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_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebeNachbarNr(int, int);
1096 void AmoebeUmwandeln(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Feld[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Feld[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Feld[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Feld[x][y];
1771 #if DEBUG_INIT_PLAYER
1774 printf("- player element %d activated", player->element_nr);
1775 printf(" (local player is %d and currently %s)\n",
1776 local_player->element_nr,
1777 local_player->active ? "active" : "not active");
1782 Feld[x][y] = EL_EMPTY;
1784 player->jx = player->last_jx = x;
1785 player->jy = player->last_jy = y;
1788 // always check if player was just killed and should be reanimated
1790 int player_nr = GET_PLAYER_NR(element);
1791 struct PlayerInfo *player = &stored_player[player_nr];
1793 if (player->active && player->killed)
1794 player->reanimated = TRUE; // if player was just killed, reanimate him
1798 static void InitField(int x, int y, boolean init_game)
1800 int element = Feld[x][y];
1809 InitPlayerField(x, y, element, init_game);
1812 case EL_SOKOBAN_FIELD_PLAYER:
1813 element = Feld[x][y] = EL_PLAYER_1;
1814 InitField(x, y, init_game);
1816 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1817 InitField(x, y, init_game);
1820 case EL_SOKOBAN_FIELD_EMPTY:
1821 IncrementSokobanFieldsNeeded();
1824 case EL_SOKOBAN_OBJECT:
1825 IncrementSokobanObjectsNeeded();
1829 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1831 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1832 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1837 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847 case EL_SPACESHIP_RIGHT:
1848 case EL_SPACESHIP_UP:
1849 case EL_SPACESHIP_LEFT:
1850 case EL_SPACESHIP_DOWN:
1851 case EL_BD_BUTTERFLY:
1852 case EL_BD_BUTTERFLY_RIGHT:
1853 case EL_BD_BUTTERFLY_UP:
1854 case EL_BD_BUTTERFLY_LEFT:
1855 case EL_BD_BUTTERFLY_DOWN:
1857 case EL_BD_FIREFLY_RIGHT:
1858 case EL_BD_FIREFLY_UP:
1859 case EL_BD_FIREFLY_LEFT:
1860 case EL_BD_FIREFLY_DOWN:
1861 case EL_PACMAN_RIGHT:
1863 case EL_PACMAN_LEFT:
1864 case EL_PACMAN_DOWN:
1866 case EL_YAMYAM_LEFT:
1867 case EL_YAMYAM_RIGHT:
1869 case EL_YAMYAM_DOWN:
1870 case EL_DARK_YAMYAM:
1873 case EL_SP_SNIKSNAK:
1874 case EL_SP_ELECTRON:
1880 case EL_SPRING_LEFT:
1881 case EL_SPRING_RIGHT:
1885 case EL_AMOEBA_FULL:
1890 case EL_AMOEBA_DROP:
1891 if (y == lev_fieldy - 1)
1893 Feld[x][y] = EL_AMOEBA_GROWING;
1894 Store[x][y] = EL_AMOEBA_WET;
1898 case EL_DYNAMITE_ACTIVE:
1899 case EL_SP_DISK_RED_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1902 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1903 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1904 MovDelay[x][y] = 96;
1907 case EL_EM_DYNAMITE_ACTIVE:
1908 MovDelay[x][y] = 32;
1912 game.lights_still_needed++;
1916 game.friends_still_needed++;
1921 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1924 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1925 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1926 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1927 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1928 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1929 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1930 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1938 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1939 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1940 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1942 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1944 game.belt_dir[belt_nr] = belt_dir;
1945 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1947 else // more than one switch -- set it like the first switch
1949 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1954 case EL_LIGHT_SWITCH_ACTIVE:
1956 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1959 case EL_INVISIBLE_STEELWALL:
1960 case EL_INVISIBLE_WALL:
1961 case EL_INVISIBLE_SAND:
1962 if (game.light_time_left > 0 ||
1963 game.lenses_time_left > 0)
1964 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1967 case EL_EMC_MAGIC_BALL:
1968 if (game.ball_active)
1969 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1972 case EL_EMC_MAGIC_BALL_SWITCH:
1973 if (game.ball_active)
1974 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1977 case EL_TRIGGER_PLAYER:
1978 case EL_TRIGGER_ELEMENT:
1979 case EL_TRIGGER_CE_VALUE:
1980 case EL_TRIGGER_CE_SCORE:
1982 case EL_ANY_ELEMENT:
1983 case EL_CURRENT_CE_VALUE:
1984 case EL_CURRENT_CE_SCORE:
2001 // reference elements should not be used on the playfield
2002 Feld[x][y] = EL_EMPTY;
2006 if (IS_CUSTOM_ELEMENT(element))
2008 if (CAN_MOVE(element))
2011 if (!element_info[element].use_last_ce_value || init_game)
2012 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2014 else if (IS_GROUP_ELEMENT(element))
2016 Feld[x][y] = GetElementFromGroupElement(element);
2018 InitField(x, y, init_game);
2025 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2028 static void InitField_WithBug1(int x, int y, boolean init_game)
2030 InitField(x, y, init_game);
2032 // not needed to call InitMovDir() -- already done by InitField()!
2033 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2034 CAN_MOVE(Feld[x][y]))
2038 static void InitField_WithBug2(int x, int y, boolean init_game)
2040 int old_element = Feld[x][y];
2042 InitField(x, y, init_game);
2044 // not needed to call InitMovDir() -- already done by InitField()!
2045 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2046 CAN_MOVE(old_element) &&
2047 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2050 /* this case is in fact a combination of not less than three bugs:
2051 first, it calls InitMovDir() for elements that can move, although this is
2052 already done by InitField(); then, it checks the element that was at this
2053 field _before_ the call to InitField() (which can change it); lastly, it
2054 was not called for "mole with direction" elements, which were treated as
2055 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2059 static int get_key_element_from_nr(int key_nr)
2061 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2062 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2063 EL_EM_KEY_1 : EL_KEY_1);
2065 return key_base_element + key_nr;
2068 static int get_next_dropped_element(struct PlayerInfo *player)
2070 return (player->inventory_size > 0 ?
2071 player->inventory_element[player->inventory_size - 1] :
2072 player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left > 0 ?
2075 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2079 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2081 // pos >= 0: get element from bottom of the stack;
2082 // pos < 0: get element from top of the stack
2086 int min_inventory_size = -pos;
2087 int inventory_pos = player->inventory_size - min_inventory_size;
2088 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2090 return (player->inventory_size >= min_inventory_size ?
2091 player->inventory_element[inventory_pos] :
2092 player->inventory_infinite_element != EL_UNDEFINED ?
2093 player->inventory_infinite_element :
2094 player->dynabombs_left >= min_dynabombs_left ?
2095 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2100 int min_dynabombs_left = pos + 1;
2101 int min_inventory_size = pos + 1 - player->dynabombs_left;
2102 int inventory_pos = pos - player->dynabombs_left;
2104 return (player->inventory_infinite_element != EL_UNDEFINED ?
2105 player->inventory_infinite_element :
2106 player->dynabombs_left >= min_dynabombs_left ?
2107 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2108 player->inventory_size >= min_inventory_size ?
2109 player->inventory_element[inventory_pos] :
2114 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2116 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2117 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2120 if (gpo1->sort_priority != gpo2->sort_priority)
2121 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2123 compare_result = gpo1->nr - gpo2->nr;
2125 return compare_result;
2128 int getPlayerInventorySize(int player_nr)
2130 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2131 return game_em.ply[player_nr]->dynamite;
2132 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2133 return game_sp.red_disk_count;
2135 return stored_player[player_nr].inventory_size;
2138 static void InitGameControlValues(void)
2142 for (i = 0; game_panel_controls[i].nr != -1; i++)
2144 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2145 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2146 struct TextPosInfo *pos = gpc->pos;
2148 int type = gpc->type;
2152 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2153 Error(ERR_EXIT, "this should not happen -- please debug");
2156 // force update of game controls after initialization
2157 gpc->value = gpc->last_value = -1;
2158 gpc->frame = gpc->last_frame = -1;
2159 gpc->gfx_frame = -1;
2161 // determine panel value width for later calculation of alignment
2162 if (type == TYPE_INTEGER || type == TYPE_STRING)
2164 pos->width = pos->size * getFontWidth(pos->font);
2165 pos->height = getFontHeight(pos->font);
2167 else if (type == TYPE_ELEMENT)
2169 pos->width = pos->size;
2170 pos->height = pos->size;
2173 // fill structure for game panel draw order
2175 gpo->sort_priority = pos->sort_priority;
2178 // sort game panel controls according to sort_priority and control number
2179 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2180 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2183 static void UpdatePlayfieldElementCount(void)
2185 boolean use_element_count = FALSE;
2188 // first check if it is needed at all to calculate playfield element count
2189 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2190 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2191 use_element_count = TRUE;
2193 if (!use_element_count)
2196 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2197 element_info[i].element_count = 0;
2199 SCAN_PLAYFIELD(x, y)
2201 element_info[Feld[x][y]].element_count++;
2204 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2205 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2206 if (IS_IN_GROUP(j, i))
2207 element_info[EL_GROUP_START + i].element_count +=
2208 element_info[j].element_count;
2211 static void UpdateGameControlValues(void)
2214 int time = (game.LevelSolved ?
2215 game.LevelSolved_CountingTime :
2216 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2218 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2219 game_sp.time_played :
2220 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2221 game_mm.energy_left :
2222 game.no_time_limit ? TimePlayed : TimeLeft);
2223 int score = (game.LevelSolved ?
2224 game.LevelSolved_CountingScore :
2225 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2226 game_em.lev->score :
2227 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2229 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2232 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2233 game_em.lev->gems_needed :
2234 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2235 game_sp.infotrons_still_needed :
2236 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2237 game_mm.kettles_still_needed :
2238 game.gems_still_needed);
2239 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2240 game_em.lev->gems_needed > 0 :
2241 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2242 game_sp.infotrons_still_needed > 0 :
2243 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2244 game_mm.kettles_still_needed > 0 ||
2245 game_mm.lights_still_needed > 0 :
2246 game.gems_still_needed > 0 ||
2247 game.sokoban_fields_still_needed > 0 ||
2248 game.sokoban_objects_still_needed > 0 ||
2249 game.lights_still_needed > 0);
2250 int health = (game.LevelSolved ?
2251 game.LevelSolved_CountingHealth :
2252 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2253 MM_HEALTH(game_mm.laser_overload_value) :
2256 UpdatePlayfieldElementCount();
2258 // update game panel control values
2260 // used instead of "level_nr" (for network games)
2261 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2262 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2264 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2265 for (i = 0; i < MAX_NUM_KEYS; i++)
2266 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2267 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2268 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2270 if (game.centered_player_nr == -1)
2272 for (i = 0; i < MAX_PLAYERS; i++)
2274 // only one player in Supaplex game engine
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2278 for (k = 0; k < MAX_NUM_KEYS; k++)
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2282 if (game_em.ply[i]->keys & (1 << k))
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2286 else if (stored_player[i].key[k])
2287 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2288 get_key_element_from_nr(k);
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 getPlayerInventorySize(i);
2294 if (stored_player[i].num_white_keys > 0)
2295 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2298 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2299 stored_player[i].num_white_keys;
2304 int player_nr = game.centered_player_nr;
2306 for (k = 0; k < MAX_NUM_KEYS; k++)
2308 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2310 if (game_em.ply[player_nr]->keys & (1 << k))
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2314 else if (stored_player[player_nr].key[k])
2315 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2316 get_key_element_from_nr(k);
2319 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2320 getPlayerInventorySize(player_nr);
2322 if (stored_player[player_nr].num_white_keys > 0)
2323 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2325 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2326 stored_player[player_nr].num_white_keys;
2329 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2331 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2332 get_inventory_element_from_pos(local_player, i);
2333 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2334 get_inventory_element_from_pos(local_player, -i - 1);
2337 game_panel_controls[GAME_PANEL_SCORE].value = score;
2338 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2340 game_panel_controls[GAME_PANEL_TIME].value = time;
2342 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2343 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2344 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2346 if (level.time == 0)
2347 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2349 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2351 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2352 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2354 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2356 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2357 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2359 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2360 local_player->shield_normal_time_left;
2361 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2362 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2364 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2365 local_player->shield_deadly_time_left;
2367 game_panel_controls[GAME_PANEL_EXIT].value =
2368 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2370 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2371 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2372 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2373 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2374 EL_EMC_MAGIC_BALL_SWITCH);
2376 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2377 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2378 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2379 game.light_time_left;
2381 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2382 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2383 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2384 game.timegate_time_left;
2386 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2387 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2389 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2390 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2391 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2392 game.lenses_time_left;
2394 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2395 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2396 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2397 game.magnify_time_left;
2399 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2400 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2401 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2402 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2403 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2404 EL_BALLOON_SWITCH_NONE);
2406 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2407 local_player->dynabomb_count;
2408 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2409 local_player->dynabomb_size;
2410 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2411 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2413 game_panel_controls[GAME_PANEL_PENGUINS].value =
2414 game.friends_still_needed;
2416 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2417 game.sokoban_objects_still_needed;
2418 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2419 game.sokoban_fields_still_needed;
2421 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2422 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2424 for (i = 0; i < NUM_BELTS; i++)
2426 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2427 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2428 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2429 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2430 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2433 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2434 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2435 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2436 game.magic_wall_time_left;
2438 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2439 local_player->gravity;
2441 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2442 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2444 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2445 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2446 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2447 game.panel.element[i].id : EL_UNDEFINED);
2449 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2450 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2451 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2452 element_info[game.panel.element_count[i].id].element_count : 0);
2454 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2455 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2456 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2457 element_info[game.panel.ce_score[i].id].collect_score : 0);
2459 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2460 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2461 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2462 element_info[game.panel.ce_score_element[i].id].collect_score :
2465 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2466 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2467 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2469 // update game panel control frames
2471 for (i = 0; game_panel_controls[i].nr != -1; i++)
2473 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2475 if (gpc->type == TYPE_ELEMENT)
2477 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2479 int last_anim_random_frame = gfx.anim_random_frame;
2480 int element = gpc->value;
2481 int graphic = el2panelimg(element);
2483 if (gpc->value != gpc->last_value)
2486 gpc->gfx_random = INIT_GFX_RANDOM();
2492 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2493 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2494 gpc->gfx_random = INIT_GFX_RANDOM();
2497 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2498 gfx.anim_random_frame = gpc->gfx_random;
2500 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2501 gpc->gfx_frame = element_info[element].collect_score;
2503 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2506 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2507 gfx.anim_random_frame = last_anim_random_frame;
2510 else if (gpc->type == TYPE_GRAPHIC)
2512 if (gpc->graphic != IMG_UNDEFINED)
2514 int last_anim_random_frame = gfx.anim_random_frame;
2515 int graphic = gpc->graphic;
2517 if (gpc->value != gpc->last_value)
2520 gpc->gfx_random = INIT_GFX_RANDOM();
2526 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2527 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2528 gpc->gfx_random = INIT_GFX_RANDOM();
2531 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2532 gfx.anim_random_frame = gpc->gfx_random;
2534 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2536 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2537 gfx.anim_random_frame = last_anim_random_frame;
2543 static void DisplayGameControlValues(void)
2545 boolean redraw_panel = FALSE;
2548 for (i = 0; game_panel_controls[i].nr != -1; i++)
2550 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2552 if (PANEL_DEACTIVATED(gpc->pos))
2555 if (gpc->value == gpc->last_value &&
2556 gpc->frame == gpc->last_frame)
2559 redraw_panel = TRUE;
2565 // copy default game door content to main double buffer
2567 // !!! CHECK AGAIN !!!
2568 SetPanelBackground();
2569 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2570 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2572 // redraw game control buttons
2573 RedrawGameButtons();
2575 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2577 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2579 int nr = game_panel_order[i].nr;
2580 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2581 struct TextPosInfo *pos = gpc->pos;
2582 int type = gpc->type;
2583 int value = gpc->value;
2584 int frame = gpc->frame;
2585 int size = pos->size;
2586 int font = pos->font;
2587 boolean draw_masked = pos->draw_masked;
2588 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2590 if (PANEL_DEACTIVATED(pos))
2593 gpc->last_value = value;
2594 gpc->last_frame = frame;
2596 if (type == TYPE_INTEGER)
2598 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2599 nr == GAME_PANEL_TIME)
2601 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2603 if (use_dynamic_size) // use dynamic number of digits
2605 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2606 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2607 int size2 = size1 + 1;
2608 int font1 = pos->font;
2609 int font2 = pos->font_alt;
2611 size = (value < value_change ? size1 : size2);
2612 font = (value < value_change ? font1 : font2);
2616 // correct text size if "digits" is zero or less
2618 size = strlen(int2str(value, size));
2620 // dynamically correct text alignment
2621 pos->width = size * getFontWidth(font);
2623 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2624 int2str(value, size), font, mask_mode);
2626 else if (type == TYPE_ELEMENT)
2628 int element, graphic;
2632 int dst_x = PANEL_XPOS(pos);
2633 int dst_y = PANEL_YPOS(pos);
2635 if (value != EL_UNDEFINED && value != EL_EMPTY)
2638 graphic = el2panelimg(value);
2640 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2642 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2645 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2648 width = graphic_info[graphic].width * size / TILESIZE;
2649 height = graphic_info[graphic].height * size / TILESIZE;
2652 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2655 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2659 else if (type == TYPE_GRAPHIC)
2661 int graphic = gpc->graphic;
2662 int graphic_active = gpc->graphic_active;
2666 int dst_x = PANEL_XPOS(pos);
2667 int dst_y = PANEL_YPOS(pos);
2668 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2669 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2671 if (graphic != IMG_UNDEFINED && !skip)
2673 if (pos->style == STYLE_REVERSE)
2674 value = 100 - value;
2676 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2678 if (pos->direction & MV_HORIZONTAL)
2680 width = graphic_info[graphic_active].width * value / 100;
2681 height = graphic_info[graphic_active].height;
2683 if (pos->direction == MV_LEFT)
2685 src_x += graphic_info[graphic_active].width - width;
2686 dst_x += graphic_info[graphic_active].width - width;
2691 width = graphic_info[graphic_active].width;
2692 height = graphic_info[graphic_active].height * value / 100;
2694 if (pos->direction == MV_UP)
2696 src_y += graphic_info[graphic_active].height - height;
2697 dst_y += graphic_info[graphic_active].height - height;
2702 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2705 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2708 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2710 if (pos->direction & MV_HORIZONTAL)
2712 if (pos->direction == MV_RIGHT)
2719 dst_x = PANEL_XPOS(pos);
2722 width = graphic_info[graphic].width - width;
2726 if (pos->direction == MV_DOWN)
2733 dst_y = PANEL_YPOS(pos);
2736 height = graphic_info[graphic].height - height;
2740 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2743 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2747 else if (type == TYPE_STRING)
2749 boolean active = (value != 0);
2750 char *state_normal = "off";
2751 char *state_active = "on";
2752 char *state = (active ? state_active : state_normal);
2753 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2754 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2755 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2756 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2758 if (nr == GAME_PANEL_GRAVITY_STATE)
2760 int font1 = pos->font; // (used for normal state)
2761 int font2 = pos->font_alt; // (used for active state)
2763 font = (active ? font2 : font1);
2772 // don't truncate output if "chars" is zero or less
2775 // dynamically correct text alignment
2776 pos->width = size * getFontWidth(font);
2779 s_cut = getStringCopyN(s, size);
2781 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2782 s_cut, font, mask_mode);
2788 redraw_mask |= REDRAW_DOOR_1;
2791 SetGameStatus(GAME_MODE_PLAYING);
2794 void UpdateAndDisplayGameControlValues(void)
2796 if (tape.deactivate_display)
2799 UpdateGameControlValues();
2800 DisplayGameControlValues();
2804 static void UpdateGameDoorValues(void)
2806 UpdateGameControlValues();
2810 void DrawGameDoorValues(void)
2812 DisplayGameControlValues();
2816 // ============================================================================
2818 // ----------------------------------------------------------------------------
2819 // initialize game engine due to level / tape version number
2820 // ============================================================================
2822 static void InitGameEngine(void)
2824 int i, j, k, l, x, y;
2826 // set game engine from tape file when re-playing, else from level file
2827 game.engine_version = (tape.playing ? tape.engine_version :
2828 level.game_version);
2830 // set single or multi-player game mode (needed for re-playing tapes)
2831 game.team_mode = setup.team_mode;
2835 int num_players = 0;
2837 for (i = 0; i < MAX_PLAYERS; i++)
2838 if (tape.player_participates[i])
2841 // multi-player tapes contain input data for more than one player
2842 game.team_mode = (num_players > 1);
2846 printf("level %d: level.game_version == %06d\n", level_nr,
2847 level.game_version);
2848 printf(" tape.file_version == %06d\n",
2850 printf(" tape.game_version == %06d\n",
2852 printf(" tape.engine_version == %06d\n",
2853 tape.engine_version);
2854 printf(" => game.engine_version == %06d [tape mode: %s]\n",
2855 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2858 // --------------------------------------------------------------------------
2859 // set flags for bugs and changes according to active game engine version
2860 // --------------------------------------------------------------------------
2864 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2866 Bug was introduced in version:
2869 Bug was fixed in version:
2873 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2874 but the property "can fall" was missing, which caused some levels to be
2875 unsolvable. This was fixed in version 4.2.0.0.
2877 Affected levels/tapes:
2878 An example for a tape that was fixed by this bugfix is tape 029 from the
2879 level set "rnd_sam_bateman".
2880 The wrong behaviour will still be used for all levels or tapes that were
2881 created/recorded with it. An example for this is tape 023 from the level
2882 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2885 boolean use_amoeba_dropping_cannot_fall_bug =
2886 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2887 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2889 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2890 tape.game_version < VERSION_IDENT(4,2,0,0)));
2893 Summary of bugfix/change:
2894 Fixed move speed of elements entering or leaving magic wall.
2896 Fixed/changed in version:
2900 Before 2.0.1, move speed of elements entering or leaving magic wall was
2901 twice as fast as it is now.
2902 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2904 Affected levels/tapes:
2905 The first condition is generally needed for all levels/tapes before version
2906 2.0.1, which might use the old behaviour before it was changed; known tapes
2907 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2908 The second condition is an exception from the above case and is needed for
2909 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2910 above, but before it was known that this change would break tapes like the
2911 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2912 although the engine version while recording maybe was before 2.0.1. There
2913 are a lot of tapes that are affected by this exception, like tape 006 from
2914 the level set "rnd_conor_mancone".
2917 boolean use_old_move_stepsize_for_magic_wall =
2918 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2920 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2921 tape.game_version < VERSION_IDENT(4,2,0,0)));
2924 Summary of bugfix/change:
2925 Fixed handling for custom elements that change when pushed by the player.
2927 Fixed/changed in version:
2931 Before 3.1.0, custom elements that "change when pushing" changed directly
2932 after the player started pushing them (until then handled in "DigField()").
2933 Since 3.1.0, these custom elements are not changed until the "pushing"
2934 move of the element is finished (now handled in "ContinueMoving()").
2936 Affected levels/tapes:
2937 The first condition is generally needed for all levels/tapes before version
2938 3.1.0, which might use the old behaviour before it was changed; known tapes
2939 that are affected are some tapes from the level set "Walpurgis Gardens" by
2941 The second condition is an exception from the above case and is needed for
2942 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2943 above (including some development versions of 3.1.0), but before it was
2944 known that this change would break tapes like the above and was fixed in
2945 3.1.1, so that the changed behaviour was active although the engine version
2946 while recording maybe was before 3.1.0. There is at least one tape that is
2947 affected by this exception, which is the tape for the one-level set "Bug
2948 Machine" by Juergen Bonhagen.
2951 game.use_change_when_pushing_bug =
2952 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2954 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2955 tape.game_version < VERSION_IDENT(3,1,1,0)));
2958 Summary of bugfix/change:
2959 Fixed handling for blocking the field the player leaves when moving.
2961 Fixed/changed in version:
2965 Before 3.1.1, when "block last field when moving" was enabled, the field
2966 the player is leaving when moving was blocked for the time of the move,
2967 and was directly unblocked afterwards. This resulted in the last field
2968 being blocked for exactly one less than the number of frames of one player
2969 move. Additionally, even when blocking was disabled, the last field was
2970 blocked for exactly one frame.
2971 Since 3.1.1, due to changes in player movement handling, the last field
2972 is not blocked at all when blocking is disabled. When blocking is enabled,
2973 the last field is blocked for exactly the number of frames of one player
2974 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2975 last field is blocked for exactly one more than the number of frames of
2978 Affected levels/tapes:
2979 (!!! yet to be determined -- probably many !!!)
2982 game.use_block_last_field_bug =
2983 (game.engine_version < VERSION_IDENT(3,1,1,0));
2985 /* various special flags and settings for native Emerald Mine game engine */
2987 game_em.use_single_button =
2988 (game.engine_version > VERSION_IDENT(4,0,0,2));
2990 game_em.use_snap_key_bug =
2991 (game.engine_version < VERSION_IDENT(4,0,1,0));
2993 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
2995 game_em.use_old_explosions = use_old_em_engine;
2996 game_em.use_old_android = use_old_em_engine;
2997 game_em.use_old_push_elements = use_old_em_engine;
2998 game_em.use_old_push_into_acid = use_old_em_engine;
3000 game_em.use_wrap_around = !use_old_em_engine;
3002 // --------------------------------------------------------------------------
3004 // set maximal allowed number of custom element changes per game frame
3005 game.max_num_changes_per_frame = 1;
3007 // default scan direction: scan playfield from top/left to bottom/right
3008 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3010 // dynamically adjust element properties according to game engine version
3011 InitElementPropertiesEngine(game.engine_version);
3013 // ---------- initialize special element properties -------------------------
3015 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3016 if (use_amoeba_dropping_cannot_fall_bug)
3017 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3019 // ---------- initialize player's initial move delay ------------------------
3021 // dynamically adjust player properties according to level information
3022 for (i = 0; i < MAX_PLAYERS; i++)
3023 game.initial_move_delay_value[i] =
3024 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3026 // dynamically adjust player properties according to game engine version
3027 for (i = 0; i < MAX_PLAYERS; i++)
3028 game.initial_move_delay[i] =
3029 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3030 game.initial_move_delay_value[i] : 0);
3032 // ---------- initialize player's initial push delay ------------------------
3034 // dynamically adjust player properties according to game engine version
3035 game.initial_push_delay_value =
3036 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3038 // ---------- initialize changing elements ----------------------------------
3040 // initialize changing elements information
3041 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3043 struct ElementInfo *ei = &element_info[i];
3045 // this pointer might have been changed in the level editor
3046 ei->change = &ei->change_page[0];
3048 if (!IS_CUSTOM_ELEMENT(i))
3050 ei->change->target_element = EL_EMPTY_SPACE;
3051 ei->change->delay_fixed = 0;
3052 ei->change->delay_random = 0;
3053 ei->change->delay_frames = 1;
3056 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3058 ei->has_change_event[j] = FALSE;
3060 ei->event_page_nr[j] = 0;
3061 ei->event_page[j] = &ei->change_page[0];
3065 // add changing elements from pre-defined list
3066 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3068 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3069 struct ElementInfo *ei = &element_info[ch_delay->element];
3071 ei->change->target_element = ch_delay->target_element;
3072 ei->change->delay_fixed = ch_delay->change_delay;
3074 ei->change->pre_change_function = ch_delay->pre_change_function;
3075 ei->change->change_function = ch_delay->change_function;
3076 ei->change->post_change_function = ch_delay->post_change_function;
3078 ei->change->can_change = TRUE;
3079 ei->change->can_change_or_has_action = TRUE;
3081 ei->has_change_event[CE_DELAY] = TRUE;
3083 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3084 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3087 // ---------- initialize internal run-time variables ------------------------
3089 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3091 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3093 for (j = 0; j < ei->num_change_pages; j++)
3095 ei->change_page[j].can_change_or_has_action =
3096 (ei->change_page[j].can_change |
3097 ei->change_page[j].has_action);
3101 // add change events from custom element configuration
3102 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3104 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3106 for (j = 0; j < ei->num_change_pages; j++)
3108 if (!ei->change_page[j].can_change_or_has_action)
3111 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3113 // only add event page for the first page found with this event
3114 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3116 ei->has_change_event[k] = TRUE;
3118 ei->event_page_nr[k] = j;
3119 ei->event_page[k] = &ei->change_page[j];
3125 // ---------- initialize reference elements in change conditions ------------
3127 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3129 int element = EL_CUSTOM_START + i;
3130 struct ElementInfo *ei = &element_info[element];
3132 for (j = 0; j < ei->num_change_pages; j++)
3134 int trigger_element = ei->change_page[j].initial_trigger_element;
3136 if (trigger_element >= EL_PREV_CE_8 &&
3137 trigger_element <= EL_NEXT_CE_8)
3138 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3140 ei->change_page[j].trigger_element = trigger_element;
3144 // ---------- initialize run-time trigger player and element ----------------
3146 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3148 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3150 for (j = 0; j < ei->num_change_pages; j++)
3152 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3153 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3154 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3155 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3156 ei->change_page[j].actual_trigger_ce_value = 0;
3157 ei->change_page[j].actual_trigger_ce_score = 0;
3161 // ---------- initialize trigger events -------------------------------------
3163 // initialize trigger events information
3164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3165 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3166 trigger_events[i][j] = FALSE;
3168 // add trigger events from element change event properties
3169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171 struct ElementInfo *ei = &element_info[i];
3173 for (j = 0; j < ei->num_change_pages; j++)
3175 if (!ei->change_page[j].can_change_or_has_action)
3178 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3180 int trigger_element = ei->change_page[j].trigger_element;
3182 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3184 if (ei->change_page[j].has_event[k])
3186 if (IS_GROUP_ELEMENT(trigger_element))
3188 struct ElementGroupInfo *group =
3189 element_info[trigger_element].group;
3191 for (l = 0; l < group->num_elements_resolved; l++)
3192 trigger_events[group->element_resolved[l]][k] = TRUE;
3194 else if (trigger_element == EL_ANY_ELEMENT)
3195 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3196 trigger_events[l][k] = TRUE;
3198 trigger_events[trigger_element][k] = TRUE;
3205 // ---------- initialize push delay -----------------------------------------
3207 // initialize push delay values to default
3208 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3210 if (!IS_CUSTOM_ELEMENT(i))
3212 // set default push delay values (corrected since version 3.0.7-1)
3213 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3215 element_info[i].push_delay_fixed = 2;
3216 element_info[i].push_delay_random = 8;
3220 element_info[i].push_delay_fixed = 8;
3221 element_info[i].push_delay_random = 8;
3226 // set push delay value for certain elements from pre-defined list
3227 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3229 int e = push_delay_list[i].element;
3231 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3232 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3235 // set push delay value for Supaplex elements for newer engine versions
3236 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3238 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3240 if (IS_SP_ELEMENT(i))
3242 // set SP push delay to just enough to push under a falling zonk
3243 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3245 element_info[i].push_delay_fixed = delay;
3246 element_info[i].push_delay_random = 0;
3251 // ---------- initialize move stepsize --------------------------------------
3253 // initialize move stepsize values to default
3254 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3255 if (!IS_CUSTOM_ELEMENT(i))
3256 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3258 // set move stepsize value for certain elements from pre-defined list
3259 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3261 int e = move_stepsize_list[i].element;
3263 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3265 // set move stepsize value for certain elements for older engine versions
3266 if (use_old_move_stepsize_for_magic_wall)
3268 if (e == EL_MAGIC_WALL_FILLING ||
3269 e == EL_MAGIC_WALL_EMPTYING ||
3270 e == EL_BD_MAGIC_WALL_FILLING ||
3271 e == EL_BD_MAGIC_WALL_EMPTYING)
3272 element_info[e].move_stepsize *= 2;
3276 // ---------- initialize collect score --------------------------------------
3278 // initialize collect score values for custom elements from initial value
3279 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3280 if (IS_CUSTOM_ELEMENT(i))
3281 element_info[i].collect_score = element_info[i].collect_score_initial;
3283 // ---------- initialize collect count --------------------------------------
3285 // initialize collect count values for non-custom elements
3286 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3287 if (!IS_CUSTOM_ELEMENT(i))
3288 element_info[i].collect_count_initial = 0;
3290 // add collect count values for all elements from pre-defined list
3291 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3292 element_info[collect_count_list[i].element].collect_count_initial =
3293 collect_count_list[i].count;
3295 // ---------- initialize access direction -----------------------------------
3297 // initialize access direction values to default (access from every side)
3298 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3299 if (!IS_CUSTOM_ELEMENT(i))
3300 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3302 // set access direction value for certain elements from pre-defined list
3303 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3304 element_info[access_direction_list[i].element].access_direction =
3305 access_direction_list[i].direction;
3307 // ---------- initialize explosion content ----------------------------------
3308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3310 if (IS_CUSTOM_ELEMENT(i))
3313 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3315 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3317 element_info[i].content.e[x][y] =
3318 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3319 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3320 i == EL_PLAYER_3 ? EL_EMERALD :
3321 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3322 i == EL_MOLE ? EL_EMERALD_RED :
3323 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3324 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3325 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3326 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3327 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3328 i == EL_WALL_EMERALD ? EL_EMERALD :
3329 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3330 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3331 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3332 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3333 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3334 i == EL_WALL_PEARL ? EL_PEARL :
3335 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3340 // ---------- initialize recursion detection --------------------------------
3341 recursion_loop_depth = 0;
3342 recursion_loop_detected = FALSE;
3343 recursion_loop_element = EL_UNDEFINED;
3345 // ---------- initialize graphics engine ------------------------------------
3346 game.scroll_delay_value =
3347 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3348 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3349 !setup.forced_scroll_delay ? 0 :
3350 setup.scroll_delay ? setup.scroll_delay_value : 0);
3351 game.scroll_delay_value =
3352 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3354 // ---------- initialize game engine snapshots ------------------------------
3355 for (i = 0; i < MAX_PLAYERS; i++)
3356 game.snapshot.last_action[i] = 0;
3357 game.snapshot.changed_action = FALSE;
3358 game.snapshot.collected_item = FALSE;
3359 game.snapshot.mode =
3360 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3361 SNAPSHOT_MODE_EVERY_STEP :
3362 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3363 SNAPSHOT_MODE_EVERY_MOVE :
3364 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3365 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3366 game.snapshot.save_snapshot = FALSE;
3368 // ---------- initialize level time for Supaplex engine ---------------------
3369 // Supaplex levels with time limit currently unsupported -- should be added
3370 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3373 // ---------- initialize flags for handling game actions --------------------
3375 // set flags for game actions to default values
3376 game.use_key_actions = TRUE;
3377 game.use_mouse_actions = FALSE;
3379 // when using Mirror Magic game engine, handle mouse events only
3380 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3382 game.use_key_actions = FALSE;
3383 game.use_mouse_actions = TRUE;
3386 // check for custom elements with mouse click events
3387 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3389 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3391 int element = EL_CUSTOM_START + i;
3393 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3394 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3395 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3396 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3397 game.use_mouse_actions = TRUE;
3402 static int get_num_special_action(int element, int action_first,
3405 int num_special_action = 0;
3408 for (i = action_first; i <= action_last; i++)
3410 boolean found = FALSE;
3412 for (j = 0; j < NUM_DIRECTIONS; j++)
3413 if (el_act_dir2img(element, i, j) !=
3414 el_act_dir2img(element, ACTION_DEFAULT, j))
3418 num_special_action++;
3423 return num_special_action;
3427 // ============================================================================
3429 // ----------------------------------------------------------------------------
3430 // initialize and start new game
3431 // ============================================================================
3433 #if DEBUG_INIT_PLAYER
3434 static void DebugPrintPlayerStatus(char *message)
3441 printf("%s:\n", message);
3443 for (i = 0; i < MAX_PLAYERS; i++)
3445 struct PlayerInfo *player = &stored_player[i];
3447 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3451 player->connected_locally,
3452 player->connected_network,
3455 if (local_player == player)
3456 printf(" (local player)");
3465 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3466 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3467 int fade_mask = REDRAW_FIELD;
3469 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3470 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3471 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3472 int initial_move_dir = MV_DOWN;
3475 // required here to update video display before fading (FIX THIS)
3476 DrawMaskedBorder(REDRAW_DOOR_2);
3478 if (!game.restart_level)
3479 CloseDoor(DOOR_CLOSE_1);
3481 SetGameStatus(GAME_MODE_PLAYING);
3483 if (level_editor_test_game)
3484 FadeSkipNextFadeOut();
3486 FadeSetEnterScreen();
3489 fade_mask = REDRAW_ALL;
3491 FadeLevelSoundsAndMusic();
3493 ExpireSoundLoops(TRUE);
3497 if (level_editor_test_game)
3498 FadeSkipNextFadeIn();
3500 // needed if different viewport properties defined for playing
3501 ChangeViewportPropertiesIfNeeded();
3505 DrawCompleteVideoDisplay();
3507 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3510 InitGameControlValues();
3512 // initialize tape actions from game when recording tape
3515 tape.use_key_actions = game.use_key_actions;
3516 tape.use_mouse_actions = game.use_mouse_actions;
3519 // don't play tapes over network
3520 network_playing = (network.enabled && !tape.playing);
3522 for (i = 0; i < MAX_PLAYERS; i++)
3524 struct PlayerInfo *player = &stored_player[i];
3526 player->index_nr = i;
3527 player->index_bit = (1 << i);
3528 player->element_nr = EL_PLAYER_1 + i;
3530 player->present = FALSE;
3531 player->active = FALSE;
3532 player->mapped = FALSE;
3534 player->killed = FALSE;
3535 player->reanimated = FALSE;
3536 player->buried = FALSE;
3539 player->effective_action = 0;
3540 player->programmed_action = 0;
3541 player->snap_action = 0;
3543 player->mouse_action.lx = 0;
3544 player->mouse_action.ly = 0;
3545 player->mouse_action.button = 0;
3546 player->mouse_action.button_hint = 0;
3548 player->effective_mouse_action.lx = 0;
3549 player->effective_mouse_action.ly = 0;
3550 player->effective_mouse_action.button = 0;
3551 player->effective_mouse_action.button_hint = 0;
3553 for (j = 0; j < MAX_NUM_KEYS; j++)
3554 player->key[j] = FALSE;
3556 player->num_white_keys = 0;
3558 player->dynabomb_count = 0;
3559 player->dynabomb_size = 1;
3560 player->dynabombs_left = 0;
3561 player->dynabomb_xl = FALSE;
3563 player->MovDir = initial_move_dir;
3566 player->GfxDir = initial_move_dir;
3567 player->GfxAction = ACTION_DEFAULT;
3569 player->StepFrame = 0;
3571 player->initial_element = player->element_nr;
3572 player->artwork_element =
3573 (level.use_artwork_element[i] ? level.artwork_element[i] :
3574 player->element_nr);
3575 player->use_murphy = FALSE;
3577 player->block_last_field = FALSE; // initialized in InitPlayerField()
3578 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3580 player->gravity = level.initial_player_gravity[i];
3582 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3584 player->actual_frame_counter = 0;
3586 player->step_counter = 0;
3588 player->last_move_dir = initial_move_dir;
3590 player->is_active = FALSE;
3592 player->is_waiting = FALSE;
3593 player->is_moving = FALSE;
3594 player->is_auto_moving = FALSE;
3595 player->is_digging = FALSE;
3596 player->is_snapping = FALSE;
3597 player->is_collecting = FALSE;
3598 player->is_pushing = FALSE;
3599 player->is_switching = FALSE;
3600 player->is_dropping = FALSE;
3601 player->is_dropping_pressed = FALSE;
3603 player->is_bored = FALSE;
3604 player->is_sleeping = FALSE;
3606 player->was_waiting = TRUE;
3607 player->was_moving = FALSE;
3608 player->was_snapping = FALSE;
3609 player->was_dropping = FALSE;
3611 player->force_dropping = FALSE;
3613 player->frame_counter_bored = -1;
3614 player->frame_counter_sleeping = -1;
3616 player->anim_delay_counter = 0;
3617 player->post_delay_counter = 0;
3619 player->dir_waiting = initial_move_dir;
3620 player->action_waiting = ACTION_DEFAULT;
3621 player->last_action_waiting = ACTION_DEFAULT;
3622 player->special_action_bored = ACTION_DEFAULT;
3623 player->special_action_sleeping = ACTION_DEFAULT;
3625 player->switch_x = -1;
3626 player->switch_y = -1;
3628 player->drop_x = -1;
3629 player->drop_y = -1;
3631 player->show_envelope = 0;
3633 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3635 player->push_delay = -1; // initialized when pushing starts
3636 player->push_delay_value = game.initial_push_delay_value;
3638 player->drop_delay = 0;
3639 player->drop_pressed_delay = 0;
3641 player->last_jx = -1;
3642 player->last_jy = -1;
3646 player->shield_normal_time_left = 0;
3647 player->shield_deadly_time_left = 0;
3649 player->inventory_infinite_element = EL_UNDEFINED;
3650 player->inventory_size = 0;
3652 if (level.use_initial_inventory[i])
3654 for (j = 0; j < level.initial_inventory_size[i]; j++)
3656 int element = level.initial_inventory_content[i][j];
3657 int collect_count = element_info[element].collect_count_initial;
3660 if (!IS_CUSTOM_ELEMENT(element))
3663 if (collect_count == 0)
3664 player->inventory_infinite_element = element;
3666 for (k = 0; k < collect_count; k++)
3667 if (player->inventory_size < MAX_INVENTORY_SIZE)
3668 player->inventory_element[player->inventory_size++] = element;
3672 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3673 SnapField(player, 0, 0);
3675 map_player_action[i] = i;
3678 network_player_action_received = FALSE;
3680 // initial null action
3681 if (network_playing)
3682 SendToServer_MovePlayer(MV_NONE);
3687 TimeLeft = level.time;
3690 ScreenMovDir = MV_NONE;
3694 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3696 game.robot_wheel_x = -1;
3697 game.robot_wheel_y = -1;
3702 game.all_players_gone = FALSE;
3704 game.LevelSolved = FALSE;
3705 game.GameOver = FALSE;
3707 game.GamePlayed = !tape.playing;
3709 game.LevelSolved_GameWon = FALSE;
3710 game.LevelSolved_GameEnd = FALSE;
3711 game.LevelSolved_SaveTape = FALSE;
3712 game.LevelSolved_SaveScore = FALSE;
3714 game.LevelSolved_CountingTime = 0;
3715 game.LevelSolved_CountingScore = 0;
3716 game.LevelSolved_CountingHealth = 0;
3718 game.panel.active = TRUE;
3720 game.no_time_limit = (level.time == 0);
3722 game.yamyam_content_nr = 0;
3723 game.robot_wheel_active = FALSE;
3724 game.magic_wall_active = FALSE;
3725 game.magic_wall_time_left = 0;
3726 game.light_time_left = 0;
3727 game.timegate_time_left = 0;
3728 game.switchgate_pos = 0;
3729 game.wind_direction = level.wind_direction_initial;
3732 game.score_final = 0;
3734 game.health = MAX_HEALTH;
3735 game.health_final = MAX_HEALTH;
3737 game.gems_still_needed = level.gems_needed;
3738 game.sokoban_fields_still_needed = 0;
3739 game.sokoban_objects_still_needed = 0;
3740 game.lights_still_needed = 0;
3741 game.players_still_needed = 0;
3742 game.friends_still_needed = 0;
3744 game.lenses_time_left = 0;
3745 game.magnify_time_left = 0;
3747 game.ball_active = level.ball_active_initial;
3748 game.ball_content_nr = 0;
3750 game.explosions_delayed = TRUE;
3752 game.envelope_active = FALSE;
3754 for (i = 0; i < NUM_BELTS; i++)
3756 game.belt_dir[i] = MV_NONE;
3757 game.belt_dir_nr[i] = 3; // not moving, next moving left
3760 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3761 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3763 #if DEBUG_INIT_PLAYER
3764 DebugPrintPlayerStatus("Player status at level initialization");
3767 SCAN_PLAYFIELD(x, y)
3769 Feld[x][y] = Last[x][y] = level.field[x][y];
3770 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3771 ChangeDelay[x][y] = 0;
3772 ChangePage[x][y] = -1;
3773 CustomValue[x][y] = 0; // initialized in InitField()
3774 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3776 WasJustMoving[x][y] = 0;
3777 WasJustFalling[x][y] = 0;
3778 CheckCollision[x][y] = 0;
3779 CheckImpact[x][y] = 0;
3781 Pushed[x][y] = FALSE;
3783 ChangeCount[x][y] = 0;
3784 ChangeEvent[x][y] = -1;
3786 ExplodePhase[x][y] = 0;
3787 ExplodeDelay[x][y] = 0;
3788 ExplodeField[x][y] = EX_TYPE_NONE;
3790 RunnerVisit[x][y] = 0;
3791 PlayerVisit[x][y] = 0;
3794 GfxRandom[x][y] = INIT_GFX_RANDOM();
3795 GfxElement[x][y] = EL_UNDEFINED;
3796 GfxAction[x][y] = ACTION_DEFAULT;
3797 GfxDir[x][y] = MV_NONE;
3798 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3801 SCAN_PLAYFIELD(x, y)
3803 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3805 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3807 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3810 InitField(x, y, TRUE);
3812 ResetGfxAnimation(x, y);
3817 for (i = 0; i < MAX_PLAYERS; i++)
3819 struct PlayerInfo *player = &stored_player[i];
3821 // set number of special actions for bored and sleeping animation
3822 player->num_special_action_bored =
3823 get_num_special_action(player->artwork_element,
3824 ACTION_BORING_1, ACTION_BORING_LAST);
3825 player->num_special_action_sleeping =
3826 get_num_special_action(player->artwork_element,
3827 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3830 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3831 emulate_sb ? EMU_SOKOBAN :
3832 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3834 // initialize type of slippery elements
3835 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3837 if (!IS_CUSTOM_ELEMENT(i))
3839 // default: elements slip down either to the left or right randomly
3840 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3842 // SP style elements prefer to slip down on the left side
3843 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3844 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3846 // BD style elements prefer to slip down on the left side
3847 if (game.emulation == EMU_BOULDERDASH)
3848 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3852 // initialize explosion and ignition delay
3853 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3855 if (!IS_CUSTOM_ELEMENT(i))
3858 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3859 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3860 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3861 int last_phase = (num_phase + 1) * delay;
3862 int half_phase = (num_phase / 2) * delay;
3864 element_info[i].explosion_delay = last_phase - 1;
3865 element_info[i].ignition_delay = half_phase;
3867 if (i == EL_BLACK_ORB)
3868 element_info[i].ignition_delay = 1;
3872 // correct non-moving belts to start moving left
3873 for (i = 0; i < NUM_BELTS; i++)
3874 if (game.belt_dir[i] == MV_NONE)
3875 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 #if USE_NEW_PLAYER_ASSIGNMENTS
3878 // use preferred player also in local single-player mode
3879 if (!network.enabled && !game.team_mode)
3881 int new_index_nr = setup.network_player_nr;
3883 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3885 for (i = 0; i < MAX_PLAYERS; i++)
3886 stored_player[i].connected_locally = FALSE;
3888 stored_player[new_index_nr].connected_locally = TRUE;
3892 for (i = 0; i < MAX_PLAYERS; i++)
3894 stored_player[i].connected = FALSE;
3896 // in network game mode, the local player might not be the first player
3897 if (stored_player[i].connected_locally)
3898 local_player = &stored_player[i];
3901 if (!network.enabled)
3902 local_player->connected = TRUE;
3906 for (i = 0; i < MAX_PLAYERS; i++)
3907 stored_player[i].connected = tape.player_participates[i];
3909 else if (network.enabled)
3911 // add team mode players connected over the network (needed for correct
3912 // assignment of player figures from level to locally playing players)
3914 for (i = 0; i < MAX_PLAYERS; i++)
3915 if (stored_player[i].connected_network)
3916 stored_player[i].connected = TRUE;
3918 else if (game.team_mode)
3920 // try to guess locally connected team mode players (needed for correct
3921 // assignment of player figures from level to locally playing players)
3923 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (setup.input[i].use_joystick ||
3925 setup.input[i].key.left != KSYM_UNDEFINED)
3926 stored_player[i].connected = TRUE;
3929 #if DEBUG_INIT_PLAYER
3930 DebugPrintPlayerStatus("Player status after level initialization");
3933 #if DEBUG_INIT_PLAYER
3935 printf("Reassigning players ...\n");
3938 // check if any connected player was not found in playfield
3939 for (i = 0; i < MAX_PLAYERS; i++)
3941 struct PlayerInfo *player = &stored_player[i];
3943 if (player->connected && !player->present)
3945 struct PlayerInfo *field_player = NULL;
3947 #if DEBUG_INIT_PLAYER
3949 printf("- looking for field player for player %d ...\n", i + 1);
3952 // assign first free player found that is present in the playfield
3954 // first try: look for unmapped playfield player that is not connected
3955 for (j = 0; j < MAX_PLAYERS; j++)
3956 if (field_player == NULL &&
3957 stored_player[j].present &&
3958 !stored_player[j].mapped &&
3959 !stored_player[j].connected)
3960 field_player = &stored_player[j];
3962 // second try: look for *any* unmapped playfield player
3963 for (j = 0; j < MAX_PLAYERS; j++)
3964 if (field_player == NULL &&
3965 stored_player[j].present &&
3966 !stored_player[j].mapped)
3967 field_player = &stored_player[j];
3969 if (field_player != NULL)
3971 int jx = field_player->jx, jy = field_player->jy;
3973 #if DEBUG_INIT_PLAYER
3975 printf("- found player %d\n", field_player->index_nr + 1);
3978 player->present = FALSE;
3979 player->active = FALSE;
3981 field_player->present = TRUE;
3982 field_player->active = TRUE;
3985 player->initial_element = field_player->initial_element;
3986 player->artwork_element = field_player->artwork_element;
3988 player->block_last_field = field_player->block_last_field;
3989 player->block_delay_adjustment = field_player->block_delay_adjustment;
3992 StorePlayer[jx][jy] = field_player->element_nr;
3994 field_player->jx = field_player->last_jx = jx;
3995 field_player->jy = field_player->last_jy = jy;
3997 if (local_player == player)
3998 local_player = field_player;
4000 map_player_action[field_player->index_nr] = i;
4002 field_player->mapped = TRUE;
4004 #if DEBUG_INIT_PLAYER
4006 printf("- map_player_action[%d] == %d\n",
4007 field_player->index_nr + 1, i + 1);
4012 if (player->connected && player->present)
4013 player->mapped = TRUE;
4016 #if DEBUG_INIT_PLAYER
4017 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4022 // check if any connected player was not found in playfield
4023 for (i = 0; i < MAX_PLAYERS; i++)
4025 struct PlayerInfo *player = &stored_player[i];
4027 if (player->connected && !player->present)
4029 for (j = 0; j < MAX_PLAYERS; j++)
4031 struct PlayerInfo *field_player = &stored_player[j];
4032 int jx = field_player->jx, jy = field_player->jy;
4034 // assign first free player found that is present in the playfield
4035 if (field_player->present && !field_player->connected)
4037 player->present = TRUE;
4038 player->active = TRUE;
4040 field_player->present = FALSE;
4041 field_player->active = FALSE;
4043 player->initial_element = field_player->initial_element;
4044 player->artwork_element = field_player->artwork_element;
4046 player->block_last_field = field_player->block_last_field;
4047 player->block_delay_adjustment = field_player->block_delay_adjustment;
4049 StorePlayer[jx][jy] = player->element_nr;
4051 player->jx = player->last_jx = jx;
4052 player->jy = player->last_jy = jy;
4062 printf("::: local_player->present == %d\n", local_player->present);
4065 // set focus to local player for network games, else to all players
4066 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4067 game.centered_player_nr_next = game.centered_player_nr;
4068 game.set_centered_player = FALSE;
4069 game.set_centered_player_wrap = FALSE;
4071 if (network_playing && tape.recording)
4073 // store client dependent player focus when recording network games
4074 tape.centered_player_nr_next = game.centered_player_nr_next;
4075 tape.set_centered_player = TRUE;
4080 // when playing a tape, eliminate all players who do not participate
4082 #if USE_NEW_PLAYER_ASSIGNMENTS
4084 if (!game.team_mode)
4086 for (i = 0; i < MAX_PLAYERS; i++)
4088 if (stored_player[i].active &&
4089 !tape.player_participates[map_player_action[i]])
4091 struct PlayerInfo *player = &stored_player[i];
4092 int jx = player->jx, jy = player->jy;
4094 #if DEBUG_INIT_PLAYER
4096 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
4099 player->active = FALSE;
4100 StorePlayer[jx][jy] = 0;
4101 Feld[jx][jy] = EL_EMPTY;
4108 for (i = 0; i < MAX_PLAYERS; i++)
4110 if (stored_player[i].active &&
4111 !tape.player_participates[i])
4113 struct PlayerInfo *player = &stored_player[i];
4114 int jx = player->jx, jy = player->jy;
4116 player->active = FALSE;
4117 StorePlayer[jx][jy] = 0;
4118 Feld[jx][jy] = EL_EMPTY;
4123 else if (!network.enabled && !game.team_mode) // && !tape.playing
4125 // when in single player mode, eliminate all but the local player
4127 for (i = 0; i < MAX_PLAYERS; i++)
4129 struct PlayerInfo *player = &stored_player[i];
4131 if (player->active && player != local_player)
4133 int jx = player->jx, jy = player->jy;
4135 player->active = FALSE;
4136 player->present = FALSE;
4138 StorePlayer[jx][jy] = 0;
4139 Feld[jx][jy] = EL_EMPTY;
4144 for (i = 0; i < MAX_PLAYERS; i++)
4145 if (stored_player[i].active)
4146 game.players_still_needed++;
4148 if (level.solved_by_one_player)
4149 game.players_still_needed = 1;
4151 // when recording the game, store which players take part in the game
4154 #if USE_NEW_PLAYER_ASSIGNMENTS
4155 for (i = 0; i < MAX_PLAYERS; i++)
4156 if (stored_player[i].connected)
4157 tape.player_participates[i] = TRUE;
4159 for (i = 0; i < MAX_PLAYERS; i++)
4160 if (stored_player[i].active)
4161 tape.player_participates[i] = TRUE;
4165 #if DEBUG_INIT_PLAYER
4166 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4169 if (BorderElement == EL_EMPTY)
4172 SBX_Right = lev_fieldx - SCR_FIELDX;
4174 SBY_Lower = lev_fieldy - SCR_FIELDY;
4179 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4181 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4184 if (full_lev_fieldx <= SCR_FIELDX)
4185 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4186 if (full_lev_fieldy <= SCR_FIELDY)
4187 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4189 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4191 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4194 // if local player not found, look for custom element that might create
4195 // the player (make some assumptions about the right custom element)
4196 if (!local_player->present)
4198 int start_x = 0, start_y = 0;
4199 int found_rating = 0;
4200 int found_element = EL_UNDEFINED;
4201 int player_nr = local_player->index_nr;
4203 SCAN_PLAYFIELD(x, y)
4205 int element = Feld[x][y];
4210 if (level.use_start_element[player_nr] &&
4211 level.start_element[player_nr] == element &&
4218 found_element = element;
4221 if (!IS_CUSTOM_ELEMENT(element))
4224 if (CAN_CHANGE(element))
4226 for (i = 0; i < element_info[element].num_change_pages; i++)
4228 // check for player created from custom element as single target
4229 content = element_info[element].change_page[i].target_element;
4230 is_player = ELEM_IS_PLAYER(content);
4232 if (is_player && (found_rating < 3 ||
4233 (found_rating == 3 && element < found_element)))
4239 found_element = element;
4244 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4246 // check for player created from custom element as explosion content
4247 content = element_info[element].content.e[xx][yy];
4248 is_player = ELEM_IS_PLAYER(content);
4250 if (is_player && (found_rating < 2 ||
4251 (found_rating == 2 && element < found_element)))
4253 start_x = x + xx - 1;
4254 start_y = y + yy - 1;
4257 found_element = element;
4260 if (!CAN_CHANGE(element))
4263 for (i = 0; i < element_info[element].num_change_pages; i++)
4265 // check for player created from custom element as extended target
4267 element_info[element].change_page[i].target_content.e[xx][yy];
4269 is_player = ELEM_IS_PLAYER(content);
4271 if (is_player && (found_rating < 1 ||
4272 (found_rating == 1 && element < found_element)))
4274 start_x = x + xx - 1;
4275 start_y = y + yy - 1;
4278 found_element = element;
4284 scroll_x = SCROLL_POSITION_X(start_x);
4285 scroll_y = SCROLL_POSITION_Y(start_y);
4289 scroll_x = SCROLL_POSITION_X(local_player->jx);
4290 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4293 // !!! FIX THIS (START) !!!
4294 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4296 InitGameEngine_EM();
4298 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4300 InitGameEngine_SP();
4302 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4304 InitGameEngine_MM();
4308 DrawLevel(REDRAW_FIELD);
4311 // after drawing the level, correct some elements
4312 if (game.timegate_time_left == 0)
4313 CloseAllOpenTimegates();
4316 // blit playfield from scroll buffer to normal back buffer for fading in
4317 BlitScreenToBitmap(backbuffer);
4318 // !!! FIX THIS (END) !!!
4320 DrawMaskedBorder(fade_mask);
4325 // full screen redraw is required at this point in the following cases:
4326 // - special editor door undrawn when game was started from level editor
4327 // - drawing area (playfield) was changed and has to be removed completely
4328 redraw_mask = REDRAW_ALL;
4332 if (!game.restart_level)
4334 // copy default game door content to main double buffer
4336 // !!! CHECK AGAIN !!!
4337 SetPanelBackground();
4338 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4339 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4342 SetPanelBackground();
4343 SetDrawBackgroundMask(REDRAW_DOOR_1);
4345 UpdateAndDisplayGameControlValues();
4347 if (!game.restart_level)
4353 CreateGameButtons();
4358 // copy actual game door content to door double buffer for OpenDoor()
4359 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4361 OpenDoor(DOOR_OPEN_ALL);
4363 KeyboardAutoRepeatOffUnlessAutoplay();
4365 #if DEBUG_INIT_PLAYER
4366 DebugPrintPlayerStatus("Player status (final)");
4375 if (!game.restart_level && !tape.playing)
4377 LevelStats_incPlayed(level_nr);
4379 SaveLevelSetup_SeriesInfo();
4382 game.restart_level = FALSE;
4383 game.restart_game_message = NULL;
4384 game.request_active = FALSE;
4386 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4387 InitGameActions_MM();
4389 SaveEngineSnapshotToListInitial();
4391 if (!game.restart_level)
4393 PlaySound(SND_GAME_STARTING);
4395 if (setup.sound_music)
4400 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4401 int actual_player_x, int actual_player_y)
4403 // this is used for non-R'n'D game engines to update certain engine values
4405 // needed to determine if sounds are played within the visible screen area
4406 scroll_x = actual_scroll_x;
4407 scroll_y = actual_scroll_y;
4409 // needed to get player position for "follow finger" playing input method
4410 local_player->jx = actual_player_x;
4411 local_player->jy = actual_player_y;
4414 void InitMovDir(int x, int y)
4416 int i, element = Feld[x][y];
4417 static int xy[4][2] =
4424 static int direction[3][4] =
4426 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4427 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4428 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4437 Feld[x][y] = EL_BUG;
4438 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4441 case EL_SPACESHIP_RIGHT:
4442 case EL_SPACESHIP_UP:
4443 case EL_SPACESHIP_LEFT:
4444 case EL_SPACESHIP_DOWN:
4445 Feld[x][y] = EL_SPACESHIP;
4446 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4449 case EL_BD_BUTTERFLY_RIGHT:
4450 case EL_BD_BUTTERFLY_UP:
4451 case EL_BD_BUTTERFLY_LEFT:
4452 case EL_BD_BUTTERFLY_DOWN:
4453 Feld[x][y] = EL_BD_BUTTERFLY;
4454 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4457 case EL_BD_FIREFLY_RIGHT:
4458 case EL_BD_FIREFLY_UP:
4459 case EL_BD_FIREFLY_LEFT:
4460 case EL_BD_FIREFLY_DOWN:
4461 Feld[x][y] = EL_BD_FIREFLY;
4462 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4465 case EL_PACMAN_RIGHT:
4467 case EL_PACMAN_LEFT:
4468 case EL_PACMAN_DOWN:
4469 Feld[x][y] = EL_PACMAN;
4470 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4473 case EL_YAMYAM_LEFT:
4474 case EL_YAMYAM_RIGHT:
4476 case EL_YAMYAM_DOWN:
4477 Feld[x][y] = EL_YAMYAM;
4478 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4481 case EL_SP_SNIKSNAK:
4482 MovDir[x][y] = MV_UP;
4485 case EL_SP_ELECTRON:
4486 MovDir[x][y] = MV_LEFT;
4493 Feld[x][y] = EL_MOLE;
4494 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4497 case EL_SPRING_LEFT:
4498 case EL_SPRING_RIGHT:
4499 Feld[x][y] = EL_SPRING;
4500 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4504 if (IS_CUSTOM_ELEMENT(element))
4506 struct ElementInfo *ei = &element_info[element];
4507 int move_direction_initial = ei->move_direction_initial;
4508 int move_pattern = ei->move_pattern;
4510 if (move_direction_initial == MV_START_PREVIOUS)
4512 if (MovDir[x][y] != MV_NONE)
4515 move_direction_initial = MV_START_AUTOMATIC;
4518 if (move_direction_initial == MV_START_RANDOM)
4519 MovDir[x][y] = 1 << RND(4);
4520 else if (move_direction_initial & MV_ANY_DIRECTION)
4521 MovDir[x][y] = move_direction_initial;
4522 else if (move_pattern == MV_ALL_DIRECTIONS ||
4523 move_pattern == MV_TURNING_LEFT ||
4524 move_pattern == MV_TURNING_RIGHT ||
4525 move_pattern == MV_TURNING_LEFT_RIGHT ||
4526 move_pattern == MV_TURNING_RIGHT_LEFT ||
4527 move_pattern == MV_TURNING_RANDOM)
4528 MovDir[x][y] = 1 << RND(4);
4529 else if (move_pattern == MV_HORIZONTAL)
4530 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4531 else if (move_pattern == MV_VERTICAL)
4532 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4533 else if (move_pattern & MV_ANY_DIRECTION)
4534 MovDir[x][y] = element_info[element].move_pattern;
4535 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4536 move_pattern == MV_ALONG_RIGHT_SIDE)
4538 // use random direction as default start direction
4539 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4540 MovDir[x][y] = 1 << RND(4);
4542 for (i = 0; i < NUM_DIRECTIONS; i++)
4544 int x1 = x + xy[i][0];
4545 int y1 = y + xy[i][1];
4547 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4549 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4550 MovDir[x][y] = direction[0][i];
4552 MovDir[x][y] = direction[1][i];
4561 MovDir[x][y] = 1 << RND(4);
4563 if (element != EL_BUG &&
4564 element != EL_SPACESHIP &&
4565 element != EL_BD_BUTTERFLY &&
4566 element != EL_BD_FIREFLY)
4569 for (i = 0; i < NUM_DIRECTIONS; i++)
4571 int x1 = x + xy[i][0];
4572 int y1 = y + xy[i][1];
4574 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4578 MovDir[x][y] = direction[0][i];
4581 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4582 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4584 MovDir[x][y] = direction[1][i];
4593 GfxDir[x][y] = MovDir[x][y];
4596 void InitAmoebaNr(int x, int y)
4599 int group_nr = AmoebeNachbarNr(x, y);
4603 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4605 if (AmoebaCnt[i] == 0)
4613 AmoebaNr[x][y] = group_nr;
4614 AmoebaCnt[group_nr]++;
4615 AmoebaCnt2[group_nr]++;
4618 static void LevelSolved(void)
4620 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4621 game.players_still_needed > 0)
4624 game.LevelSolved = TRUE;
4625 game.GameOver = TRUE;
4627 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4628 game_em.lev->score :
4629 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4632 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4633 MM_HEALTH(game_mm.laser_overload_value) :
4636 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4637 game.LevelSolved_CountingScore = game.score_final;
4638 game.LevelSolved_CountingHealth = game.health_final;
4643 static int time_count_steps;
4644 static int time, time_final;
4645 static int score, score_final;
4646 static int health, health_final;
4647 static int game_over_delay_1 = 0;
4648 static int game_over_delay_2 = 0;
4649 static int game_over_delay_3 = 0;
4650 int game_over_delay_value_1 = 50;
4651 int game_over_delay_value_2 = 25;
4652 int game_over_delay_value_3 = 50;
4654 if (!game.LevelSolved_GameWon)
4658 // do not start end game actions before the player stops moving (to exit)
4659 if (local_player->active && local_player->MovPos)
4662 game.LevelSolved_GameWon = TRUE;
4663 game.LevelSolved_SaveTape = tape.recording;
4664 game.LevelSolved_SaveScore = !tape.playing;
4668 LevelStats_incSolved(level_nr);
4670 SaveLevelSetup_SeriesInfo();
4673 if (tape.auto_play) // tape might already be stopped here
4674 tape.auto_play_level_solved = TRUE;
4678 game_over_delay_1 = 0;
4679 game_over_delay_2 = 0;
4680 game_over_delay_3 = game_over_delay_value_3;
4682 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4683 score = score_final = game.score_final;
4684 health = health_final = game.health_final;
4686 if (level.score[SC_TIME_BONUS] > 0)
4691 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4693 else if (game.no_time_limit && TimePlayed < 999)
4696 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4699 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4701 game_over_delay_1 = game_over_delay_value_1;
4703 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4706 score_final += health * level.score[SC_TIME_BONUS];
4708 game_over_delay_2 = game_over_delay_value_2;
4711 game.score_final = score_final;
4712 game.health_final = health_final;
4715 if (level_editor_test_game)
4718 score = score_final;
4720 game.LevelSolved_CountingTime = time;
4721 game.LevelSolved_CountingScore = score;
4723 game_panel_controls[GAME_PANEL_TIME].value = time;
4724 game_panel_controls[GAME_PANEL_SCORE].value = score;
4726 DisplayGameControlValues();
4729 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4731 // check if last player has left the level
4732 if (game.exit_x >= 0 &&
4735 int x = game.exit_x;
4736 int y = game.exit_y;
4737 int element = Feld[x][y];
4739 // close exit door after last player
4740 if ((game.all_players_gone &&
4741 (element == EL_EXIT_OPEN ||
4742 element == EL_SP_EXIT_OPEN ||
4743 element == EL_STEEL_EXIT_OPEN)) ||
4744 element == EL_EM_EXIT_OPEN ||
4745 element == EL_EM_STEEL_EXIT_OPEN)
4749 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4750 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4751 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4752 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4753 EL_EM_STEEL_EXIT_CLOSING);
4755 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4758 // player disappears
4759 DrawLevelField(x, y);
4762 for (i = 0; i < MAX_PLAYERS; i++)
4764 struct PlayerInfo *player = &stored_player[i];
4766 if (player->present)
4768 RemovePlayer(player);
4770 // player disappears
4771 DrawLevelField(player->jx, player->jy);
4776 PlaySound(SND_GAME_WINNING);
4779 if (game_over_delay_1 > 0)
4781 game_over_delay_1--;
4786 if (time != time_final)
4788 int time_to_go = ABS(time_final - time);
4789 int time_count_dir = (time < time_final ? +1 : -1);
4791 if (time_to_go < time_count_steps)
4792 time_count_steps = 1;
4794 time += time_count_steps * time_count_dir;
4795 score += time_count_steps * level.score[SC_TIME_BONUS];
4797 game.LevelSolved_CountingTime = time;
4798 game.LevelSolved_CountingScore = score;
4800 game_panel_controls[GAME_PANEL_TIME].value = time;
4801 game_panel_controls[GAME_PANEL_SCORE].value = score;
4803 DisplayGameControlValues();
4805 if (time == time_final)
4806 StopSound(SND_GAME_LEVELTIME_BONUS);
4807 else if (setup.sound_loops)
4808 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4810 PlaySound(SND_GAME_LEVELTIME_BONUS);
4815 if (game_over_delay_2 > 0)
4817 game_over_delay_2--;
4822 if (health != health_final)
4824 int health_count_dir = (health < health_final ? +1 : -1);
4826 health += health_count_dir;
4827 score += level.score[SC_TIME_BONUS];
4829 game.LevelSolved_CountingHealth = health;
4830 game.LevelSolved_CountingScore = score;
4832 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4833 game_panel_controls[GAME_PANEL_SCORE].value = score;
4835 DisplayGameControlValues();
4837 if (health == health_final)
4838 StopSound(SND_GAME_LEVELTIME_BONUS);
4839 else if (setup.sound_loops)
4840 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4842 PlaySound(SND_GAME_LEVELTIME_BONUS);
4847 game.panel.active = FALSE;
4849 if (game_over_delay_3 > 0)
4851 game_over_delay_3--;
4861 // used instead of "level_nr" (needed for network games)
4862 int last_level_nr = levelset.level_nr;
4865 game.LevelSolved_GameEnd = TRUE;
4867 if (game.LevelSolved_SaveTape)
4869 // make sure that request dialog to save tape does not open door again
4870 if (!global.use_envelope_request)
4871 CloseDoor(DOOR_CLOSE_1);
4873 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4876 // if no tape is to be saved, close both doors simultaneously
4877 CloseDoor(DOOR_CLOSE_ALL);
4879 if (level_editor_test_game)
4881 SetGameStatus(GAME_MODE_MAIN);
4888 if (!game.LevelSolved_SaveScore)
4890 SetGameStatus(GAME_MODE_MAIN);
4897 if (level_nr == leveldir_current->handicap_level)
4899 leveldir_current->handicap_level++;
4901 SaveLevelSetup_SeriesInfo();
4904 if (setup.increment_levels &&
4905 level_nr < leveldir_current->last_level &&
4908 level_nr++; // advance to next level
4909 TapeErase(); // start with empty tape
4911 if (setup.auto_play_next_level)
4913 LoadLevel(level_nr);
4915 SaveLevelSetup_SeriesInfo();
4919 hi_pos = NewHiScore(last_level_nr);
4921 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4923 SetGameStatus(GAME_MODE_SCORES);
4925 DrawHallOfFame(last_level_nr, hi_pos);
4927 else if (setup.auto_play_next_level && setup.increment_levels &&
4928 last_level_nr < leveldir_current->last_level &&
4931 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4935 SetGameStatus(GAME_MODE_MAIN);
4941 int NewHiScore(int level_nr)
4945 boolean one_score_entry_per_name = !program.many_scores_per_name;
4947 LoadScore(level_nr);
4949 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4950 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4953 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4955 if (game.score_final > highscore[k].Score)
4957 // player has made it to the hall of fame
4959 if (k < MAX_SCORE_ENTRIES - 1)
4961 int m = MAX_SCORE_ENTRIES - 1;
4963 if (one_score_entry_per_name)
4965 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4966 if (strEqual(setup.player_name, highscore[l].Name))
4969 if (m == k) // player's new highscore overwrites his old one
4973 for (l = m; l > k; l--)
4975 strcpy(highscore[l].Name, highscore[l - 1].Name);
4976 highscore[l].Score = highscore[l - 1].Score;
4982 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4983 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4984 highscore[k].Score = game.score_final;
4989 else if (one_score_entry_per_name &&
4990 !strncmp(setup.player_name, highscore[k].Name,
4991 MAX_PLAYER_NAME_LEN))
4992 break; // player already there with a higher score
4996 SaveScore(level_nr);
5001 static int getElementMoveStepsizeExt(int x, int y, int direction)
5003 int element = Feld[x][y];
5004 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5005 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5006 int horiz_move = (dx != 0);
5007 int sign = (horiz_move ? dx : dy);
5008 int step = sign * element_info[element].move_stepsize;
5010 // special values for move stepsize for spring and things on conveyor belt
5013 if (CAN_FALL(element) &&
5014 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5015 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5016 else if (element == EL_SPRING)
5017 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5023 static int getElementMoveStepsize(int x, int y)
5025 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5028 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5030 if (player->GfxAction != action || player->GfxDir != dir)
5032 player->GfxAction = action;
5033 player->GfxDir = dir;
5035 player->StepFrame = 0;
5039 static void ResetGfxFrame(int x, int y)
5041 // profiling showed that "autotest" spends 10~20% of its time in this function
5042 if (DrawingDeactivatedField())
5045 int element = Feld[x][y];
5046 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5048 if (graphic_info[graphic].anim_global_sync)
5049 GfxFrame[x][y] = FrameCounter;
5050 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5051 GfxFrame[x][y] = CustomValue[x][y];
5052 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5053 GfxFrame[x][y] = element_info[element].collect_score;
5054 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5055 GfxFrame[x][y] = ChangeDelay[x][y];
5058 static void ResetGfxAnimation(int x, int y)
5060 GfxAction[x][y] = ACTION_DEFAULT;
5061 GfxDir[x][y] = MovDir[x][y];
5064 ResetGfxFrame(x, y);
5067 static void ResetRandomAnimationValue(int x, int y)
5069 GfxRandom[x][y] = INIT_GFX_RANDOM();
5072 static void InitMovingField(int x, int y, int direction)
5074 int element = Feld[x][y];
5075 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5076 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5079 boolean is_moving_before, is_moving_after;
5081 // check if element was/is moving or being moved before/after mode change
5082 is_moving_before = (WasJustMoving[x][y] != 0);
5083 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5085 // reset animation only for moving elements which change direction of moving
5086 // or which just started or stopped moving
5087 // (else CEs with property "can move" / "not moving" are reset each frame)
5088 if (is_moving_before != is_moving_after ||
5089 direction != MovDir[x][y])
5090 ResetGfxAnimation(x, y);
5092 MovDir[x][y] = direction;
5093 GfxDir[x][y] = direction;
5095 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5096 direction == MV_DOWN && CAN_FALL(element) ?
5097 ACTION_FALLING : ACTION_MOVING);
5099 // this is needed for CEs with property "can move" / "not moving"
5101 if (is_moving_after)
5103 if (Feld[newx][newy] == EL_EMPTY)
5104 Feld[newx][newy] = EL_BLOCKED;
5106 MovDir[newx][newy] = MovDir[x][y];
5108 CustomValue[newx][newy] = CustomValue[x][y];
5110 GfxFrame[newx][newy] = GfxFrame[x][y];
5111 GfxRandom[newx][newy] = GfxRandom[x][y];
5112 GfxAction[newx][newy] = GfxAction[x][y];
5113 GfxDir[newx][newy] = GfxDir[x][y];
5117 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5119 int direction = MovDir[x][y];
5120 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5121 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5127 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5129 int oldx = x, oldy = y;
5130 int direction = MovDir[x][y];
5132 if (direction == MV_LEFT)
5134 else if (direction == MV_RIGHT)
5136 else if (direction == MV_UP)
5138 else if (direction == MV_DOWN)
5141 *comes_from_x = oldx;
5142 *comes_from_y = oldy;
5145 static int MovingOrBlocked2Element(int x, int y)
5147 int element = Feld[x][y];
5149 if (element == EL_BLOCKED)
5153 Blocked2Moving(x, y, &oldx, &oldy);
5154 return Feld[oldx][oldy];
5160 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5162 // like MovingOrBlocked2Element(), but if element is moving
5163 // and (x,y) is the field the moving element is just leaving,
5164 // return EL_BLOCKED instead of the element value
5165 int element = Feld[x][y];
5167 if (IS_MOVING(x, y))
5169 if (element == EL_BLOCKED)
5173 Blocked2Moving(x, y, &oldx, &oldy);
5174 return Feld[oldx][oldy];
5183 static void RemoveField(int x, int y)
5185 Feld[x][y] = EL_EMPTY;
5191 CustomValue[x][y] = 0;
5194 ChangeDelay[x][y] = 0;
5195 ChangePage[x][y] = -1;
5196 Pushed[x][y] = FALSE;
5198 GfxElement[x][y] = EL_UNDEFINED;
5199 GfxAction[x][y] = ACTION_DEFAULT;
5200 GfxDir[x][y] = MV_NONE;
5203 static void RemoveMovingField(int x, int y)
5205 int oldx = x, oldy = y, newx = x, newy = y;
5206 int element = Feld[x][y];
5207 int next_element = EL_UNDEFINED;
5209 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5212 if (IS_MOVING(x, y))
5214 Moving2Blocked(x, y, &newx, &newy);
5216 if (Feld[newx][newy] != EL_BLOCKED)
5218 // element is moving, but target field is not free (blocked), but
5219 // already occupied by something different (example: acid pool);
5220 // in this case, only remove the moving field, but not the target
5222 RemoveField(oldx, oldy);
5224 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5226 TEST_DrawLevelField(oldx, oldy);
5231 else if (element == EL_BLOCKED)
5233 Blocked2Moving(x, y, &oldx, &oldy);
5234 if (!IS_MOVING(oldx, oldy))
5238 if (element == EL_BLOCKED &&
5239 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5240 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5241 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5242 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5243 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5244 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5245 next_element = get_next_element(Feld[oldx][oldy]);
5247 RemoveField(oldx, oldy);
5248 RemoveField(newx, newy);
5250 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5252 if (next_element != EL_UNDEFINED)
5253 Feld[oldx][oldy] = next_element;
5255 TEST_DrawLevelField(oldx, oldy);
5256 TEST_DrawLevelField(newx, newy);
5259 void DrawDynamite(int x, int y)
5261 int sx = SCREENX(x), sy = SCREENY(y);
5262 int graphic = el2img(Feld[x][y]);
5265 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5268 if (IS_WALKABLE_INSIDE(Back[x][y]))
5272 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5273 else if (Store[x][y])
5274 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5276 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5278 if (Back[x][y] || Store[x][y])
5279 DrawGraphicThruMask(sx, sy, graphic, frame);
5281 DrawGraphic(sx, sy, graphic, frame);
5284 static void CheckDynamite(int x, int y)
5286 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5290 if (MovDelay[x][y] != 0)
5293 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5299 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5304 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5306 boolean num_checked_players = 0;
5309 for (i = 0; i < MAX_PLAYERS; i++)
5311 if (stored_player[i].active)
5313 int sx = stored_player[i].jx;
5314 int sy = stored_player[i].jy;
5316 if (num_checked_players == 0)
5323 *sx1 = MIN(*sx1, sx);
5324 *sy1 = MIN(*sy1, sy);
5325 *sx2 = MAX(*sx2, sx);
5326 *sy2 = MAX(*sy2, sy);
5329 num_checked_players++;
5334 static boolean checkIfAllPlayersFitToScreen_RND(void)
5336 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5338 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5340 return (sx2 - sx1 < SCR_FIELDX &&
5341 sy2 - sy1 < SCR_FIELDY);
5344 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5346 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5348 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5350 *sx = (sx1 + sx2) / 2;
5351 *sy = (sy1 + sy2) / 2;
5354 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5355 boolean center_screen, boolean quick_relocation)
5357 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5358 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5359 boolean no_delay = (tape.warp_forward);
5360 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5361 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5362 int new_scroll_x, new_scroll_y;
5364 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5366 // case 1: quick relocation inside visible screen (without scrolling)
5373 if (!level.shifted_relocation || center_screen)
5375 // relocation _with_ centering of screen
5377 new_scroll_x = SCROLL_POSITION_X(x);
5378 new_scroll_y = SCROLL_POSITION_Y(y);
5382 // relocation _without_ centering of screen
5384 int center_scroll_x = SCROLL_POSITION_X(old_x);
5385 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5386 int offset_x = x + (scroll_x - center_scroll_x);
5387 int offset_y = y + (scroll_y - center_scroll_y);
5389 // for new screen position, apply previous offset to center position
5390 new_scroll_x = SCROLL_POSITION_X(offset_x);
5391 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5394 if (quick_relocation)
5396 // case 2: quick relocation (redraw without visible scrolling)
5398 scroll_x = new_scroll_x;
5399 scroll_y = new_scroll_y;
5406 // case 3: visible relocation (with scrolling to new position)
5408 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5410 SetVideoFrameDelay(wait_delay_value);
5412 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5414 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5415 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5417 if (dx == 0 && dy == 0) // no scrolling needed at all
5423 // set values for horizontal/vertical screen scrolling (half tile size)
5424 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5425 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5426 int pos_x = dx * TILEX / 2;
5427 int pos_y = dy * TILEY / 2;
5428 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5429 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5431 ScrollLevel(dx, dy);
5434 // scroll in two steps of half tile size to make things smoother
5435 BlitScreenToBitmapExt_RND(window, fx, fy);
5437 // scroll second step to align at full tile size
5438 BlitScreenToBitmap(window);
5444 SetVideoFrameDelay(frame_delay_value_old);
5447 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5449 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5450 int player_nr = GET_PLAYER_NR(el_player);
5451 struct PlayerInfo *player = &stored_player[player_nr];
5452 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5453 boolean no_delay = (tape.warp_forward);
5454 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5455 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5456 int old_jx = player->jx;
5457 int old_jy = player->jy;
5458 int old_element = Feld[old_jx][old_jy];
5459 int element = Feld[jx][jy];
5460 boolean player_relocated = (old_jx != jx || old_jy != jy);
5462 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5463 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5464 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5465 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5466 int leave_side_horiz = move_dir_horiz;
5467 int leave_side_vert = move_dir_vert;
5468 int enter_side = enter_side_horiz | enter_side_vert;
5469 int leave_side = leave_side_horiz | leave_side_vert;
5471 if (player->buried) // do not reanimate dead player
5474 if (!player_relocated) // no need to relocate the player
5477 if (IS_PLAYER(jx, jy)) // player already placed at new position
5479 RemoveField(jx, jy); // temporarily remove newly placed player
5480 DrawLevelField(jx, jy);
5483 if (player->present)
5485 while (player->MovPos)
5487 ScrollPlayer(player, SCROLL_GO_ON);
5488 ScrollScreen(NULL, SCROLL_GO_ON);
5490 AdvanceFrameAndPlayerCounters(player->index_nr);
5494 BackToFront_WithFrameDelay(wait_delay_value);
5497 DrawPlayer(player); // needed here only to cleanup last field
5498 DrawLevelField(player->jx, player->jy); // remove player graphic
5500 player->is_moving = FALSE;
5503 if (IS_CUSTOM_ELEMENT(old_element))
5504 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5506 player->index_bit, leave_side);
5508 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5510 player->index_bit, leave_side);
5512 Feld[jx][jy] = el_player;
5513 InitPlayerField(jx, jy, el_player, TRUE);
5515 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5516 possible that the relocation target field did not contain a player element,
5517 but a walkable element, to which the new player was relocated -- in this
5518 case, restore that (already initialized!) element on the player field */
5519 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5521 Feld[jx][jy] = element; // restore previously existing element
5524 // only visually relocate centered player
5525 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5526 FALSE, level.instant_relocation);
5528 TestIfPlayerTouchesBadThing(jx, jy);
5529 TestIfPlayerTouchesCustomElement(jx, jy);
5531 if (IS_CUSTOM_ELEMENT(element))
5532 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5533 player->index_bit, enter_side);
5535 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5536 player->index_bit, enter_side);
5538 if (player->is_switching)
5540 /* ensure that relocation while still switching an element does not cause
5541 a new element to be treated as also switched directly after relocation
5542 (this is important for teleporter switches that teleport the player to
5543 a place where another teleporter switch is in the same direction, which
5544 would then incorrectly be treated as immediately switched before the
5545 direction key that caused the switch was released) */
5547 player->switch_x += jx - old_jx;
5548 player->switch_y += jy - old_jy;
5552 static void Explode(int ex, int ey, int phase, int mode)
5558 // !!! eliminate this variable !!!
5559 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5561 if (game.explosions_delayed)
5563 ExplodeField[ex][ey] = mode;
5567 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5569 int center_element = Feld[ex][ey];
5570 int artwork_element, explosion_element; // set these values later
5572 // remove things displayed in background while burning dynamite
5573 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5576 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5578 // put moving element to center field (and let it explode there)
5579 center_element = MovingOrBlocked2Element(ex, ey);
5580 RemoveMovingField(ex, ey);
5581 Feld[ex][ey] = center_element;
5584 // now "center_element" is finally determined -- set related values now
5585 artwork_element = center_element; // for custom player artwork
5586 explosion_element = center_element; // for custom player artwork
5588 if (IS_PLAYER(ex, ey))
5590 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5592 artwork_element = stored_player[player_nr].artwork_element;
5594 if (level.use_explosion_element[player_nr])
5596 explosion_element = level.explosion_element[player_nr];
5597 artwork_element = explosion_element;
5601 if (mode == EX_TYPE_NORMAL ||
5602 mode == EX_TYPE_CENTER ||
5603 mode == EX_TYPE_CROSS)
5604 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5606 last_phase = element_info[explosion_element].explosion_delay + 1;
5608 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5610 int xx = x - ex + 1;
5611 int yy = y - ey + 1;
5614 if (!IN_LEV_FIELD(x, y) ||
5615 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5616 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5619 element = Feld[x][y];
5621 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5623 element = MovingOrBlocked2Element(x, y);
5625 if (!IS_EXPLOSION_PROOF(element))
5626 RemoveMovingField(x, y);
5629 // indestructible elements can only explode in center (but not flames)
5630 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5631 mode == EX_TYPE_BORDER)) ||
5632 element == EL_FLAMES)
5635 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5636 behaviour, for example when touching a yamyam that explodes to rocks
5637 with active deadly shield, a rock is created under the player !!! */
5638 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5640 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5641 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5642 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5644 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5647 if (IS_ACTIVE_BOMB(element))
5649 // re-activate things under the bomb like gate or penguin
5650 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5657 // save walkable background elements while explosion on same tile
5658 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5659 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5660 Back[x][y] = element;
5662 // ignite explodable elements reached by other explosion
5663 if (element == EL_EXPLOSION)
5664 element = Store2[x][y];
5666 if (AmoebaNr[x][y] &&
5667 (element == EL_AMOEBA_FULL ||
5668 element == EL_BD_AMOEBA ||
5669 element == EL_AMOEBA_GROWING))
5671 AmoebaCnt[AmoebaNr[x][y]]--;
5672 AmoebaCnt2[AmoebaNr[x][y]]--;
5677 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5679 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5681 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5683 if (PLAYERINFO(ex, ey)->use_murphy)
5684 Store[x][y] = EL_EMPTY;
5687 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5688 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5689 else if (ELEM_IS_PLAYER(center_element))
5690 Store[x][y] = EL_EMPTY;
5691 else if (center_element == EL_YAMYAM)
5692 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5693 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5694 Store[x][y] = element_info[center_element].content.e[xx][yy];
5696 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5697 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5698 // otherwise) -- FIX THIS !!!
5699 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5700 Store[x][y] = element_info[element].content.e[1][1];
5702 else if (!CAN_EXPLODE(element))
5703 Store[x][y] = element_info[element].content.e[1][1];
5706 Store[x][y] = EL_EMPTY;
5708 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5709 center_element == EL_AMOEBA_TO_DIAMOND)
5710 Store2[x][y] = element;
5712 Feld[x][y] = EL_EXPLOSION;
5713 GfxElement[x][y] = artwork_element;
5715 ExplodePhase[x][y] = 1;
5716 ExplodeDelay[x][y] = last_phase;
5721 if (center_element == EL_YAMYAM)
5722 game.yamyam_content_nr =
5723 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5735 GfxFrame[x][y] = 0; // restart explosion animation
5737 last_phase = ExplodeDelay[x][y];
5739 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5741 // this can happen if the player leaves an explosion just in time
5742 if (GfxElement[x][y] == EL_UNDEFINED)
5743 GfxElement[x][y] = EL_EMPTY;
5745 border_element = Store2[x][y];
5746 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5747 border_element = StorePlayer[x][y];
5749 if (phase == element_info[border_element].ignition_delay ||
5750 phase == last_phase)
5752 boolean border_explosion = FALSE;
5754 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5755 !PLAYER_EXPLOSION_PROTECTED(x, y))
5757 KillPlayerUnlessExplosionProtected(x, y);
5758 border_explosion = TRUE;
5760 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5762 Feld[x][y] = Store2[x][y];
5765 border_explosion = TRUE;
5767 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5769 AmoebeUmwandeln(x, y);
5771 border_explosion = TRUE;
5774 // if an element just explodes due to another explosion (chain-reaction),
5775 // do not immediately end the new explosion when it was the last frame of
5776 // the explosion (as it would be done in the following "if"-statement!)
5777 if (border_explosion && phase == last_phase)
5781 if (phase == last_phase)
5785 element = Feld[x][y] = Store[x][y];
5786 Store[x][y] = Store2[x][y] = 0;
5787 GfxElement[x][y] = EL_UNDEFINED;
5789 // player can escape from explosions and might therefore be still alive
5790 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5791 element <= EL_PLAYER_IS_EXPLODING_4)
5793 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5794 int explosion_element = EL_PLAYER_1 + player_nr;
5795 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5796 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5798 if (level.use_explosion_element[player_nr])
5799 explosion_element = level.explosion_element[player_nr];
5801 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5802 element_info[explosion_element].content.e[xx][yy]);
5805 // restore probably existing indestructible background element
5806 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5807 element = Feld[x][y] = Back[x][y];
5810 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5811 GfxDir[x][y] = MV_NONE;
5812 ChangeDelay[x][y] = 0;
5813 ChangePage[x][y] = -1;
5815 CustomValue[x][y] = 0;
5817 InitField_WithBug2(x, y, FALSE);
5819 TEST_DrawLevelField(x, y);
5821 TestIfElementTouchesCustomElement(x, y);
5823 if (GFX_CRUMBLED(element))
5824 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5826 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5827 StorePlayer[x][y] = 0;
5829 if (ELEM_IS_PLAYER(element))
5830 RelocatePlayer(x, y, element);
5832 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5834 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5835 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5838 TEST_DrawLevelFieldCrumbled(x, y);
5840 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5842 DrawLevelElement(x, y, Back[x][y]);
5843 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5845 else if (IS_WALKABLE_UNDER(Back[x][y]))
5847 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5848 DrawLevelElementThruMask(x, y, Back[x][y]);
5850 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5851 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5855 static void DynaExplode(int ex, int ey)
5858 int dynabomb_element = Feld[ex][ey];
5859 int dynabomb_size = 1;
5860 boolean dynabomb_xl = FALSE;
5861 struct PlayerInfo *player;
5862 static int xy[4][2] =
5870 if (IS_ACTIVE_BOMB(dynabomb_element))
5872 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5873 dynabomb_size = player->dynabomb_size;
5874 dynabomb_xl = player->dynabomb_xl;
5875 player->dynabombs_left++;
5878 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5880 for (i = 0; i < NUM_DIRECTIONS; i++)
5882 for (j = 1; j <= dynabomb_size; j++)
5884 int x = ex + j * xy[i][0];
5885 int y = ey + j * xy[i][1];
5888 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5891 element = Feld[x][y];
5893 // do not restart explosions of fields with active bombs
5894 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5897 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5899 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5900 !IS_DIGGABLE(element) && !dynabomb_xl)
5906 void Bang(int x, int y)
5908 int element = MovingOrBlocked2Element(x, y);
5909 int explosion_type = EX_TYPE_NORMAL;
5911 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5913 struct PlayerInfo *player = PLAYERINFO(x, y);
5915 element = Feld[x][y] = player->initial_element;
5917 if (level.use_explosion_element[player->index_nr])
5919 int explosion_element = level.explosion_element[player->index_nr];
5921 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5922 explosion_type = EX_TYPE_CROSS;
5923 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5924 explosion_type = EX_TYPE_CENTER;
5932 case EL_BD_BUTTERFLY:
5935 case EL_DARK_YAMYAM:
5939 RaiseScoreElement(element);
5942 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5943 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5944 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5945 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5946 case EL_DYNABOMB_INCREASE_NUMBER:
5947 case EL_DYNABOMB_INCREASE_SIZE:
5948 case EL_DYNABOMB_INCREASE_POWER:
5949 explosion_type = EX_TYPE_DYNA;
5952 case EL_DC_LANDMINE:
5953 explosion_type = EX_TYPE_CENTER;
5958 case EL_LAMP_ACTIVE:
5959 case EL_AMOEBA_TO_DIAMOND:
5960 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5961 explosion_type = EX_TYPE_CENTER;
5965 if (element_info[element].explosion_type == EXPLODES_CROSS)
5966 explosion_type = EX_TYPE_CROSS;
5967 else if (element_info[element].explosion_type == EXPLODES_1X1)
5968 explosion_type = EX_TYPE_CENTER;
5972 if (explosion_type == EX_TYPE_DYNA)
5975 Explode(x, y, EX_PHASE_START, explosion_type);
5977 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5980 static void SplashAcid(int x, int y)
5982 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5983 (!IN_LEV_FIELD(x - 1, y - 2) ||
5984 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5985 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5987 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5988 (!IN_LEV_FIELD(x + 1, y - 2) ||
5989 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5990 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5992 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5995 static void InitBeltMovement(void)
5997 static int belt_base_element[4] =
5999 EL_CONVEYOR_BELT_1_LEFT,
6000 EL_CONVEYOR_BELT_2_LEFT,
6001 EL_CONVEYOR_BELT_3_LEFT,
6002 EL_CONVEYOR_BELT_4_LEFT
6004 static int belt_base_active_element[4] =
6006 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6007 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6008 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6009 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6014 // set frame order for belt animation graphic according to belt direction
6015 for (i = 0; i < NUM_BELTS; i++)
6019 for (j = 0; j < NUM_BELT_PARTS; j++)
6021 int element = belt_base_active_element[belt_nr] + j;
6022 int graphic_1 = el2img(element);
6023 int graphic_2 = el2panelimg(element);
6025 if (game.belt_dir[i] == MV_LEFT)
6027 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6028 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6032 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6033 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 for (i = 0; i < NUM_BELTS; i++)
6044 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6046 int e_belt_nr = getBeltNrFromBeltElement(element);
6049 if (e_belt_nr == belt_nr)
6051 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6053 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6060 static void ToggleBeltSwitch(int x, int y)
6062 static int belt_base_element[4] =
6064 EL_CONVEYOR_BELT_1_LEFT,
6065 EL_CONVEYOR_BELT_2_LEFT,
6066 EL_CONVEYOR_BELT_3_LEFT,
6067 EL_CONVEYOR_BELT_4_LEFT
6069 static int belt_base_active_element[4] =
6071 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6072 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6073 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6074 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6076 static int belt_base_switch_element[4] =
6078 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6079 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6080 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6081 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6083 static int belt_move_dir[4] =
6091 int element = Feld[x][y];
6092 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6093 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6094 int belt_dir = belt_move_dir[belt_dir_nr];
6097 if (!IS_BELT_SWITCH(element))
6100 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6101 game.belt_dir[belt_nr] = belt_dir;
6103 if (belt_dir_nr == 3)
6106 // set frame order for belt animation graphic according to belt direction
6107 for (i = 0; i < NUM_BELT_PARTS; i++)
6109 int element = belt_base_active_element[belt_nr] + i;
6110 int graphic_1 = el2img(element);
6111 int graphic_2 = el2panelimg(element);
6113 if (belt_dir == MV_LEFT)
6115 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6116 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6120 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6121 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6125 SCAN_PLAYFIELD(xx, yy)
6127 int element = Feld[xx][yy];
6129 if (IS_BELT_SWITCH(element))
6131 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6133 if (e_belt_nr == belt_nr)
6135 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6136 TEST_DrawLevelField(xx, yy);
6139 else if (IS_BELT(element) && belt_dir != MV_NONE)
6141 int e_belt_nr = getBeltNrFromBeltElement(element);
6143 if (e_belt_nr == belt_nr)
6145 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6147 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6148 TEST_DrawLevelField(xx, yy);
6151 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6153 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6155 if (e_belt_nr == belt_nr)
6157 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6159 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6160 TEST_DrawLevelField(xx, yy);
6166 static void ToggleSwitchgateSwitch(int x, int y)
6170 game.switchgate_pos = !game.switchgate_pos;
6172 SCAN_PLAYFIELD(xx, yy)
6174 int element = Feld[xx][yy];
6176 if (element == EL_SWITCHGATE_SWITCH_UP)
6178 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6179 TEST_DrawLevelField(xx, yy);
6181 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6183 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6184 TEST_DrawLevelField(xx, yy);
6186 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6188 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6189 TEST_DrawLevelField(xx, yy);
6191 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6193 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6194 TEST_DrawLevelField(xx, yy);
6196 else if (element == EL_SWITCHGATE_OPEN ||
6197 element == EL_SWITCHGATE_OPENING)
6199 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6201 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6203 else if (element == EL_SWITCHGATE_CLOSED ||
6204 element == EL_SWITCHGATE_CLOSING)
6206 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6208 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6213 static int getInvisibleActiveFromInvisibleElement(int element)
6215 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6216 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6217 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6221 static int getInvisibleFromInvisibleActiveElement(int element)
6223 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6224 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6225 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6229 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6233 SCAN_PLAYFIELD(x, y)
6235 int element = Feld[x][y];
6237 if (element == EL_LIGHT_SWITCH &&
6238 game.light_time_left > 0)
6240 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6241 TEST_DrawLevelField(x, y);
6243 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6244 game.light_time_left == 0)
6246 Feld[x][y] = EL_LIGHT_SWITCH;
6247 TEST_DrawLevelField(x, y);
6249 else if (element == EL_EMC_DRIPPER &&
6250 game.light_time_left > 0)
6252 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6253 TEST_DrawLevelField(x, y);
6255 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6256 game.light_time_left == 0)
6258 Feld[x][y] = EL_EMC_DRIPPER;
6259 TEST_DrawLevelField(x, y);
6261 else if (element == EL_INVISIBLE_STEELWALL ||
6262 element == EL_INVISIBLE_WALL ||
6263 element == EL_INVISIBLE_SAND)
6265 if (game.light_time_left > 0)
6266 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6268 TEST_DrawLevelField(x, y);
6270 // uncrumble neighbour fields, if needed
6271 if (element == EL_INVISIBLE_SAND)
6272 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6274 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6275 element == EL_INVISIBLE_WALL_ACTIVE ||
6276 element == EL_INVISIBLE_SAND_ACTIVE)
6278 if (game.light_time_left == 0)
6279 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6281 TEST_DrawLevelField(x, y);
6283 // re-crumble neighbour fields, if needed
6284 if (element == EL_INVISIBLE_SAND)
6285 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6290 static void RedrawAllInvisibleElementsForLenses(void)
6294 SCAN_PLAYFIELD(x, y)
6296 int element = Feld[x][y];
6298 if (element == EL_EMC_DRIPPER &&
6299 game.lenses_time_left > 0)
6301 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6302 TEST_DrawLevelField(x, y);
6304 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6305 game.lenses_time_left == 0)
6307 Feld[x][y] = EL_EMC_DRIPPER;
6308 TEST_DrawLevelField(x, y);
6310 else if (element == EL_INVISIBLE_STEELWALL ||
6311 element == EL_INVISIBLE_WALL ||
6312 element == EL_INVISIBLE_SAND)
6314 if (game.lenses_time_left > 0)
6315 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6317 TEST_DrawLevelField(x, y);
6319 // uncrumble neighbour fields, if needed
6320 if (element == EL_INVISIBLE_SAND)
6321 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6323 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6324 element == EL_INVISIBLE_WALL_ACTIVE ||
6325 element == EL_INVISIBLE_SAND_ACTIVE)
6327 if (game.lenses_time_left == 0)
6328 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6330 TEST_DrawLevelField(x, y);
6332 // re-crumble neighbour fields, if needed
6333 if (element == EL_INVISIBLE_SAND)
6334 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6339 static void RedrawAllInvisibleElementsForMagnifier(void)
6343 SCAN_PLAYFIELD(x, y)
6345 int element = Feld[x][y];
6347 if (element == EL_EMC_FAKE_GRASS &&
6348 game.magnify_time_left > 0)
6350 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6351 TEST_DrawLevelField(x, y);
6353 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6354 game.magnify_time_left == 0)
6356 Feld[x][y] = EL_EMC_FAKE_GRASS;
6357 TEST_DrawLevelField(x, y);
6359 else if (IS_GATE_GRAY(element) &&
6360 game.magnify_time_left > 0)
6362 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6363 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6364 IS_EM_GATE_GRAY(element) ?
6365 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6366 IS_EMC_GATE_GRAY(element) ?
6367 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6368 IS_DC_GATE_GRAY(element) ?
6369 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6371 TEST_DrawLevelField(x, y);
6373 else if (IS_GATE_GRAY_ACTIVE(element) &&
6374 game.magnify_time_left == 0)
6376 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6377 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6378 IS_EM_GATE_GRAY_ACTIVE(element) ?
6379 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6380 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6381 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6382 IS_DC_GATE_GRAY_ACTIVE(element) ?
6383 EL_DC_GATE_WHITE_GRAY :
6385 TEST_DrawLevelField(x, y);
6390 static void ToggleLightSwitch(int x, int y)
6392 int element = Feld[x][y];
6394 game.light_time_left =
6395 (element == EL_LIGHT_SWITCH ?
6396 level.time_light * FRAMES_PER_SECOND : 0);
6398 RedrawAllLightSwitchesAndInvisibleElements();
6401 static void ActivateTimegateSwitch(int x, int y)
6405 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6407 SCAN_PLAYFIELD(xx, yy)
6409 int element = Feld[xx][yy];
6411 if (element == EL_TIMEGATE_CLOSED ||
6412 element == EL_TIMEGATE_CLOSING)
6414 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6415 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6419 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6421 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6422 TEST_DrawLevelField(xx, yy);
6428 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6429 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6432 static void Impact(int x, int y)
6434 boolean last_line = (y == lev_fieldy - 1);
6435 boolean object_hit = FALSE;
6436 boolean impact = (last_line || object_hit);
6437 int element = Feld[x][y];
6438 int smashed = EL_STEELWALL;
6440 if (!last_line) // check if element below was hit
6442 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6445 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6446 MovDir[x][y + 1] != MV_DOWN ||
6447 MovPos[x][y + 1] <= TILEY / 2));
6449 // do not smash moving elements that left the smashed field in time
6450 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6451 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6454 #if USE_QUICKSAND_IMPACT_BUGFIX
6455 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6457 RemoveMovingField(x, y + 1);
6458 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6459 Feld[x][y + 2] = EL_ROCK;
6460 TEST_DrawLevelField(x, y + 2);
6465 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6467 RemoveMovingField(x, y + 1);
6468 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6469 Feld[x][y + 2] = EL_ROCK;
6470 TEST_DrawLevelField(x, y + 2);
6477 smashed = MovingOrBlocked2Element(x, y + 1);
6479 impact = (last_line || object_hit);
6482 if (!last_line && smashed == EL_ACID) // element falls into acid
6484 SplashAcid(x, y + 1);
6488 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6489 // only reset graphic animation if graphic really changes after impact
6491 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6493 ResetGfxAnimation(x, y);
6494 TEST_DrawLevelField(x, y);
6497 if (impact && CAN_EXPLODE_IMPACT(element))
6502 else if (impact && element == EL_PEARL &&
6503 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6505 ResetGfxAnimation(x, y);
6507 Feld[x][y] = EL_PEARL_BREAKING;
6508 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6511 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6513 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6518 if (impact && element == EL_AMOEBA_DROP)
6520 if (object_hit && IS_PLAYER(x, y + 1))
6521 KillPlayerUnlessEnemyProtected(x, y + 1);
6522 else if (object_hit && smashed == EL_PENGUIN)
6526 Feld[x][y] = EL_AMOEBA_GROWING;
6527 Store[x][y] = EL_AMOEBA_WET;
6529 ResetRandomAnimationValue(x, y);
6534 if (object_hit) // check which object was hit
6536 if ((CAN_PASS_MAGIC_WALL(element) &&
6537 (smashed == EL_MAGIC_WALL ||
6538 smashed == EL_BD_MAGIC_WALL)) ||
6539 (CAN_PASS_DC_MAGIC_WALL(element) &&
6540 smashed == EL_DC_MAGIC_WALL))
6543 int activated_magic_wall =
6544 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6545 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6546 EL_DC_MAGIC_WALL_ACTIVE);
6548 // activate magic wall / mill
6549 SCAN_PLAYFIELD(xx, yy)
6551 if (Feld[xx][yy] == smashed)
6552 Feld[xx][yy] = activated_magic_wall;
6555 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6556 game.magic_wall_active = TRUE;
6558 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6559 SND_MAGIC_WALL_ACTIVATING :
6560 smashed == EL_BD_MAGIC_WALL ?
6561 SND_BD_MAGIC_WALL_ACTIVATING :
6562 SND_DC_MAGIC_WALL_ACTIVATING));
6565 if (IS_PLAYER(x, y + 1))
6567 if (CAN_SMASH_PLAYER(element))
6569 KillPlayerUnlessEnemyProtected(x, y + 1);
6573 else if (smashed == EL_PENGUIN)
6575 if (CAN_SMASH_PLAYER(element))
6581 else if (element == EL_BD_DIAMOND)
6583 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6589 else if (((element == EL_SP_INFOTRON ||
6590 element == EL_SP_ZONK) &&
6591 (smashed == EL_SP_SNIKSNAK ||
6592 smashed == EL_SP_ELECTRON ||
6593 smashed == EL_SP_DISK_ORANGE)) ||
6594 (element == EL_SP_INFOTRON &&
6595 smashed == EL_SP_DISK_YELLOW))
6600 else if (CAN_SMASH_EVERYTHING(element))
6602 if (IS_CLASSIC_ENEMY(smashed) ||
6603 CAN_EXPLODE_SMASHED(smashed))
6608 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6610 if (smashed == EL_LAMP ||
6611 smashed == EL_LAMP_ACTIVE)
6616 else if (smashed == EL_NUT)
6618 Feld[x][y + 1] = EL_NUT_BREAKING;
6619 PlayLevelSound(x, y, SND_NUT_BREAKING);
6620 RaiseScoreElement(EL_NUT);
6623 else if (smashed == EL_PEARL)
6625 ResetGfxAnimation(x, y);
6627 Feld[x][y + 1] = EL_PEARL_BREAKING;
6628 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6631 else if (smashed == EL_DIAMOND)
6633 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6634 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6637 else if (IS_BELT_SWITCH(smashed))
6639 ToggleBeltSwitch(x, y + 1);
6641 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6642 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6643 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6644 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6646 ToggleSwitchgateSwitch(x, y + 1);
6648 else if (smashed == EL_LIGHT_SWITCH ||
6649 smashed == EL_LIGHT_SWITCH_ACTIVE)
6651 ToggleLightSwitch(x, y + 1);
6655 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6657 CheckElementChangeBySide(x, y + 1, smashed, element,
6658 CE_SWITCHED, CH_SIDE_TOP);
6659 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6665 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6670 // play sound of magic wall / mill
6672 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6673 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6674 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6676 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6677 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6678 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6679 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6680 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6681 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6686 // play sound of object that hits the ground
6687 if (last_line || object_hit)
6688 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6691 static void TurnRoundExt(int x, int y)
6703 { 0, 0 }, { 0, 0 }, { 0, 0 },
6708 int left, right, back;
6712 { MV_DOWN, MV_UP, MV_RIGHT },
6713 { MV_UP, MV_DOWN, MV_LEFT },
6715 { MV_LEFT, MV_RIGHT, MV_DOWN },
6719 { MV_RIGHT, MV_LEFT, MV_UP }
6722 int element = Feld[x][y];
6723 int move_pattern = element_info[element].move_pattern;
6725 int old_move_dir = MovDir[x][y];
6726 int left_dir = turn[old_move_dir].left;
6727 int right_dir = turn[old_move_dir].right;
6728 int back_dir = turn[old_move_dir].back;
6730 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6731 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6732 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6733 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6735 int left_x = x + left_dx, left_y = y + left_dy;
6736 int right_x = x + right_dx, right_y = y + right_dy;
6737 int move_x = x + move_dx, move_y = y + move_dy;
6741 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6743 TestIfBadThingTouchesOtherBadThing(x, y);
6745 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6746 MovDir[x][y] = right_dir;
6747 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6748 MovDir[x][y] = left_dir;
6750 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6752 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6755 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6757 TestIfBadThingTouchesOtherBadThing(x, y);
6759 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6760 MovDir[x][y] = left_dir;
6761 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6762 MovDir[x][y] = right_dir;
6764 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6766 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6769 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6771 TestIfBadThingTouchesOtherBadThing(x, y);
6773 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6774 MovDir[x][y] = left_dir;
6775 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6776 MovDir[x][y] = right_dir;
6778 if (MovDir[x][y] != old_move_dir)
6781 else if (element == EL_YAMYAM)
6783 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6784 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6786 if (can_turn_left && can_turn_right)
6787 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6788 else if (can_turn_left)
6789 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6790 else if (can_turn_right)
6791 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6793 MovDir[x][y] = back_dir;
6795 MovDelay[x][y] = 16 + 16 * RND(3);
6797 else if (element == EL_DARK_YAMYAM)
6799 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6801 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6804 if (can_turn_left && can_turn_right)
6805 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6806 else if (can_turn_left)
6807 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6808 else if (can_turn_right)
6809 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6811 MovDir[x][y] = back_dir;
6813 MovDelay[x][y] = 16 + 16 * RND(3);
6815 else if (element == EL_PACMAN)
6817 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6818 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6820 if (can_turn_left && can_turn_right)
6821 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6822 else if (can_turn_left)
6823 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6824 else if (can_turn_right)
6825 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6827 MovDir[x][y] = back_dir;
6829 MovDelay[x][y] = 6 + RND(40);
6831 else if (element == EL_PIG)
6833 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6834 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6835 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6836 boolean should_turn_left, should_turn_right, should_move_on;
6838 int rnd = RND(rnd_value);
6840 should_turn_left = (can_turn_left &&
6842 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6843 y + back_dy + left_dy)));
6844 should_turn_right = (can_turn_right &&
6846 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6847 y + back_dy + right_dy)));
6848 should_move_on = (can_move_on &&
6851 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6852 y + move_dy + left_dy) ||
6853 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6854 y + move_dy + right_dy)));
6856 if (should_turn_left || should_turn_right || should_move_on)
6858 if (should_turn_left && should_turn_right && should_move_on)
6859 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6860 rnd < 2 * rnd_value / 3 ? right_dir :
6862 else if (should_turn_left && should_turn_right)
6863 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6864 else if (should_turn_left && should_move_on)
6865 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6866 else if (should_turn_right && should_move_on)
6867 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6868 else if (should_turn_left)
6869 MovDir[x][y] = left_dir;
6870 else if (should_turn_right)
6871 MovDir[x][y] = right_dir;
6872 else if (should_move_on)
6873 MovDir[x][y] = old_move_dir;
6875 else if (can_move_on && rnd > rnd_value / 8)
6876 MovDir[x][y] = old_move_dir;
6877 else if (can_turn_left && can_turn_right)
6878 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6879 else if (can_turn_left && rnd > rnd_value / 8)
6880 MovDir[x][y] = left_dir;
6881 else if (can_turn_right && rnd > rnd_value/8)
6882 MovDir[x][y] = right_dir;
6884 MovDir[x][y] = back_dir;
6886 xx = x + move_xy[MovDir[x][y]].dx;
6887 yy = y + move_xy[MovDir[x][y]].dy;
6889 if (!IN_LEV_FIELD(xx, yy) ||
6890 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6891 MovDir[x][y] = old_move_dir;
6895 else if (element == EL_DRAGON)
6897 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6898 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6899 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6901 int rnd = RND(rnd_value);
6903 if (can_move_on && rnd > rnd_value / 8)
6904 MovDir[x][y] = old_move_dir;
6905 else if (can_turn_left && can_turn_right)
6906 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6907 else if (can_turn_left && rnd > rnd_value / 8)
6908 MovDir[x][y] = left_dir;
6909 else if (can_turn_right && rnd > rnd_value / 8)
6910 MovDir[x][y] = right_dir;
6912 MovDir[x][y] = back_dir;
6914 xx = x + move_xy[MovDir[x][y]].dx;
6915 yy = y + move_xy[MovDir[x][y]].dy;
6917 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6918 MovDir[x][y] = old_move_dir;
6922 else if (element == EL_MOLE)
6924 boolean can_move_on =
6925 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6926 IS_AMOEBOID(Feld[move_x][move_y]) ||
6927 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6930 boolean can_turn_left =
6931 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6932 IS_AMOEBOID(Feld[left_x][left_y])));
6934 boolean can_turn_right =
6935 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6936 IS_AMOEBOID(Feld[right_x][right_y])));
6938 if (can_turn_left && can_turn_right)
6939 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6940 else if (can_turn_left)
6941 MovDir[x][y] = left_dir;
6943 MovDir[x][y] = right_dir;
6946 if (MovDir[x][y] != old_move_dir)
6949 else if (element == EL_BALLOON)
6951 MovDir[x][y] = game.wind_direction;
6954 else if (element == EL_SPRING)
6956 if (MovDir[x][y] & MV_HORIZONTAL)
6958 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6959 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6961 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6962 ResetGfxAnimation(move_x, move_y);
6963 TEST_DrawLevelField(move_x, move_y);
6965 MovDir[x][y] = back_dir;
6967 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6968 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6969 MovDir[x][y] = MV_NONE;
6974 else if (element == EL_ROBOT ||
6975 element == EL_SATELLITE ||
6976 element == EL_PENGUIN ||
6977 element == EL_EMC_ANDROID)
6979 int attr_x = -1, attr_y = -1;
6981 if (game.all_players_gone)
6983 attr_x = game.exit_x;
6984 attr_y = game.exit_y;
6990 for (i = 0; i < MAX_PLAYERS; i++)
6992 struct PlayerInfo *player = &stored_player[i];
6993 int jx = player->jx, jy = player->jy;
6995 if (!player->active)
6999 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7007 if (element == EL_ROBOT &&
7008 game.robot_wheel_x >= 0 &&
7009 game.robot_wheel_y >= 0 &&
7010 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7011 game.engine_version < VERSION_IDENT(3,1,0,0)))
7013 attr_x = game.robot_wheel_x;
7014 attr_y = game.robot_wheel_y;
7017 if (element == EL_PENGUIN)
7020 static int xy[4][2] =
7028 for (i = 0; i < NUM_DIRECTIONS; i++)
7030 int ex = x + xy[i][0];
7031 int ey = y + xy[i][1];
7033 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7034 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7035 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7036 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7045 MovDir[x][y] = MV_NONE;
7047 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7048 else if (attr_x > x)
7049 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7051 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7052 else if (attr_y > y)
7053 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7055 if (element == EL_ROBOT)
7059 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7060 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7061 Moving2Blocked(x, y, &newx, &newy);
7063 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7064 MovDelay[x][y] = 8 + 8 * !RND(3);
7066 MovDelay[x][y] = 16;
7068 else if (element == EL_PENGUIN)
7074 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7076 boolean first_horiz = RND(2);
7077 int new_move_dir = MovDir[x][y];
7080 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7081 Moving2Blocked(x, y, &newx, &newy);
7083 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7087 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7088 Moving2Blocked(x, y, &newx, &newy);
7090 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7093 MovDir[x][y] = old_move_dir;
7097 else if (element == EL_SATELLITE)
7103 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7105 boolean first_horiz = RND(2);
7106 int new_move_dir = MovDir[x][y];
7109 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7110 Moving2Blocked(x, y, &newx, &newy);
7112 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7116 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7117 Moving2Blocked(x, y, &newx, &newy);
7119 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7122 MovDir[x][y] = old_move_dir;
7126 else if (element == EL_EMC_ANDROID)
7128 static int check_pos[16] =
7130 -1, // 0 => (invalid)
7133 -1, // 3 => (invalid)
7135 0, // 5 => MV_LEFT | MV_UP
7136 2, // 6 => MV_RIGHT | MV_UP
7137 -1, // 7 => (invalid)
7139 6, // 9 => MV_LEFT | MV_DOWN
7140 4, // 10 => MV_RIGHT | MV_DOWN
7141 -1, // 11 => (invalid)
7142 -1, // 12 => (invalid)
7143 -1, // 13 => (invalid)
7144 -1, // 14 => (invalid)
7145 -1, // 15 => (invalid)
7153 { -1, -1, MV_LEFT | MV_UP },
7155 { +1, -1, MV_RIGHT | MV_UP },
7156 { +1, 0, MV_RIGHT },
7157 { +1, +1, MV_RIGHT | MV_DOWN },
7159 { -1, +1, MV_LEFT | MV_DOWN },
7162 int start_pos, check_order;
7163 boolean can_clone = FALSE;
7166 // check if there is any free field around current position
7167 for (i = 0; i < 8; i++)
7169 int newx = x + check_xy[i].dx;
7170 int newy = y + check_xy[i].dy;
7172 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7180 if (can_clone) // randomly find an element to clone
7184 start_pos = check_pos[RND(8)];
7185 check_order = (RND(2) ? -1 : +1);
7187 for (i = 0; i < 8; i++)
7189 int pos_raw = start_pos + i * check_order;
7190 int pos = (pos_raw + 8) % 8;
7191 int newx = x + check_xy[pos].dx;
7192 int newy = y + check_xy[pos].dy;
7194 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7196 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7197 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7199 Store[x][y] = Feld[newx][newy];
7208 if (can_clone) // randomly find a direction to move
7212 start_pos = check_pos[RND(8)];
7213 check_order = (RND(2) ? -1 : +1);
7215 for (i = 0; i < 8; i++)
7217 int pos_raw = start_pos + i * check_order;
7218 int pos = (pos_raw + 8) % 8;
7219 int newx = x + check_xy[pos].dx;
7220 int newy = y + check_xy[pos].dy;
7221 int new_move_dir = check_xy[pos].dir;
7223 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7225 MovDir[x][y] = new_move_dir;
7226 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7235 if (can_clone) // cloning and moving successful
7238 // cannot clone -- try to move towards player
7240 start_pos = check_pos[MovDir[x][y] & 0x0f];
7241 check_order = (RND(2) ? -1 : +1);
7243 for (i = 0; i < 3; i++)
7245 // first check start_pos, then previous/next or (next/previous) pos
7246 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7247 int pos = (pos_raw + 8) % 8;
7248 int newx = x + check_xy[pos].dx;
7249 int newy = y + check_xy[pos].dy;
7250 int new_move_dir = check_xy[pos].dir;
7252 if (IS_PLAYER(newx, newy))
7255 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7257 MovDir[x][y] = new_move_dir;
7258 MovDelay[x][y] = level.android_move_time * 8 + 1;
7265 else if (move_pattern == MV_TURNING_LEFT ||
7266 move_pattern == MV_TURNING_RIGHT ||
7267 move_pattern == MV_TURNING_LEFT_RIGHT ||
7268 move_pattern == MV_TURNING_RIGHT_LEFT ||
7269 move_pattern == MV_TURNING_RANDOM ||
7270 move_pattern == MV_ALL_DIRECTIONS)
7272 boolean can_turn_left =
7273 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7274 boolean can_turn_right =
7275 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7277 if (element_info[element].move_stepsize == 0) // "not moving"
7280 if (move_pattern == MV_TURNING_LEFT)
7281 MovDir[x][y] = left_dir;
7282 else if (move_pattern == MV_TURNING_RIGHT)
7283 MovDir[x][y] = right_dir;
7284 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7285 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7286 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7287 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7288 else if (move_pattern == MV_TURNING_RANDOM)
7289 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7290 can_turn_right && !can_turn_left ? right_dir :
7291 RND(2) ? left_dir : right_dir);
7292 else if (can_turn_left && can_turn_right)
7293 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7294 else if (can_turn_left)
7295 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7296 else if (can_turn_right)
7297 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7299 MovDir[x][y] = back_dir;
7301 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 else if (move_pattern == MV_HORIZONTAL ||
7304 move_pattern == MV_VERTICAL)
7306 if (move_pattern & old_move_dir)
7307 MovDir[x][y] = back_dir;
7308 else if (move_pattern == MV_HORIZONTAL)
7309 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7310 else if (move_pattern == MV_VERTICAL)
7311 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7313 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7315 else if (move_pattern & MV_ANY_DIRECTION)
7317 MovDir[x][y] = move_pattern;
7318 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7320 else if (move_pattern & MV_WIND_DIRECTION)
7322 MovDir[x][y] = game.wind_direction;
7323 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7325 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7327 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7328 MovDir[x][y] = left_dir;
7329 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7330 MovDir[x][y] = right_dir;
7332 if (MovDir[x][y] != old_move_dir)
7333 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7335 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7337 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7338 MovDir[x][y] = right_dir;
7339 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7340 MovDir[x][y] = left_dir;
7342 if (MovDir[x][y] != old_move_dir)
7343 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7345 else if (move_pattern == MV_TOWARDS_PLAYER ||
7346 move_pattern == MV_AWAY_FROM_PLAYER)
7348 int attr_x = -1, attr_y = -1;
7350 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7352 if (game.all_players_gone)
7354 attr_x = game.exit_x;
7355 attr_y = game.exit_y;
7361 for (i = 0; i < MAX_PLAYERS; i++)
7363 struct PlayerInfo *player = &stored_player[i];
7364 int jx = player->jx, jy = player->jy;
7366 if (!player->active)
7370 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7378 MovDir[x][y] = MV_NONE;
7380 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7381 else if (attr_x > x)
7382 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7384 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7385 else if (attr_y > y)
7386 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7388 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7390 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7392 boolean first_horiz = RND(2);
7393 int new_move_dir = MovDir[x][y];
7395 if (element_info[element].move_stepsize == 0) // "not moving"
7397 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7398 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7404 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7405 Moving2Blocked(x, y, &newx, &newy);
7407 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7411 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7412 Moving2Blocked(x, y, &newx, &newy);
7414 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7417 MovDir[x][y] = old_move_dir;
7420 else if (move_pattern == MV_WHEN_PUSHED ||
7421 move_pattern == MV_WHEN_DROPPED)
7423 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7424 MovDir[x][y] = MV_NONE;
7428 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7430 static int test_xy[7][2] =
7440 static int test_dir[7] =
7450 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7451 int move_preference = -1000000; // start with very low preference
7452 int new_move_dir = MV_NONE;
7453 int start_test = RND(4);
7456 for (i = 0; i < NUM_DIRECTIONS; i++)
7458 int move_dir = test_dir[start_test + i];
7459 int move_dir_preference;
7461 xx = x + test_xy[start_test + i][0];
7462 yy = y + test_xy[start_test + i][1];
7464 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7465 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7467 new_move_dir = move_dir;
7472 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7475 move_dir_preference = -1 * RunnerVisit[xx][yy];
7476 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7477 move_dir_preference = PlayerVisit[xx][yy];
7479 if (move_dir_preference > move_preference)
7481 // prefer field that has not been visited for the longest time
7482 move_preference = move_dir_preference;
7483 new_move_dir = move_dir;
7485 else if (move_dir_preference == move_preference &&
7486 move_dir == old_move_dir)
7488 // prefer last direction when all directions are preferred equally
7489 move_preference = move_dir_preference;
7490 new_move_dir = move_dir;
7494 MovDir[x][y] = new_move_dir;
7495 if (old_move_dir != new_move_dir)
7496 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7500 static void TurnRound(int x, int y)
7502 int direction = MovDir[x][y];
7506 GfxDir[x][y] = MovDir[x][y];
7508 if (direction != MovDir[x][y])
7512 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7514 ResetGfxFrame(x, y);
7517 static boolean JustBeingPushed(int x, int y)
7521 for (i = 0; i < MAX_PLAYERS; i++)
7523 struct PlayerInfo *player = &stored_player[i];
7525 if (player->active && player->is_pushing && player->MovPos)
7527 int next_jx = player->jx + (player->jx - player->last_jx);
7528 int next_jy = player->jy + (player->jy - player->last_jy);
7530 if (x == next_jx && y == next_jy)
7538 static void StartMoving(int x, int y)
7540 boolean started_moving = FALSE; // some elements can fall _and_ move
7541 int element = Feld[x][y];
7546 if (MovDelay[x][y] == 0)
7547 GfxAction[x][y] = ACTION_DEFAULT;
7549 if (CAN_FALL(element) && y < lev_fieldy - 1)
7551 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7552 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7553 if (JustBeingPushed(x, y))
7556 if (element == EL_QUICKSAND_FULL)
7558 if (IS_FREE(x, y + 1))
7560 InitMovingField(x, y, MV_DOWN);
7561 started_moving = TRUE;
7563 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7564 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7565 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7566 Store[x][y] = EL_ROCK;
7568 Store[x][y] = EL_ROCK;
7571 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7573 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7575 if (!MovDelay[x][y])
7577 MovDelay[x][y] = TILEY + 1;
7579 ResetGfxAnimation(x, y);
7580 ResetGfxAnimation(x, y + 1);
7585 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7586 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7593 Feld[x][y] = EL_QUICKSAND_EMPTY;
7594 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7595 Store[x][y + 1] = Store[x][y];
7598 PlayLevelSoundAction(x, y, ACTION_FILLING);
7600 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7602 if (!MovDelay[x][y])
7604 MovDelay[x][y] = TILEY + 1;
7606 ResetGfxAnimation(x, y);
7607 ResetGfxAnimation(x, y + 1);
7612 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7613 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7620 Feld[x][y] = EL_QUICKSAND_EMPTY;
7621 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7622 Store[x][y + 1] = Store[x][y];
7625 PlayLevelSoundAction(x, y, ACTION_FILLING);
7628 else if (element == EL_QUICKSAND_FAST_FULL)
7630 if (IS_FREE(x, y + 1))
7632 InitMovingField(x, y, MV_DOWN);
7633 started_moving = TRUE;
7635 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7636 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7637 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7638 Store[x][y] = EL_ROCK;
7640 Store[x][y] = EL_ROCK;
7643 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7645 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7647 if (!MovDelay[x][y])
7649 MovDelay[x][y] = TILEY + 1;
7651 ResetGfxAnimation(x, y);
7652 ResetGfxAnimation(x, y + 1);
7657 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7658 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7665 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7666 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7667 Store[x][y + 1] = Store[x][y];
7670 PlayLevelSoundAction(x, y, ACTION_FILLING);
7672 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7674 if (!MovDelay[x][y])
7676 MovDelay[x][y] = TILEY + 1;
7678 ResetGfxAnimation(x, y);
7679 ResetGfxAnimation(x, y + 1);
7684 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7685 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7692 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7693 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7694 Store[x][y + 1] = Store[x][y];
7697 PlayLevelSoundAction(x, y, ACTION_FILLING);
7700 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7701 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7703 InitMovingField(x, y, MV_DOWN);
7704 started_moving = TRUE;
7706 Feld[x][y] = EL_QUICKSAND_FILLING;
7707 Store[x][y] = element;
7709 PlayLevelSoundAction(x, y, ACTION_FILLING);
7711 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7712 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7714 InitMovingField(x, y, MV_DOWN);
7715 started_moving = TRUE;
7717 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7718 Store[x][y] = element;
7720 PlayLevelSoundAction(x, y, ACTION_FILLING);
7722 else if (element == EL_MAGIC_WALL_FULL)
7724 if (IS_FREE(x, y + 1))
7726 InitMovingField(x, y, MV_DOWN);
7727 started_moving = TRUE;
7729 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7730 Store[x][y] = EL_CHANGED(Store[x][y]);
7732 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7734 if (!MovDelay[x][y])
7735 MovDelay[x][y] = TILEY / 4 + 1;
7744 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7745 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7746 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7750 else if (element == EL_BD_MAGIC_WALL_FULL)
7752 if (IS_FREE(x, y + 1))
7754 InitMovingField(x, y, MV_DOWN);
7755 started_moving = TRUE;
7757 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7758 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7760 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7762 if (!MovDelay[x][y])
7763 MovDelay[x][y] = TILEY / 4 + 1;
7772 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7773 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7774 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7778 else if (element == EL_DC_MAGIC_WALL_FULL)
7780 if (IS_FREE(x, y + 1))
7782 InitMovingField(x, y, MV_DOWN);
7783 started_moving = TRUE;
7785 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7786 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7788 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7790 if (!MovDelay[x][y])
7791 MovDelay[x][y] = TILEY / 4 + 1;
7800 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7801 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7802 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7806 else if ((CAN_PASS_MAGIC_WALL(element) &&
7807 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7808 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7809 (CAN_PASS_DC_MAGIC_WALL(element) &&
7810 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7813 InitMovingField(x, y, MV_DOWN);
7814 started_moving = TRUE;
7817 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7818 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7819 EL_DC_MAGIC_WALL_FILLING);
7820 Store[x][y] = element;
7822 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7824 SplashAcid(x, y + 1);
7826 InitMovingField(x, y, MV_DOWN);
7827 started_moving = TRUE;
7829 Store[x][y] = EL_ACID;
7832 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7833 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7834 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7835 CAN_FALL(element) && WasJustFalling[x][y] &&
7836 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7838 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7839 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7840 (Feld[x][y + 1] == EL_BLOCKED)))
7842 /* this is needed for a special case not covered by calling "Impact()"
7843 from "ContinueMoving()": if an element moves to a tile directly below
7844 another element which was just falling on that tile (which was empty
7845 in the previous frame), the falling element above would just stop
7846 instead of smashing the element below (in previous version, the above
7847 element was just checked for "moving" instead of "falling", resulting
7848 in incorrect smashes caused by horizontal movement of the above
7849 element; also, the case of the player being the element to smash was
7850 simply not covered here... :-/ ) */
7852 CheckCollision[x][y] = 0;
7853 CheckImpact[x][y] = 0;
7857 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7859 if (MovDir[x][y] == MV_NONE)
7861 InitMovingField(x, y, MV_DOWN);
7862 started_moving = TRUE;
7865 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7867 if (WasJustFalling[x][y]) // prevent animation from being restarted
7868 MovDir[x][y] = MV_DOWN;
7870 InitMovingField(x, y, MV_DOWN);
7871 started_moving = TRUE;
7873 else if (element == EL_AMOEBA_DROP)
7875 Feld[x][y] = EL_AMOEBA_GROWING;
7876 Store[x][y] = EL_AMOEBA_WET;
7878 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7879 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7880 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7881 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7883 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7884 (IS_FREE(x - 1, y + 1) ||
7885 Feld[x - 1][y + 1] == EL_ACID));
7886 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7887 (IS_FREE(x + 1, y + 1) ||
7888 Feld[x + 1][y + 1] == EL_ACID));
7889 boolean can_fall_any = (can_fall_left || can_fall_right);
7890 boolean can_fall_both = (can_fall_left && can_fall_right);
7891 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7893 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7895 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7896 can_fall_right = FALSE;
7897 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7898 can_fall_left = FALSE;
7899 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7900 can_fall_right = FALSE;
7901 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7902 can_fall_left = FALSE;
7904 can_fall_any = (can_fall_left || can_fall_right);
7905 can_fall_both = FALSE;
7910 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7911 can_fall_right = FALSE; // slip down on left side
7913 can_fall_left = !(can_fall_right = RND(2));
7915 can_fall_both = FALSE;
7920 // if not determined otherwise, prefer left side for slipping down
7921 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7922 started_moving = TRUE;
7925 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7927 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7928 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7929 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7930 int belt_dir = game.belt_dir[belt_nr];
7932 if ((belt_dir == MV_LEFT && left_is_free) ||
7933 (belt_dir == MV_RIGHT && right_is_free))
7935 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7937 InitMovingField(x, y, belt_dir);
7938 started_moving = TRUE;
7940 Pushed[x][y] = TRUE;
7941 Pushed[nextx][y] = TRUE;
7943 GfxAction[x][y] = ACTION_DEFAULT;
7947 MovDir[x][y] = 0; // if element was moving, stop it
7952 // not "else if" because of elements that can fall and move (EL_SPRING)
7953 if (CAN_MOVE(element) && !started_moving)
7955 int move_pattern = element_info[element].move_pattern;
7958 Moving2Blocked(x, y, &newx, &newy);
7960 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7963 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7964 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7966 WasJustMoving[x][y] = 0;
7967 CheckCollision[x][y] = 0;
7969 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7971 if (Feld[x][y] != element) // element has changed
7975 if (!MovDelay[x][y]) // start new movement phase
7977 // all objects that can change their move direction after each step
7978 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7980 if (element != EL_YAMYAM &&
7981 element != EL_DARK_YAMYAM &&
7982 element != EL_PACMAN &&
7983 !(move_pattern & MV_ANY_DIRECTION) &&
7984 move_pattern != MV_TURNING_LEFT &&
7985 move_pattern != MV_TURNING_RIGHT &&
7986 move_pattern != MV_TURNING_LEFT_RIGHT &&
7987 move_pattern != MV_TURNING_RIGHT_LEFT &&
7988 move_pattern != MV_TURNING_RANDOM)
7992 if (MovDelay[x][y] && (element == EL_BUG ||
7993 element == EL_SPACESHIP ||
7994 element == EL_SP_SNIKSNAK ||
7995 element == EL_SP_ELECTRON ||
7996 element == EL_MOLE))
7997 TEST_DrawLevelField(x, y);
8001 if (MovDelay[x][y]) // wait some time before next movement
8005 if (element == EL_ROBOT ||
8006 element == EL_YAMYAM ||
8007 element == EL_DARK_YAMYAM)
8009 DrawLevelElementAnimationIfNeeded(x, y, element);
8010 PlayLevelSoundAction(x, y, ACTION_WAITING);
8012 else if (element == EL_SP_ELECTRON)
8013 DrawLevelElementAnimationIfNeeded(x, y, element);
8014 else if (element == EL_DRAGON)
8017 int dir = MovDir[x][y];
8018 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8019 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8020 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8021 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8022 dir == MV_UP ? IMG_FLAMES_1_UP :
8023 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8024 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8026 GfxAction[x][y] = ACTION_ATTACKING;
8028 if (IS_PLAYER(x, y))
8029 DrawPlayerField(x, y);
8031 TEST_DrawLevelField(x, y);
8033 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8035 for (i = 1; i <= 3; i++)
8037 int xx = x + i * dx;
8038 int yy = y + i * dy;
8039 int sx = SCREENX(xx);
8040 int sy = SCREENY(yy);
8041 int flame_graphic = graphic + (i - 1);
8043 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8048 int flamed = MovingOrBlocked2Element(xx, yy);
8050 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8053 RemoveMovingField(xx, yy);
8055 ChangeDelay[xx][yy] = 0;
8057 Feld[xx][yy] = EL_FLAMES;
8059 if (IN_SCR_FIELD(sx, sy))
8061 TEST_DrawLevelFieldCrumbled(xx, yy);
8062 DrawGraphic(sx, sy, flame_graphic, frame);
8067 if (Feld[xx][yy] == EL_FLAMES)
8068 Feld[xx][yy] = EL_EMPTY;
8069 TEST_DrawLevelField(xx, yy);
8074 if (MovDelay[x][y]) // element still has to wait some time
8076 PlayLevelSoundAction(x, y, ACTION_WAITING);
8082 // now make next step
8084 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8086 if (DONT_COLLIDE_WITH(element) &&
8087 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8088 !PLAYER_ENEMY_PROTECTED(newx, newy))
8090 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8095 else if (CAN_MOVE_INTO_ACID(element) &&
8096 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8097 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8098 (MovDir[x][y] == MV_DOWN ||
8099 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8101 SplashAcid(newx, newy);
8102 Store[x][y] = EL_ACID;
8104 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8106 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8107 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8108 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8109 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8112 TEST_DrawLevelField(x, y);
8114 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8115 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8116 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8118 game.friends_still_needed--;
8119 if (!game.friends_still_needed &&
8121 game.all_players_gone)
8126 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8128 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8129 TEST_DrawLevelField(newx, newy);
8131 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8133 else if (!IS_FREE(newx, newy))
8135 GfxAction[x][y] = ACTION_WAITING;
8137 if (IS_PLAYER(x, y))
8138 DrawPlayerField(x, y);
8140 TEST_DrawLevelField(x, y);
8145 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8147 if (IS_FOOD_PIG(Feld[newx][newy]))
8149 if (IS_MOVING(newx, newy))
8150 RemoveMovingField(newx, newy);
8153 Feld[newx][newy] = EL_EMPTY;
8154 TEST_DrawLevelField(newx, newy);
8157 PlayLevelSound(x, y, SND_PIG_DIGGING);
8159 else if (!IS_FREE(newx, newy))
8161 if (IS_PLAYER(x, y))
8162 DrawPlayerField(x, y);
8164 TEST_DrawLevelField(x, y);
8169 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8171 if (Store[x][y] != EL_EMPTY)
8173 boolean can_clone = FALSE;
8176 // check if element to clone is still there
8177 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8179 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8187 // cannot clone or target field not free anymore -- do not clone
8188 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8189 Store[x][y] = EL_EMPTY;
8192 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8194 if (IS_MV_DIAGONAL(MovDir[x][y]))
8196 int diagonal_move_dir = MovDir[x][y];
8197 int stored = Store[x][y];
8198 int change_delay = 8;
8201 // android is moving diagonally
8203 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8205 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8206 GfxElement[x][y] = EL_EMC_ANDROID;
8207 GfxAction[x][y] = ACTION_SHRINKING;
8208 GfxDir[x][y] = diagonal_move_dir;
8209 ChangeDelay[x][y] = change_delay;
8211 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8214 DrawLevelGraphicAnimation(x, y, graphic);
8215 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8217 if (Feld[newx][newy] == EL_ACID)
8219 SplashAcid(newx, newy);
8224 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8226 Store[newx][newy] = EL_EMC_ANDROID;
8227 GfxElement[newx][newy] = EL_EMC_ANDROID;
8228 GfxAction[newx][newy] = ACTION_GROWING;
8229 GfxDir[newx][newy] = diagonal_move_dir;
8230 ChangeDelay[newx][newy] = change_delay;
8232 graphic = el_act_dir2img(GfxElement[newx][newy],
8233 GfxAction[newx][newy], GfxDir[newx][newy]);
8235 DrawLevelGraphicAnimation(newx, newy, graphic);
8236 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8242 Feld[newx][newy] = EL_EMPTY;
8243 TEST_DrawLevelField(newx, newy);
8245 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8248 else if (!IS_FREE(newx, newy))
8253 else if (IS_CUSTOM_ELEMENT(element) &&
8254 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8256 if (!DigFieldByCE(newx, newy, element))
8259 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8261 RunnerVisit[x][y] = FrameCounter;
8262 PlayerVisit[x][y] /= 8; // expire player visit path
8265 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8267 if (!IS_FREE(newx, newy))
8269 if (IS_PLAYER(x, y))
8270 DrawPlayerField(x, y);
8272 TEST_DrawLevelField(x, y);
8278 boolean wanna_flame = !RND(10);
8279 int dx = newx - x, dy = newy - y;
8280 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8281 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8282 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8283 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8284 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8285 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8288 IS_CLASSIC_ENEMY(element1) ||
8289 IS_CLASSIC_ENEMY(element2)) &&
8290 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8291 element1 != EL_FLAMES && element2 != EL_FLAMES)
8293 ResetGfxAnimation(x, y);
8294 GfxAction[x][y] = ACTION_ATTACKING;
8296 if (IS_PLAYER(x, y))
8297 DrawPlayerField(x, y);
8299 TEST_DrawLevelField(x, y);
8301 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8303 MovDelay[x][y] = 50;
8305 Feld[newx][newy] = EL_FLAMES;
8306 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8307 Feld[newx1][newy1] = EL_FLAMES;
8308 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8309 Feld[newx2][newy2] = EL_FLAMES;
8315 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8316 Feld[newx][newy] == EL_DIAMOND)
8318 if (IS_MOVING(newx, newy))
8319 RemoveMovingField(newx, newy);
8322 Feld[newx][newy] = EL_EMPTY;
8323 TEST_DrawLevelField(newx, newy);
8326 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8328 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8329 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8331 if (AmoebaNr[newx][newy])
8333 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8334 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8335 Feld[newx][newy] == EL_BD_AMOEBA)
8336 AmoebaCnt[AmoebaNr[newx][newy]]--;
8339 if (IS_MOVING(newx, newy))
8341 RemoveMovingField(newx, newy);
8345 Feld[newx][newy] = EL_EMPTY;
8346 TEST_DrawLevelField(newx, newy);
8349 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8351 else if ((element == EL_PACMAN || element == EL_MOLE)
8352 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8354 if (AmoebaNr[newx][newy])
8356 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8357 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8358 Feld[newx][newy] == EL_BD_AMOEBA)
8359 AmoebaCnt[AmoebaNr[newx][newy]]--;
8362 if (element == EL_MOLE)
8364 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8365 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8367 ResetGfxAnimation(x, y);
8368 GfxAction[x][y] = ACTION_DIGGING;
8369 TEST_DrawLevelField(x, y);
8371 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8373 return; // wait for shrinking amoeba
8375 else // element == EL_PACMAN
8377 Feld[newx][newy] = EL_EMPTY;
8378 TEST_DrawLevelField(newx, newy);
8379 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8382 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8383 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8384 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8386 // wait for shrinking amoeba to completely disappear
8389 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8391 // object was running against a wall
8395 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8396 DrawLevelElementAnimation(x, y, element);
8398 if (DONT_TOUCH(element))
8399 TestIfBadThingTouchesPlayer(x, y);
8404 InitMovingField(x, y, MovDir[x][y]);
8406 PlayLevelSoundAction(x, y, ACTION_MOVING);
8410 ContinueMoving(x, y);
8413 void ContinueMoving(int x, int y)
8415 int element = Feld[x][y];
8416 struct ElementInfo *ei = &element_info[element];
8417 int direction = MovDir[x][y];
8418 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8419 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8420 int newx = x + dx, newy = y + dy;
8421 int stored = Store[x][y];
8422 int stored_new = Store[newx][newy];
8423 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8424 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8425 boolean last_line = (newy == lev_fieldy - 1);
8427 MovPos[x][y] += getElementMoveStepsize(x, y);
8429 if (pushed_by_player) // special case: moving object pushed by player
8430 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8432 if (ABS(MovPos[x][y]) < TILEX)
8434 TEST_DrawLevelField(x, y);
8436 return; // element is still moving
8439 // element reached destination field
8441 Feld[x][y] = EL_EMPTY;
8442 Feld[newx][newy] = element;
8443 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8445 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8447 element = Feld[newx][newy] = EL_ACID;
8449 else if (element == EL_MOLE)
8451 Feld[x][y] = EL_SAND;
8453 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8455 else if (element == EL_QUICKSAND_FILLING)
8457 element = Feld[newx][newy] = get_next_element(element);
8458 Store[newx][newy] = Store[x][y];
8460 else if (element == EL_QUICKSAND_EMPTYING)
8462 Feld[x][y] = get_next_element(element);
8463 element = Feld[newx][newy] = Store[x][y];
8465 else if (element == EL_QUICKSAND_FAST_FILLING)
8467 element = Feld[newx][newy] = get_next_element(element);
8468 Store[newx][newy] = Store[x][y];
8470 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8472 Feld[x][y] = get_next_element(element);
8473 element = Feld[newx][newy] = Store[x][y];
8475 else if (element == EL_MAGIC_WALL_FILLING)
8477 element = Feld[newx][newy] = get_next_element(element);
8478 if (!game.magic_wall_active)
8479 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8480 Store[newx][newy] = Store[x][y];
8482 else if (element == EL_MAGIC_WALL_EMPTYING)
8484 Feld[x][y] = get_next_element(element);
8485 if (!game.magic_wall_active)
8486 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8487 element = Feld[newx][newy] = Store[x][y];
8489 InitField(newx, newy, FALSE);
8491 else if (element == EL_BD_MAGIC_WALL_FILLING)
8493 element = Feld[newx][newy] = get_next_element(element);
8494 if (!game.magic_wall_active)
8495 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8496 Store[newx][newy] = Store[x][y];
8498 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8500 Feld[x][y] = get_next_element(element);
8501 if (!game.magic_wall_active)
8502 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8503 element = Feld[newx][newy] = Store[x][y];
8505 InitField(newx, newy, FALSE);
8507 else if (element == EL_DC_MAGIC_WALL_FILLING)
8509 element = Feld[newx][newy] = get_next_element(element);
8510 if (!game.magic_wall_active)
8511 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8512 Store[newx][newy] = Store[x][y];
8514 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8516 Feld[x][y] = get_next_element(element);
8517 if (!game.magic_wall_active)
8518 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8519 element = Feld[newx][newy] = Store[x][y];
8521 InitField(newx, newy, FALSE);
8523 else if (element == EL_AMOEBA_DROPPING)
8525 Feld[x][y] = get_next_element(element);
8526 element = Feld[newx][newy] = Store[x][y];
8528 else if (element == EL_SOKOBAN_OBJECT)
8531 Feld[x][y] = Back[x][y];
8533 if (Back[newx][newy])
8534 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8536 Back[x][y] = Back[newx][newy] = 0;
8539 Store[x][y] = EL_EMPTY;
8544 MovDelay[newx][newy] = 0;
8546 if (CAN_CHANGE_OR_HAS_ACTION(element))
8548 // copy element change control values to new field
8549 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8550 ChangePage[newx][newy] = ChangePage[x][y];
8551 ChangeCount[newx][newy] = ChangeCount[x][y];
8552 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8555 CustomValue[newx][newy] = CustomValue[x][y];
8557 ChangeDelay[x][y] = 0;
8558 ChangePage[x][y] = -1;
8559 ChangeCount[x][y] = 0;
8560 ChangeEvent[x][y] = -1;
8562 CustomValue[x][y] = 0;
8564 // copy animation control values to new field
8565 GfxFrame[newx][newy] = GfxFrame[x][y];
8566 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8567 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8568 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8570 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8572 // some elements can leave other elements behind after moving
8573 if (ei->move_leave_element != EL_EMPTY &&
8574 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8575 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8577 int move_leave_element = ei->move_leave_element;
8579 // this makes it possible to leave the removed element again
8580 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8581 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8583 Feld[x][y] = move_leave_element;
8585 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8586 MovDir[x][y] = direction;
8588 InitField(x, y, FALSE);
8590 if (GFX_CRUMBLED(Feld[x][y]))
8591 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8593 if (ELEM_IS_PLAYER(move_leave_element))
8594 RelocatePlayer(x, y, move_leave_element);
8597 // do this after checking for left-behind element
8598 ResetGfxAnimation(x, y); // reset animation values for old field
8600 if (!CAN_MOVE(element) ||
8601 (CAN_FALL(element) && direction == MV_DOWN &&
8602 (element == EL_SPRING ||
8603 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8604 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8605 GfxDir[x][y] = MovDir[newx][newy] = 0;
8607 TEST_DrawLevelField(x, y);
8608 TEST_DrawLevelField(newx, newy);
8610 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8612 // prevent pushed element from moving on in pushed direction
8613 if (pushed_by_player && CAN_MOVE(element) &&
8614 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8615 !(element_info[element].move_pattern & direction))
8616 TurnRound(newx, newy);
8618 // prevent elements on conveyor belt from moving on in last direction
8619 if (pushed_by_conveyor && CAN_FALL(element) &&
8620 direction & MV_HORIZONTAL)
8621 MovDir[newx][newy] = 0;
8623 if (!pushed_by_player)
8625 int nextx = newx + dx, nexty = newy + dy;
8626 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8628 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8630 if (CAN_FALL(element) && direction == MV_DOWN)
8631 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8633 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8634 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8636 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8637 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8640 if (DONT_TOUCH(element)) // object may be nasty to player or others
8642 TestIfBadThingTouchesPlayer(newx, newy);
8643 TestIfBadThingTouchesFriend(newx, newy);
8645 if (!IS_CUSTOM_ELEMENT(element))
8646 TestIfBadThingTouchesOtherBadThing(newx, newy);
8648 else if (element == EL_PENGUIN)
8649 TestIfFriendTouchesBadThing(newx, newy);
8651 if (DONT_GET_HIT_BY(element))
8653 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8656 // give the player one last chance (one more frame) to move away
8657 if (CAN_FALL(element) && direction == MV_DOWN &&
8658 (last_line || (!IS_FREE(x, newy + 1) &&
8659 (!IS_PLAYER(x, newy + 1) ||
8660 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8663 if (pushed_by_player && !game.use_change_when_pushing_bug)
8665 int push_side = MV_DIR_OPPOSITE(direction);
8666 struct PlayerInfo *player = PLAYERINFO(x, y);
8668 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8669 player->index_bit, push_side);
8670 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8671 player->index_bit, push_side);
8674 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8675 MovDelay[newx][newy] = 1;
8677 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8679 TestIfElementTouchesCustomElement(x, y); // empty or new element
8680 TestIfElementHitsCustomElement(newx, newy, direction);
8681 TestIfPlayerTouchesCustomElement(newx, newy);
8682 TestIfElementTouchesCustomElement(newx, newy);
8684 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8685 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8686 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8687 MV_DIR_OPPOSITE(direction));
8690 int AmoebeNachbarNr(int ax, int ay)
8693 int element = Feld[ax][ay];
8695 static int xy[4][2] =
8703 for (i = 0; i < NUM_DIRECTIONS; i++)
8705 int x = ax + xy[i][0];
8706 int y = ay + xy[i][1];
8708 if (!IN_LEV_FIELD(x, y))
8711 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8712 group_nr = AmoebaNr[x][y];
8718 static void AmoebenVereinigen(int ax, int ay)
8720 int i, x, y, xx, yy;
8721 int new_group_nr = AmoebaNr[ax][ay];
8722 static int xy[4][2] =
8730 if (new_group_nr == 0)
8733 for (i = 0; i < NUM_DIRECTIONS; i++)
8738 if (!IN_LEV_FIELD(x, y))
8741 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8742 Feld[x][y] == EL_BD_AMOEBA ||
8743 Feld[x][y] == EL_AMOEBA_DEAD) &&
8744 AmoebaNr[x][y] != new_group_nr)
8746 int old_group_nr = AmoebaNr[x][y];
8748 if (old_group_nr == 0)
8751 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8752 AmoebaCnt[old_group_nr] = 0;
8753 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8754 AmoebaCnt2[old_group_nr] = 0;
8756 SCAN_PLAYFIELD(xx, yy)
8758 if (AmoebaNr[xx][yy] == old_group_nr)
8759 AmoebaNr[xx][yy] = new_group_nr;
8765 void AmoebeUmwandeln(int ax, int ay)
8769 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8771 int group_nr = AmoebaNr[ax][ay];
8776 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8777 printf("AmoebeUmwandeln(): This should never happen!\n");
8782 SCAN_PLAYFIELD(x, y)
8784 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8787 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8791 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8792 SND_AMOEBA_TURNING_TO_GEM :
8793 SND_AMOEBA_TURNING_TO_ROCK));
8798 static int xy[4][2] =
8806 for (i = 0; i < NUM_DIRECTIONS; i++)
8811 if (!IN_LEV_FIELD(x, y))
8814 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8816 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8817 SND_AMOEBA_TURNING_TO_GEM :
8818 SND_AMOEBA_TURNING_TO_ROCK));
8825 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8828 int group_nr = AmoebaNr[ax][ay];
8829 boolean done = FALSE;
8834 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8835 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8840 SCAN_PLAYFIELD(x, y)
8842 if (AmoebaNr[x][y] == group_nr &&
8843 (Feld[x][y] == EL_AMOEBA_DEAD ||
8844 Feld[x][y] == EL_BD_AMOEBA ||
8845 Feld[x][y] == EL_AMOEBA_GROWING))
8848 Feld[x][y] = new_element;
8849 InitField(x, y, FALSE);
8850 TEST_DrawLevelField(x, y);
8856 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8857 SND_BD_AMOEBA_TURNING_TO_ROCK :
8858 SND_BD_AMOEBA_TURNING_TO_GEM));
8861 static void AmoebeWaechst(int x, int y)
8863 static unsigned int sound_delay = 0;
8864 static unsigned int sound_delay_value = 0;
8866 if (!MovDelay[x][y]) // start new growing cycle
8870 if (DelayReached(&sound_delay, sound_delay_value))
8872 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8873 sound_delay_value = 30;
8877 if (MovDelay[x][y]) // wait some time before growing bigger
8880 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8882 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8883 6 - MovDelay[x][y]);
8885 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8888 if (!MovDelay[x][y])
8890 Feld[x][y] = Store[x][y];
8892 TEST_DrawLevelField(x, y);
8897 static void AmoebaDisappearing(int x, int y)
8899 static unsigned int sound_delay = 0;
8900 static unsigned int sound_delay_value = 0;
8902 if (!MovDelay[x][y]) // start new shrinking cycle
8906 if (DelayReached(&sound_delay, sound_delay_value))
8907 sound_delay_value = 30;
8910 if (MovDelay[x][y]) // wait some time before shrinking
8913 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8915 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8916 6 - MovDelay[x][y]);
8918 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8921 if (!MovDelay[x][y])
8923 Feld[x][y] = EL_EMPTY;
8924 TEST_DrawLevelField(x, y);
8926 // don't let mole enter this field in this cycle;
8927 // (give priority to objects falling to this field from above)
8933 static void AmoebeAbleger(int ax, int ay)
8936 int element = Feld[ax][ay];
8937 int graphic = el2img(element);
8938 int newax = ax, neway = ay;
8939 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8940 static int xy[4][2] =
8948 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8950 Feld[ax][ay] = EL_AMOEBA_DEAD;
8951 TEST_DrawLevelField(ax, ay);
8955 if (IS_ANIMATED(graphic))
8956 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8958 if (!MovDelay[ax][ay]) // start making new amoeba field
8959 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8961 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8964 if (MovDelay[ax][ay])
8968 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8971 int x = ax + xy[start][0];
8972 int y = ay + xy[start][1];
8974 if (!IN_LEV_FIELD(x, y))
8977 if (IS_FREE(x, y) ||
8978 CAN_GROW_INTO(Feld[x][y]) ||
8979 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8980 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8986 if (newax == ax && neway == ay)
8989 else // normal or "filled" (BD style) amoeba
8992 boolean waiting_for_player = FALSE;
8994 for (i = 0; i < NUM_DIRECTIONS; i++)
8996 int j = (start + i) % 4;
8997 int x = ax + xy[j][0];
8998 int y = ay + xy[j][1];
9000 if (!IN_LEV_FIELD(x, y))
9003 if (IS_FREE(x, y) ||
9004 CAN_GROW_INTO(Feld[x][y]) ||
9005 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9006 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9012 else if (IS_PLAYER(x, y))
9013 waiting_for_player = TRUE;
9016 if (newax == ax && neway == ay) // amoeba cannot grow
9018 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9020 Feld[ax][ay] = EL_AMOEBA_DEAD;
9021 TEST_DrawLevelField(ax, ay);
9022 AmoebaCnt[AmoebaNr[ax][ay]]--;
9024 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9026 if (element == EL_AMOEBA_FULL)
9027 AmoebeUmwandeln(ax, ay);
9028 else if (element == EL_BD_AMOEBA)
9029 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9034 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9036 // amoeba gets larger by growing in some direction
9038 int new_group_nr = AmoebaNr[ax][ay];
9041 if (new_group_nr == 0)
9043 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9044 printf("AmoebeAbleger(): This should never happen!\n");
9049 AmoebaNr[newax][neway] = new_group_nr;
9050 AmoebaCnt[new_group_nr]++;
9051 AmoebaCnt2[new_group_nr]++;
9053 // if amoeba touches other amoeba(s) after growing, unify them
9054 AmoebenVereinigen(newax, neway);
9056 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9058 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9064 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9065 (neway == lev_fieldy - 1 && newax != ax))
9067 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9068 Store[newax][neway] = element;
9070 else if (neway == ay || element == EL_EMC_DRIPPER)
9072 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9074 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9078 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9079 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9080 Store[ax][ay] = EL_AMOEBA_DROP;
9081 ContinueMoving(ax, ay);
9085 TEST_DrawLevelField(newax, neway);
9088 static void Life(int ax, int ay)
9092 int element = Feld[ax][ay];
9093 int graphic = el2img(element);
9094 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9096 boolean changed = FALSE;
9098 if (IS_ANIMATED(graphic))
9099 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9104 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9105 MovDelay[ax][ay] = life_time;
9107 if (MovDelay[ax][ay]) // wait some time before next cycle
9110 if (MovDelay[ax][ay])
9114 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9116 int xx = ax+x1, yy = ay+y1;
9117 int old_element = Feld[xx][yy];
9118 int num_neighbours = 0;
9120 if (!IN_LEV_FIELD(xx, yy))
9123 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9125 int x = xx+x2, y = yy+y2;
9127 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9130 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9131 boolean is_neighbour = FALSE;
9133 if (level.use_life_bugs)
9135 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9136 (IS_FREE(x, y) && Stop[x][y]));
9139 (Last[x][y] == element || is_player_cell);
9145 boolean is_free = FALSE;
9147 if (level.use_life_bugs)
9148 is_free = (IS_FREE(xx, yy));
9150 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9152 if (xx == ax && yy == ay) // field in the middle
9154 if (num_neighbours < life_parameter[0] ||
9155 num_neighbours > life_parameter[1])
9157 Feld[xx][yy] = EL_EMPTY;
9158 if (Feld[xx][yy] != old_element)
9159 TEST_DrawLevelField(xx, yy);
9160 Stop[xx][yy] = TRUE;
9164 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9165 { // free border field
9166 if (num_neighbours >= life_parameter[2] &&
9167 num_neighbours <= life_parameter[3])
9169 Feld[xx][yy] = element;
9170 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9171 if (Feld[xx][yy] != old_element)
9172 TEST_DrawLevelField(xx, yy);
9173 Stop[xx][yy] = TRUE;
9180 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9181 SND_GAME_OF_LIFE_GROWING);
9184 static void InitRobotWheel(int x, int y)
9186 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9189 static void RunRobotWheel(int x, int y)
9191 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9194 static void StopRobotWheel(int x, int y)
9196 if (game.robot_wheel_x == x &&
9197 game.robot_wheel_y == y)
9199 game.robot_wheel_x = -1;
9200 game.robot_wheel_y = -1;
9201 game.robot_wheel_active = FALSE;
9205 static void InitTimegateWheel(int x, int y)
9207 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9210 static void RunTimegateWheel(int x, int y)
9212 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9215 static void InitMagicBallDelay(int x, int y)
9217 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9220 static void ActivateMagicBall(int bx, int by)
9224 if (level.ball_random)
9226 int pos_border = RND(8); // select one of the eight border elements
9227 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9228 int xx = pos_content % 3;
9229 int yy = pos_content / 3;
9234 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9235 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9239 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9241 int xx = x - bx + 1;
9242 int yy = y - by + 1;
9244 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9245 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9249 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9252 static void CheckExit(int x, int y)
9254 if (game.gems_still_needed > 0 ||
9255 game.sokoban_fields_still_needed > 0 ||
9256 game.sokoban_objects_still_needed > 0 ||
9257 game.lights_still_needed > 0)
9259 int element = Feld[x][y];
9260 int graphic = el2img(element);
9262 if (IS_ANIMATED(graphic))
9263 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9268 // do not re-open exit door closed after last player
9269 if (game.all_players_gone)
9272 Feld[x][y] = EL_EXIT_OPENING;
9274 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9277 static void CheckExitEM(int x, int y)
9279 if (game.gems_still_needed > 0 ||
9280 game.sokoban_fields_still_needed > 0 ||
9281 game.sokoban_objects_still_needed > 0 ||
9282 game.lights_still_needed > 0)
9284 int element = Feld[x][y];
9285 int graphic = el2img(element);
9287 if (IS_ANIMATED(graphic))
9288 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9293 // do not re-open exit door closed after last player
9294 if (game.all_players_gone)
9297 Feld[x][y] = EL_EM_EXIT_OPENING;
9299 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9302 static void CheckExitSteel(int x, int y)
9304 if (game.gems_still_needed > 0 ||
9305 game.sokoban_fields_still_needed > 0 ||
9306 game.sokoban_objects_still_needed > 0 ||
9307 game.lights_still_needed > 0)
9309 int element = Feld[x][y];
9310 int graphic = el2img(element);
9312 if (IS_ANIMATED(graphic))
9313 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9318 // do not re-open exit door closed after last player
9319 if (game.all_players_gone)
9322 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9324 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9327 static void CheckExitSteelEM(int x, int y)
9329 if (game.gems_still_needed > 0 ||
9330 game.sokoban_fields_still_needed > 0 ||
9331 game.sokoban_objects_still_needed > 0 ||
9332 game.lights_still_needed > 0)
9334 int element = Feld[x][y];
9335 int graphic = el2img(element);
9337 if (IS_ANIMATED(graphic))
9338 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9343 // do not re-open exit door closed after last player
9344 if (game.all_players_gone)
9347 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9349 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9352 static void CheckExitSP(int x, int y)
9354 if (game.gems_still_needed > 0)
9356 int element = Feld[x][y];
9357 int graphic = el2img(element);
9359 if (IS_ANIMATED(graphic))
9360 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9365 // do not re-open exit door closed after last player
9366 if (game.all_players_gone)
9369 Feld[x][y] = EL_SP_EXIT_OPENING;
9371 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9374 static void CloseAllOpenTimegates(void)
9378 SCAN_PLAYFIELD(x, y)
9380 int element = Feld[x][y];
9382 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9384 Feld[x][y] = EL_TIMEGATE_CLOSING;
9386 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9391 static void DrawTwinkleOnField(int x, int y)
9393 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9396 if (Feld[x][y] == EL_BD_DIAMOND)
9399 if (MovDelay[x][y] == 0) // next animation frame
9400 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9402 if (MovDelay[x][y] != 0) // wait some time before next frame
9406 DrawLevelElementAnimation(x, y, Feld[x][y]);
9408 if (MovDelay[x][y] != 0)
9410 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9411 10 - MovDelay[x][y]);
9413 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9418 static void MauerWaechst(int x, int y)
9422 if (!MovDelay[x][y]) // next animation frame
9423 MovDelay[x][y] = 3 * delay;
9425 if (MovDelay[x][y]) // wait some time before next frame
9429 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9431 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9432 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9434 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9437 if (!MovDelay[x][y])
9439 if (MovDir[x][y] == MV_LEFT)
9441 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9442 TEST_DrawLevelField(x - 1, y);
9444 else if (MovDir[x][y] == MV_RIGHT)
9446 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9447 TEST_DrawLevelField(x + 1, y);
9449 else if (MovDir[x][y] == MV_UP)
9451 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9452 TEST_DrawLevelField(x, y - 1);
9456 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9457 TEST_DrawLevelField(x, y + 1);
9460 Feld[x][y] = Store[x][y];
9462 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9463 TEST_DrawLevelField(x, y);
9468 static void MauerAbleger(int ax, int ay)
9470 int element = Feld[ax][ay];
9471 int graphic = el2img(element);
9472 boolean oben_frei = FALSE, unten_frei = FALSE;
9473 boolean links_frei = FALSE, rechts_frei = FALSE;
9474 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9475 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9476 boolean new_wall = FALSE;
9478 if (IS_ANIMATED(graphic))
9479 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9481 if (!MovDelay[ax][ay]) // start building new wall
9482 MovDelay[ax][ay] = 6;
9484 if (MovDelay[ax][ay]) // wait some time before building new wall
9487 if (MovDelay[ax][ay])
9491 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9493 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9495 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9497 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9500 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9501 element == EL_EXPANDABLE_WALL_ANY)
9505 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9506 Store[ax][ay-1] = element;
9507 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9508 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9509 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9510 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9515 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9516 Store[ax][ay+1] = element;
9517 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9518 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9519 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9520 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9525 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9526 element == EL_EXPANDABLE_WALL_ANY ||
9527 element == EL_EXPANDABLE_WALL ||
9528 element == EL_BD_EXPANDABLE_WALL)
9532 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9533 Store[ax-1][ay] = element;
9534 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9535 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9536 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9537 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9543 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9544 Store[ax+1][ay] = element;
9545 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9546 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9547 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9548 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9553 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9554 TEST_DrawLevelField(ax, ay);
9556 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9558 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9559 unten_massiv = TRUE;
9560 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9561 links_massiv = TRUE;
9562 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9563 rechts_massiv = TRUE;
9565 if (((oben_massiv && unten_massiv) ||
9566 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9567 element == EL_EXPANDABLE_WALL) &&
9568 ((links_massiv && rechts_massiv) ||
9569 element == EL_EXPANDABLE_WALL_VERTICAL))
9570 Feld[ax][ay] = EL_WALL;
9573 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9576 static void MauerAblegerStahl(int ax, int ay)
9578 int element = Feld[ax][ay];
9579 int graphic = el2img(element);
9580 boolean oben_frei = FALSE, unten_frei = FALSE;
9581 boolean links_frei = FALSE, rechts_frei = FALSE;
9582 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9583 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9584 boolean new_wall = FALSE;
9586 if (IS_ANIMATED(graphic))
9587 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9589 if (!MovDelay[ax][ay]) // start building new wall
9590 MovDelay[ax][ay] = 6;
9592 if (MovDelay[ax][ay]) // wait some time before building new wall
9595 if (MovDelay[ax][ay])
9599 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9601 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9603 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9605 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9608 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9609 element == EL_EXPANDABLE_STEELWALL_ANY)
9613 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9614 Store[ax][ay-1] = element;
9615 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9616 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9617 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9618 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9623 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9624 Store[ax][ay+1] = element;
9625 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9626 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9627 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9628 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9633 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9634 element == EL_EXPANDABLE_STEELWALL_ANY)
9638 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9639 Store[ax-1][ay] = element;
9640 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9641 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9642 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9643 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9649 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9650 Store[ax+1][ay] = element;
9651 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9652 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9653 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9654 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9659 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9661 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9662 unten_massiv = TRUE;
9663 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9664 links_massiv = TRUE;
9665 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9666 rechts_massiv = TRUE;
9668 if (((oben_massiv && unten_massiv) ||
9669 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9670 ((links_massiv && rechts_massiv) ||
9671 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9672 Feld[ax][ay] = EL_STEELWALL;
9675 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9678 static void CheckForDragon(int x, int y)
9681 boolean dragon_found = FALSE;
9682 static int xy[4][2] =
9690 for (i = 0; i < NUM_DIRECTIONS; i++)
9692 for (j = 0; j < 4; j++)
9694 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9696 if (IN_LEV_FIELD(xx, yy) &&
9697 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9699 if (Feld[xx][yy] == EL_DRAGON)
9700 dragon_found = TRUE;
9709 for (i = 0; i < NUM_DIRECTIONS; i++)
9711 for (j = 0; j < 3; j++)
9713 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9715 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9717 Feld[xx][yy] = EL_EMPTY;
9718 TEST_DrawLevelField(xx, yy);
9727 static void InitBuggyBase(int x, int y)
9729 int element = Feld[x][y];
9730 int activating_delay = FRAMES_PER_SECOND / 4;
9733 (element == EL_SP_BUGGY_BASE ?
9734 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9735 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9737 element == EL_SP_BUGGY_BASE_ACTIVE ?
9738 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9741 static void WarnBuggyBase(int x, int y)
9744 static int xy[4][2] =
9752 for (i = 0; i < NUM_DIRECTIONS; i++)
9754 int xx = x + xy[i][0];
9755 int yy = y + xy[i][1];
9757 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9759 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9766 static void InitTrap(int x, int y)
9768 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9771 static void ActivateTrap(int x, int y)
9773 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9776 static void ChangeActiveTrap(int x, int y)
9778 int graphic = IMG_TRAP_ACTIVE;
9780 // if new animation frame was drawn, correct crumbled sand border
9781 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9782 TEST_DrawLevelFieldCrumbled(x, y);
9785 static int getSpecialActionElement(int element, int number, int base_element)
9787 return (element != EL_EMPTY ? element :
9788 number != -1 ? base_element + number - 1 :
9792 static int getModifiedActionNumber(int value_old, int operator, int operand,
9793 int value_min, int value_max)
9795 int value_new = (operator == CA_MODE_SET ? operand :
9796 operator == CA_MODE_ADD ? value_old + operand :
9797 operator == CA_MODE_SUBTRACT ? value_old - operand :
9798 operator == CA_MODE_MULTIPLY ? value_old * operand :
9799 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9800 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9803 return (value_new < value_min ? value_min :
9804 value_new > value_max ? value_max :
9808 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9810 struct ElementInfo *ei = &element_info[element];
9811 struct ElementChangeInfo *change = &ei->change_page[page];
9812 int target_element = change->target_element;
9813 int action_type = change->action_type;
9814 int action_mode = change->action_mode;
9815 int action_arg = change->action_arg;
9816 int action_element = change->action_element;
9819 if (!change->has_action)
9822 // ---------- determine action paramater values -----------------------------
9824 int level_time_value =
9825 (level.time > 0 ? TimeLeft :
9828 int action_arg_element_raw =
9829 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9830 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9831 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9832 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9833 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9834 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9835 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9837 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9839 int action_arg_direction =
9840 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9841 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9842 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9843 change->actual_trigger_side :
9844 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9845 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9848 int action_arg_number_min =
9849 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9852 int action_arg_number_max =
9853 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9854 action_type == CA_SET_LEVEL_GEMS ? 999 :
9855 action_type == CA_SET_LEVEL_TIME ? 9999 :
9856 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9857 action_type == CA_SET_CE_VALUE ? 9999 :
9858 action_type == CA_SET_CE_SCORE ? 9999 :
9861 int action_arg_number_reset =
9862 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9863 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9864 action_type == CA_SET_LEVEL_TIME ? level.time :
9865 action_type == CA_SET_LEVEL_SCORE ? 0 :
9866 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9867 action_type == CA_SET_CE_SCORE ? 0 :
9870 int action_arg_number =
9871 (action_arg <= CA_ARG_MAX ? action_arg :
9872 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9873 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9874 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9875 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9876 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9877 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9878 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9879 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9880 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9881 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9882 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9883 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9884 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9885 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9886 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9887 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9888 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9889 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9890 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9891 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9892 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9895 int action_arg_number_old =
9896 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9897 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9898 action_type == CA_SET_LEVEL_SCORE ? game.score :
9899 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9900 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9903 int action_arg_number_new =
9904 getModifiedActionNumber(action_arg_number_old,
9905 action_mode, action_arg_number,
9906 action_arg_number_min, action_arg_number_max);
9908 int trigger_player_bits =
9909 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9910 change->actual_trigger_player_bits : change->trigger_player);
9912 int action_arg_player_bits =
9913 (action_arg >= CA_ARG_PLAYER_1 &&
9914 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9915 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9916 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9919 // ---------- execute action -----------------------------------------------
9921 switch (action_type)
9928 // ---------- level actions ----------------------------------------------
9930 case CA_RESTART_LEVEL:
9932 game.restart_level = TRUE;
9937 case CA_SHOW_ENVELOPE:
9939 int element = getSpecialActionElement(action_arg_element,
9940 action_arg_number, EL_ENVELOPE_1);
9942 if (IS_ENVELOPE(element))
9943 local_player->show_envelope = element;
9948 case CA_SET_LEVEL_TIME:
9950 if (level.time > 0) // only modify limited time value
9952 TimeLeft = action_arg_number_new;
9954 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9956 DisplayGameControlValues();
9958 if (!TimeLeft && setup.time_limit)
9959 for (i = 0; i < MAX_PLAYERS; i++)
9960 KillPlayer(&stored_player[i]);
9966 case CA_SET_LEVEL_SCORE:
9968 game.score = action_arg_number_new;
9970 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9972 DisplayGameControlValues();
9977 case CA_SET_LEVEL_GEMS:
9979 game.gems_still_needed = action_arg_number_new;
9981 game.snapshot.collected_item = TRUE;
9983 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9985 DisplayGameControlValues();
9990 case CA_SET_LEVEL_WIND:
9992 game.wind_direction = action_arg_direction;
9997 case CA_SET_LEVEL_RANDOM_SEED:
9999 // ensure that setting a new random seed while playing is predictable
10000 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10005 // ---------- player actions ---------------------------------------------
10007 case CA_MOVE_PLAYER:
10008 case CA_MOVE_PLAYER_NEW:
10010 // automatically move to the next field in specified direction
10011 for (i = 0; i < MAX_PLAYERS; i++)
10012 if (trigger_player_bits & (1 << i))
10013 if (action_type == CA_MOVE_PLAYER ||
10014 stored_player[i].MovPos == 0)
10015 stored_player[i].programmed_action = action_arg_direction;
10020 case CA_EXIT_PLAYER:
10022 for (i = 0; i < MAX_PLAYERS; i++)
10023 if (action_arg_player_bits & (1 << i))
10024 ExitPlayer(&stored_player[i]);
10026 if (game.players_still_needed == 0)
10032 case CA_KILL_PLAYER:
10034 for (i = 0; i < MAX_PLAYERS; i++)
10035 if (action_arg_player_bits & (1 << i))
10036 KillPlayer(&stored_player[i]);
10041 case CA_SET_PLAYER_KEYS:
10043 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10044 int element = getSpecialActionElement(action_arg_element,
10045 action_arg_number, EL_KEY_1);
10047 if (IS_KEY(element))
10049 for (i = 0; i < MAX_PLAYERS; i++)
10051 if (trigger_player_bits & (1 << i))
10053 stored_player[i].key[KEY_NR(element)] = key_state;
10055 DrawGameDoorValues();
10063 case CA_SET_PLAYER_SPEED:
10065 for (i = 0; i < MAX_PLAYERS; i++)
10067 if (trigger_player_bits & (1 << i))
10069 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10071 if (action_arg == CA_ARG_SPEED_FASTER &&
10072 stored_player[i].cannot_move)
10074 action_arg_number = STEPSIZE_VERY_SLOW;
10076 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10077 action_arg == CA_ARG_SPEED_FASTER)
10079 action_arg_number = 2;
10080 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10083 else if (action_arg == CA_ARG_NUMBER_RESET)
10085 action_arg_number = level.initial_player_stepsize[i];
10089 getModifiedActionNumber(move_stepsize,
10092 action_arg_number_min,
10093 action_arg_number_max);
10095 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10102 case CA_SET_PLAYER_SHIELD:
10104 for (i = 0; i < MAX_PLAYERS; i++)
10106 if (trigger_player_bits & (1 << i))
10108 if (action_arg == CA_ARG_SHIELD_OFF)
10110 stored_player[i].shield_normal_time_left = 0;
10111 stored_player[i].shield_deadly_time_left = 0;
10113 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10115 stored_player[i].shield_normal_time_left = 999999;
10117 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10119 stored_player[i].shield_normal_time_left = 999999;
10120 stored_player[i].shield_deadly_time_left = 999999;
10128 case CA_SET_PLAYER_GRAVITY:
10130 for (i = 0; i < MAX_PLAYERS; i++)
10132 if (trigger_player_bits & (1 << i))
10134 stored_player[i].gravity =
10135 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10136 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10137 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10138 stored_player[i].gravity);
10145 case CA_SET_PLAYER_ARTWORK:
10147 for (i = 0; i < MAX_PLAYERS; i++)
10149 if (trigger_player_bits & (1 << i))
10151 int artwork_element = action_arg_element;
10153 if (action_arg == CA_ARG_ELEMENT_RESET)
10155 (level.use_artwork_element[i] ? level.artwork_element[i] :
10156 stored_player[i].element_nr);
10158 if (stored_player[i].artwork_element != artwork_element)
10159 stored_player[i].Frame = 0;
10161 stored_player[i].artwork_element = artwork_element;
10163 SetPlayerWaiting(&stored_player[i], FALSE);
10165 // set number of special actions for bored and sleeping animation
10166 stored_player[i].num_special_action_bored =
10167 get_num_special_action(artwork_element,
10168 ACTION_BORING_1, ACTION_BORING_LAST);
10169 stored_player[i].num_special_action_sleeping =
10170 get_num_special_action(artwork_element,
10171 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10178 case CA_SET_PLAYER_INVENTORY:
10180 for (i = 0; i < MAX_PLAYERS; i++)
10182 struct PlayerInfo *player = &stored_player[i];
10185 if (trigger_player_bits & (1 << i))
10187 int inventory_element = action_arg_element;
10189 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10190 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10191 action_arg == CA_ARG_ELEMENT_ACTION)
10193 int element = inventory_element;
10194 int collect_count = element_info[element].collect_count_initial;
10196 if (!IS_CUSTOM_ELEMENT(element))
10199 if (collect_count == 0)
10200 player->inventory_infinite_element = element;
10202 for (k = 0; k < collect_count; k++)
10203 if (player->inventory_size < MAX_INVENTORY_SIZE)
10204 player->inventory_element[player->inventory_size++] =
10207 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10208 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10209 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10211 if (player->inventory_infinite_element != EL_UNDEFINED &&
10212 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10213 action_arg_element_raw))
10214 player->inventory_infinite_element = EL_UNDEFINED;
10216 for (k = 0, j = 0; j < player->inventory_size; j++)
10218 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10219 action_arg_element_raw))
10220 player->inventory_element[k++] = player->inventory_element[j];
10223 player->inventory_size = k;
10225 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10227 if (player->inventory_size > 0)
10229 for (j = 0; j < player->inventory_size - 1; j++)
10230 player->inventory_element[j] = player->inventory_element[j + 1];
10232 player->inventory_size--;
10235 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10237 if (player->inventory_size > 0)
10238 player->inventory_size--;
10240 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10242 player->inventory_infinite_element = EL_UNDEFINED;
10243 player->inventory_size = 0;
10245 else if (action_arg == CA_ARG_INVENTORY_RESET)
10247 player->inventory_infinite_element = EL_UNDEFINED;
10248 player->inventory_size = 0;
10250 if (level.use_initial_inventory[i])
10252 for (j = 0; j < level.initial_inventory_size[i]; j++)
10254 int element = level.initial_inventory_content[i][j];
10255 int collect_count = element_info[element].collect_count_initial;
10257 if (!IS_CUSTOM_ELEMENT(element))
10260 if (collect_count == 0)
10261 player->inventory_infinite_element = element;
10263 for (k = 0; k < collect_count; k++)
10264 if (player->inventory_size < MAX_INVENTORY_SIZE)
10265 player->inventory_element[player->inventory_size++] =
10276 // ---------- CE actions -------------------------------------------------
10278 case CA_SET_CE_VALUE:
10280 int last_ce_value = CustomValue[x][y];
10282 CustomValue[x][y] = action_arg_number_new;
10284 if (CustomValue[x][y] != last_ce_value)
10286 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10287 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10289 if (CustomValue[x][y] == 0)
10291 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10292 ChangeCount[x][y] = 0; // allow at least one more change
10294 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10295 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10302 case CA_SET_CE_SCORE:
10304 int last_ce_score = ei->collect_score;
10306 ei->collect_score = action_arg_number_new;
10308 if (ei->collect_score != last_ce_score)
10310 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10311 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10313 if (ei->collect_score == 0)
10317 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10318 ChangeCount[x][y] = 0; // allow at least one more change
10320 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10321 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10324 This is a very special case that seems to be a mixture between
10325 CheckElementChange() and CheckTriggeredElementChange(): while
10326 the first one only affects single elements that are triggered
10327 directly, the second one affects multiple elements in the playfield
10328 that are triggered indirectly by another element. This is a third
10329 case: Changing the CE score always affects multiple identical CEs,
10330 so every affected CE must be checked, not only the single CE for
10331 which the CE score was changed in the first place (as every instance
10332 of that CE shares the same CE score, and therefore also can change)!
10334 SCAN_PLAYFIELD(xx, yy)
10336 if (Feld[xx][yy] == element)
10337 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10338 CE_SCORE_GETS_ZERO);
10346 case CA_SET_CE_ARTWORK:
10348 int artwork_element = action_arg_element;
10349 boolean reset_frame = FALSE;
10352 if (action_arg == CA_ARG_ELEMENT_RESET)
10353 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10356 if (ei->gfx_element != artwork_element)
10357 reset_frame = TRUE;
10359 ei->gfx_element = artwork_element;
10361 SCAN_PLAYFIELD(xx, yy)
10363 if (Feld[xx][yy] == element)
10367 ResetGfxAnimation(xx, yy);
10368 ResetRandomAnimationValue(xx, yy);
10371 TEST_DrawLevelField(xx, yy);
10378 // ---------- engine actions ---------------------------------------------
10380 case CA_SET_ENGINE_SCAN_MODE:
10382 InitPlayfieldScanMode(action_arg);
10392 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10394 int old_element = Feld[x][y];
10395 int new_element = GetElementFromGroupElement(element);
10396 int previous_move_direction = MovDir[x][y];
10397 int last_ce_value = CustomValue[x][y];
10398 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10399 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10400 boolean add_player_onto_element = (new_element_is_player &&
10401 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10402 IS_WALKABLE(old_element));
10404 if (!add_player_onto_element)
10406 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10407 RemoveMovingField(x, y);
10411 Feld[x][y] = new_element;
10413 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10414 MovDir[x][y] = previous_move_direction;
10416 if (element_info[new_element].use_last_ce_value)
10417 CustomValue[x][y] = last_ce_value;
10419 InitField_WithBug1(x, y, FALSE);
10421 new_element = Feld[x][y]; // element may have changed
10423 ResetGfxAnimation(x, y);
10424 ResetRandomAnimationValue(x, y);
10426 TEST_DrawLevelField(x, y);
10428 if (GFX_CRUMBLED(new_element))
10429 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10432 // check if element under the player changes from accessible to unaccessible
10433 // (needed for special case of dropping element which then changes)
10434 // (must be checked after creating new element for walkable group elements)
10435 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10436 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10443 // "ChangeCount" not set yet to allow "entered by player" change one time
10444 if (new_element_is_player)
10445 RelocatePlayer(x, y, new_element);
10448 ChangeCount[x][y]++; // count number of changes in the same frame
10450 TestIfBadThingTouchesPlayer(x, y);
10451 TestIfPlayerTouchesCustomElement(x, y);
10452 TestIfElementTouchesCustomElement(x, y);
10455 static void CreateField(int x, int y, int element)
10457 CreateFieldExt(x, y, element, FALSE);
10460 static void CreateElementFromChange(int x, int y, int element)
10462 element = GET_VALID_RUNTIME_ELEMENT(element);
10464 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10466 int old_element = Feld[x][y];
10468 // prevent changed element from moving in same engine frame
10469 // unless both old and new element can either fall or move
10470 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10471 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10475 CreateFieldExt(x, y, element, TRUE);
10478 static boolean ChangeElement(int x, int y, int element, int page)
10480 struct ElementInfo *ei = &element_info[element];
10481 struct ElementChangeInfo *change = &ei->change_page[page];
10482 int ce_value = CustomValue[x][y];
10483 int ce_score = ei->collect_score;
10484 int target_element;
10485 int old_element = Feld[x][y];
10487 // always use default change event to prevent running into a loop
10488 if (ChangeEvent[x][y] == -1)
10489 ChangeEvent[x][y] = CE_DELAY;
10491 if (ChangeEvent[x][y] == CE_DELAY)
10493 // reset actual trigger element, trigger player and action element
10494 change->actual_trigger_element = EL_EMPTY;
10495 change->actual_trigger_player = EL_EMPTY;
10496 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10497 change->actual_trigger_side = CH_SIDE_NONE;
10498 change->actual_trigger_ce_value = 0;
10499 change->actual_trigger_ce_score = 0;
10502 // do not change elements more than a specified maximum number of changes
10503 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10506 ChangeCount[x][y]++; // count number of changes in the same frame
10508 if (change->explode)
10515 if (change->use_target_content)
10517 boolean complete_replace = TRUE;
10518 boolean can_replace[3][3];
10521 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10524 boolean is_walkable;
10525 boolean is_diggable;
10526 boolean is_collectible;
10527 boolean is_removable;
10528 boolean is_destructible;
10529 int ex = x + xx - 1;
10530 int ey = y + yy - 1;
10531 int content_element = change->target_content.e[xx][yy];
10534 can_replace[xx][yy] = TRUE;
10536 if (ex == x && ey == y) // do not check changing element itself
10539 if (content_element == EL_EMPTY_SPACE)
10541 can_replace[xx][yy] = FALSE; // do not replace border with space
10546 if (!IN_LEV_FIELD(ex, ey))
10548 can_replace[xx][yy] = FALSE;
10549 complete_replace = FALSE;
10556 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10557 e = MovingOrBlocked2Element(ex, ey);
10559 is_empty = (IS_FREE(ex, ey) ||
10560 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10562 is_walkable = (is_empty || IS_WALKABLE(e));
10563 is_diggable = (is_empty || IS_DIGGABLE(e));
10564 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10565 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10566 is_removable = (is_diggable || is_collectible);
10568 can_replace[xx][yy] =
10569 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10570 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10571 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10572 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10573 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10574 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10575 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10577 if (!can_replace[xx][yy])
10578 complete_replace = FALSE;
10581 if (!change->only_if_complete || complete_replace)
10583 boolean something_has_changed = FALSE;
10585 if (change->only_if_complete && change->use_random_replace &&
10586 RND(100) < change->random_percentage)
10589 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10591 int ex = x + xx - 1;
10592 int ey = y + yy - 1;
10593 int content_element;
10595 if (can_replace[xx][yy] && (!change->use_random_replace ||
10596 RND(100) < change->random_percentage))
10598 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10599 RemoveMovingField(ex, ey);
10601 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10603 content_element = change->target_content.e[xx][yy];
10604 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10605 ce_value, ce_score);
10607 CreateElementFromChange(ex, ey, target_element);
10609 something_has_changed = TRUE;
10611 // for symmetry reasons, freeze newly created border elements
10612 if (ex != x || ey != y)
10613 Stop[ex][ey] = TRUE; // no more moving in this frame
10617 if (something_has_changed)
10619 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10620 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10626 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10627 ce_value, ce_score);
10629 if (element == EL_DIAGONAL_GROWING ||
10630 element == EL_DIAGONAL_SHRINKING)
10632 target_element = Store[x][y];
10634 Store[x][y] = EL_EMPTY;
10637 CreateElementFromChange(x, y, target_element);
10639 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10640 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10643 // this uses direct change before indirect change
10644 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10649 static void HandleElementChange(int x, int y, int page)
10651 int element = MovingOrBlocked2Element(x, y);
10652 struct ElementInfo *ei = &element_info[element];
10653 struct ElementChangeInfo *change = &ei->change_page[page];
10654 boolean handle_action_before_change = FALSE;
10657 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10658 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10661 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10662 x, y, element, element_info[element].token_name);
10663 printf("HandleElementChange(): This should never happen!\n");
10668 // this can happen with classic bombs on walkable, changing elements
10669 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10674 if (ChangeDelay[x][y] == 0) // initialize element change
10676 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10678 if (change->can_change)
10680 // !!! not clear why graphic animation should be reset at all here !!!
10681 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10682 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10685 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10687 When using an animation frame delay of 1 (this only happens with
10688 "sp_zonk.moving.left/right" in the classic graphics), the default
10689 (non-moving) animation shows wrong animation frames (while the
10690 moving animation, like "sp_zonk.moving.left/right", is correct,
10691 so this graphical bug never shows up with the classic graphics).
10692 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10693 be drawn instead of the correct frames 0,1,2,3. This is caused by
10694 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10695 an element change: First when the change delay ("ChangeDelay[][]")
10696 counter has reached zero after decrementing, then a second time in
10697 the next frame (after "GfxFrame[][]" was already incremented) when
10698 "ChangeDelay[][]" is reset to the initial delay value again.
10700 This causes frame 0 to be drawn twice, while the last frame won't
10701 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10703 As some animations may already be cleverly designed around this bug
10704 (at least the "Snake Bite" snake tail animation does this), it cannot
10705 simply be fixed here without breaking such existing animations.
10706 Unfortunately, it cannot easily be detected if a graphics set was
10707 designed "before" or "after" the bug was fixed. As a workaround,
10708 a new graphics set option "game.graphics_engine_version" was added
10709 to be able to specify the game's major release version for which the
10710 graphics set was designed, which can then be used to decide if the
10711 bugfix should be used (version 4 and above) or not (version 3 or
10712 below, or if no version was specified at all, as with old sets).
10714 (The wrong/fixed animation frames can be tested with the test level set
10715 "test_gfxframe" and level "000", which contains a specially prepared
10716 custom element at level position (x/y) == (11/9) which uses the zonk
10717 animation mentioned above. Using "game.graphics_engine_version: 4"
10718 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10719 This can also be seen from the debug output for this test element.)
10722 // when a custom element is about to change (for example by change delay),
10723 // do not reset graphic animation when the custom element is moving
10724 if (game.graphics_engine_version < 4 &&
10727 ResetGfxAnimation(x, y);
10728 ResetRandomAnimationValue(x, y);
10731 if (change->pre_change_function)
10732 change->pre_change_function(x, y);
10736 ChangeDelay[x][y]--;
10738 if (ChangeDelay[x][y] != 0) // continue element change
10740 if (change->can_change)
10742 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10744 if (IS_ANIMATED(graphic))
10745 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10747 if (change->change_function)
10748 change->change_function(x, y);
10751 else // finish element change
10753 if (ChangePage[x][y] != -1) // remember page from delayed change
10755 page = ChangePage[x][y];
10756 ChangePage[x][y] = -1;
10758 change = &ei->change_page[page];
10761 if (IS_MOVING(x, y)) // never change a running system ;-)
10763 ChangeDelay[x][y] = 1; // try change after next move step
10764 ChangePage[x][y] = page; // remember page to use for change
10769 // special case: set new level random seed before changing element
10770 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10771 handle_action_before_change = TRUE;
10773 if (change->has_action && handle_action_before_change)
10774 ExecuteCustomElementAction(x, y, element, page);
10776 if (change->can_change)
10778 if (ChangeElement(x, y, element, page))
10780 if (change->post_change_function)
10781 change->post_change_function(x, y);
10785 if (change->has_action && !handle_action_before_change)
10786 ExecuteCustomElementAction(x, y, element, page);
10790 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10791 int trigger_element,
10793 int trigger_player,
10797 boolean change_done_any = FALSE;
10798 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10801 if (!(trigger_events[trigger_element][trigger_event]))
10804 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10806 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10808 int element = EL_CUSTOM_START + i;
10809 boolean change_done = FALSE;
10812 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10813 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10816 for (p = 0; p < element_info[element].num_change_pages; p++)
10818 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10820 if (change->can_change_or_has_action &&
10821 change->has_event[trigger_event] &&
10822 change->trigger_side & trigger_side &&
10823 change->trigger_player & trigger_player &&
10824 change->trigger_page & trigger_page_bits &&
10825 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10827 change->actual_trigger_element = trigger_element;
10828 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10829 change->actual_trigger_player_bits = trigger_player;
10830 change->actual_trigger_side = trigger_side;
10831 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10832 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10834 if ((change->can_change && !change_done) || change->has_action)
10838 SCAN_PLAYFIELD(x, y)
10840 if (Feld[x][y] == element)
10842 if (change->can_change && !change_done)
10844 // if element already changed in this frame, not only prevent
10845 // another element change (checked in ChangeElement()), but
10846 // also prevent additional element actions for this element
10848 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10849 !level.use_action_after_change_bug)
10852 ChangeDelay[x][y] = 1;
10853 ChangeEvent[x][y] = trigger_event;
10855 HandleElementChange(x, y, p);
10857 else if (change->has_action)
10859 // if element already changed in this frame, not only prevent
10860 // another element change (checked in ChangeElement()), but
10861 // also prevent additional element actions for this element
10863 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10864 !level.use_action_after_change_bug)
10867 ExecuteCustomElementAction(x, y, element, p);
10868 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10873 if (change->can_change)
10875 change_done = TRUE;
10876 change_done_any = TRUE;
10883 RECURSION_LOOP_DETECTION_END();
10885 return change_done_any;
10888 static boolean CheckElementChangeExt(int x, int y,
10890 int trigger_element,
10892 int trigger_player,
10895 boolean change_done = FALSE;
10898 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10899 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10902 if (Feld[x][y] == EL_BLOCKED)
10904 Blocked2Moving(x, y, &x, &y);
10905 element = Feld[x][y];
10908 // check if element has already changed or is about to change after moving
10909 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10910 Feld[x][y] != element) ||
10912 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10913 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10914 ChangePage[x][y] != -1)))
10917 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10919 for (p = 0; p < element_info[element].num_change_pages; p++)
10921 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10923 /* check trigger element for all events where the element that is checked
10924 for changing interacts with a directly adjacent element -- this is
10925 different to element changes that affect other elements to change on the
10926 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10927 boolean check_trigger_element =
10928 (trigger_event == CE_TOUCHING_X ||
10929 trigger_event == CE_HITTING_X ||
10930 trigger_event == CE_HIT_BY_X ||
10931 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10933 if (change->can_change_or_has_action &&
10934 change->has_event[trigger_event] &&
10935 change->trigger_side & trigger_side &&
10936 change->trigger_player & trigger_player &&
10937 (!check_trigger_element ||
10938 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10940 change->actual_trigger_element = trigger_element;
10941 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10942 change->actual_trigger_player_bits = trigger_player;
10943 change->actual_trigger_side = trigger_side;
10944 change->actual_trigger_ce_value = CustomValue[x][y];
10945 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10947 // special case: trigger element not at (x,y) position for some events
10948 if (check_trigger_element)
10960 { 0, 0 }, { 0, 0 }, { 0, 0 },
10964 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10965 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10967 change->actual_trigger_ce_value = CustomValue[xx][yy];
10968 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10971 if (change->can_change && !change_done)
10973 ChangeDelay[x][y] = 1;
10974 ChangeEvent[x][y] = trigger_event;
10976 HandleElementChange(x, y, p);
10978 change_done = TRUE;
10980 else if (change->has_action)
10982 ExecuteCustomElementAction(x, y, element, p);
10983 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10988 RECURSION_LOOP_DETECTION_END();
10990 return change_done;
10993 static void PlayPlayerSound(struct PlayerInfo *player)
10995 int jx = player->jx, jy = player->jy;
10996 int sound_element = player->artwork_element;
10997 int last_action = player->last_action_waiting;
10998 int action = player->action_waiting;
11000 if (player->is_waiting)
11002 if (action != last_action)
11003 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11005 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11009 if (action != last_action)
11010 StopSound(element_info[sound_element].sound[last_action]);
11012 if (last_action == ACTION_SLEEPING)
11013 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11017 static void PlayAllPlayersSound(void)
11021 for (i = 0; i < MAX_PLAYERS; i++)
11022 if (stored_player[i].active)
11023 PlayPlayerSound(&stored_player[i]);
11026 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11028 boolean last_waiting = player->is_waiting;
11029 int move_dir = player->MovDir;
11031 player->dir_waiting = move_dir;
11032 player->last_action_waiting = player->action_waiting;
11036 if (!last_waiting) // not waiting -> waiting
11038 player->is_waiting = TRUE;
11040 player->frame_counter_bored =
11042 game.player_boring_delay_fixed +
11043 GetSimpleRandom(game.player_boring_delay_random);
11044 player->frame_counter_sleeping =
11046 game.player_sleeping_delay_fixed +
11047 GetSimpleRandom(game.player_sleeping_delay_random);
11049 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11052 if (game.player_sleeping_delay_fixed +
11053 game.player_sleeping_delay_random > 0 &&
11054 player->anim_delay_counter == 0 &&
11055 player->post_delay_counter == 0 &&
11056 FrameCounter >= player->frame_counter_sleeping)
11057 player->is_sleeping = TRUE;
11058 else if (game.player_boring_delay_fixed +
11059 game.player_boring_delay_random > 0 &&
11060 FrameCounter >= player->frame_counter_bored)
11061 player->is_bored = TRUE;
11063 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11064 player->is_bored ? ACTION_BORING :
11067 if (player->is_sleeping && player->use_murphy)
11069 // special case for sleeping Murphy when leaning against non-free tile
11071 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11072 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11073 !IS_MOVING(player->jx - 1, player->jy)))
11074 move_dir = MV_LEFT;
11075 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11076 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11077 !IS_MOVING(player->jx + 1, player->jy)))
11078 move_dir = MV_RIGHT;
11080 player->is_sleeping = FALSE;
11082 player->dir_waiting = move_dir;
11085 if (player->is_sleeping)
11087 if (player->num_special_action_sleeping > 0)
11089 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11091 int last_special_action = player->special_action_sleeping;
11092 int num_special_action = player->num_special_action_sleeping;
11093 int special_action =
11094 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11095 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11096 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11097 last_special_action + 1 : ACTION_SLEEPING);
11098 int special_graphic =
11099 el_act_dir2img(player->artwork_element, special_action, move_dir);
11101 player->anim_delay_counter =
11102 graphic_info[special_graphic].anim_delay_fixed +
11103 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11104 player->post_delay_counter =
11105 graphic_info[special_graphic].post_delay_fixed +
11106 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11108 player->special_action_sleeping = special_action;
11111 if (player->anim_delay_counter > 0)
11113 player->action_waiting = player->special_action_sleeping;
11114 player->anim_delay_counter--;
11116 else if (player->post_delay_counter > 0)
11118 player->post_delay_counter--;
11122 else if (player->is_bored)
11124 if (player->num_special_action_bored > 0)
11126 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11128 int special_action =
11129 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11130 int special_graphic =
11131 el_act_dir2img(player->artwork_element, special_action, move_dir);
11133 player->anim_delay_counter =
11134 graphic_info[special_graphic].anim_delay_fixed +
11135 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11136 player->post_delay_counter =
11137 graphic_info[special_graphic].post_delay_fixed +
11138 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11140 player->special_action_bored = special_action;
11143 if (player->anim_delay_counter > 0)
11145 player->action_waiting = player->special_action_bored;
11146 player->anim_delay_counter--;
11148 else if (player->post_delay_counter > 0)
11150 player->post_delay_counter--;
11155 else if (last_waiting) // waiting -> not waiting
11157 player->is_waiting = FALSE;
11158 player->is_bored = FALSE;
11159 player->is_sleeping = FALSE;
11161 player->frame_counter_bored = -1;
11162 player->frame_counter_sleeping = -1;
11164 player->anim_delay_counter = 0;
11165 player->post_delay_counter = 0;
11167 player->dir_waiting = player->MovDir;
11168 player->action_waiting = ACTION_DEFAULT;
11170 player->special_action_bored = ACTION_DEFAULT;
11171 player->special_action_sleeping = ACTION_DEFAULT;
11175 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11177 if ((!player->is_moving && player->was_moving) ||
11178 (player->MovPos == 0 && player->was_moving) ||
11179 (player->is_snapping && !player->was_snapping) ||
11180 (player->is_dropping && !player->was_dropping))
11182 if (!CheckSaveEngineSnapshotToList())
11185 player->was_moving = FALSE;
11186 player->was_snapping = TRUE;
11187 player->was_dropping = TRUE;
11191 if (player->is_moving)
11192 player->was_moving = TRUE;
11194 if (!player->is_snapping)
11195 player->was_snapping = FALSE;
11197 if (!player->is_dropping)
11198 player->was_dropping = FALSE;
11202 static void CheckSingleStepMode(struct PlayerInfo *player)
11204 if (tape.single_step && tape.recording && !tape.pausing)
11206 /* as it is called "single step mode", just return to pause mode when the
11207 player stopped moving after one tile (or never starts moving at all) */
11208 if (!player->is_moving &&
11209 !player->is_pushing &&
11210 !player->is_dropping_pressed)
11211 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11214 CheckSaveEngineSnapshot(player);
11217 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11219 int left = player_action & JOY_LEFT;
11220 int right = player_action & JOY_RIGHT;
11221 int up = player_action & JOY_UP;
11222 int down = player_action & JOY_DOWN;
11223 int button1 = player_action & JOY_BUTTON_1;
11224 int button2 = player_action & JOY_BUTTON_2;
11225 int dx = (left ? -1 : right ? 1 : 0);
11226 int dy = (up ? -1 : down ? 1 : 0);
11228 if (!player->active || tape.pausing)
11234 SnapField(player, dx, dy);
11238 DropElement(player);
11240 MovePlayer(player, dx, dy);
11243 CheckSingleStepMode(player);
11245 SetPlayerWaiting(player, FALSE);
11247 return player_action;
11251 // no actions for this player (no input at player's configured device)
11253 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11254 SnapField(player, 0, 0);
11255 CheckGravityMovementWhenNotMoving(player);
11257 if (player->MovPos == 0)
11258 SetPlayerWaiting(player, TRUE);
11260 if (player->MovPos == 0) // needed for tape.playing
11261 player->is_moving = FALSE;
11263 player->is_dropping = FALSE;
11264 player->is_dropping_pressed = FALSE;
11265 player->drop_pressed_delay = 0;
11267 CheckSingleStepMode(player);
11273 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11276 if (!tape.use_mouse_actions)
11279 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11280 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11281 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11284 static void SetTapeActionFromMouseAction(byte *tape_action,
11285 struct MouseActionInfo *mouse_action)
11287 if (!tape.use_mouse_actions)
11290 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11291 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11292 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11295 static void CheckLevelSolved(void)
11297 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11299 if (game_em.level_solved &&
11300 !game_em.game_over) // game won
11304 game_em.game_over = TRUE;
11306 game.all_players_gone = TRUE;
11309 if (game_em.game_over) // game lost
11310 game.all_players_gone = TRUE;
11312 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11314 if (game_sp.level_solved &&
11315 !game_sp.game_over) // game won
11319 game_sp.game_over = TRUE;
11321 game.all_players_gone = TRUE;
11324 if (game_sp.game_over) // game lost
11325 game.all_players_gone = TRUE;
11327 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11329 if (game_mm.level_solved &&
11330 !game_mm.game_over) // game won
11334 game_mm.game_over = TRUE;
11336 game.all_players_gone = TRUE;
11339 if (game_mm.game_over) // game lost
11340 game.all_players_gone = TRUE;
11344 static void CheckLevelTime(void)
11348 if (TimeFrames >= FRAMES_PER_SECOND)
11353 for (i = 0; i < MAX_PLAYERS; i++)
11355 struct PlayerInfo *player = &stored_player[i];
11357 if (SHIELD_ON(player))
11359 player->shield_normal_time_left--;
11361 if (player->shield_deadly_time_left > 0)
11362 player->shield_deadly_time_left--;
11366 if (!game.LevelSolved && !level.use_step_counter)
11374 if (TimeLeft <= 10 && setup.time_limit)
11375 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11377 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11378 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11380 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11382 if (!TimeLeft && setup.time_limit)
11384 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11385 game_em.lev->killed_out_of_time = TRUE;
11387 for (i = 0; i < MAX_PLAYERS; i++)
11388 KillPlayer(&stored_player[i]);
11391 else if (game.no_time_limit && !game.all_players_gone)
11393 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11396 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11399 if (tape.recording || tape.playing)
11400 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11403 if (tape.recording || tape.playing)
11404 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11406 UpdateAndDisplayGameControlValues();
11409 void AdvanceFrameAndPlayerCounters(int player_nr)
11413 // advance frame counters (global frame counter and time frame counter)
11417 // advance player counters (counters for move delay, move animation etc.)
11418 for (i = 0; i < MAX_PLAYERS; i++)
11420 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11421 int move_delay_value = stored_player[i].move_delay_value;
11422 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11424 if (!advance_player_counters) // not all players may be affected
11427 if (move_frames == 0) // less than one move per game frame
11429 int stepsize = TILEX / move_delay_value;
11430 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11431 int count = (stored_player[i].is_moving ?
11432 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11434 if (count % delay == 0)
11438 stored_player[i].Frame += move_frames;
11440 if (stored_player[i].MovPos != 0)
11441 stored_player[i].StepFrame += move_frames;
11443 if (stored_player[i].move_delay > 0)
11444 stored_player[i].move_delay--;
11446 // due to bugs in previous versions, counter must count up, not down
11447 if (stored_player[i].push_delay != -1)
11448 stored_player[i].push_delay++;
11450 if (stored_player[i].drop_delay > 0)
11451 stored_player[i].drop_delay--;
11453 if (stored_player[i].is_dropping_pressed)
11454 stored_player[i].drop_pressed_delay++;
11458 void StartGameActions(boolean init_network_game, boolean record_tape,
11461 unsigned int new_random_seed = InitRND(random_seed);
11464 TapeStartRecording(new_random_seed);
11466 if (init_network_game)
11468 SendToServer_LevelFile();
11469 SendToServer_StartPlaying();
11477 static void GameActionsExt(void)
11480 static unsigned int game_frame_delay = 0;
11482 unsigned int game_frame_delay_value;
11483 byte *recorded_player_action;
11484 byte summarized_player_action = 0;
11485 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11488 // detect endless loops, caused by custom element programming
11489 if (recursion_loop_detected && recursion_loop_depth == 0)
11491 char *message = getStringCat3("Internal Error! Element ",
11492 EL_NAME(recursion_loop_element),
11493 " caused endless loop! Quit the game?");
11495 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11496 EL_NAME(recursion_loop_element));
11498 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11500 recursion_loop_detected = FALSE; // if game should be continued
11507 if (game.restart_level)
11508 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11510 CheckLevelSolved();
11512 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11515 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11518 if (game_status != GAME_MODE_PLAYING) // status might have changed
11521 game_frame_delay_value =
11522 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11524 if (tape.playing && tape.warp_forward && !tape.pausing)
11525 game_frame_delay_value = 0;
11527 SetVideoFrameDelay(game_frame_delay_value);
11529 // (de)activate virtual buttons depending on current game status
11530 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11532 if (game.all_players_gone) // if no players there to be controlled anymore
11533 SetOverlayActive(FALSE);
11534 else if (!tape.playing) // if game continues after tape stopped playing
11535 SetOverlayActive(TRUE);
11540 // ---------- main game synchronization point ----------
11542 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11544 printf("::: skip == %d\n", skip);
11547 // ---------- main game synchronization point ----------
11549 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11553 if (network_playing && !network_player_action_received)
11555 // try to get network player actions in time
11557 // last chance to get network player actions without main loop delay
11558 HandleNetworking();
11560 // game was quit by network peer
11561 if (game_status != GAME_MODE_PLAYING)
11564 // check if network player actions still missing and game still running
11565 if (!network_player_action_received && !checkGameEnded())
11566 return; // failed to get network player actions in time
11568 // do not yet reset "network_player_action_received" (for tape.pausing)
11574 // at this point we know that we really continue executing the game
11576 network_player_action_received = FALSE;
11578 // when playing tape, read previously recorded player input from tape data
11579 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11581 local_player->effective_mouse_action = local_player->mouse_action;
11583 if (recorded_player_action != NULL)
11584 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11585 recorded_player_action);
11587 // TapePlayAction() may return NULL when toggling to "pause before death"
11591 if (tape.set_centered_player)
11593 game.centered_player_nr_next = tape.centered_player_nr_next;
11594 game.set_centered_player = TRUE;
11597 for (i = 0; i < MAX_PLAYERS; i++)
11599 summarized_player_action |= stored_player[i].action;
11601 if (!network_playing && (game.team_mode || tape.playing))
11602 stored_player[i].effective_action = stored_player[i].action;
11605 if (network_playing && !checkGameEnded())
11606 SendToServer_MovePlayer(summarized_player_action);
11608 // summarize all actions at local players mapped input device position
11609 // (this allows using different input devices in single player mode)
11610 if (!network.enabled && !game.team_mode)
11611 stored_player[map_player_action[local_player->index_nr]].effective_action =
11612 summarized_player_action;
11614 // summarize all actions at centered player in local team mode
11615 if (tape.recording &&
11616 setup.team_mode && !network.enabled &&
11617 setup.input_on_focus &&
11618 game.centered_player_nr != -1)
11620 for (i = 0; i < MAX_PLAYERS; i++)
11621 stored_player[map_player_action[i]].effective_action =
11622 (i == game.centered_player_nr ? summarized_player_action : 0);
11625 if (recorded_player_action != NULL)
11626 for (i = 0; i < MAX_PLAYERS; i++)
11627 stored_player[i].effective_action = recorded_player_action[i];
11629 for (i = 0; i < MAX_PLAYERS; i++)
11631 tape_action[i] = stored_player[i].effective_action;
11633 /* (this may happen in the RND game engine if a player was not present on
11634 the playfield on level start, but appeared later from a custom element */
11635 if (setup.team_mode &&
11638 !tape.player_participates[i])
11639 tape.player_participates[i] = TRUE;
11642 SetTapeActionFromMouseAction(tape_action,
11643 &local_player->effective_mouse_action);
11645 // only record actions from input devices, but not programmed actions
11646 if (tape.recording)
11647 TapeRecordAction(tape_action);
11649 // remember if game was played (especially after tape stopped playing)
11650 if (!tape.playing && summarized_player_action)
11651 game.GamePlayed = TRUE;
11653 #if USE_NEW_PLAYER_ASSIGNMENTS
11654 // !!! also map player actions in single player mode !!!
11655 // if (game.team_mode)
11658 byte mapped_action[MAX_PLAYERS];
11660 #if DEBUG_PLAYER_ACTIONS
11662 for (i = 0; i < MAX_PLAYERS; i++)
11663 printf(" %d, ", stored_player[i].effective_action);
11666 for (i = 0; i < MAX_PLAYERS; i++)
11667 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11669 for (i = 0; i < MAX_PLAYERS; i++)
11670 stored_player[i].effective_action = mapped_action[i];
11672 #if DEBUG_PLAYER_ACTIONS
11674 for (i = 0; i < MAX_PLAYERS; i++)
11675 printf(" %d, ", stored_player[i].effective_action);
11679 #if DEBUG_PLAYER_ACTIONS
11683 for (i = 0; i < MAX_PLAYERS; i++)
11684 printf(" %d, ", stored_player[i].effective_action);
11690 for (i = 0; i < MAX_PLAYERS; i++)
11692 // allow engine snapshot in case of changed movement attempt
11693 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11694 (stored_player[i].effective_action & KEY_MOTION))
11695 game.snapshot.changed_action = TRUE;
11697 // allow engine snapshot in case of snapping/dropping attempt
11698 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11699 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11700 game.snapshot.changed_action = TRUE;
11702 game.snapshot.last_action[i] = stored_player[i].effective_action;
11705 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11707 GameActions_EM_Main();
11709 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11711 GameActions_SP_Main();
11713 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11715 GameActions_MM_Main();
11719 GameActions_RND_Main();
11722 BlitScreenToBitmap(backbuffer);
11724 CheckLevelSolved();
11727 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11729 if (global.show_frames_per_second)
11731 static unsigned int fps_counter = 0;
11732 static int fps_frames = 0;
11733 unsigned int fps_delay_ms = Counter() - fps_counter;
11737 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11739 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11742 fps_counter = Counter();
11744 // always draw FPS to screen after FPS value was updated
11745 redraw_mask |= REDRAW_FPS;
11748 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11749 if (GetDrawDeactivationMask() == REDRAW_NONE)
11750 redraw_mask |= REDRAW_FPS;
11754 static void GameActions_CheckSaveEngineSnapshot(void)
11756 if (!game.snapshot.save_snapshot)
11759 // clear flag for saving snapshot _before_ saving snapshot
11760 game.snapshot.save_snapshot = FALSE;
11762 SaveEngineSnapshotToList();
11765 void GameActions(void)
11769 GameActions_CheckSaveEngineSnapshot();
11772 void GameActions_EM_Main(void)
11774 byte effective_action[MAX_PLAYERS];
11775 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11778 for (i = 0; i < MAX_PLAYERS; i++)
11779 effective_action[i] = stored_player[i].effective_action;
11781 GameActions_EM(effective_action, warp_mode);
11784 void GameActions_SP_Main(void)
11786 byte effective_action[MAX_PLAYERS];
11787 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11790 for (i = 0; i < MAX_PLAYERS; i++)
11791 effective_action[i] = stored_player[i].effective_action;
11793 GameActions_SP(effective_action, warp_mode);
11795 for (i = 0; i < MAX_PLAYERS; i++)
11797 if (stored_player[i].force_dropping)
11798 stored_player[i].action |= KEY_BUTTON_DROP;
11800 stored_player[i].force_dropping = FALSE;
11804 void GameActions_MM_Main(void)
11806 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11808 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11811 void GameActions_RND_Main(void)
11816 void GameActions_RND(void)
11818 static struct MouseActionInfo mouse_action_last = { 0 };
11819 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11820 int magic_wall_x = 0, magic_wall_y = 0;
11821 int i, x, y, element, graphic, last_gfx_frame;
11823 InitPlayfieldScanModeVars();
11825 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11827 SCAN_PLAYFIELD(x, y)
11829 ChangeCount[x][y] = 0;
11830 ChangeEvent[x][y] = -1;
11834 if (game.set_centered_player)
11836 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11838 // switching to "all players" only possible if all players fit to screen
11839 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11841 game.centered_player_nr_next = game.centered_player_nr;
11842 game.set_centered_player = FALSE;
11845 // do not switch focus to non-existing (or non-active) player
11846 if (game.centered_player_nr_next >= 0 &&
11847 !stored_player[game.centered_player_nr_next].active)
11849 game.centered_player_nr_next = game.centered_player_nr;
11850 game.set_centered_player = FALSE;
11854 if (game.set_centered_player &&
11855 ScreenMovPos == 0) // screen currently aligned at tile position
11859 if (game.centered_player_nr_next == -1)
11861 setScreenCenteredToAllPlayers(&sx, &sy);
11865 sx = stored_player[game.centered_player_nr_next].jx;
11866 sy = stored_player[game.centered_player_nr_next].jy;
11869 game.centered_player_nr = game.centered_player_nr_next;
11870 game.set_centered_player = FALSE;
11872 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11873 DrawGameDoorValues();
11876 for (i = 0; i < MAX_PLAYERS; i++)
11878 int actual_player_action = stored_player[i].effective_action;
11881 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11882 - rnd_equinox_tetrachloride 048
11883 - rnd_equinox_tetrachloride_ii 096
11884 - rnd_emanuel_schmieg 002
11885 - doctor_sloan_ww 001, 020
11887 if (stored_player[i].MovPos == 0)
11888 CheckGravityMovement(&stored_player[i]);
11891 // overwrite programmed action with tape action
11892 if (stored_player[i].programmed_action)
11893 actual_player_action = stored_player[i].programmed_action;
11895 PlayerActions(&stored_player[i], actual_player_action);
11897 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11900 ScrollScreen(NULL, SCROLL_GO_ON);
11902 /* for backwards compatibility, the following code emulates a fixed bug that
11903 occured when pushing elements (causing elements that just made their last
11904 pushing step to already (if possible) make their first falling step in the
11905 same game frame, which is bad); this code is also needed to use the famous
11906 "spring push bug" which is used in older levels and might be wanted to be
11907 used also in newer levels, but in this case the buggy pushing code is only
11908 affecting the "spring" element and no other elements */
11910 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11912 for (i = 0; i < MAX_PLAYERS; i++)
11914 struct PlayerInfo *player = &stored_player[i];
11915 int x = player->jx;
11916 int y = player->jy;
11918 if (player->active && player->is_pushing && player->is_moving &&
11920 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11921 Feld[x][y] == EL_SPRING))
11923 ContinueMoving(x, y);
11925 // continue moving after pushing (this is actually a bug)
11926 if (!IS_MOVING(x, y))
11927 Stop[x][y] = FALSE;
11932 SCAN_PLAYFIELD(x, y)
11934 Last[x][y] = Feld[x][y];
11936 ChangeCount[x][y] = 0;
11937 ChangeEvent[x][y] = -1;
11939 // this must be handled before main playfield loop
11940 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11943 if (MovDelay[x][y] <= 0)
11947 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11950 if (MovDelay[x][y] <= 0)
11953 TEST_DrawLevelField(x, y);
11955 TestIfElementTouchesCustomElement(x, y); // for empty space
11960 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11962 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11963 printf("GameActions(): This should never happen!\n");
11965 ChangePage[x][y] = -1;
11969 Stop[x][y] = FALSE;
11970 if (WasJustMoving[x][y] > 0)
11971 WasJustMoving[x][y]--;
11972 if (WasJustFalling[x][y] > 0)
11973 WasJustFalling[x][y]--;
11974 if (CheckCollision[x][y] > 0)
11975 CheckCollision[x][y]--;
11976 if (CheckImpact[x][y] > 0)
11977 CheckImpact[x][y]--;
11981 /* reset finished pushing action (not done in ContinueMoving() to allow
11982 continuous pushing animation for elements with zero push delay) */
11983 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11985 ResetGfxAnimation(x, y);
11986 TEST_DrawLevelField(x, y);
11990 if (IS_BLOCKED(x, y))
11994 Blocked2Moving(x, y, &oldx, &oldy);
11995 if (!IS_MOVING(oldx, oldy))
11997 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11998 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11999 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12000 printf("GameActions(): This should never happen!\n");
12006 if (mouse_action.button)
12008 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12010 x = mouse_action.lx;
12011 y = mouse_action.ly;
12012 element = Feld[x][y];
12016 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12017 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12020 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12021 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12024 SCAN_PLAYFIELD(x, y)
12026 element = Feld[x][y];
12027 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12028 last_gfx_frame = GfxFrame[x][y];
12030 ResetGfxFrame(x, y);
12032 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12033 DrawLevelGraphicAnimation(x, y, graphic);
12035 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12036 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12037 ResetRandomAnimationValue(x, y);
12039 SetRandomAnimationValue(x, y);
12041 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12043 if (IS_INACTIVE(element))
12045 if (IS_ANIMATED(graphic))
12046 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12051 // this may take place after moving, so 'element' may have changed
12052 if (IS_CHANGING(x, y) &&
12053 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12055 int page = element_info[element].event_page_nr[CE_DELAY];
12057 HandleElementChange(x, y, page);
12059 element = Feld[x][y];
12060 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12063 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12067 element = Feld[x][y];
12068 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12070 if (IS_ANIMATED(graphic) &&
12071 !IS_MOVING(x, y) &&
12073 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12075 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12076 TEST_DrawTwinkleOnField(x, y);
12078 else if (element == EL_ACID)
12081 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12083 else if ((element == EL_EXIT_OPEN ||
12084 element == EL_EM_EXIT_OPEN ||
12085 element == EL_SP_EXIT_OPEN ||
12086 element == EL_STEEL_EXIT_OPEN ||
12087 element == EL_EM_STEEL_EXIT_OPEN ||
12088 element == EL_SP_TERMINAL ||
12089 element == EL_SP_TERMINAL_ACTIVE ||
12090 element == EL_EXTRA_TIME ||
12091 element == EL_SHIELD_NORMAL ||
12092 element == EL_SHIELD_DEADLY) &&
12093 IS_ANIMATED(graphic))
12094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12095 else if (IS_MOVING(x, y))
12096 ContinueMoving(x, y);
12097 else if (IS_ACTIVE_BOMB(element))
12098 CheckDynamite(x, y);
12099 else if (element == EL_AMOEBA_GROWING)
12100 AmoebeWaechst(x, y);
12101 else if (element == EL_AMOEBA_SHRINKING)
12102 AmoebaDisappearing(x, y);
12104 #if !USE_NEW_AMOEBA_CODE
12105 else if (IS_AMOEBALIVE(element))
12106 AmoebeAbleger(x, y);
12109 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12111 else if (element == EL_EXIT_CLOSED)
12113 else if (element == EL_EM_EXIT_CLOSED)
12115 else if (element == EL_STEEL_EXIT_CLOSED)
12116 CheckExitSteel(x, y);
12117 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12118 CheckExitSteelEM(x, y);
12119 else if (element == EL_SP_EXIT_CLOSED)
12121 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12122 element == EL_EXPANDABLE_STEELWALL_GROWING)
12123 MauerWaechst(x, y);
12124 else if (element == EL_EXPANDABLE_WALL ||
12125 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12126 element == EL_EXPANDABLE_WALL_VERTICAL ||
12127 element == EL_EXPANDABLE_WALL_ANY ||
12128 element == EL_BD_EXPANDABLE_WALL)
12129 MauerAbleger(x, y);
12130 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12131 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12132 element == EL_EXPANDABLE_STEELWALL_ANY)
12133 MauerAblegerStahl(x, y);
12134 else if (element == EL_FLAMES)
12135 CheckForDragon(x, y);
12136 else if (element == EL_EXPLOSION)
12137 ; // drawing of correct explosion animation is handled separately
12138 else if (element == EL_ELEMENT_SNAPPING ||
12139 element == EL_DIAGONAL_SHRINKING ||
12140 element == EL_DIAGONAL_GROWING)
12142 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12144 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12146 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12147 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12149 if (IS_BELT_ACTIVE(element))
12150 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12152 if (game.magic_wall_active)
12154 int jx = local_player->jx, jy = local_player->jy;
12156 // play the element sound at the position nearest to the player
12157 if ((element == EL_MAGIC_WALL_FULL ||
12158 element == EL_MAGIC_WALL_ACTIVE ||
12159 element == EL_MAGIC_WALL_EMPTYING ||
12160 element == EL_BD_MAGIC_WALL_FULL ||
12161 element == EL_BD_MAGIC_WALL_ACTIVE ||
12162 element == EL_BD_MAGIC_WALL_EMPTYING ||
12163 element == EL_DC_MAGIC_WALL_FULL ||
12164 element == EL_DC_MAGIC_WALL_ACTIVE ||
12165 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12166 ABS(x - jx) + ABS(y - jy) <
12167 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12175 #if USE_NEW_AMOEBA_CODE
12176 // new experimental amoeba growth stuff
12177 if (!(FrameCounter % 8))
12179 static unsigned int random = 1684108901;
12181 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12183 x = RND(lev_fieldx);
12184 y = RND(lev_fieldy);
12185 element = Feld[x][y];
12187 if (!IS_PLAYER(x,y) &&
12188 (element == EL_EMPTY ||
12189 CAN_GROW_INTO(element) ||
12190 element == EL_QUICKSAND_EMPTY ||
12191 element == EL_QUICKSAND_FAST_EMPTY ||
12192 element == EL_ACID_SPLASH_LEFT ||
12193 element == EL_ACID_SPLASH_RIGHT))
12195 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12196 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12197 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12198 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12199 Feld[x][y] = EL_AMOEBA_DROP;
12202 random = random * 129 + 1;
12207 game.explosions_delayed = FALSE;
12209 SCAN_PLAYFIELD(x, y)
12211 element = Feld[x][y];
12213 if (ExplodeField[x][y])
12214 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12215 else if (element == EL_EXPLOSION)
12216 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12218 ExplodeField[x][y] = EX_TYPE_NONE;
12221 game.explosions_delayed = TRUE;
12223 if (game.magic_wall_active)
12225 if (!(game.magic_wall_time_left % 4))
12227 int element = Feld[magic_wall_x][magic_wall_y];
12229 if (element == EL_BD_MAGIC_WALL_FULL ||
12230 element == EL_BD_MAGIC_WALL_ACTIVE ||
12231 element == EL_BD_MAGIC_WALL_EMPTYING)
12232 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12233 else if (element == EL_DC_MAGIC_WALL_FULL ||
12234 element == EL_DC_MAGIC_WALL_ACTIVE ||
12235 element == EL_DC_MAGIC_WALL_EMPTYING)
12236 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12238 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12241 if (game.magic_wall_time_left > 0)
12243 game.magic_wall_time_left--;
12245 if (!game.magic_wall_time_left)
12247 SCAN_PLAYFIELD(x, y)
12249 element = Feld[x][y];
12251 if (element == EL_MAGIC_WALL_ACTIVE ||
12252 element == EL_MAGIC_WALL_FULL)
12254 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12255 TEST_DrawLevelField(x, y);
12257 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12258 element == EL_BD_MAGIC_WALL_FULL)
12260 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12261 TEST_DrawLevelField(x, y);
12263 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12264 element == EL_DC_MAGIC_WALL_FULL)
12266 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12267 TEST_DrawLevelField(x, y);
12271 game.magic_wall_active = FALSE;
12276 if (game.light_time_left > 0)
12278 game.light_time_left--;
12280 if (game.light_time_left == 0)
12281 RedrawAllLightSwitchesAndInvisibleElements();
12284 if (game.timegate_time_left > 0)
12286 game.timegate_time_left--;
12288 if (game.timegate_time_left == 0)
12289 CloseAllOpenTimegates();
12292 if (game.lenses_time_left > 0)
12294 game.lenses_time_left--;
12296 if (game.lenses_time_left == 0)
12297 RedrawAllInvisibleElementsForLenses();
12300 if (game.magnify_time_left > 0)
12302 game.magnify_time_left--;
12304 if (game.magnify_time_left == 0)
12305 RedrawAllInvisibleElementsForMagnifier();
12308 for (i = 0; i < MAX_PLAYERS; i++)
12310 struct PlayerInfo *player = &stored_player[i];
12312 if (SHIELD_ON(player))
12314 if (player->shield_deadly_time_left)
12315 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12316 else if (player->shield_normal_time_left)
12317 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12321 #if USE_DELAYED_GFX_REDRAW
12322 SCAN_PLAYFIELD(x, y)
12324 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12326 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12327 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12329 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12330 DrawLevelField(x, y);
12332 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12333 DrawLevelFieldCrumbled(x, y);
12335 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12336 DrawLevelFieldCrumbledNeighbours(x, y);
12338 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12339 DrawTwinkleOnField(x, y);
12342 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12347 PlayAllPlayersSound();
12349 for (i = 0; i < MAX_PLAYERS; i++)
12351 struct PlayerInfo *player = &stored_player[i];
12353 if (player->show_envelope != 0 && (!player->active ||
12354 player->MovPos == 0))
12356 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12358 player->show_envelope = 0;
12362 // use random number generator in every frame to make it less predictable
12363 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12366 mouse_action_last = mouse_action;
12369 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12371 int min_x = x, min_y = y, max_x = x, max_y = y;
12374 for (i = 0; i < MAX_PLAYERS; i++)
12376 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12378 if (!stored_player[i].active || &stored_player[i] == player)
12381 min_x = MIN(min_x, jx);
12382 min_y = MIN(min_y, jy);
12383 max_x = MAX(max_x, jx);
12384 max_y = MAX(max_y, jy);
12387 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12390 static boolean AllPlayersInVisibleScreen(void)
12394 for (i = 0; i < MAX_PLAYERS; i++)
12396 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12398 if (!stored_player[i].active)
12401 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12408 void ScrollLevel(int dx, int dy)
12410 int scroll_offset = 2 * TILEX_VAR;
12413 BlitBitmap(drawto_field, drawto_field,
12414 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12415 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12416 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12417 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12418 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12419 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12423 x = (dx == 1 ? BX1 : BX2);
12424 for (y = BY1; y <= BY2; y++)
12425 DrawScreenField(x, y);
12430 y = (dy == 1 ? BY1 : BY2);
12431 for (x = BX1; x <= BX2; x++)
12432 DrawScreenField(x, y);
12435 redraw_mask |= REDRAW_FIELD;
12438 static boolean canFallDown(struct PlayerInfo *player)
12440 int jx = player->jx, jy = player->jy;
12442 return (IN_LEV_FIELD(jx, jy + 1) &&
12443 (IS_FREE(jx, jy + 1) ||
12444 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12445 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12446 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12449 static boolean canPassField(int x, int y, int move_dir)
12451 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12452 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12453 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12454 int nextx = x + dx;
12455 int nexty = y + dy;
12456 int element = Feld[x][y];
12458 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12459 !CAN_MOVE(element) &&
12460 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12461 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12462 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12465 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12467 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12468 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12469 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12473 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12474 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12475 (IS_DIGGABLE(Feld[newx][newy]) ||
12476 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12477 canPassField(newx, newy, move_dir)));
12480 static void CheckGravityMovement(struct PlayerInfo *player)
12482 if (player->gravity && !player->programmed_action)
12484 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12485 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12486 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12487 int jx = player->jx, jy = player->jy;
12488 boolean player_is_moving_to_valid_field =
12489 (!player_is_snapping &&
12490 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12491 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12492 boolean player_can_fall_down = canFallDown(player);
12494 if (player_can_fall_down &&
12495 !player_is_moving_to_valid_field)
12496 player->programmed_action = MV_DOWN;
12500 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12502 return CheckGravityMovement(player);
12504 if (player->gravity && !player->programmed_action)
12506 int jx = player->jx, jy = player->jy;
12507 boolean field_under_player_is_free =
12508 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12509 boolean player_is_standing_on_valid_field =
12510 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12511 (IS_WALKABLE(Feld[jx][jy]) &&
12512 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12514 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12515 player->programmed_action = MV_DOWN;
12520 MovePlayerOneStep()
12521 -----------------------------------------------------------------------------
12522 dx, dy: direction (non-diagonal) to try to move the player to
12523 real_dx, real_dy: direction as read from input device (can be diagonal)
12526 boolean MovePlayerOneStep(struct PlayerInfo *player,
12527 int dx, int dy, int real_dx, int real_dy)
12529 int jx = player->jx, jy = player->jy;
12530 int new_jx = jx + dx, new_jy = jy + dy;
12532 boolean player_can_move = !player->cannot_move;
12534 if (!player->active || (!dx && !dy))
12535 return MP_NO_ACTION;
12537 player->MovDir = (dx < 0 ? MV_LEFT :
12538 dx > 0 ? MV_RIGHT :
12540 dy > 0 ? MV_DOWN : MV_NONE);
12542 if (!IN_LEV_FIELD(new_jx, new_jy))
12543 return MP_NO_ACTION;
12545 if (!player_can_move)
12547 if (player->MovPos == 0)
12549 player->is_moving = FALSE;
12550 player->is_digging = FALSE;
12551 player->is_collecting = FALSE;
12552 player->is_snapping = FALSE;
12553 player->is_pushing = FALSE;
12557 if (!network.enabled && game.centered_player_nr == -1 &&
12558 !AllPlayersInSight(player, new_jx, new_jy))
12559 return MP_NO_ACTION;
12561 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12562 if (can_move != MP_MOVING)
12565 // check if DigField() has caused relocation of the player
12566 if (player->jx != jx || player->jy != jy)
12567 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12569 StorePlayer[jx][jy] = 0;
12570 player->last_jx = jx;
12571 player->last_jy = jy;
12572 player->jx = new_jx;
12573 player->jy = new_jy;
12574 StorePlayer[new_jx][new_jy] = player->element_nr;
12576 if (player->move_delay_value_next != -1)
12578 player->move_delay_value = player->move_delay_value_next;
12579 player->move_delay_value_next = -1;
12583 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12585 player->step_counter++;
12587 PlayerVisit[jx][jy] = FrameCounter;
12589 player->is_moving = TRUE;
12592 // should better be called in MovePlayer(), but this breaks some tapes
12593 ScrollPlayer(player, SCROLL_INIT);
12599 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12601 int jx = player->jx, jy = player->jy;
12602 int old_jx = jx, old_jy = jy;
12603 int moved = MP_NO_ACTION;
12605 if (!player->active)
12610 if (player->MovPos == 0)
12612 player->is_moving = FALSE;
12613 player->is_digging = FALSE;
12614 player->is_collecting = FALSE;
12615 player->is_snapping = FALSE;
12616 player->is_pushing = FALSE;
12622 if (player->move_delay > 0)
12625 player->move_delay = -1; // set to "uninitialized" value
12627 // store if player is automatically moved to next field
12628 player->is_auto_moving = (player->programmed_action != MV_NONE);
12630 // remove the last programmed player action
12631 player->programmed_action = 0;
12633 if (player->MovPos)
12635 // should only happen if pre-1.2 tape recordings are played
12636 // this is only for backward compatibility
12638 int original_move_delay_value = player->move_delay_value;
12641 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12645 // scroll remaining steps with finest movement resolution
12646 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12648 while (player->MovPos)
12650 ScrollPlayer(player, SCROLL_GO_ON);
12651 ScrollScreen(NULL, SCROLL_GO_ON);
12653 AdvanceFrameAndPlayerCounters(player->index_nr);
12656 BackToFront_WithFrameDelay(0);
12659 player->move_delay_value = original_move_delay_value;
12662 player->is_active = FALSE;
12664 if (player->last_move_dir & MV_HORIZONTAL)
12666 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12667 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12671 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12672 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12675 if (!moved && !player->is_active)
12677 player->is_moving = FALSE;
12678 player->is_digging = FALSE;
12679 player->is_collecting = FALSE;
12680 player->is_snapping = FALSE;
12681 player->is_pushing = FALSE;
12687 if (moved & MP_MOVING && !ScreenMovPos &&
12688 (player->index_nr == game.centered_player_nr ||
12689 game.centered_player_nr == -1))
12691 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12693 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12695 // actual player has left the screen -- scroll in that direction
12696 if (jx != old_jx) // player has moved horizontally
12697 scroll_x += (jx - old_jx);
12698 else // player has moved vertically
12699 scroll_y += (jy - old_jy);
12703 int offset_raw = game.scroll_delay_value;
12705 if (jx != old_jx) // player has moved horizontally
12707 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12708 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12709 int new_scroll_x = jx - MIDPOSX + offset_x;
12711 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12712 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12713 scroll_x = new_scroll_x;
12715 // don't scroll over playfield boundaries
12716 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12718 // don't scroll more than one field at a time
12719 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12721 // don't scroll against the player's moving direction
12722 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12723 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12724 scroll_x = old_scroll_x;
12726 else // player has moved vertically
12728 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12729 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12730 int new_scroll_y = jy - MIDPOSY + offset_y;
12732 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12733 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12734 scroll_y = new_scroll_y;
12736 // don't scroll over playfield boundaries
12737 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12739 // don't scroll more than one field at a time
12740 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12742 // don't scroll against the player's moving direction
12743 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12744 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12745 scroll_y = old_scroll_y;
12749 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12751 if (!network.enabled && game.centered_player_nr == -1 &&
12752 !AllPlayersInVisibleScreen())
12754 scroll_x = old_scroll_x;
12755 scroll_y = old_scroll_y;
12759 ScrollScreen(player, SCROLL_INIT);
12760 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12765 player->StepFrame = 0;
12767 if (moved & MP_MOVING)
12769 if (old_jx != jx && old_jy == jy)
12770 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12771 else if (old_jx == jx && old_jy != jy)
12772 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12774 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12776 player->last_move_dir = player->MovDir;
12777 player->is_moving = TRUE;
12778 player->is_snapping = FALSE;
12779 player->is_switching = FALSE;
12780 player->is_dropping = FALSE;
12781 player->is_dropping_pressed = FALSE;
12782 player->drop_pressed_delay = 0;
12785 // should better be called here than above, but this breaks some tapes
12786 ScrollPlayer(player, SCROLL_INIT);
12791 CheckGravityMovementWhenNotMoving(player);
12793 player->is_moving = FALSE;
12795 /* at this point, the player is allowed to move, but cannot move right now
12796 (e.g. because of something blocking the way) -- ensure that the player
12797 is also allowed to move in the next frame (in old versions before 3.1.1,
12798 the player was forced to wait again for eight frames before next try) */
12800 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12801 player->move_delay = 0; // allow direct movement in the next frame
12804 if (player->move_delay == -1) // not yet initialized by DigField()
12805 player->move_delay = player->move_delay_value;
12807 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12809 TestIfPlayerTouchesBadThing(jx, jy);
12810 TestIfPlayerTouchesCustomElement(jx, jy);
12813 if (!player->active)
12814 RemovePlayer(player);
12819 void ScrollPlayer(struct PlayerInfo *player, int mode)
12821 int jx = player->jx, jy = player->jy;
12822 int last_jx = player->last_jx, last_jy = player->last_jy;
12823 int move_stepsize = TILEX / player->move_delay_value;
12825 if (!player->active)
12828 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12831 if (mode == SCROLL_INIT)
12833 player->actual_frame_counter = FrameCounter;
12834 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12836 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12837 Feld[last_jx][last_jy] == EL_EMPTY)
12839 int last_field_block_delay = 0; // start with no blocking at all
12840 int block_delay_adjustment = player->block_delay_adjustment;
12842 // if player blocks last field, add delay for exactly one move
12843 if (player->block_last_field)
12845 last_field_block_delay += player->move_delay_value;
12847 // when blocking enabled, prevent moving up despite gravity
12848 if (player->gravity && player->MovDir == MV_UP)
12849 block_delay_adjustment = -1;
12852 // add block delay adjustment (also possible when not blocking)
12853 last_field_block_delay += block_delay_adjustment;
12855 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12856 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12859 if (player->MovPos != 0) // player has not yet reached destination
12862 else if (!FrameReached(&player->actual_frame_counter, 1))
12865 if (player->MovPos != 0)
12867 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12868 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12870 // before DrawPlayer() to draw correct player graphic for this case
12871 if (player->MovPos == 0)
12872 CheckGravityMovement(player);
12875 if (player->MovPos == 0) // player reached destination field
12877 if (player->move_delay_reset_counter > 0)
12879 player->move_delay_reset_counter--;
12881 if (player->move_delay_reset_counter == 0)
12883 // continue with normal speed after quickly moving through gate
12884 HALVE_PLAYER_SPEED(player);
12886 // be able to make the next move without delay
12887 player->move_delay = 0;
12891 player->last_jx = jx;
12892 player->last_jy = jy;
12894 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12895 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12896 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12897 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12898 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12899 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12900 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12901 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12903 ExitPlayer(player);
12905 if (game.players_still_needed == 0 &&
12906 (game.friends_still_needed == 0 ||
12907 IS_SP_ELEMENT(Feld[jx][jy])))
12911 // this breaks one level: "machine", level 000
12913 int move_direction = player->MovDir;
12914 int enter_side = MV_DIR_OPPOSITE(move_direction);
12915 int leave_side = move_direction;
12916 int old_jx = last_jx;
12917 int old_jy = last_jy;
12918 int old_element = Feld[old_jx][old_jy];
12919 int new_element = Feld[jx][jy];
12921 if (IS_CUSTOM_ELEMENT(old_element))
12922 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12924 player->index_bit, leave_side);
12926 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12927 CE_PLAYER_LEAVES_X,
12928 player->index_bit, leave_side);
12930 if (IS_CUSTOM_ELEMENT(new_element))
12931 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12932 player->index_bit, enter_side);
12934 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12935 CE_PLAYER_ENTERS_X,
12936 player->index_bit, enter_side);
12938 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12939 CE_MOVE_OF_X, move_direction);
12942 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12944 TestIfPlayerTouchesBadThing(jx, jy);
12945 TestIfPlayerTouchesCustomElement(jx, jy);
12947 /* needed because pushed element has not yet reached its destination,
12948 so it would trigger a change event at its previous field location */
12949 if (!player->is_pushing)
12950 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12952 if (!player->active)
12953 RemovePlayer(player);
12956 if (!game.LevelSolved && level.use_step_counter)
12966 if (TimeLeft <= 10 && setup.time_limit)
12967 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12969 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12971 DisplayGameControlValues();
12973 if (!TimeLeft && setup.time_limit)
12974 for (i = 0; i < MAX_PLAYERS; i++)
12975 KillPlayer(&stored_player[i]);
12977 else if (game.no_time_limit && !game.all_players_gone)
12979 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12981 DisplayGameControlValues();
12985 if (tape.single_step && tape.recording && !tape.pausing &&
12986 !player->programmed_action)
12987 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12989 if (!player->programmed_action)
12990 CheckSaveEngineSnapshot(player);
12994 void ScrollScreen(struct PlayerInfo *player, int mode)
12996 static unsigned int screen_frame_counter = 0;
12998 if (mode == SCROLL_INIT)
13000 // set scrolling step size according to actual player's moving speed
13001 ScrollStepSize = TILEX / player->move_delay_value;
13003 screen_frame_counter = FrameCounter;
13004 ScreenMovDir = player->MovDir;
13005 ScreenMovPos = player->MovPos;
13006 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13009 else if (!FrameReached(&screen_frame_counter, 1))
13014 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13015 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13016 redraw_mask |= REDRAW_FIELD;
13019 ScreenMovDir = MV_NONE;
13022 void TestIfPlayerTouchesCustomElement(int x, int y)
13024 static int xy[4][2] =
13031 static int trigger_sides[4][2] =
13033 // center side border side
13034 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13035 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13036 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13037 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13039 static int touch_dir[4] =
13041 MV_LEFT | MV_RIGHT,
13046 int center_element = Feld[x][y]; // should always be non-moving!
13049 for (i = 0; i < NUM_DIRECTIONS; i++)
13051 int xx = x + xy[i][0];
13052 int yy = y + xy[i][1];
13053 int center_side = trigger_sides[i][0];
13054 int border_side = trigger_sides[i][1];
13055 int border_element;
13057 if (!IN_LEV_FIELD(xx, yy))
13060 if (IS_PLAYER(x, y)) // player found at center element
13062 struct PlayerInfo *player = PLAYERINFO(x, y);
13064 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13065 border_element = Feld[xx][yy]; // may be moving!
13066 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13067 border_element = Feld[xx][yy];
13068 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13069 border_element = MovingOrBlocked2Element(xx, yy);
13071 continue; // center and border element do not touch
13073 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13074 player->index_bit, border_side);
13075 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13076 CE_PLAYER_TOUCHES_X,
13077 player->index_bit, border_side);
13080 /* use player element that is initially defined in the level playfield,
13081 not the player element that corresponds to the runtime player number
13082 (example: a level that contains EL_PLAYER_3 as the only player would
13083 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13084 int player_element = PLAYERINFO(x, y)->initial_element;
13086 CheckElementChangeBySide(xx, yy, border_element, player_element,
13087 CE_TOUCHING_X, border_side);
13090 else if (IS_PLAYER(xx, yy)) // player found at border element
13092 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13094 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13096 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13097 continue; // center and border element do not touch
13100 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13101 player->index_bit, center_side);
13102 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13103 CE_PLAYER_TOUCHES_X,
13104 player->index_bit, center_side);
13107 /* use player element that is initially defined in the level playfield,
13108 not the player element that corresponds to the runtime player number
13109 (example: a level that contains EL_PLAYER_3 as the only player would
13110 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13111 int player_element = PLAYERINFO(xx, yy)->initial_element;
13113 CheckElementChangeBySide(x, y, center_element, player_element,
13114 CE_TOUCHING_X, center_side);
13122 void TestIfElementTouchesCustomElement(int x, int y)
13124 static int xy[4][2] =
13131 static int trigger_sides[4][2] =
13133 // center side border side
13134 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13135 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13136 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13137 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13139 static int touch_dir[4] =
13141 MV_LEFT | MV_RIGHT,
13146 boolean change_center_element = FALSE;
13147 int center_element = Feld[x][y]; // should always be non-moving!
13148 int border_element_old[NUM_DIRECTIONS];
13151 for (i = 0; i < NUM_DIRECTIONS; i++)
13153 int xx = x + xy[i][0];
13154 int yy = y + xy[i][1];
13155 int border_element;
13157 border_element_old[i] = -1;
13159 if (!IN_LEV_FIELD(xx, yy))
13162 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13163 border_element = Feld[xx][yy]; // may be moving!
13164 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13165 border_element = Feld[xx][yy];
13166 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13167 border_element = MovingOrBlocked2Element(xx, yy);
13169 continue; // center and border element do not touch
13171 border_element_old[i] = border_element;
13174 for (i = 0; i < NUM_DIRECTIONS; i++)
13176 int xx = x + xy[i][0];
13177 int yy = y + xy[i][1];
13178 int center_side = trigger_sides[i][0];
13179 int border_element = border_element_old[i];
13181 if (border_element == -1)
13184 // check for change of border element
13185 CheckElementChangeBySide(xx, yy, border_element, center_element,
13186 CE_TOUCHING_X, center_side);
13188 // (center element cannot be player, so we dont have to check this here)
13191 for (i = 0; i < NUM_DIRECTIONS; i++)
13193 int xx = x + xy[i][0];
13194 int yy = y + xy[i][1];
13195 int border_side = trigger_sides[i][1];
13196 int border_element = border_element_old[i];
13198 if (border_element == -1)
13201 // check for change of center element (but change it only once)
13202 if (!change_center_element)
13203 change_center_element =
13204 CheckElementChangeBySide(x, y, center_element, border_element,
13205 CE_TOUCHING_X, border_side);
13207 if (IS_PLAYER(xx, yy))
13209 /* use player element that is initially defined in the level playfield,
13210 not the player element that corresponds to the runtime player number
13211 (example: a level that contains EL_PLAYER_3 as the only player would
13212 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13213 int player_element = PLAYERINFO(xx, yy)->initial_element;
13215 CheckElementChangeBySide(x, y, center_element, player_element,
13216 CE_TOUCHING_X, border_side);
13221 void TestIfElementHitsCustomElement(int x, int y, int direction)
13223 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13224 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13225 int hitx = x + dx, hity = y + dy;
13226 int hitting_element = Feld[x][y];
13227 int touched_element;
13229 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13232 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13233 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13235 if (IN_LEV_FIELD(hitx, hity))
13237 int opposite_direction = MV_DIR_OPPOSITE(direction);
13238 int hitting_side = direction;
13239 int touched_side = opposite_direction;
13240 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13241 MovDir[hitx][hity] != direction ||
13242 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13248 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13249 CE_HITTING_X, touched_side);
13251 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13252 CE_HIT_BY_X, hitting_side);
13254 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13255 CE_HIT_BY_SOMETHING, opposite_direction);
13257 if (IS_PLAYER(hitx, hity))
13259 /* use player element that is initially defined in the level playfield,
13260 not the player element that corresponds to the runtime player number
13261 (example: a level that contains EL_PLAYER_3 as the only player would
13262 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13263 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13265 CheckElementChangeBySide(x, y, hitting_element, player_element,
13266 CE_HITTING_X, touched_side);
13271 // "hitting something" is also true when hitting the playfield border
13272 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13273 CE_HITTING_SOMETHING, direction);
13276 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13278 int i, kill_x = -1, kill_y = -1;
13280 int bad_element = -1;
13281 static int test_xy[4][2] =
13288 static int test_dir[4] =
13296 for (i = 0; i < NUM_DIRECTIONS; i++)
13298 int test_x, test_y, test_move_dir, test_element;
13300 test_x = good_x + test_xy[i][0];
13301 test_y = good_y + test_xy[i][1];
13303 if (!IN_LEV_FIELD(test_x, test_y))
13307 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13309 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13311 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13312 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13314 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13315 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13319 bad_element = test_element;
13325 if (kill_x != -1 || kill_y != -1)
13327 if (IS_PLAYER(good_x, good_y))
13329 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13331 if (player->shield_deadly_time_left > 0 &&
13332 !IS_INDESTRUCTIBLE(bad_element))
13333 Bang(kill_x, kill_y);
13334 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13335 KillPlayer(player);
13338 Bang(good_x, good_y);
13342 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13344 int i, kill_x = -1, kill_y = -1;
13345 int bad_element = Feld[bad_x][bad_y];
13346 static int test_xy[4][2] =
13353 static int touch_dir[4] =
13355 MV_LEFT | MV_RIGHT,
13360 static int test_dir[4] =
13368 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13371 for (i = 0; i < NUM_DIRECTIONS; i++)
13373 int test_x, test_y, test_move_dir, test_element;
13375 test_x = bad_x + test_xy[i][0];
13376 test_y = bad_y + test_xy[i][1];
13378 if (!IN_LEV_FIELD(test_x, test_y))
13382 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13384 test_element = Feld[test_x][test_y];
13386 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13387 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13389 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13390 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13392 // good thing is player or penguin that does not move away
13393 if (IS_PLAYER(test_x, test_y))
13395 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13397 if (bad_element == EL_ROBOT && player->is_moving)
13398 continue; // robot does not kill player if he is moving
13400 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13402 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13403 continue; // center and border element do not touch
13411 else if (test_element == EL_PENGUIN)
13421 if (kill_x != -1 || kill_y != -1)
13423 if (IS_PLAYER(kill_x, kill_y))
13425 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13427 if (player->shield_deadly_time_left > 0 &&
13428 !IS_INDESTRUCTIBLE(bad_element))
13429 Bang(bad_x, bad_y);
13430 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13431 KillPlayer(player);
13434 Bang(kill_x, kill_y);
13438 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13440 int bad_element = Feld[bad_x][bad_y];
13441 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13442 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13443 int test_x = bad_x + dx, test_y = bad_y + dy;
13444 int test_move_dir, test_element;
13445 int kill_x = -1, kill_y = -1;
13447 if (!IN_LEV_FIELD(test_x, test_y))
13451 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13453 test_element = Feld[test_x][test_y];
13455 if (test_move_dir != bad_move_dir)
13457 // good thing can be player or penguin that does not move away
13458 if (IS_PLAYER(test_x, test_y))
13460 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13462 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13463 player as being hit when he is moving towards the bad thing, because
13464 the "get hit by" condition would be lost after the player stops) */
13465 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13466 return; // player moves away from bad thing
13471 else if (test_element == EL_PENGUIN)
13478 if (kill_x != -1 || kill_y != -1)
13480 if (IS_PLAYER(kill_x, kill_y))
13482 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13484 if (player->shield_deadly_time_left > 0 &&
13485 !IS_INDESTRUCTIBLE(bad_element))
13486 Bang(bad_x, bad_y);
13487 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13488 KillPlayer(player);
13491 Bang(kill_x, kill_y);
13495 void TestIfPlayerTouchesBadThing(int x, int y)
13497 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13500 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13502 TestIfGoodThingHitsBadThing(x, y, move_dir);
13505 void TestIfBadThingTouchesPlayer(int x, int y)
13507 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13510 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13512 TestIfBadThingHitsGoodThing(x, y, move_dir);
13515 void TestIfFriendTouchesBadThing(int x, int y)
13517 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13520 void TestIfBadThingTouchesFriend(int x, int y)
13522 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13525 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13527 int i, kill_x = bad_x, kill_y = bad_y;
13528 static int xy[4][2] =
13536 for (i = 0; i < NUM_DIRECTIONS; i++)
13540 x = bad_x + xy[i][0];
13541 y = bad_y + xy[i][1];
13542 if (!IN_LEV_FIELD(x, y))
13545 element = Feld[x][y];
13546 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13547 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13555 if (kill_x != bad_x || kill_y != bad_y)
13556 Bang(bad_x, bad_y);
13559 void KillPlayer(struct PlayerInfo *player)
13561 int jx = player->jx, jy = player->jy;
13563 if (!player->active)
13567 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13568 player->killed, player->active, player->reanimated);
13571 /* the following code was introduced to prevent an infinite loop when calling
13573 -> CheckTriggeredElementChangeExt()
13574 -> ExecuteCustomElementAction()
13576 -> (infinitely repeating the above sequence of function calls)
13577 which occurs when killing the player while having a CE with the setting
13578 "kill player X when explosion of <player X>"; the solution using a new
13579 field "player->killed" was chosen for backwards compatibility, although
13580 clever use of the fields "player->active" etc. would probably also work */
13582 if (player->killed)
13586 player->killed = TRUE;
13588 // remove accessible field at the player's position
13589 Feld[jx][jy] = EL_EMPTY;
13591 // deactivate shield (else Bang()/Explode() would not work right)
13592 player->shield_normal_time_left = 0;
13593 player->shield_deadly_time_left = 0;
13596 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13597 player->killed, player->active, player->reanimated);
13603 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13604 player->killed, player->active, player->reanimated);
13607 if (player->reanimated) // killed player may have been reanimated
13608 player->killed = player->reanimated = FALSE;
13610 BuryPlayer(player);
13613 static void KillPlayerUnlessEnemyProtected(int x, int y)
13615 if (!PLAYER_ENEMY_PROTECTED(x, y))
13616 KillPlayer(PLAYERINFO(x, y));
13619 static void KillPlayerUnlessExplosionProtected(int x, int y)
13621 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13622 KillPlayer(PLAYERINFO(x, y));
13625 void BuryPlayer(struct PlayerInfo *player)
13627 int jx = player->jx, jy = player->jy;
13629 if (!player->active)
13632 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13633 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13635 RemovePlayer(player);
13637 player->buried = TRUE;
13639 if (game.all_players_gone)
13640 game.GameOver = TRUE;
13643 void RemovePlayer(struct PlayerInfo *player)
13645 int jx = player->jx, jy = player->jy;
13646 int i, found = FALSE;
13648 player->present = FALSE;
13649 player->active = FALSE;
13651 // required for some CE actions (even if the player is not active anymore)
13652 player->MovPos = 0;
13654 if (!ExplodeField[jx][jy])
13655 StorePlayer[jx][jy] = 0;
13657 if (player->is_moving)
13658 TEST_DrawLevelField(player->last_jx, player->last_jy);
13660 for (i = 0; i < MAX_PLAYERS; i++)
13661 if (stored_player[i].active)
13666 game.all_players_gone = TRUE;
13667 game.GameOver = TRUE;
13670 game.exit_x = game.robot_wheel_x = jx;
13671 game.exit_y = game.robot_wheel_y = jy;
13674 void ExitPlayer(struct PlayerInfo *player)
13676 DrawPlayer(player); // needed here only to cleanup last field
13677 RemovePlayer(player);
13679 if (game.players_still_needed > 0)
13680 game.players_still_needed--;
13683 static void setFieldForSnapping(int x, int y, int element, int direction)
13685 struct ElementInfo *ei = &element_info[element];
13686 int direction_bit = MV_DIR_TO_BIT(direction);
13687 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13688 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13689 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13691 Feld[x][y] = EL_ELEMENT_SNAPPING;
13692 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13694 ResetGfxAnimation(x, y);
13696 GfxElement[x][y] = element;
13697 GfxAction[x][y] = action;
13698 GfxDir[x][y] = direction;
13699 GfxFrame[x][y] = -1;
13703 =============================================================================
13704 checkDiagonalPushing()
13705 -----------------------------------------------------------------------------
13706 check if diagonal input device direction results in pushing of object
13707 (by checking if the alternative direction is walkable, diggable, ...)
13708 =============================================================================
13711 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13712 int x, int y, int real_dx, int real_dy)
13714 int jx, jy, dx, dy, xx, yy;
13716 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13719 // diagonal direction: check alternative direction
13724 xx = jx + (dx == 0 ? real_dx : 0);
13725 yy = jy + (dy == 0 ? real_dy : 0);
13727 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13731 =============================================================================
13733 -----------------------------------------------------------------------------
13734 x, y: field next to player (non-diagonal) to try to dig to
13735 real_dx, real_dy: direction as read from input device (can be diagonal)
13736 =============================================================================
13739 static int DigField(struct PlayerInfo *player,
13740 int oldx, int oldy, int x, int y,
13741 int real_dx, int real_dy, int mode)
13743 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13744 boolean player_was_pushing = player->is_pushing;
13745 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13746 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13747 int jx = oldx, jy = oldy;
13748 int dx = x - jx, dy = y - jy;
13749 int nextx = x + dx, nexty = y + dy;
13750 int move_direction = (dx == -1 ? MV_LEFT :
13751 dx == +1 ? MV_RIGHT :
13753 dy == +1 ? MV_DOWN : MV_NONE);
13754 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13755 int dig_side = MV_DIR_OPPOSITE(move_direction);
13756 int old_element = Feld[jx][jy];
13757 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13760 if (is_player) // function can also be called by EL_PENGUIN
13762 if (player->MovPos == 0)
13764 player->is_digging = FALSE;
13765 player->is_collecting = FALSE;
13768 if (player->MovPos == 0) // last pushing move finished
13769 player->is_pushing = FALSE;
13771 if (mode == DF_NO_PUSH) // player just stopped pushing
13773 player->is_switching = FALSE;
13774 player->push_delay = -1;
13776 return MP_NO_ACTION;
13780 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13781 old_element = Back[jx][jy];
13783 // in case of element dropped at player position, check background
13784 else if (Back[jx][jy] != EL_EMPTY &&
13785 game.engine_version >= VERSION_IDENT(2,2,0,0))
13786 old_element = Back[jx][jy];
13788 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13789 return MP_NO_ACTION; // field has no opening in this direction
13791 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13792 return MP_NO_ACTION; // field has no opening in this direction
13794 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13798 Feld[jx][jy] = player->artwork_element;
13799 InitMovingField(jx, jy, MV_DOWN);
13800 Store[jx][jy] = EL_ACID;
13801 ContinueMoving(jx, jy);
13802 BuryPlayer(player);
13804 return MP_DONT_RUN_INTO;
13807 if (player_can_move && DONT_RUN_INTO(element))
13809 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13811 return MP_DONT_RUN_INTO;
13814 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13815 return MP_NO_ACTION;
13817 collect_count = element_info[element].collect_count_initial;
13819 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13820 return MP_NO_ACTION;
13822 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13823 player_can_move = player_can_move_or_snap;
13825 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13826 game.engine_version >= VERSION_IDENT(2,2,0,0))
13828 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13829 player->index_bit, dig_side);
13830 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13831 player->index_bit, dig_side);
13833 if (element == EL_DC_LANDMINE)
13836 if (Feld[x][y] != element) // field changed by snapping
13839 return MP_NO_ACTION;
13842 if (player->gravity && is_player && !player->is_auto_moving &&
13843 canFallDown(player) && move_direction != MV_DOWN &&
13844 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13845 return MP_NO_ACTION; // player cannot walk here due to gravity
13847 if (player_can_move &&
13848 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13850 int sound_element = SND_ELEMENT(element);
13851 int sound_action = ACTION_WALKING;
13853 if (IS_RND_GATE(element))
13855 if (!player->key[RND_GATE_NR(element)])
13856 return MP_NO_ACTION;
13858 else if (IS_RND_GATE_GRAY(element))
13860 if (!player->key[RND_GATE_GRAY_NR(element)])
13861 return MP_NO_ACTION;
13863 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13865 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13866 return MP_NO_ACTION;
13868 else if (element == EL_EXIT_OPEN ||
13869 element == EL_EM_EXIT_OPEN ||
13870 element == EL_EM_EXIT_OPENING ||
13871 element == EL_STEEL_EXIT_OPEN ||
13872 element == EL_EM_STEEL_EXIT_OPEN ||
13873 element == EL_EM_STEEL_EXIT_OPENING ||
13874 element == EL_SP_EXIT_OPEN ||
13875 element == EL_SP_EXIT_OPENING)
13877 sound_action = ACTION_PASSING; // player is passing exit
13879 else if (element == EL_EMPTY)
13881 sound_action = ACTION_MOVING; // nothing to walk on
13884 // play sound from background or player, whatever is available
13885 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13886 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13888 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13890 else if (player_can_move &&
13891 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13893 if (!ACCESS_FROM(element, opposite_direction))
13894 return MP_NO_ACTION; // field not accessible from this direction
13896 if (CAN_MOVE(element)) // only fixed elements can be passed!
13897 return MP_NO_ACTION;
13899 if (IS_EM_GATE(element))
13901 if (!player->key[EM_GATE_NR(element)])
13902 return MP_NO_ACTION;
13904 else if (IS_EM_GATE_GRAY(element))
13906 if (!player->key[EM_GATE_GRAY_NR(element)])
13907 return MP_NO_ACTION;
13909 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13911 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13912 return MP_NO_ACTION;
13914 else if (IS_EMC_GATE(element))
13916 if (!player->key[EMC_GATE_NR(element)])
13917 return MP_NO_ACTION;
13919 else if (IS_EMC_GATE_GRAY(element))
13921 if (!player->key[EMC_GATE_GRAY_NR(element)])
13922 return MP_NO_ACTION;
13924 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13926 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13927 return MP_NO_ACTION;
13929 else if (element == EL_DC_GATE_WHITE ||
13930 element == EL_DC_GATE_WHITE_GRAY ||
13931 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13933 if (player->num_white_keys == 0)
13934 return MP_NO_ACTION;
13936 player->num_white_keys--;
13938 else if (IS_SP_PORT(element))
13940 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13941 element == EL_SP_GRAVITY_PORT_RIGHT ||
13942 element == EL_SP_GRAVITY_PORT_UP ||
13943 element == EL_SP_GRAVITY_PORT_DOWN)
13944 player->gravity = !player->gravity;
13945 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13946 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13947 element == EL_SP_GRAVITY_ON_PORT_UP ||
13948 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13949 player->gravity = TRUE;
13950 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13951 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13952 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13953 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13954 player->gravity = FALSE;
13957 // automatically move to the next field with double speed
13958 player->programmed_action = move_direction;
13960 if (player->move_delay_reset_counter == 0)
13962 player->move_delay_reset_counter = 2; // two double speed steps
13964 DOUBLE_PLAYER_SPEED(player);
13967 PlayLevelSoundAction(x, y, ACTION_PASSING);
13969 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13973 if (mode != DF_SNAP)
13975 GfxElement[x][y] = GFX_ELEMENT(element);
13976 player->is_digging = TRUE;
13979 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13981 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13982 player->index_bit, dig_side);
13984 if (mode == DF_SNAP)
13986 if (level.block_snap_field)
13987 setFieldForSnapping(x, y, element, move_direction);
13989 TestIfElementTouchesCustomElement(x, y); // for empty space
13991 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13992 player->index_bit, dig_side);
13995 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13999 if (is_player && mode != DF_SNAP)
14001 GfxElement[x][y] = element;
14002 player->is_collecting = TRUE;
14005 if (element == EL_SPEED_PILL)
14007 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14009 else if (element == EL_EXTRA_TIME && level.time > 0)
14011 TimeLeft += level.extra_time;
14013 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14015 DisplayGameControlValues();
14017 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14019 player->shield_normal_time_left += level.shield_normal_time;
14020 if (element == EL_SHIELD_DEADLY)
14021 player->shield_deadly_time_left += level.shield_deadly_time;
14023 else if (element == EL_DYNAMITE ||
14024 element == EL_EM_DYNAMITE ||
14025 element == EL_SP_DISK_RED)
14027 if (player->inventory_size < MAX_INVENTORY_SIZE)
14028 player->inventory_element[player->inventory_size++] = element;
14030 DrawGameDoorValues();
14032 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14034 player->dynabomb_count++;
14035 player->dynabombs_left++;
14037 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14039 player->dynabomb_size++;
14041 else if (element == EL_DYNABOMB_INCREASE_POWER)
14043 player->dynabomb_xl = TRUE;
14045 else if (IS_KEY(element))
14047 player->key[KEY_NR(element)] = TRUE;
14049 DrawGameDoorValues();
14051 else if (element == EL_DC_KEY_WHITE)
14053 player->num_white_keys++;
14055 // display white keys?
14056 // DrawGameDoorValues();
14058 else if (IS_ENVELOPE(element))
14060 player->show_envelope = element;
14062 else if (element == EL_EMC_LENSES)
14064 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14066 RedrawAllInvisibleElementsForLenses();
14068 else if (element == EL_EMC_MAGNIFIER)
14070 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14072 RedrawAllInvisibleElementsForMagnifier();
14074 else if (IS_DROPPABLE(element) ||
14075 IS_THROWABLE(element)) // can be collected and dropped
14079 if (collect_count == 0)
14080 player->inventory_infinite_element = element;
14082 for (i = 0; i < collect_count; i++)
14083 if (player->inventory_size < MAX_INVENTORY_SIZE)
14084 player->inventory_element[player->inventory_size++] = element;
14086 DrawGameDoorValues();
14088 else if (collect_count > 0)
14090 game.gems_still_needed -= collect_count;
14091 if (game.gems_still_needed < 0)
14092 game.gems_still_needed = 0;
14094 game.snapshot.collected_item = TRUE;
14096 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14098 DisplayGameControlValues();
14101 RaiseScoreElement(element);
14102 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14105 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14106 player->index_bit, dig_side);
14108 if (mode == DF_SNAP)
14110 if (level.block_snap_field)
14111 setFieldForSnapping(x, y, element, move_direction);
14113 TestIfElementTouchesCustomElement(x, y); // for empty space
14115 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14116 player->index_bit, dig_side);
14119 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14121 if (mode == DF_SNAP && element != EL_BD_ROCK)
14122 return MP_NO_ACTION;
14124 if (CAN_FALL(element) && dy)
14125 return MP_NO_ACTION;
14127 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14128 !(element == EL_SPRING && level.use_spring_bug))
14129 return MP_NO_ACTION;
14131 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14132 ((move_direction & MV_VERTICAL &&
14133 ((element_info[element].move_pattern & MV_LEFT &&
14134 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14135 (element_info[element].move_pattern & MV_RIGHT &&
14136 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14137 (move_direction & MV_HORIZONTAL &&
14138 ((element_info[element].move_pattern & MV_UP &&
14139 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14140 (element_info[element].move_pattern & MV_DOWN &&
14141 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14142 return MP_NO_ACTION;
14144 // do not push elements already moving away faster than player
14145 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14146 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14147 return MP_NO_ACTION;
14149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14151 if (player->push_delay_value == -1 || !player_was_pushing)
14152 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14154 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14156 if (player->push_delay_value == -1)
14157 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14159 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14161 if (!player->is_pushing)
14162 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14165 player->is_pushing = TRUE;
14166 player->is_active = TRUE;
14168 if (!(IN_LEV_FIELD(nextx, nexty) &&
14169 (IS_FREE(nextx, nexty) ||
14170 (IS_SB_ELEMENT(element) &&
14171 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14172 (IS_CUSTOM_ELEMENT(element) &&
14173 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14174 return MP_NO_ACTION;
14176 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14177 return MP_NO_ACTION;
14179 if (player->push_delay == -1) // new pushing; restart delay
14180 player->push_delay = 0;
14182 if (player->push_delay < player->push_delay_value &&
14183 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14184 element != EL_SPRING && element != EL_BALLOON)
14186 // make sure that there is no move delay before next try to push
14187 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14188 player->move_delay = 0;
14190 return MP_NO_ACTION;
14193 if (IS_CUSTOM_ELEMENT(element) &&
14194 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14196 if (!DigFieldByCE(nextx, nexty, element))
14197 return MP_NO_ACTION;
14200 if (IS_SB_ELEMENT(element))
14202 boolean sokoban_task_solved = FALSE;
14204 if (element == EL_SOKOBAN_FIELD_FULL)
14206 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14208 IncrementSokobanFieldsNeeded();
14209 IncrementSokobanObjectsNeeded();
14212 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14214 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14216 DecrementSokobanFieldsNeeded();
14217 DecrementSokobanObjectsNeeded();
14219 // sokoban object was pushed from empty field to sokoban field
14220 if (Back[x][y] == EL_EMPTY)
14221 sokoban_task_solved = TRUE;
14224 Feld[x][y] = EL_SOKOBAN_OBJECT;
14226 if (Back[x][y] == Back[nextx][nexty])
14227 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14228 else if (Back[x][y] != 0)
14229 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14232 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14235 if (sokoban_task_solved &&
14236 game.sokoban_fields_still_needed == 0 &&
14237 game.sokoban_objects_still_needed == 0 &&
14238 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14240 game.players_still_needed = 0;
14244 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14248 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14250 InitMovingField(x, y, move_direction);
14251 GfxAction[x][y] = ACTION_PUSHING;
14253 if (mode == DF_SNAP)
14254 ContinueMoving(x, y);
14256 MovPos[x][y] = (dx != 0 ? dx : dy);
14258 Pushed[x][y] = TRUE;
14259 Pushed[nextx][nexty] = TRUE;
14261 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14262 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14264 player->push_delay_value = -1; // get new value later
14266 // check for element change _after_ element has been pushed
14267 if (game.use_change_when_pushing_bug)
14269 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14270 player->index_bit, dig_side);
14271 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14272 player->index_bit, dig_side);
14275 else if (IS_SWITCHABLE(element))
14277 if (PLAYER_SWITCHING(player, x, y))
14279 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14280 player->index_bit, dig_side);
14285 player->is_switching = TRUE;
14286 player->switch_x = x;
14287 player->switch_y = y;
14289 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14291 if (element == EL_ROBOT_WHEEL)
14293 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14295 game.robot_wheel_x = x;
14296 game.robot_wheel_y = y;
14297 game.robot_wheel_active = TRUE;
14299 TEST_DrawLevelField(x, y);
14301 else if (element == EL_SP_TERMINAL)
14305 SCAN_PLAYFIELD(xx, yy)
14307 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14311 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14313 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14315 ResetGfxAnimation(xx, yy);
14316 TEST_DrawLevelField(xx, yy);
14320 else if (IS_BELT_SWITCH(element))
14322 ToggleBeltSwitch(x, y);
14324 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14325 element == EL_SWITCHGATE_SWITCH_DOWN ||
14326 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14327 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14329 ToggleSwitchgateSwitch(x, y);
14331 else if (element == EL_LIGHT_SWITCH ||
14332 element == EL_LIGHT_SWITCH_ACTIVE)
14334 ToggleLightSwitch(x, y);
14336 else if (element == EL_TIMEGATE_SWITCH ||
14337 element == EL_DC_TIMEGATE_SWITCH)
14339 ActivateTimegateSwitch(x, y);
14341 else if (element == EL_BALLOON_SWITCH_LEFT ||
14342 element == EL_BALLOON_SWITCH_RIGHT ||
14343 element == EL_BALLOON_SWITCH_UP ||
14344 element == EL_BALLOON_SWITCH_DOWN ||
14345 element == EL_BALLOON_SWITCH_NONE ||
14346 element == EL_BALLOON_SWITCH_ANY)
14348 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14349 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14350 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14351 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14352 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14355 else if (element == EL_LAMP)
14357 Feld[x][y] = EL_LAMP_ACTIVE;
14358 game.lights_still_needed--;
14360 ResetGfxAnimation(x, y);
14361 TEST_DrawLevelField(x, y);
14363 else if (element == EL_TIME_ORB_FULL)
14365 Feld[x][y] = EL_TIME_ORB_EMPTY;
14367 if (level.time > 0 || level.use_time_orb_bug)
14369 TimeLeft += level.time_orb_time;
14370 game.no_time_limit = FALSE;
14372 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14374 DisplayGameControlValues();
14377 ResetGfxAnimation(x, y);
14378 TEST_DrawLevelField(x, y);
14380 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14381 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14385 game.ball_active = !game.ball_active;
14387 SCAN_PLAYFIELD(xx, yy)
14389 int e = Feld[xx][yy];
14391 if (game.ball_active)
14393 if (e == EL_EMC_MAGIC_BALL)
14394 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14395 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14396 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14400 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14401 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14402 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14403 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14408 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14409 player->index_bit, dig_side);
14411 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14412 player->index_bit, dig_side);
14414 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14415 player->index_bit, dig_side);
14421 if (!PLAYER_SWITCHING(player, x, y))
14423 player->is_switching = TRUE;
14424 player->switch_x = x;
14425 player->switch_y = y;
14427 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14428 player->index_bit, dig_side);
14429 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14430 player->index_bit, dig_side);
14432 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14433 player->index_bit, dig_side);
14434 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14435 player->index_bit, dig_side);
14438 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14439 player->index_bit, dig_side);
14440 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14441 player->index_bit, dig_side);
14443 return MP_NO_ACTION;
14446 player->push_delay = -1;
14448 if (is_player) // function can also be called by EL_PENGUIN
14450 if (Feld[x][y] != element) // really digged/collected something
14452 player->is_collecting = !player->is_digging;
14453 player->is_active = TRUE;
14460 static boolean DigFieldByCE(int x, int y, int digging_element)
14462 int element = Feld[x][y];
14464 if (!IS_FREE(x, y))
14466 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14467 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14470 // no element can dig solid indestructible elements
14471 if (IS_INDESTRUCTIBLE(element) &&
14472 !IS_DIGGABLE(element) &&
14473 !IS_COLLECTIBLE(element))
14476 if (AmoebaNr[x][y] &&
14477 (element == EL_AMOEBA_FULL ||
14478 element == EL_BD_AMOEBA ||
14479 element == EL_AMOEBA_GROWING))
14481 AmoebaCnt[AmoebaNr[x][y]]--;
14482 AmoebaCnt2[AmoebaNr[x][y]]--;
14485 if (IS_MOVING(x, y))
14486 RemoveMovingField(x, y);
14490 TEST_DrawLevelField(x, y);
14493 // if digged element was about to explode, prevent the explosion
14494 ExplodeField[x][y] = EX_TYPE_NONE;
14496 PlayLevelSoundAction(x, y, action);
14499 Store[x][y] = EL_EMPTY;
14501 // this makes it possible to leave the removed element again
14502 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14503 Store[x][y] = element;
14508 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14510 int jx = player->jx, jy = player->jy;
14511 int x = jx + dx, y = jy + dy;
14512 int snap_direction = (dx == -1 ? MV_LEFT :
14513 dx == +1 ? MV_RIGHT :
14515 dy == +1 ? MV_DOWN : MV_NONE);
14516 boolean can_continue_snapping = (level.continuous_snapping &&
14517 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14519 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14522 if (!player->active || !IN_LEV_FIELD(x, y))
14530 if (player->MovPos == 0)
14531 player->is_pushing = FALSE;
14533 player->is_snapping = FALSE;
14535 if (player->MovPos == 0)
14537 player->is_moving = FALSE;
14538 player->is_digging = FALSE;
14539 player->is_collecting = FALSE;
14545 // prevent snapping with already pressed snap key when not allowed
14546 if (player->is_snapping && !can_continue_snapping)
14549 player->MovDir = snap_direction;
14551 if (player->MovPos == 0)
14553 player->is_moving = FALSE;
14554 player->is_digging = FALSE;
14555 player->is_collecting = FALSE;
14558 player->is_dropping = FALSE;
14559 player->is_dropping_pressed = FALSE;
14560 player->drop_pressed_delay = 0;
14562 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14565 player->is_snapping = TRUE;
14566 player->is_active = TRUE;
14568 if (player->MovPos == 0)
14570 player->is_moving = FALSE;
14571 player->is_digging = FALSE;
14572 player->is_collecting = FALSE;
14575 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14576 TEST_DrawLevelField(player->last_jx, player->last_jy);
14578 TEST_DrawLevelField(x, y);
14583 static boolean DropElement(struct PlayerInfo *player)
14585 int old_element, new_element;
14586 int dropx = player->jx, dropy = player->jy;
14587 int drop_direction = player->MovDir;
14588 int drop_side = drop_direction;
14589 int drop_element = get_next_dropped_element(player);
14591 /* do not drop an element on top of another element; when holding drop key
14592 pressed without moving, dropped element must move away before the next
14593 element can be dropped (this is especially important if the next element
14594 is dynamite, which can be placed on background for historical reasons) */
14595 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14598 if (IS_THROWABLE(drop_element))
14600 dropx += GET_DX_FROM_DIR(drop_direction);
14601 dropy += GET_DY_FROM_DIR(drop_direction);
14603 if (!IN_LEV_FIELD(dropx, dropy))
14607 old_element = Feld[dropx][dropy]; // old element at dropping position
14608 new_element = drop_element; // default: no change when dropping
14610 // check if player is active, not moving and ready to drop
14611 if (!player->active || player->MovPos || player->drop_delay > 0)
14614 // check if player has anything that can be dropped
14615 if (new_element == EL_UNDEFINED)
14618 // only set if player has anything that can be dropped
14619 player->is_dropping_pressed = TRUE;
14621 // check if drop key was pressed long enough for EM style dynamite
14622 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14625 // check if anything can be dropped at the current position
14626 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14629 // collected custom elements can only be dropped on empty fields
14630 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14633 if (old_element != EL_EMPTY)
14634 Back[dropx][dropy] = old_element; // store old element on this field
14636 ResetGfxAnimation(dropx, dropy);
14637 ResetRandomAnimationValue(dropx, dropy);
14639 if (player->inventory_size > 0 ||
14640 player->inventory_infinite_element != EL_UNDEFINED)
14642 if (player->inventory_size > 0)
14644 player->inventory_size--;
14646 DrawGameDoorValues();
14648 if (new_element == EL_DYNAMITE)
14649 new_element = EL_DYNAMITE_ACTIVE;
14650 else if (new_element == EL_EM_DYNAMITE)
14651 new_element = EL_EM_DYNAMITE_ACTIVE;
14652 else if (new_element == EL_SP_DISK_RED)
14653 new_element = EL_SP_DISK_RED_ACTIVE;
14656 Feld[dropx][dropy] = new_element;
14658 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14659 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14660 el2img(Feld[dropx][dropy]), 0);
14662 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14664 // needed if previous element just changed to "empty" in the last frame
14665 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14667 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14668 player->index_bit, drop_side);
14669 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14671 player->index_bit, drop_side);
14673 TestIfElementTouchesCustomElement(dropx, dropy);
14675 else // player is dropping a dyna bomb
14677 player->dynabombs_left--;
14679 Feld[dropx][dropy] = new_element;
14681 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14682 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14683 el2img(Feld[dropx][dropy]), 0);
14685 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14688 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14689 InitField_WithBug1(dropx, dropy, FALSE);
14691 new_element = Feld[dropx][dropy]; // element might have changed
14693 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14694 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14696 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14697 MovDir[dropx][dropy] = drop_direction;
14699 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14701 // do not cause impact style collision by dropping elements that can fall
14702 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14705 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14706 player->is_dropping = TRUE;
14708 player->drop_pressed_delay = 0;
14709 player->is_dropping_pressed = FALSE;
14711 player->drop_x = dropx;
14712 player->drop_y = dropy;
14717 // ----------------------------------------------------------------------------
14718 // game sound playing functions
14719 // ----------------------------------------------------------------------------
14721 static int *loop_sound_frame = NULL;
14722 static int *loop_sound_volume = NULL;
14724 void InitPlayLevelSound(void)
14726 int num_sounds = getSoundListSize();
14728 checked_free(loop_sound_frame);
14729 checked_free(loop_sound_volume);
14731 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14732 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14735 static void PlayLevelSound(int x, int y, int nr)
14737 int sx = SCREENX(x), sy = SCREENY(y);
14738 int volume, stereo_position;
14739 int max_distance = 8;
14740 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14742 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14743 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14746 if (!IN_LEV_FIELD(x, y) ||
14747 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14748 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14751 volume = SOUND_MAX_VOLUME;
14753 if (!IN_SCR_FIELD(sx, sy))
14755 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14756 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14758 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14761 stereo_position = (SOUND_MAX_LEFT +
14762 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14763 (SCR_FIELDX + 2 * max_distance));
14765 if (IS_LOOP_SOUND(nr))
14767 /* This assures that quieter loop sounds do not overwrite louder ones,
14768 while restarting sound volume comparison with each new game frame. */
14770 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14773 loop_sound_volume[nr] = volume;
14774 loop_sound_frame[nr] = FrameCounter;
14777 PlaySoundExt(nr, volume, stereo_position, type);
14780 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14782 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14783 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14784 y < LEVELY(BY1) ? LEVELY(BY1) :
14785 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14789 static void PlayLevelSoundAction(int x, int y, int action)
14791 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14794 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14796 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14798 if (sound_effect != SND_UNDEFINED)
14799 PlayLevelSound(x, y, sound_effect);
14802 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14805 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14807 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14808 PlayLevelSound(x, y, sound_effect);
14811 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14813 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14815 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14816 PlayLevelSound(x, y, sound_effect);
14819 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14821 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14823 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14824 StopSound(sound_effect);
14827 static int getLevelMusicNr(void)
14829 if (levelset.music[level_nr] != MUS_UNDEFINED)
14830 return levelset.music[level_nr]; // from config file
14832 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14835 static void FadeLevelSounds(void)
14840 static void FadeLevelMusic(void)
14842 int music_nr = getLevelMusicNr();
14843 char *curr_music = getCurrentlyPlayingMusicFilename();
14844 char *next_music = getMusicInfoEntryFilename(music_nr);
14846 if (!strEqual(curr_music, next_music))
14850 void FadeLevelSoundsAndMusic(void)
14856 static void PlayLevelMusic(void)
14858 int music_nr = getLevelMusicNr();
14859 char *curr_music = getCurrentlyPlayingMusicFilename();
14860 char *next_music = getMusicInfoEntryFilename(music_nr);
14862 if (!strEqual(curr_music, next_music))
14863 PlayMusicLoop(music_nr);
14866 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14868 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14870 int x = xx - offset;
14871 int y = yy - offset;
14876 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14880 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14884 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14888 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14892 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14896 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14900 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14903 case SOUND_android_clone:
14904 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14907 case SOUND_android_move:
14908 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14912 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14916 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14920 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14923 case SOUND_eater_eat:
14924 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14928 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14931 case SOUND_collect:
14932 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14935 case SOUND_diamond:
14936 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14940 // !!! CHECK THIS !!!
14942 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14944 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14948 case SOUND_wonderfall:
14949 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14953 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14957 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14961 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14965 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14969 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14973 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14977 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14981 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14984 case SOUND_exit_open:
14985 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14988 case SOUND_exit_leave:
14989 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14992 case SOUND_dynamite:
14993 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14997 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15001 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15005 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15009 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15013 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15017 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15021 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15026 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15028 int element = map_element_SP_to_RND(element_sp);
15029 int action = map_action_SP_to_RND(action_sp);
15030 int offset = (setup.sp_show_border_elements ? 0 : 1);
15031 int x = xx - offset;
15032 int y = yy - offset;
15034 PlayLevelSoundElementAction(x, y, element, action);
15037 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15039 int element = map_element_MM_to_RND(element_mm);
15040 int action = map_action_MM_to_RND(action_mm);
15042 int x = xx - offset;
15043 int y = yy - offset;
15045 if (!IS_MM_ELEMENT(element))
15046 element = EL_MM_DEFAULT;
15048 PlayLevelSoundElementAction(x, y, element, action);
15051 void PlaySound_MM(int sound_mm)
15053 int sound = map_sound_MM_to_RND(sound_mm);
15055 if (sound == SND_UNDEFINED)
15061 void PlaySoundLoop_MM(int sound_mm)
15063 int sound = map_sound_MM_to_RND(sound_mm);
15065 if (sound == SND_UNDEFINED)
15068 PlaySoundLoop(sound);
15071 void StopSound_MM(int sound_mm)
15073 int sound = map_sound_MM_to_RND(sound_mm);
15075 if (sound == SND_UNDEFINED)
15081 void RaiseScore(int value)
15083 game.score += value;
15085 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15087 DisplayGameControlValues();
15090 void RaiseScoreElement(int element)
15095 case EL_BD_DIAMOND:
15096 case EL_EMERALD_YELLOW:
15097 case EL_EMERALD_RED:
15098 case EL_EMERALD_PURPLE:
15099 case EL_SP_INFOTRON:
15100 RaiseScore(level.score[SC_EMERALD]);
15103 RaiseScore(level.score[SC_DIAMOND]);
15106 RaiseScore(level.score[SC_CRYSTAL]);
15109 RaiseScore(level.score[SC_PEARL]);
15112 case EL_BD_BUTTERFLY:
15113 case EL_SP_ELECTRON:
15114 RaiseScore(level.score[SC_BUG]);
15117 case EL_BD_FIREFLY:
15118 case EL_SP_SNIKSNAK:
15119 RaiseScore(level.score[SC_SPACESHIP]);
15122 case EL_DARK_YAMYAM:
15123 RaiseScore(level.score[SC_YAMYAM]);
15126 RaiseScore(level.score[SC_ROBOT]);
15129 RaiseScore(level.score[SC_PACMAN]);
15132 RaiseScore(level.score[SC_NUT]);
15135 case EL_EM_DYNAMITE:
15136 case EL_SP_DISK_RED:
15137 case EL_DYNABOMB_INCREASE_NUMBER:
15138 case EL_DYNABOMB_INCREASE_SIZE:
15139 case EL_DYNABOMB_INCREASE_POWER:
15140 RaiseScore(level.score[SC_DYNAMITE]);
15142 case EL_SHIELD_NORMAL:
15143 case EL_SHIELD_DEADLY:
15144 RaiseScore(level.score[SC_SHIELD]);
15146 case EL_EXTRA_TIME:
15147 RaiseScore(level.extra_time_score);
15161 case EL_DC_KEY_WHITE:
15162 RaiseScore(level.score[SC_KEY]);
15165 RaiseScore(element_info[element].collect_score);
15170 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15172 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15174 // closing door required in case of envelope style request dialogs
15177 // prevent short reactivation of overlay buttons while closing door
15178 SetOverlayActive(FALSE);
15180 CloseDoor(DOOR_CLOSE_1);
15183 if (network.enabled)
15184 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15188 FadeSkipNextFadeIn();
15190 SetGameStatus(GAME_MODE_MAIN);
15195 else // continue playing the game
15197 if (tape.playing && tape.deactivate_display)
15198 TapeDeactivateDisplayOff(TRUE);
15200 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15202 if (tape.playing && tape.deactivate_display)
15203 TapeDeactivateDisplayOn();
15207 void RequestQuitGame(boolean ask_if_really_quit)
15209 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15210 boolean skip_request = game.all_players_gone || quick_quit;
15212 RequestQuitGameExt(skip_request, quick_quit,
15213 "Do you really want to quit the game?");
15216 void RequestRestartGame(char *message)
15218 game.restart_game_message = NULL;
15220 boolean has_started_game = hasStartedNetworkGame();
15221 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15223 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15225 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15229 SetGameStatus(GAME_MODE_MAIN);
15235 void CheckGameOver(void)
15237 static boolean last_game_over = FALSE;
15238 static int game_over_delay = 0;
15239 int game_over_delay_value = 50;
15240 boolean game_over = checkGameFailed();
15242 // do not handle game over if request dialog is already active
15243 if (game.request_active)
15246 // do not ask to play again if game was never actually played
15247 if (!game.GamePlayed)
15252 last_game_over = FALSE;
15253 game_over_delay = game_over_delay_value;
15258 if (game_over_delay > 0)
15265 if (last_game_over != game_over)
15266 game.restart_game_message = (hasStartedNetworkGame() ?
15267 "Game over! Play it again?" :
15270 last_game_over = game_over;
15273 boolean checkGameSolved(void)
15275 // set for all game engines if level was solved
15276 return game.LevelSolved_GameEnd;
15279 boolean checkGameFailed(void)
15281 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15282 return (game_em.game_over && !game_em.level_solved);
15283 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15284 return (game_sp.game_over && !game_sp.level_solved);
15285 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15286 return (game_mm.game_over && !game_mm.level_solved);
15287 else // GAME_ENGINE_TYPE_RND
15288 return (game.GameOver && !game.LevelSolved);
15291 boolean checkGameEnded(void)
15293 return (checkGameSolved() || checkGameFailed());
15297 // ----------------------------------------------------------------------------
15298 // random generator functions
15299 // ----------------------------------------------------------------------------
15301 unsigned int InitEngineRandom_RND(int seed)
15303 game.num_random_calls = 0;
15305 return InitEngineRandom(seed);
15308 unsigned int RND(int max)
15312 game.num_random_calls++;
15314 return GetEngineRandom(max);
15321 // ----------------------------------------------------------------------------
15322 // game engine snapshot handling functions
15323 // ----------------------------------------------------------------------------
15325 struct EngineSnapshotInfo
15327 // runtime values for custom element collect score
15328 int collect_score[NUM_CUSTOM_ELEMENTS];
15330 // runtime values for group element choice position
15331 int choice_pos[NUM_GROUP_ELEMENTS];
15333 // runtime values for belt position animations
15334 int belt_graphic[4][NUM_BELT_PARTS];
15335 int belt_anim_mode[4][NUM_BELT_PARTS];
15338 static struct EngineSnapshotInfo engine_snapshot_rnd;
15339 static char *snapshot_level_identifier = NULL;
15340 static int snapshot_level_nr = -1;
15342 static void SaveEngineSnapshotValues_RND(void)
15344 static int belt_base_active_element[4] =
15346 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15347 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15348 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15349 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15353 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15355 int element = EL_CUSTOM_START + i;
15357 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15360 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15362 int element = EL_GROUP_START + i;
15364 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15367 for (i = 0; i < 4; i++)
15369 for (j = 0; j < NUM_BELT_PARTS; j++)
15371 int element = belt_base_active_element[i] + j;
15372 int graphic = el2img(element);
15373 int anim_mode = graphic_info[graphic].anim_mode;
15375 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15376 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15381 static void LoadEngineSnapshotValues_RND(void)
15383 unsigned int num_random_calls = game.num_random_calls;
15386 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15388 int element = EL_CUSTOM_START + i;
15390 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15393 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15395 int element = EL_GROUP_START + i;
15397 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15400 for (i = 0; i < 4; i++)
15402 for (j = 0; j < NUM_BELT_PARTS; j++)
15404 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15405 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15407 graphic_info[graphic].anim_mode = anim_mode;
15411 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15413 InitRND(tape.random_seed);
15414 for (i = 0; i < num_random_calls; i++)
15418 if (game.num_random_calls != num_random_calls)
15420 Error(ERR_INFO, "number of random calls out of sync");
15421 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15422 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15423 Error(ERR_EXIT, "this should not happen -- please debug");
15427 void FreeEngineSnapshotSingle(void)
15429 FreeSnapshotSingle();
15431 setString(&snapshot_level_identifier, NULL);
15432 snapshot_level_nr = -1;
15435 void FreeEngineSnapshotList(void)
15437 FreeSnapshotList();
15440 static ListNode *SaveEngineSnapshotBuffers(void)
15442 ListNode *buffers = NULL;
15444 // copy some special values to a structure better suited for the snapshot
15446 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15447 SaveEngineSnapshotValues_RND();
15448 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15449 SaveEngineSnapshotValues_EM();
15450 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15451 SaveEngineSnapshotValues_SP(&buffers);
15452 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15453 SaveEngineSnapshotValues_MM(&buffers);
15455 // save values stored in special snapshot structure
15457 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15458 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15459 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15460 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15461 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15462 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15463 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15464 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15466 // save further RND engine values
15468 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15469 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15470 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15472 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15473 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15474 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15475 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15476 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15478 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15479 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15480 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15482 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15484 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15485 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15487 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15488 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15489 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15490 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15491 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15492 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15493 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15494 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15495 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15496 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15497 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15498 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15499 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15500 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15501 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15502 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15503 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15504 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15506 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15507 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15509 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15510 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15511 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15513 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15514 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15516 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15517 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15518 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15519 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15520 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15522 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15523 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15526 ListNode *node = engine_snapshot_list_rnd;
15529 while (node != NULL)
15531 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15536 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15542 void SaveEngineSnapshotSingle(void)
15544 ListNode *buffers = SaveEngineSnapshotBuffers();
15546 // finally save all snapshot buffers to single snapshot
15547 SaveSnapshotSingle(buffers);
15549 // save level identification information
15550 setString(&snapshot_level_identifier, leveldir_current->identifier);
15551 snapshot_level_nr = level_nr;
15554 boolean CheckSaveEngineSnapshotToList(void)
15556 boolean save_snapshot =
15557 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15558 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15559 game.snapshot.changed_action) ||
15560 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15561 game.snapshot.collected_item));
15563 game.snapshot.changed_action = FALSE;
15564 game.snapshot.collected_item = FALSE;
15565 game.snapshot.save_snapshot = save_snapshot;
15567 return save_snapshot;
15570 void SaveEngineSnapshotToList(void)
15572 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15576 ListNode *buffers = SaveEngineSnapshotBuffers();
15578 // finally save all snapshot buffers to snapshot list
15579 SaveSnapshotToList(buffers);
15582 void SaveEngineSnapshotToListInitial(void)
15584 FreeEngineSnapshotList();
15586 SaveEngineSnapshotToList();
15589 static void LoadEngineSnapshotValues(void)
15591 // restore special values from snapshot structure
15593 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15594 LoadEngineSnapshotValues_RND();
15595 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15596 LoadEngineSnapshotValues_EM();
15597 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15598 LoadEngineSnapshotValues_SP();
15599 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15600 LoadEngineSnapshotValues_MM();
15603 void LoadEngineSnapshotSingle(void)
15605 LoadSnapshotSingle();
15607 LoadEngineSnapshotValues();
15610 static void LoadEngineSnapshot_Undo(int steps)
15612 LoadSnapshotFromList_Older(steps);
15614 LoadEngineSnapshotValues();
15617 static void LoadEngineSnapshot_Redo(int steps)
15619 LoadSnapshotFromList_Newer(steps);
15621 LoadEngineSnapshotValues();
15624 boolean CheckEngineSnapshotSingle(void)
15626 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15627 snapshot_level_nr == level_nr);
15630 boolean CheckEngineSnapshotList(void)
15632 return CheckSnapshotList();
15636 // ---------- new game button stuff -------------------------------------------
15643 boolean *setup_value;
15644 boolean allowed_on_tape;
15645 boolean is_touch_button;
15647 } gamebutton_info[NUM_GAME_BUTTONS] =
15650 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15651 GAME_CTRL_ID_STOP, NULL,
15652 TRUE, FALSE, "stop game"
15655 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15656 GAME_CTRL_ID_PAUSE, NULL,
15657 TRUE, FALSE, "pause game"
15660 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15661 GAME_CTRL_ID_PLAY, NULL,
15662 TRUE, FALSE, "play game"
15665 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15666 GAME_CTRL_ID_UNDO, NULL,
15667 TRUE, FALSE, "undo step"
15670 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15671 GAME_CTRL_ID_REDO, NULL,
15672 TRUE, FALSE, "redo step"
15675 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15676 GAME_CTRL_ID_SAVE, NULL,
15677 TRUE, FALSE, "save game"
15680 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15681 GAME_CTRL_ID_PAUSE2, NULL,
15682 TRUE, FALSE, "pause game"
15685 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15686 GAME_CTRL_ID_LOAD, NULL,
15687 TRUE, FALSE, "load game"
15690 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15691 GAME_CTRL_ID_PANEL_STOP, NULL,
15692 FALSE, FALSE, "stop game"
15695 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15696 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15697 FALSE, FALSE, "pause game"
15700 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15701 GAME_CTRL_ID_PANEL_PLAY, NULL,
15702 FALSE, FALSE, "play game"
15705 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15706 GAME_CTRL_ID_TOUCH_STOP, NULL,
15707 FALSE, TRUE, "stop game"
15710 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15711 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15712 FALSE, TRUE, "pause game"
15715 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15716 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15717 TRUE, FALSE, "background music on/off"
15720 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15721 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15722 TRUE, FALSE, "sound loops on/off"
15725 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15726 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15727 TRUE, FALSE, "normal sounds on/off"
15730 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15731 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15732 FALSE, FALSE, "background music on/off"
15735 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15736 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15737 FALSE, FALSE, "sound loops on/off"
15740 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15741 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15742 FALSE, FALSE, "normal sounds on/off"
15746 void CreateGameButtons(void)
15750 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15752 int graphic = gamebutton_info[i].graphic;
15753 struct GraphicInfo *gfx = &graphic_info[graphic];
15754 struct XY *pos = gamebutton_info[i].pos;
15755 struct GadgetInfo *gi;
15758 unsigned int event_mask;
15759 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15760 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15761 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15762 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15763 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15764 int gd_x = gfx->src_x;
15765 int gd_y = gfx->src_y;
15766 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15767 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15768 int gd_xa = gfx->src_x + gfx->active_xoffset;
15769 int gd_ya = gfx->src_y + gfx->active_yoffset;
15770 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15771 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15772 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15773 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15776 if (gfx->bitmap == NULL)
15778 game_gadget[id] = NULL;
15783 if (id == GAME_CTRL_ID_STOP ||
15784 id == GAME_CTRL_ID_PANEL_STOP ||
15785 id == GAME_CTRL_ID_TOUCH_STOP ||
15786 id == GAME_CTRL_ID_PLAY ||
15787 id == GAME_CTRL_ID_PANEL_PLAY ||
15788 id == GAME_CTRL_ID_SAVE ||
15789 id == GAME_CTRL_ID_LOAD)
15791 button_type = GD_TYPE_NORMAL_BUTTON;
15793 event_mask = GD_EVENT_RELEASED;
15795 else if (id == GAME_CTRL_ID_UNDO ||
15796 id == GAME_CTRL_ID_REDO)
15798 button_type = GD_TYPE_NORMAL_BUTTON;
15800 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15804 button_type = GD_TYPE_CHECK_BUTTON;
15805 checked = (gamebutton_info[i].setup_value != NULL ?
15806 *gamebutton_info[i].setup_value : FALSE);
15807 event_mask = GD_EVENT_PRESSED;
15810 gi = CreateGadget(GDI_CUSTOM_ID, id,
15811 GDI_IMAGE_ID, graphic,
15812 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15815 GDI_WIDTH, gfx->width,
15816 GDI_HEIGHT, gfx->height,
15817 GDI_TYPE, button_type,
15818 GDI_STATE, GD_BUTTON_UNPRESSED,
15819 GDI_CHECKED, checked,
15820 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15821 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15822 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15823 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15824 GDI_DIRECT_DRAW, FALSE,
15825 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15826 GDI_EVENT_MASK, event_mask,
15827 GDI_CALLBACK_ACTION, HandleGameButtons,
15831 Error(ERR_EXIT, "cannot create gadget");
15833 game_gadget[id] = gi;
15837 void FreeGameButtons(void)
15841 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15842 FreeGadget(game_gadget[i]);
15845 static void UnmapGameButtonsAtSamePosition(int id)
15849 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15851 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15852 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15853 UnmapGadget(game_gadget[i]);
15856 static void UnmapGameButtonsAtSamePosition_All(void)
15858 if (setup.show_snapshot_buttons)
15860 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15861 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15862 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15866 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15867 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15868 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15870 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15871 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15872 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15876 static void MapGameButtonsAtSamePosition(int id)
15880 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15882 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15883 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15884 MapGadget(game_gadget[i]);
15886 UnmapGameButtonsAtSamePosition_All();
15889 void MapUndoRedoButtons(void)
15891 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15892 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15894 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15895 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15898 void UnmapUndoRedoButtons(void)
15900 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15901 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15903 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15904 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15907 void ModifyPauseButtons(void)
15911 GAME_CTRL_ID_PAUSE,
15912 GAME_CTRL_ID_PAUSE2,
15913 GAME_CTRL_ID_PANEL_PAUSE,
15914 GAME_CTRL_ID_TOUCH_PAUSE,
15919 for (i = 0; ids[i] > -1; i++)
15920 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15923 static void MapGameButtonsExt(boolean on_tape)
15927 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15928 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15929 i != GAME_CTRL_ID_UNDO &&
15930 i != GAME_CTRL_ID_REDO)
15931 MapGadget(game_gadget[i]);
15933 UnmapGameButtonsAtSamePosition_All();
15935 RedrawGameButtons();
15938 static void UnmapGameButtonsExt(boolean on_tape)
15942 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15943 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15944 UnmapGadget(game_gadget[i]);
15947 static void RedrawGameButtonsExt(boolean on_tape)
15951 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15952 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15953 RedrawGadget(game_gadget[i]);
15956 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15961 gi->checked = state;
15964 static void RedrawSoundButtonGadget(int id)
15966 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15967 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15968 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15969 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15970 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15971 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15974 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15975 RedrawGadget(game_gadget[id2]);
15978 void MapGameButtons(void)
15980 MapGameButtonsExt(FALSE);
15983 void UnmapGameButtons(void)
15985 UnmapGameButtonsExt(FALSE);
15988 void RedrawGameButtons(void)
15990 RedrawGameButtonsExt(FALSE);
15993 void MapGameButtonsOnTape(void)
15995 MapGameButtonsExt(TRUE);
15998 void UnmapGameButtonsOnTape(void)
16000 UnmapGameButtonsExt(TRUE);
16003 void RedrawGameButtonsOnTape(void)
16005 RedrawGameButtonsExt(TRUE);
16008 static void GameUndoRedoExt(void)
16010 ClearPlayerAction();
16012 tape.pausing = TRUE;
16015 UpdateAndDisplayGameControlValues();
16017 DrawCompleteVideoDisplay();
16018 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16019 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16020 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16025 static void GameUndo(int steps)
16027 if (!CheckEngineSnapshotList())
16030 LoadEngineSnapshot_Undo(steps);
16035 static void GameRedo(int steps)
16037 if (!CheckEngineSnapshotList())
16040 LoadEngineSnapshot_Redo(steps);
16045 static void HandleGameButtonsExt(int id, int button)
16047 static boolean game_undo_executed = FALSE;
16048 int steps = BUTTON_STEPSIZE(button);
16049 boolean handle_game_buttons =
16050 (game_status == GAME_MODE_PLAYING ||
16051 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16053 if (!handle_game_buttons)
16058 case GAME_CTRL_ID_STOP:
16059 case GAME_CTRL_ID_PANEL_STOP:
16060 case GAME_CTRL_ID_TOUCH_STOP:
16061 if (game_status == GAME_MODE_MAIN)
16067 RequestQuitGame(TRUE);
16071 case GAME_CTRL_ID_PAUSE:
16072 case GAME_CTRL_ID_PAUSE2:
16073 case GAME_CTRL_ID_PANEL_PAUSE:
16074 case GAME_CTRL_ID_TOUCH_PAUSE:
16075 if (network.enabled && game_status == GAME_MODE_PLAYING)
16078 SendToServer_ContinuePlaying();
16080 SendToServer_PausePlaying();
16083 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16085 game_undo_executed = FALSE;
16089 case GAME_CTRL_ID_PLAY:
16090 case GAME_CTRL_ID_PANEL_PLAY:
16091 if (game_status == GAME_MODE_MAIN)
16093 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16095 else if (tape.pausing)
16097 if (network.enabled)
16098 SendToServer_ContinuePlaying();
16100 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16104 case GAME_CTRL_ID_UNDO:
16105 // Important: When using "save snapshot when collecting an item" mode,
16106 // load last (current) snapshot for first "undo" after pressing "pause"
16107 // (else the last-but-one snapshot would be loaded, because the snapshot
16108 // pointer already points to the last snapshot when pressing "pause",
16109 // which is fine for "every step/move" mode, but not for "every collect")
16110 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16111 !game_undo_executed)
16114 game_undo_executed = TRUE;
16119 case GAME_CTRL_ID_REDO:
16123 case GAME_CTRL_ID_SAVE:
16127 case GAME_CTRL_ID_LOAD:
16131 case SOUND_CTRL_ID_MUSIC:
16132 case SOUND_CTRL_ID_PANEL_MUSIC:
16133 if (setup.sound_music)
16135 setup.sound_music = FALSE;
16139 else if (audio.music_available)
16141 setup.sound = setup.sound_music = TRUE;
16143 SetAudioMode(setup.sound);
16145 if (game_status == GAME_MODE_PLAYING)
16149 RedrawSoundButtonGadget(id);
16153 case SOUND_CTRL_ID_LOOPS:
16154 case SOUND_CTRL_ID_PANEL_LOOPS:
16155 if (setup.sound_loops)
16156 setup.sound_loops = FALSE;
16157 else if (audio.loops_available)
16159 setup.sound = setup.sound_loops = TRUE;
16161 SetAudioMode(setup.sound);
16164 RedrawSoundButtonGadget(id);
16168 case SOUND_CTRL_ID_SIMPLE:
16169 case SOUND_CTRL_ID_PANEL_SIMPLE:
16170 if (setup.sound_simple)
16171 setup.sound_simple = FALSE;
16172 else if (audio.sound_available)
16174 setup.sound = setup.sound_simple = TRUE;
16176 SetAudioMode(setup.sound);
16179 RedrawSoundButtonGadget(id);
16188 static void HandleGameButtons(struct GadgetInfo *gi)
16190 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16193 void HandleSoundButtonKeys(Key key)
16195 if (key == setup.shortcut.sound_simple)
16196 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16197 else if (key == setup.shortcut.sound_loops)
16198 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16199 else if (key == setup.shortcut.sound_music)
16200 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);