LENSES)
14504 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14506 RedrawAllInvisibleElementsForLenses();
14508 else if (element == EL_EMC_MAGNIFIER)
14510 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14512 RedrawAllInvisibleElementsForMagnifier();
14514 else if (IS_DROPPABLE(element) ||
14515 IS_THROWABLE(element)) // can be collected and dropped
14519 if (collect_count == 0)
14520 player->inventory_infinite_element = element;
14522 for (i = 0; i < collect_count; i++)
14523 if (player->inventory_size < MAX_INVENTORY_SIZE)
14524 player->inventory_element[player->inventory_size++] = element;
14526 DrawGameDoorValues();
14528 else if (collect_count > 0)
14530 game.gems_still_needed -= collect_count;
14531 if (game.gems_still_needed < 0)
14532 game.gems_still_needed = 0;
14534 game.snapshot.collected_item = TRUE;
14536 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14538 DisplayGameControlValues();
14541 RaiseScoreElement(element);
14542 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14544 // use old behaviour for old levels (collecting)
14545 if (!level.finish_dig_collect && is_player)
14547 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14548 player->index_bit, dig_side);
14550 // if collecting triggered player relocation, finish collecting tile
14551 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14552 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14555 if (mode == DF_SNAP)
14557 if (level.block_snap_field)
14558 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14560 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14562 // use old behaviour for old levels (snapping)
14563 if (!level.finish_dig_collect)
14564 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14565 player->index_bit, dig_side);
14568 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14570 if (mode == DF_SNAP && element != EL_BD_ROCK)
14571 return MP_NO_ACTION;
14573 if (CAN_FALL(element) && dy)
14574 return MP_NO_ACTION;
14576 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14577 !(element == EL_SPRING && level.use_spring_bug))
14578 return MP_NO_ACTION;
14580 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14581 ((move_direction & MV_VERTICAL &&
14582 ((element_info[element].move_pattern & MV_LEFT &&
14583 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14584 (element_info[element].move_pattern & MV_RIGHT &&
14585 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14586 (move_direction & MV_HORIZONTAL &&
14587 ((element_info[element].move_pattern & MV_UP &&
14588 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14589 (element_info[element].move_pattern & MV_DOWN &&
14590 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14591 return MP_NO_ACTION;
14593 // do not push elements already moving away faster than player
14594 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14595 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14596 return MP_NO_ACTION;
14598 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14600 if (player->push_delay_value == -1 || !player_was_pushing)
14601 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14603 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14605 if (player->push_delay_value == -1)
14606 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14608 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14610 if (!player->is_pushing)
14611 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14614 player->is_pushing = TRUE;
14615 player->is_active = TRUE;
14617 if (!(IN_LEV_FIELD(nextx, nexty) &&
14618 (IS_FREE(nextx, nexty) ||
14619 (IS_SB_ELEMENT(element) &&
14620 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14621 (IS_CUSTOM_ELEMENT(element) &&
14622 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14623 return MP_NO_ACTION;
14625 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14626 return MP_NO_ACTION;
14628 if (player->push_delay == -1) // new pushing; restart delay
14629 player->push_delay = 0;
14631 if (player->push_delay < player->push_delay_value &&
14632 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14633 element != EL_SPRING && element != EL_BALLOON)
14635 // make sure that there is no move delay before next try to push
14636 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14637 player->move_delay = 0;
14639 return MP_NO_ACTION;
14642 if (IS_CUSTOM_ELEMENT(element) &&
14643 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14645 if (!DigFieldByCE(nextx, nexty, element))
14646 return MP_NO_ACTION;
14649 if (IS_SB_ELEMENT(element))
14651 boolean sokoban_task_solved = FALSE;
14653 if (element == EL_SOKOBAN_FIELD_FULL)
14655 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14657 IncrementSokobanFieldsNeeded();
14658 IncrementSokobanObjectsNeeded();
14661 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14663 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14665 DecrementSokobanFieldsNeeded();
14666 DecrementSokobanObjectsNeeded();
14668 // sokoban object was pushed from empty field to sokoban field
14669 if (Back[x][y] == EL_EMPTY)
14670 sokoban_task_solved = TRUE;
14673 Tile[x][y] = EL_SOKOBAN_OBJECT;
14675 if (Back[x][y] == Back[nextx][nexty])
14676 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14677 else if (Back[x][y] != 0)
14678 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14681 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14684 if (sokoban_task_solved &&
14685 game.sokoban_fields_still_needed == 0 &&
14686 game.sokoban_objects_still_needed == 0 &&
14687 level.auto_exit_sokoban)
14689 game.players_still_needed = 0;
14693 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14699 InitMovingField(x, y, move_direction);
14700 GfxAction[x][y] = ACTION_PUSHING;
14702 if (mode == DF_SNAP)
14703 ContinueMoving(x, y);
14705 MovPos[x][y] = (dx != 0 ? dx : dy);
14707 Pushed[x][y] = TRUE;
14708 Pushed[nextx][nexty] = TRUE;
14710 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14711 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14713 player->push_delay_value = -1; // get new value later
14715 // check for element change _after_ element has been pushed
14716 if (game.use_change_when_pushing_bug)
14718 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14719 player->index_bit, dig_side);
14720 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14721 player->index_bit, dig_side);
14724 else if (IS_SWITCHABLE(element))
14726 if (PLAYER_SWITCHING(player, x, y))
14728 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14729 player->index_bit, dig_side);
14734 player->is_switching = TRUE;
14735 player->switch_x = x;
14736 player->switch_y = y;
14738 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14740 if (element == EL_ROBOT_WHEEL)
14742 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14744 game.robot_wheel_x = x;
14745 game.robot_wheel_y = y;
14746 game.robot_wheel_active = TRUE;
14748 TEST_DrawLevelField(x, y);
14750 else if (element == EL_SP_TERMINAL)
14754 SCAN_PLAYFIELD(xx, yy)
14756 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14760 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14762 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14764 ResetGfxAnimation(xx, yy);
14765 TEST_DrawLevelField(xx, yy);
14769 else if (IS_BELT_SWITCH(element))
14771 ToggleBeltSwitch(x, y);
14773 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14774 element == EL_SWITCHGATE_SWITCH_DOWN ||
14775 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14776 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14778 ToggleSwitchgateSwitch();
14780 else if (element == EL_LIGHT_SWITCH ||
14781 element == EL_LIGHT_SWITCH_ACTIVE)
14783 ToggleLightSwitch(x, y);
14785 else if (element == EL_TIMEGATE_SWITCH ||
14786 element == EL_DC_TIMEGATE_SWITCH)
14788 ActivateTimegateSwitch(x, y);
14790 else if (element == EL_BALLOON_SWITCH_LEFT ||
14791 element == EL_BALLOON_SWITCH_RIGHT ||
14792 element == EL_BALLOON_SWITCH_UP ||
14793 element == EL_BALLOON_SWITCH_DOWN ||
14794 element == EL_BALLOON_SWITCH_NONE ||
14795 element == EL_BALLOON_SWITCH_ANY)
14797 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14798 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14799 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14800 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14801 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14804 else if (element == EL_LAMP)
14806 Tile[x][y] = EL_LAMP_ACTIVE;
14807 game.lights_still_needed--;
14809 ResetGfxAnimation(x, y);
14810 TEST_DrawLevelField(x, y);
14812 else if (element == EL_TIME_ORB_FULL)
14814 Tile[x][y] = EL_TIME_ORB_EMPTY;
14816 if (level.time > 0 || level.use_time_orb_bug)
14818 TimeLeft += level.time_orb_time;
14819 game.no_level_time_limit = FALSE;
14821 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14823 DisplayGameControlValues();
14826 ResetGfxAnimation(x, y);
14827 TEST_DrawLevelField(x, y);
14829 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14830 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14834 game.ball_active = !game.ball_active;
14836 SCAN_PLAYFIELD(xx, yy)
14838 int e = Tile[xx][yy];
14840 if (game.ball_active)
14842 if (e == EL_EMC_MAGIC_BALL)
14843 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14844 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14845 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14849 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14850 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14851 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14852 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14857 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14858 player->index_bit, dig_side);
14860 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14861 player->index_bit, dig_side);
14863 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14864 player->index_bit, dig_side);
14870 if (!PLAYER_SWITCHING(player, x, y))
14872 player->is_switching = TRUE;
14873 player->switch_x = x;
14874 player->switch_y = y;
14876 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14877 player->index_bit, dig_side);
14878 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14879 player->index_bit, dig_side);
14881 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14882 player->index_bit, dig_side);
14883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14884 player->index_bit, dig_side);
14887 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14888 player->index_bit, dig_side);
14889 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14890 player->index_bit, dig_side);
14892 return MP_NO_ACTION;
14895 player->push_delay = -1;
14897 if (is_player) // function can also be called by EL_PENGUIN
14899 if (Tile[x][y] != element) // really digged/collected something
14901 player->is_collecting = !player->is_digging;
14902 player->is_active = TRUE;
14904 player->last_removed_element = element;
14911 static boolean DigFieldByCE(int x, int y, int digging_element)
14913 int element = Tile[x][y];
14915 if (!IS_FREE(x, y))
14917 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14918 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14921 // no element can dig solid indestructible elements
14922 if (IS_INDESTRUCTIBLE(element) &&
14923 !IS_DIGGABLE(element) &&
14924 !IS_COLLECTIBLE(element))
14927 if (AmoebaNr[x][y] &&
14928 (element == EL_AMOEBA_FULL ||
14929 element == EL_BD_AMOEBA ||
14930 element == EL_AMOEBA_GROWING))
14932 AmoebaCnt[AmoebaNr[x][y]]--;
14933 AmoebaCnt2[AmoebaNr[x][y]]--;
14936 if (IS_MOVING(x, y))
14937 RemoveMovingField(x, y);
14941 TEST_DrawLevelField(x, y);
14944 // if digged element was about to explode, prevent the explosion
14945 ExplodeField[x][y] = EX_TYPE_NONE;
14947 PlayLevelSoundAction(x, y, action);
14950 Store[x][y] = EL_EMPTY;
14952 // this makes it possible to leave the removed element again
14953 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14954 Store[x][y] = element;
14959 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14961 int jx = player->jx, jy = player->jy;
14962 int x = jx + dx, y = jy + dy;
14963 int snap_direction = (dx == -1 ? MV_LEFT :
14964 dx == +1 ? MV_RIGHT :
14966 dy == +1 ? MV_DOWN : MV_NONE);
14967 boolean can_continue_snapping = (level.continuous_snapping &&
14968 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14970 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14973 if (!player->active || !IN_LEV_FIELD(x, y))
14981 if (player->MovPos == 0)
14982 player->is_pushing = FALSE;
14984 player->is_snapping = FALSE;
14986 if (player->MovPos == 0)
14988 player->is_moving = FALSE;
14989 player->is_digging = FALSE;
14990 player->is_collecting = FALSE;
14996 // prevent snapping with already pressed snap key when not allowed
14997 if (player->is_snapping && !can_continue_snapping)
15000 player->MovDir = snap_direction;
15002 if (player->MovPos == 0)
15004 player->is_moving = FALSE;
15005 player->is_digging = FALSE;
15006 player->is_collecting = FALSE;
15009 player->is_dropping = FALSE;
15010 player->is_dropping_pressed = FALSE;
15011 player->drop_pressed_delay = 0;
15013 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15016 player->is_snapping = TRUE;
15017 player->is_active = TRUE;
15019 if (player->MovPos == 0)
15021 player->is_moving = FALSE;
15022 player->is_digging = FALSE;
15023 player->is_collecting = FALSE;
15026 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15027 TEST_DrawLevelField(player->last_jx, player->last_jy);
15029 TEST_DrawLevelField(x, y);
15034 static boolean DropElement(struct PlayerInfo *player)
15036 int old_element, new_element;
15037 int dropx = player->jx, dropy = player->jy;
15038 int drop_direction = player->MovDir;
15039 int drop_side = drop_direction;
15040 int drop_element = get_next_dropped_element(player);
15042 /* do not drop an element on top of another element; when holding drop key
15043 pressed without moving, dropped element must move away before the next
15044 element can be dropped (this is especially important if the next element
15045 is dynamite, which can be placed on background for historical reasons) */
15046 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15049 if (IS_THROWABLE(drop_element))
15051 dropx += GET_DX_FROM_DIR(drop_direction);
15052 dropy += GET_DY_FROM_DIR(drop_direction);
15054 if (!IN_LEV_FIELD(dropx, dropy))
15058 old_element = Tile[dropx][dropy]; // old element at dropping position
15059 new_element = drop_element; // default: no change when dropping
15061 // check if player is active, not moving and ready to drop
15062 if (!player->active || player->MovPos || player->drop_delay > 0)
15065 // check if player has anything that can be dropped
15066 if (new_element == EL_UNDEFINED)
15069 // only set if player has anything that can be dropped
15070 player->is_dropping_pressed = TRUE;
15072 // check if drop key was pressed long enough for EM style dynamite
15073 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15076 // check if anything can be dropped at the current position
15077 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15080 // collected custom elements can only be dropped on empty fields
15081 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15084 if (old_element != EL_EMPTY)
15085 Back[dropx][dropy] = old_element; // store old element on this field
15087 ResetGfxAnimation(dropx, dropy);
15088 ResetRandomAnimationValue(dropx, dropy);
15090 if (player->inventory_size > 0 ||
15091 player->inventory_infinite_element != EL_UNDEFINED)
15093 if (player->inventory_size > 0)
15095 player->inventory_size--;
15097 DrawGameDoorValues();
15099 if (new_element == EL_DYNAMITE)
15100 new_element = EL_DYNAMITE_ACTIVE;
15101 else if (new_element == EL_EM_DYNAMITE)
15102 new_element = EL_EM_DYNAMITE_ACTIVE;
15103 else if (new_element == EL_SP_DISK_RED)
15104 new_element = EL_SP_DISK_RED_ACTIVE;
15107 Tile[dropx][dropy] = new_element;
15109 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15110 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15111 el2img(Tile[dropx][dropy]), 0);
15113 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15115 // needed if previous element just changed to "empty" in the last frame
15116 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15118 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15119 player->index_bit, drop_side);
15120 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15122 player->index_bit, drop_side);
15124 TestIfElementTouchesCustomElement(dropx, dropy);
15126 else // player is dropping a dyna bomb
15128 player->dynabombs_left--;
15130 Tile[dropx][dropy] = new_element;
15132 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15133 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15134 el2img(Tile[dropx][dropy]), 0);
15136 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15139 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15140 InitField_WithBug1(dropx, dropy, FALSE);
15142 new_element = Tile[dropx][dropy]; // element might have changed
15144 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15145 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15147 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15148 MovDir[dropx][dropy] = drop_direction;
15150 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15152 // do not cause impact style collision by dropping elements that can fall
15153 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15156 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15157 player->is_dropping = TRUE;
15159 player->drop_pressed_delay = 0;
15160 player->is_dropping_pressed = FALSE;
15162 player->drop_x = dropx;
15163 player->drop_y = dropy;
15168 // ----------------------------------------------------------------------------
15169 // game sound playing functions
15170 // ----------------------------------------------------------------------------
15172 static int *loop_sound_frame = NULL;
15173 static int *loop_sound_volume = NULL;
15175 void InitPlayLevelSound(void)
15177 int num_sounds = getSoundListSize();
15179 checked_free(loop_sound_frame);
15180 checked_free(loop_sound_volume);
15182 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15183 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15186 static void PlayLevelSound(int x, int y, int nr)
15188 int sx = SCREENX(x), sy = SCREENY(y);
15189 int volume, stereo_position;
15190 int max_distance = 8;
15191 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15193 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15194 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15197 if (!IN_LEV_FIELD(x, y) ||
15198 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15199 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15202 volume = SOUND_MAX_VOLUME;
15204 if (!IN_SCR_FIELD(sx, sy))
15206 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15207 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15209 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15212 stereo_position = (SOUND_MAX_LEFT +
15213 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15214 (SCR_FIELDX + 2 * max_distance));
15216 if (IS_LOOP_SOUND(nr))
15218 /* This assures that quieter loop sounds do not overwrite louder ones,
15219 while restarting sound volume comparison with each new game frame. */
15221 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15224 loop_sound_volume[nr] = volume;
15225 loop_sound_frame[nr] = FrameCounter;
15228 PlaySoundExt(nr, volume, stereo_position, type);
15231 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15233 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15234 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15235 y < LEVELY(BY1) ? LEVELY(BY1) :
15236 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15240 static void PlayLevelSoundAction(int x, int y, int action)
15242 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15245 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15247 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15249 if (sound_effect != SND_UNDEFINED)
15250 PlayLevelSound(x, y, sound_effect);
15253 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15256 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15258 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15259 PlayLevelSound(x, y, sound_effect);
15262 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15264 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15267 PlayLevelSound(x, y, sound_effect);
15270 static void StopLevelSoundActionIfLoop(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 StopSound(sound_effect);
15278 static int getLevelMusicNr(void)
15280 int level_pos = level_nr - leveldir_current->first_level;
15282 if (levelset.music[level_nr] != MUS_UNDEFINED)
15283 return levelset.music[level_nr]; // from config file
15285 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15288 static void FadeLevelSounds(void)
15293 static void FadeLevelMusic(void)
15295 int music_nr = getLevelMusicNr();
15296 char *curr_music = getCurrentlyPlayingMusicFilename();
15297 char *next_music = getMusicInfoEntryFilename(music_nr);
15299 if (!strEqual(curr_music, next_music))
15303 void FadeLevelSoundsAndMusic(void)
15309 static void PlayLevelMusic(void)
15311 int music_nr = getLevelMusicNr();
15312 char *curr_music = getCurrentlyPlayingMusicFilename();
15313 char *next_music = getMusicInfoEntryFilename(music_nr);
15315 if (!strEqual(curr_music, next_music))
15316 PlayMusicLoop(music_nr);
15319 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15321 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15323 int x = xx - offset;
15324 int y = yy - offset;
15329 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15337 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15341 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15353 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15356 case SOUND_android_clone:
15357 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15360 case SOUND_android_move:
15361 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15365 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15369 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15373 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15376 case SOUND_eater_eat:
15377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15384 case SOUND_collect:
15385 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15388 case SOUND_diamond:
15389 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15393 // !!! CHECK THIS !!!
15395 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15401 case SOUND_wonderfall:
15402 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15422 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15426 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15430 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15437 case SOUND_exit_open:
15438 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15441 case SOUND_exit_leave:
15442 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15445 case SOUND_dynamite:
15446 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15450 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15454 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15458 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15462 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15466 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15470 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15474 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15479 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15481 int element = map_element_SP_to_RND(element_sp);
15482 int action = map_action_SP_to_RND(action_sp);
15483 int offset = (setup.sp_show_border_elements ? 0 : 1);
15484 int x = xx - offset;
15485 int y = yy - offset;
15487 PlayLevelSoundElementAction(x, y, element, action);
15490 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15492 int element = map_element_MM_to_RND(element_mm);
15493 int action = map_action_MM_to_RND(action_mm);
15495 int x = xx - offset;
15496 int y = yy - offset;
15498 if (!IS_MM_ELEMENT(element))
15499 element = EL_MM_DEFAULT;
15501 PlayLevelSoundElementAction(x, y, element, action);
15504 void PlaySound_MM(int sound_mm)
15506 int sound = map_sound_MM_to_RND(sound_mm);
15508 if (sound == SND_UNDEFINED)
15514 void PlaySoundLoop_MM(int sound_mm)
15516 int sound = map_sound_MM_to_RND(sound_mm);
15518 if (sound == SND_UNDEFINED)
15521 PlaySoundLoop(sound);
15524 void StopSound_MM(int sound_mm)
15526 int sound = map_sound_MM_to_RND(sound_mm);
15528 if (sound == SND_UNDEFINED)
15534 void RaiseScore(int value)
15536 game.score += value;
15538 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15540 DisplayGameControlValues();
15543 void RaiseScoreElement(int element)
15548 case EL_BD_DIAMOND:
15549 case EL_EMERALD_YELLOW:
15550 case EL_EMERALD_RED:
15551 case EL_EMERALD_PURPLE:
15552 case EL_SP_INFOTRON:
15553 RaiseScore(level.score[SC_EMERALD]);
15556 RaiseScore(level.score[SC_DIAMOND]);
15559 RaiseScore(level.score[SC_CRYSTAL]);
15562 RaiseScore(level.score[SC_PEARL]);
15565 case EL_BD_BUTTERFLY:
15566 case EL_SP_ELECTRON:
15567 RaiseScore(level.score[SC_BUG]);
15570 case EL_BD_FIREFLY:
15571 case EL_SP_SNIKSNAK:
15572 RaiseScore(level.score[SC_SPACESHIP]);
15575 case EL_DARK_YAMYAM:
15576 RaiseScore(level.score[SC_YAMYAM]);
15579 RaiseScore(level.score[SC_ROBOT]);
15582 RaiseScore(level.score[SC_PACMAN]);
15585 RaiseScore(level.score[SC_NUT]);
15588 case EL_EM_DYNAMITE:
15589 case EL_SP_DISK_RED:
15590 case EL_DYNABOMB_INCREASE_NUMBER:
15591 case EL_DYNABOMB_INCREASE_SIZE:
15592 case EL_DYNABOMB_INCREASE_POWER:
15593 RaiseScore(level.score[SC_DYNAMITE]);
15595 case EL_SHIELD_NORMAL:
15596 case EL_SHIELD_DEADLY:
15597 RaiseScore(level.score[SC_SHIELD]);
15599 case EL_EXTRA_TIME:
15600 RaiseScore(level.extra_time_score);
15614 case EL_DC_KEY_WHITE:
15615 RaiseScore(level.score[SC_KEY]);
15618 RaiseScore(element_info[element].collect_score);
15623 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15625 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15629 // prevent short reactivation of overlay buttons while closing door
15630 SetOverlayActive(FALSE);
15631 UnmapGameButtons();
15633 // door may still be open due to skipped or envelope style request
15634 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15637 if (network.enabled)
15638 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15642 FadeSkipNextFadeIn();
15644 SetGameStatus(GAME_MODE_MAIN);
15649 else // continue playing the game
15651 if (tape.playing && tape.deactivate_display)
15652 TapeDeactivateDisplayOff(TRUE);
15654 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15656 if (tape.playing && tape.deactivate_display)
15657 TapeDeactivateDisplayOn();
15661 void RequestQuitGame(boolean escape_key_pressed)
15663 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15664 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15665 level_editor_test_game);
15666 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15667 quick_quit || score_info_tape_play);
15669 RequestQuitGameExt(skip_request, quick_quit,
15670 "Do you really want to quit the game?");
15673 static char *getRestartGameMessage(void)
15675 boolean play_again = hasStartedNetworkGame();
15676 static char message[MAX_OUTPUT_LINESIZE];
15677 char *game_over_text = "Game over!";
15678 char *play_again_text = " Play it again?";
15680 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15681 game_mm.game_over_message != NULL)
15682 game_over_text = game_mm.game_over_message;
15684 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15685 (play_again ? play_again_text : ""));
15690 static void RequestRestartGame(void)
15692 char *message = getRestartGameMessage();
15693 boolean has_started_game = hasStartedNetworkGame();
15694 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15695 int door_state = DOOR_CLOSE_1;
15697 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15699 CloseDoor(door_state);
15701 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15705 // if game was invoked from level editor, also close tape recorder door
15706 if (level_editor_test_game)
15707 door_state = DOOR_CLOSE_ALL;
15709 CloseDoor(door_state);
15711 SetGameStatus(GAME_MODE_MAIN);
15717 boolean CheckRestartGame(void)
15719 static int game_over_delay = 0;
15720 int game_over_delay_value = 50;
15721 boolean game_over = checkGameFailed();
15725 game_over_delay = game_over_delay_value;
15730 if (game_over_delay > 0)
15732 if (game_over_delay == game_over_delay_value / 2)
15733 PlaySound(SND_GAME_LOSING);
15740 // do not handle game over if request dialog is already active
15741 if (game.request_active)
15744 // do not ask to play again if game was never actually played
15745 if (!game.GamePlayed)
15748 // do not ask to play again if this was disabled in setup menu
15749 if (!setup.ask_on_game_over)
15752 RequestRestartGame();
15757 boolean checkGameSolved(void)
15759 // set for all game engines if level was solved
15760 return game.LevelSolved_GameEnd;
15763 boolean checkGameFailed(void)
15765 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15766 return (game_em.game_over && !game_em.level_solved);
15767 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15768 return (game_sp.game_over && !game_sp.level_solved);
15769 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15770 return (game_mm.game_over && !game_mm.level_solved);
15771 else // GAME_ENGINE_TYPE_RND
15772 return (game.GameOver && !game.LevelSolved);
15775 boolean checkGameEnded(void)
15777 return (checkGameSolved() || checkGameFailed());
15781 // ----------------------------------------------------------------------------
15782 // random generator functions
15783 // ----------------------------------------------------------------------------
15785 unsigned int InitEngineRandom_RND(int seed)
15787 game.num_random_calls = 0;
15789 return InitEngineRandom(seed);
15792 unsigned int RND(int max)
15796 game.num_random_calls++;
15798 return GetEngineRandom(max);
15805 // ----------------------------------------------------------------------------
15806 // game engine snapshot handling functions
15807 // ----------------------------------------------------------------------------
15809 struct EngineSnapshotInfo
15811 // runtime values for custom element collect score
15812 int collect_score[NUM_CUSTOM_ELEMENTS];
15814 // runtime values for group element choice position
15815 int choice_pos[NUM_GROUP_ELEMENTS];
15817 // runtime values for belt position animations
15818 int belt_graphic[4][NUM_BELT_PARTS];
15819 int belt_anim_mode[4][NUM_BELT_PARTS];
15822 static struct EngineSnapshotInfo engine_snapshot_rnd;
15823 static char *snapshot_level_identifier = NULL;
15824 static int snapshot_level_nr = -1;
15826 static void SaveEngineSnapshotValues_RND(void)
15828 static int belt_base_active_element[4] =
15830 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15831 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15832 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15833 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15837 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15839 int element = EL_CUSTOM_START + i;
15841 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15844 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15846 int element = EL_GROUP_START + i;
15848 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15851 for (i = 0; i < 4; i++)
15853 for (j = 0; j < NUM_BELT_PARTS; j++)
15855 int element = belt_base_active_element[i] + j;
15856 int graphic = el2img(element);
15857 int anim_mode = graphic_info[graphic].anim_mode;
15859 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15860 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15865 static void LoadEngineSnapshotValues_RND(void)
15867 unsigned int num_random_calls = game.num_random_calls;
15870 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15872 int element = EL_CUSTOM_START + i;
15874 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15877 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15879 int element = EL_GROUP_START + i;
15881 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15884 for (i = 0; i < 4; i++)
15886 for (j = 0; j < NUM_BELT_PARTS; j++)
15888 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15889 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15891 graphic_info[graphic].anim_mode = anim_mode;
15895 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15897 InitRND(tape.random_seed);
15898 for (i = 0; i < num_random_calls; i++)
15902 if (game.num_random_calls != num_random_calls)
15904 Error("number of random calls out of sync");
15905 Error("number of random calls should be %d", num_random_calls);
15906 Error("number of random calls is %d", game.num_random_calls);
15908 Fail("this should not happen -- please debug");
15912 void FreeEngineSnapshotSingle(void)
15914 FreeSnapshotSingle();
15916 setString(&snapshot_level_identifier, NULL);
15917 snapshot_level_nr = -1;
15920 void FreeEngineSnapshotList(void)
15922 FreeSnapshotList();
15925 static ListNode *SaveEngineSnapshotBuffers(void)
15927 ListNode *buffers = NULL;
15929 // copy some special values to a structure better suited for the snapshot
15931 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15932 SaveEngineSnapshotValues_RND();
15933 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15934 SaveEngineSnapshotValues_EM();
15935 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15936 SaveEngineSnapshotValues_SP(&buffers);
15937 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15938 SaveEngineSnapshotValues_MM();
15940 // save values stored in special snapshot structure
15942 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15944 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15946 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15948 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15951 // save further RND engine values
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15979 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15988 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15992 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15994 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15998 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15999 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16002 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16004 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16005 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16012 ListNode *node = engine_snapshot_list_rnd;
16015 while (node != NULL)
16017 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16022 Debug("game:playing:SaveEngineSnapshotBuffers",
16023 "size of engine snapshot: %d bytes", num_bytes);
16029 void SaveEngineSnapshotSingle(void)
16031 ListNode *buffers = SaveEngineSnapshotBuffers();
16033 // finally save all snapshot buffers to single snapshot
16034 SaveSnapshotSingle(buffers);
16036 // save level identification information
16037 setString(&snapshot_level_identifier, leveldir_current->identifier);
16038 snapshot_level_nr = level_nr;
16041 boolean CheckSaveEngineSnapshotToList(void)
16043 boolean save_snapshot =
16044 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16045 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16046 game.snapshot.changed_action) ||
16047 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16048 game.snapshot.collected_item));
16050 game.snapshot.changed_action = FALSE;
16051 game.snapshot.collected_item = FALSE;
16052 game.snapshot.save_snapshot = save_snapshot;
16054 return save_snapshot;
16057 void SaveEngineSnapshotToList(void)
16059 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16063 ListNode *buffers = SaveEngineSnapshotBuffers();
16065 // finally save all snapshot buffers to snapshot list
16066 SaveSnapshotToList(buffers);
16069 void SaveEngineSnapshotToListInitial(void)
16071 FreeEngineSnapshotList();
16073 SaveEngineSnapshotToList();
16076 static void LoadEngineSnapshotValues(void)
16078 // restore special values from snapshot structure
16080 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16081 LoadEngineSnapshotValues_RND();
16082 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16083 LoadEngineSnapshotValues_EM();
16084 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16085 LoadEngineSnapshotValues_SP();
16086 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16087 LoadEngineSnapshotValues_MM();
16090 void LoadEngineSnapshotSingle(void)
16092 LoadSnapshotSingle();
16094 LoadEngineSnapshotValues();
16097 static void LoadEngineSnapshot_Undo(int steps)
16099 LoadSnapshotFromList_Older(steps);
16101 LoadEngineSnapshotValues();
16104 static void LoadEngineSnapshot_Redo(int steps)
16106 LoadSnapshotFromList_Newer(steps);
16108 LoadEngineSnapshotValues();
16111 boolean CheckEngineSnapshotSingle(void)
16113 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16114 snapshot_level_nr == level_nr);
16117 boolean CheckEngineSnapshotList(void)
16119 return CheckSnapshotList();
16123 // ---------- new game button stuff -------------------------------------------
16130 boolean *setup_value;
16131 boolean allowed_on_tape;
16132 boolean is_touch_button;
16134 } gamebutton_info[NUM_GAME_BUTTONS] =
16137 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16138 GAME_CTRL_ID_STOP, NULL,
16139 TRUE, FALSE, "stop game"
16142 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16143 GAME_CTRL_ID_PAUSE, NULL,
16144 TRUE, FALSE, "pause game"
16147 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16148 GAME_CTRL_ID_PLAY, NULL,
16149 TRUE, FALSE, "play game"
16152 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16153 GAME_CTRL_ID_UNDO, NULL,
16154 TRUE, FALSE, "undo step"
16157 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16158 GAME_CTRL_ID_REDO, NULL,
16159 TRUE, FALSE, "redo step"
16162 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16163 GAME_CTRL_ID_SAVE, NULL,
16164 TRUE, FALSE, "save game"
16167 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16168 GAME_CTRL_ID_PAUSE2, NULL,
16169 TRUE, FALSE, "pause game"
16172 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16173 GAME_CTRL_ID_LOAD, NULL,
16174 TRUE, FALSE, "load game"
16177 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16178 GAME_CTRL_ID_PANEL_STOP, NULL,
16179 FALSE, FALSE, "stop game"
16182 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16183 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16184 FALSE, FALSE, "pause game"
16187 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16188 GAME_CTRL_ID_PANEL_PLAY, NULL,
16189 FALSE, FALSE, "play game"
16192 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16193 GAME_CTRL_ID_TOUCH_STOP, NULL,
16194 FALSE, TRUE, "stop game"
16197 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16198 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16199 FALSE, TRUE, "pause game"
16202 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16203 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16204 TRUE, FALSE, "background music on/off"
16207 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16208 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16209 TRUE, FALSE, "sound loops on/off"
16212 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16213 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16214 TRUE, FALSE, "normal sounds on/off"
16217 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16218 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16219 FALSE, FALSE, "background music on/off"
16222 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16223 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16224 FALSE, FALSE, "sound loops on/off"
16227 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16228 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16229 FALSE, FALSE, "normal sounds on/off"
16233 void CreateGameButtons(void)
16237 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16239 int graphic = gamebutton_info[i].graphic;
16240 struct GraphicInfo *gfx = &graphic_info[graphic];
16241 struct XY *pos = gamebutton_info[i].pos;
16242 struct GadgetInfo *gi;
16245 unsigned int event_mask;
16246 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16247 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16248 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16249 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16250 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16251 int gd_x = gfx->src_x;
16252 int gd_y = gfx->src_y;
16253 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16254 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16255 int gd_xa = gfx->src_x + gfx->active_xoffset;
16256 int gd_ya = gfx->src_y + gfx->active_yoffset;
16257 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16258 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16259 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16260 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16263 // do not use touch buttons if overlay touch buttons are disabled
16264 if (is_touch_button && !setup.touch.overlay_buttons)
16267 if (gfx->bitmap == NULL)
16269 game_gadget[id] = NULL;
16274 if (id == GAME_CTRL_ID_STOP ||
16275 id == GAME_CTRL_ID_PANEL_STOP ||
16276 id == GAME_CTRL_ID_TOUCH_STOP ||
16277 id == GAME_CTRL_ID_PLAY ||
16278 id == GAME_CTRL_ID_PANEL_PLAY ||
16279 id == GAME_CTRL_ID_SAVE ||
16280 id == GAME_CTRL_ID_LOAD)
16282 button_type = GD_TYPE_NORMAL_BUTTON;
16284 event_mask = GD_EVENT_RELEASED;
16286 else if (id == GAME_CTRL_ID_UNDO ||
16287 id == GAME_CTRL_ID_REDO)
16289 button_type = GD_TYPE_NORMAL_BUTTON;
16291 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16295 button_type = GD_TYPE_CHECK_BUTTON;
16296 checked = (gamebutton_info[i].setup_value != NULL ?
16297 *gamebutton_info[i].setup_value : FALSE);
16298 event_mask = GD_EVENT_PRESSED;
16301 gi = CreateGadget(GDI_CUSTOM_ID, id,
16302 GDI_IMAGE_ID, graphic,
16303 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16306 GDI_WIDTH, gfx->width,
16307 GDI_HEIGHT, gfx->height,
16308 GDI_TYPE, button_type,
16309 GDI_STATE, GD_BUTTON_UNPRESSED,
16310 GDI_CHECKED, checked,
16311 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16312 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16313 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16314 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16315 GDI_DIRECT_DRAW, FALSE,
16316 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16317 GDI_EVENT_MASK, event_mask,
16318 GDI_CALLBACK_ACTION, HandleGameButtons,
16322 Fail("cannot create gadget");
16324 game_gadget[id] = gi;
16328 void FreeGameButtons(void)
16332 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16333 FreeGadget(game_gadget[i]);
16336 static void UnmapGameButtonsAtSamePosition(int id)
16340 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16342 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16343 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16344 UnmapGadget(game_gadget[i]);
16347 static void UnmapGameButtonsAtSamePosition_All(void)
16349 if (setup.show_load_save_buttons)
16351 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16352 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16353 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16355 else if (setup.show_undo_redo_buttons)
16357 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16358 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16359 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16363 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16364 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16365 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16367 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16368 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16369 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16373 void MapLoadSaveButtons(void)
16375 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16376 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16378 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16379 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16382 void MapUndoRedoButtons(void)
16384 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16385 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16387 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16388 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16391 void ModifyPauseButtons(void)
16395 GAME_CTRL_ID_PAUSE,
16396 GAME_CTRL_ID_PAUSE2,
16397 GAME_CTRL_ID_PANEL_PAUSE,
16398 GAME_CTRL_ID_TOUCH_PAUSE,
16403 for (i = 0; ids[i] > -1; i++)
16404 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16407 static void MapGameButtonsExt(boolean on_tape)
16411 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16413 if ((i == GAME_CTRL_ID_UNDO ||
16414 i == GAME_CTRL_ID_REDO) &&
16415 game_status != GAME_MODE_PLAYING)
16418 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16419 MapGadget(game_gadget[i]);
16422 UnmapGameButtonsAtSamePosition_All();
16424 RedrawGameButtons();
16427 static void UnmapGameButtonsExt(boolean on_tape)
16431 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16432 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16433 UnmapGadget(game_gadget[i]);
16436 static void RedrawGameButtonsExt(boolean on_tape)
16440 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16441 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16442 RedrawGadget(game_gadget[i]);
16445 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16450 gi->checked = state;
16453 static void RedrawSoundButtonGadget(int id)
16455 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16456 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16457 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16458 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16459 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16460 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16463 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16464 RedrawGadget(game_gadget[id2]);
16467 void MapGameButtons(void)
16469 MapGameButtonsExt(FALSE);
16472 void UnmapGameButtons(void)
16474 UnmapGameButtonsExt(FALSE);
16477 void RedrawGameButtons(void)
16479 RedrawGameButtonsExt(FALSE);
16482 void MapGameButtonsOnTape(void)
16484 MapGameButtonsExt(TRUE);
16487 void UnmapGameButtonsOnTape(void)
16489 UnmapGameButtonsExt(TRUE);
16492 void RedrawGameButtonsOnTape(void)
16494 RedrawGameButtonsExt(TRUE);
16497 static void GameUndoRedoExt(void)
16499 ClearPlayerAction();
16501 tape.pausing = TRUE;
16504 UpdateAndDisplayGameControlValues();
16506 DrawCompleteVideoDisplay();
16507 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16508 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16509 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16511 ModifyPauseButtons();
16516 static void GameUndo(int steps)
16518 if (!CheckEngineSnapshotList())
16521 int tape_property_bits = tape.property_bits;
16523 LoadEngineSnapshot_Undo(steps);
16525 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16530 static void GameRedo(int steps)
16532 if (!CheckEngineSnapshotList())
16535 int tape_property_bits = tape.property_bits;
16537 LoadEngineSnapshot_Redo(steps);
16539 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16544 static void HandleGameButtonsExt(int id, int button)
16546 static boolean game_undo_executed = FALSE;
16547 int steps = BUTTON_STEPSIZE(button);
16548 boolean handle_game_buttons =
16549 (game_status == GAME_MODE_PLAYING ||
16550 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16552 if (!handle_game_buttons)
16557 case GAME_CTRL_ID_STOP:
16558 case GAME_CTRL_ID_PANEL_STOP:
16559 case GAME_CTRL_ID_TOUCH_STOP:
16564 case GAME_CTRL_ID_PAUSE:
16565 case GAME_CTRL_ID_PAUSE2:
16566 case GAME_CTRL_ID_PANEL_PAUSE:
16567 case GAME_CTRL_ID_TOUCH_PAUSE:
16568 if (network.enabled && game_status == GAME_MODE_PLAYING)
16571 SendToServer_ContinuePlaying();
16573 SendToServer_PausePlaying();
16576 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16578 game_undo_executed = FALSE;
16582 case GAME_CTRL_ID_PLAY:
16583 case GAME_CTRL_ID_PANEL_PLAY:
16584 if (game_status == GAME_MODE_MAIN)
16586 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16588 else if (tape.pausing)
16590 if (network.enabled)
16591 SendToServer_ContinuePlaying();
16593 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16597 case GAME_CTRL_ID_UNDO:
16598 // Important: When using "save snapshot when collecting an item" mode,
16599 // load last (current) snapshot for first "undo" after pressing "pause"
16600 // (else the last-but-one snapshot would be loaded, because the snapshot
16601 // pointer already points to the last snapshot when pressing "pause",
16602 // which is fine for "every step/move" mode, but not for "every collect")
16603 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16604 !game_undo_executed)
16607 game_undo_executed = TRUE;
16612 case GAME_CTRL_ID_REDO:
16616 case GAME_CTRL_ID_SAVE:
16620 case GAME_CTRL_ID_LOAD:
16624 case SOUND_CTRL_ID_MUSIC:
16625 case SOUND_CTRL_ID_PANEL_MUSIC:
16626 if (setup.sound_music)
16628 setup.sound_music = FALSE;
16632 else if (audio.music_available)
16634 setup.sound = setup.sound_music = TRUE;
16636 SetAudioMode(setup.sound);
16638 if (game_status == GAME_MODE_PLAYING)
16642 RedrawSoundButtonGadget(id);
16646 case SOUND_CTRL_ID_LOOPS:
16647 case SOUND_CTRL_ID_PANEL_LOOPS:
16648 if (setup.sound_loops)
16649 setup.sound_loops = FALSE;
16650 else if (audio.loops_available)
16652 setup.sound = setup.sound_loops = TRUE;
16654 SetAudioMode(setup.sound);
16657 RedrawSoundButtonGadget(id);
16661 case SOUND_CTRL_ID_SIMPLE:
16662 case SOUND_CTRL_ID_PANEL_SIMPLE:
16663 if (setup.sound_simple)
16664 setup.sound_simple = FALSE;
16665 else if (audio.sound_available)
16667 setup.sound = setup.sound_simple = TRUE;
16669 SetAudioMode(setup.sound);
16672 RedrawSoundButtonGadget(id);
16681 static void HandleGameButtons(struct GadgetInfo *gi)
16683 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16686 void HandleSoundButtonKeys(Key key)
16688 if (key == setup.shortcut.sound_simple)
16689 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16690 else if (key == setup.shortcut.sound_loops)
16691 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16692 else if (key == setup.shortcut.sound_music)
16693 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);