1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2569 sync_random_frame : INIT_GFX_RANDOM());
2571 if (gpc->value != gpc->last_value)
2574 gpc->gfx_random = init_gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582 gpc->gfx_random = init_gfx_random;
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = gpc->gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589 gpc->gfx_frame = element_info[element].collect_score;
2591 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = last_anim_random_frame;
2597 else if (gpc->type == TYPE_GRAPHIC)
2599 if (gpc->graphic != IMG_UNDEFINED)
2601 int last_anim_random_frame = gfx.anim_random_frame;
2602 int graphic = gpc->graphic;
2603 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604 sync_random_frame : INIT_GFX_RANDOM());
2606 if (gpc->value != gpc->last_value)
2609 gpc->gfx_random = init_gfx_random;
2615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617 gpc->gfx_random = init_gfx_random;
2620 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621 gfx.anim_random_frame = gpc->gfx_random;
2623 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2625 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626 gfx.anim_random_frame = last_anim_random_frame;
2632 static void DisplayGameControlValues(void)
2634 boolean redraw_panel = FALSE;
2637 for (i = 0; game_panel_controls[i].nr != -1; i++)
2639 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2641 if (PANEL_DEACTIVATED(gpc->pos))
2644 if (gpc->value == gpc->last_value &&
2645 gpc->frame == gpc->last_frame)
2648 redraw_panel = TRUE;
2654 // copy default game door content to main double buffer
2656 // !!! CHECK AGAIN !!!
2657 SetPanelBackground();
2658 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2661 // redraw game control buttons
2662 RedrawGameButtons();
2664 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2666 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2668 int nr = game_panel_order[i].nr;
2669 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670 struct TextPosInfo *pos = gpc->pos;
2671 int type = gpc->type;
2672 int value = gpc->value;
2673 int frame = gpc->frame;
2674 int size = pos->size;
2675 int font = pos->font;
2676 boolean draw_masked = pos->draw_masked;
2677 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2679 if (PANEL_DEACTIVATED(pos))
2682 if (pos->class == get_hash_from_key("extra_panel_items") &&
2683 !setup.prefer_extra_panel_items)
2686 gpc->last_value = value;
2687 gpc->last_frame = frame;
2689 if (type == TYPE_INTEGER)
2691 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692 nr == GAME_PANEL_INVENTORY_COUNT ||
2693 nr == GAME_PANEL_SCORE ||
2694 nr == GAME_PANEL_HIGHSCORE ||
2695 nr == GAME_PANEL_TIME)
2697 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2699 if (use_dynamic_size) // use dynamic number of digits
2701 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702 nr == GAME_PANEL_INVENTORY_COUNT ||
2703 nr == GAME_PANEL_TIME ? 1000 : 100000);
2704 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705 nr == GAME_PANEL_INVENTORY_COUNT ||
2706 nr == GAME_PANEL_TIME ? 1 : 2);
2707 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708 nr == GAME_PANEL_INVENTORY_COUNT ||
2709 nr == GAME_PANEL_TIME ? 3 : 5);
2710 int size2 = size1 + size_add;
2711 int font1 = pos->font;
2712 int font2 = pos->font_alt;
2714 size = (value < value_change ? size1 : size2);
2715 font = (value < value_change ? font1 : font2);
2719 // correct text size if "digits" is zero or less
2721 size = strlen(int2str(value, size));
2723 // dynamically correct text alignment
2724 pos->width = size * getFontWidth(font);
2726 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727 int2str(value, size), font, mask_mode);
2729 else if (type == TYPE_ELEMENT)
2731 int element, graphic;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2738 if (value != EL_UNDEFINED && value != EL_EMPTY)
2741 graphic = el2panelimg(value);
2744 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745 element, EL_NAME(element), size);
2748 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2751 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2754 width = graphic_info[graphic].width * size / TILESIZE;
2755 height = graphic_info[graphic].height * size / TILESIZE;
2758 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2761 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2765 else if (type == TYPE_GRAPHIC)
2767 int graphic = gpc->graphic;
2768 int graphic_active = gpc->graphic_active;
2772 int dst_x = PANEL_XPOS(pos);
2773 int dst_y = PANEL_YPOS(pos);
2774 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2777 if (graphic != IMG_UNDEFINED && !skip)
2779 if (pos->style == STYLE_REVERSE)
2780 value = 100 - value;
2782 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2784 if (pos->direction & MV_HORIZONTAL)
2786 width = graphic_info[graphic_active].width * value / 100;
2787 height = graphic_info[graphic_active].height;
2789 if (pos->direction == MV_LEFT)
2791 src_x += graphic_info[graphic_active].width - width;
2792 dst_x += graphic_info[graphic_active].width - width;
2797 width = graphic_info[graphic_active].width;
2798 height = graphic_info[graphic_active].height * value / 100;
2800 if (pos->direction == MV_UP)
2802 src_y += graphic_info[graphic_active].height - height;
2803 dst_y += graphic_info[graphic_active].height - height;
2808 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2811 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2816 if (pos->direction & MV_HORIZONTAL)
2818 if (pos->direction == MV_RIGHT)
2825 dst_x = PANEL_XPOS(pos);
2828 width = graphic_info[graphic].width - width;
2832 if (pos->direction == MV_DOWN)
2839 dst_y = PANEL_YPOS(pos);
2842 height = graphic_info[graphic].height - height;
2846 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2849 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2853 else if (type == TYPE_STRING)
2855 boolean active = (value != 0);
2856 char *state_normal = "off";
2857 char *state_active = "on";
2858 char *state = (active ? state_active : state_normal);
2859 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2861 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2862 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2864 if (nr == GAME_PANEL_GRAVITY_STATE)
2866 int font1 = pos->font; // (used for normal state)
2867 int font2 = pos->font_alt; // (used for active state)
2869 font = (active ? font2 : font1);
2878 // don't truncate output if "chars" is zero or less
2881 // dynamically correct text alignment
2882 pos->width = size * getFontWidth(font);
2885 s_cut = getStringCopyN(s, size);
2887 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888 s_cut, font, mask_mode);
2894 redraw_mask |= REDRAW_DOOR_1;
2897 SetGameStatus(GAME_MODE_PLAYING);
2900 void UpdateAndDisplayGameControlValues(void)
2902 if (tape.deactivate_display)
2905 UpdateGameControlValues();
2906 DisplayGameControlValues();
2909 void UpdateGameDoorValues(void)
2911 UpdateGameControlValues();
2914 void DrawGameDoorValues(void)
2916 DisplayGameControlValues();
2920 // ============================================================================
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2926 static void InitGameEngine(void)
2928 int i, j, k, l, x, y;
2930 // set game engine from tape file when re-playing, else from level file
2931 game.engine_version = (tape.playing ? tape.engine_version :
2932 level.game_version);
2934 // set single or multi-player game mode (needed for re-playing tapes)
2935 game.team_mode = setup.team_mode;
2939 int num_players = 0;
2941 for (i = 0; i < MAX_PLAYERS; i++)
2942 if (tape.player_participates[i])
2945 // multi-player tapes contain input data for more than one player
2946 game.team_mode = (num_players > 1);
2950 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2951 level.game_version);
2952 Debug("game:init:level", " tape.file_version == %06d",
2954 Debug("game:init:level", " tape.game_version == %06d",
2956 Debug("game:init:level", " tape.engine_version == %06d",
2957 tape.engine_version);
2958 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2959 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2962 // --------------------------------------------------------------------------
2963 // set flags for bugs and changes according to active game engine version
2964 // --------------------------------------------------------------------------
2968 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2970 Bug was introduced in version:
2973 Bug was fixed in version:
2977 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978 but the property "can fall" was missing, which caused some levels to be
2979 unsolvable. This was fixed in version 4.2.0.0.
2981 Affected levels/tapes:
2982 An example for a tape that was fixed by this bugfix is tape 029 from the
2983 level set "rnd_sam_bateman".
2984 The wrong behaviour will still be used for all levels or tapes that were
2985 created/recorded with it. An example for this is tape 023 from the level
2986 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2989 boolean use_amoeba_dropping_cannot_fall_bug =
2990 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2993 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994 tape.game_version < VERSION_IDENT(4,2,0,0)));
2997 Summary of bugfix/change:
2998 Fixed move speed of elements entering or leaving magic wall.
3000 Fixed/changed in version:
3004 Before 2.0.1, move speed of elements entering or leaving magic wall was
3005 twice as fast as it is now.
3006 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3008 Affected levels/tapes:
3009 The first condition is generally needed for all levels/tapes before version
3010 2.0.1, which might use the old behaviour before it was changed; known tapes
3011 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012 The second condition is an exception from the above case and is needed for
3013 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014 above, but before it was known that this change would break tapes like the
3015 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016 although the engine version while recording maybe was before 2.0.1. There
3017 are a lot of tapes that are affected by this exception, like tape 006 from
3018 the level set "rnd_conor_mancone".
3021 boolean use_old_move_stepsize_for_magic_wall =
3022 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3024 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025 tape.game_version < VERSION_IDENT(4,2,0,0)));
3028 Summary of bugfix/change:
3029 Fixed handling for custom elements that change when pushed by the player.
3031 Fixed/changed in version:
3035 Before 3.1.0, custom elements that "change when pushing" changed directly
3036 after the player started pushing them (until then handled in "DigField()").
3037 Since 3.1.0, these custom elements are not changed until the "pushing"
3038 move of the element is finished (now handled in "ContinueMoving()").
3040 Affected levels/tapes:
3041 The first condition is generally needed for all levels/tapes before version
3042 3.1.0, which might use the old behaviour before it was changed; known tapes
3043 that are affected are some tapes from the level set "Walpurgis Gardens" by
3045 The second condition is an exception from the above case and is needed for
3046 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047 above (including some development versions of 3.1.0), but before it was
3048 known that this change would break tapes like the above and was fixed in
3049 3.1.1, so that the changed behaviour was active although the engine version
3050 while recording maybe was before 3.1.0. There is at least one tape that is
3051 affected by this exception, which is the tape for the one-level set "Bug
3052 Machine" by Juergen Bonhagen.
3055 game.use_change_when_pushing_bug =
3056 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3058 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059 tape.game_version < VERSION_IDENT(3,1,1,0)));
3062 Summary of bugfix/change:
3063 Fixed handling for blocking the field the player leaves when moving.
3065 Fixed/changed in version:
3069 Before 3.1.1, when "block last field when moving" was enabled, the field
3070 the player is leaving when moving was blocked for the time of the move,
3071 and was directly unblocked afterwards. This resulted in the last field
3072 being blocked for exactly one less than the number of frames of one player
3073 move. Additionally, even when blocking was disabled, the last field was
3074 blocked for exactly one frame.
3075 Since 3.1.1, due to changes in player movement handling, the last field
3076 is not blocked at all when blocking is disabled. When blocking is enabled,
3077 the last field is blocked for exactly the number of frames of one player
3078 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079 last field is blocked for exactly one more than the number of frames of
3082 Affected levels/tapes:
3083 (!!! yet to be determined -- probably many !!!)
3086 game.use_block_last_field_bug =
3087 (game.engine_version < VERSION_IDENT(3,1,1,0));
3089 /* various special flags and settings for native Emerald Mine game engine */
3091 game_em.use_single_button =
3092 (game.engine_version > VERSION_IDENT(4,0,0,2));
3094 game_em.use_snap_key_bug =
3095 (game.engine_version < VERSION_IDENT(4,0,1,0));
3097 game_em.use_random_bug =
3098 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3100 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3102 game_em.use_old_explosions = use_old_em_engine;
3103 game_em.use_old_android = use_old_em_engine;
3104 game_em.use_old_push_elements = use_old_em_engine;
3105 game_em.use_old_push_into_acid = use_old_em_engine;
3107 game_em.use_wrap_around = !use_old_em_engine;
3109 // --------------------------------------------------------------------------
3111 // set maximal allowed number of custom element changes per game frame
3112 game.max_num_changes_per_frame = 1;
3114 // default scan direction: scan playfield from top/left to bottom/right
3115 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3117 // dynamically adjust element properties according to game engine version
3118 InitElementPropertiesEngine(game.engine_version);
3120 // ---------- initialize special element properties -------------------------
3122 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123 if (use_amoeba_dropping_cannot_fall_bug)
3124 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3126 // ---------- initialize player's initial move delay ------------------------
3128 // dynamically adjust player properties according to level information
3129 for (i = 0; i < MAX_PLAYERS; i++)
3130 game.initial_move_delay_value[i] =
3131 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3133 // dynamically adjust player properties according to game engine version
3134 for (i = 0; i < MAX_PLAYERS; i++)
3135 game.initial_move_delay[i] =
3136 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137 game.initial_move_delay_value[i] : 0);
3139 // ---------- initialize player's initial push delay ------------------------
3141 // dynamically adjust player properties according to game engine version
3142 game.initial_push_delay_value =
3143 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3145 // ---------- initialize changing elements ----------------------------------
3147 // initialize changing elements information
3148 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3150 struct ElementInfo *ei = &element_info[i];
3152 // this pointer might have been changed in the level editor
3153 ei->change = &ei->change_page[0];
3155 if (!IS_CUSTOM_ELEMENT(i))
3157 ei->change->target_element = EL_EMPTY_SPACE;
3158 ei->change->delay_fixed = 0;
3159 ei->change->delay_random = 0;
3160 ei->change->delay_frames = 1;
3163 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3165 ei->has_change_event[j] = FALSE;
3167 ei->event_page_nr[j] = 0;
3168 ei->event_page[j] = &ei->change_page[0];
3172 // add changing elements from pre-defined list
3173 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3175 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176 struct ElementInfo *ei = &element_info[ch_delay->element];
3178 ei->change->target_element = ch_delay->target_element;
3179 ei->change->delay_fixed = ch_delay->change_delay;
3181 ei->change->pre_change_function = ch_delay->pre_change_function;
3182 ei->change->change_function = ch_delay->change_function;
3183 ei->change->post_change_function = ch_delay->post_change_function;
3185 ei->change->can_change = TRUE;
3186 ei->change->can_change_or_has_action = TRUE;
3188 ei->has_change_event[CE_DELAY] = TRUE;
3190 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3194 // ---------- initialize internal run-time variables ------------------------
3196 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3198 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3200 for (j = 0; j < ei->num_change_pages; j++)
3202 ei->change_page[j].can_change_or_has_action =
3203 (ei->change_page[j].can_change |
3204 ei->change_page[j].has_action);
3208 // add change events from custom element configuration
3209 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3211 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3213 for (j = 0; j < ei->num_change_pages; j++)
3215 if (!ei->change_page[j].can_change_or_has_action)
3218 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3220 // only add event page for the first page found with this event
3221 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3223 ei->has_change_event[k] = TRUE;
3225 ei->event_page_nr[k] = j;
3226 ei->event_page[k] = &ei->change_page[j];
3232 // ---------- initialize reference elements in change conditions ------------
3234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3236 int element = EL_CUSTOM_START + i;
3237 struct ElementInfo *ei = &element_info[element];
3239 for (j = 0; j < ei->num_change_pages; j++)
3241 int trigger_element = ei->change_page[j].initial_trigger_element;
3243 if (trigger_element >= EL_PREV_CE_8 &&
3244 trigger_element <= EL_NEXT_CE_8)
3245 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3247 ei->change_page[j].trigger_element = trigger_element;
3251 // ---------- initialize run-time trigger player and element ----------------
3253 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3255 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263 ei->change_page[j].actual_trigger_ce_value = 0;
3264 ei->change_page[j].actual_trigger_ce_score = 0;
3268 // ---------- initialize trigger events -------------------------------------
3270 // initialize trigger events information
3271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273 trigger_events[i][j] = FALSE;
3275 // add trigger events from element change event properties
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 struct ElementInfo *ei = &element_info[i];
3280 for (j = 0; j < ei->num_change_pages; j++)
3282 if (!ei->change_page[j].can_change_or_has_action)
3285 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3287 int trigger_element = ei->change_page[j].trigger_element;
3289 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3291 if (ei->change_page[j].has_event[k])
3293 if (IS_GROUP_ELEMENT(trigger_element))
3295 struct ElementGroupInfo *group =
3296 element_info[trigger_element].group;
3298 for (l = 0; l < group->num_elements_resolved; l++)
3299 trigger_events[group->element_resolved[l]][k] = TRUE;
3301 else if (trigger_element == EL_ANY_ELEMENT)
3302 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303 trigger_events[l][k] = TRUE;
3305 trigger_events[trigger_element][k] = TRUE;
3312 // ---------- initialize push delay -----------------------------------------
3314 // initialize push delay values to default
3315 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3317 if (!IS_CUSTOM_ELEMENT(i))
3319 // set default push delay values (corrected since version 3.0.7-1)
3320 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3322 element_info[i].push_delay_fixed = 2;
3323 element_info[i].push_delay_random = 8;
3327 element_info[i].push_delay_fixed = 8;
3328 element_info[i].push_delay_random = 8;
3333 // set push delay value for certain elements from pre-defined list
3334 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3336 int e = push_delay_list[i].element;
3338 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3339 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3342 // set push delay value for Supaplex elements for newer engine versions
3343 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3345 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3347 if (IS_SP_ELEMENT(i))
3349 // set SP push delay to just enough to push under a falling zonk
3350 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3352 element_info[i].push_delay_fixed = delay;
3353 element_info[i].push_delay_random = 0;
3358 // ---------- initialize move stepsize --------------------------------------
3360 // initialize move stepsize values to default
3361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362 if (!IS_CUSTOM_ELEMENT(i))
3363 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3365 // set move stepsize value for certain elements from pre-defined list
3366 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3368 int e = move_stepsize_list[i].element;
3370 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3372 // set move stepsize value for certain elements for older engine versions
3373 if (use_old_move_stepsize_for_magic_wall)
3375 if (e == EL_MAGIC_WALL_FILLING ||
3376 e == EL_MAGIC_WALL_EMPTYING ||
3377 e == EL_BD_MAGIC_WALL_FILLING ||
3378 e == EL_BD_MAGIC_WALL_EMPTYING)
3379 element_info[e].move_stepsize *= 2;
3383 // ---------- initialize collect score --------------------------------------
3385 // initialize collect score values for custom elements from initial value
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387 if (IS_CUSTOM_ELEMENT(i))
3388 element_info[i].collect_score = element_info[i].collect_score_initial;
3390 // ---------- initialize collect count --------------------------------------
3392 // initialize collect count values for non-custom elements
3393 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394 if (!IS_CUSTOM_ELEMENT(i))
3395 element_info[i].collect_count_initial = 0;
3397 // add collect count values for all elements from pre-defined list
3398 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399 element_info[collect_count_list[i].element].collect_count_initial =
3400 collect_count_list[i].count;
3402 // ---------- initialize access direction -----------------------------------
3404 // initialize access direction values to default (access from every side)
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (!IS_CUSTOM_ELEMENT(i))
3407 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3409 // set access direction value for certain elements from pre-defined list
3410 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411 element_info[access_direction_list[i].element].access_direction =
3412 access_direction_list[i].direction;
3414 // ---------- initialize explosion content ----------------------------------
3415 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3417 if (IS_CUSTOM_ELEMENT(i))
3420 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3422 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3424 element_info[i].content.e[x][y] =
3425 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427 i == EL_PLAYER_3 ? EL_EMERALD :
3428 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429 i == EL_MOLE ? EL_EMERALD_RED :
3430 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435 i == EL_WALL_EMERALD ? EL_EMERALD :
3436 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441 i == EL_WALL_PEARL ? EL_PEARL :
3442 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3447 // ---------- initialize recursion detection --------------------------------
3448 recursion_loop_depth = 0;
3449 recursion_loop_detected = FALSE;
3450 recursion_loop_element = EL_UNDEFINED;
3452 // ---------- initialize graphics engine ------------------------------------
3453 game.scroll_delay_value =
3454 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456 !setup.forced_scroll_delay ? 0 :
3457 setup.scroll_delay ? setup.scroll_delay_value : 0);
3458 game.scroll_delay_value =
3459 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3461 // ---------- initialize game engine snapshots ------------------------------
3462 for (i = 0; i < MAX_PLAYERS; i++)
3463 game.snapshot.last_action[i] = 0;
3464 game.snapshot.changed_action = FALSE;
3465 game.snapshot.collected_item = FALSE;
3466 game.snapshot.mode =
3467 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468 SNAPSHOT_MODE_EVERY_STEP :
3469 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470 SNAPSHOT_MODE_EVERY_MOVE :
3471 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473 game.snapshot.save_snapshot = FALSE;
3475 // ---------- initialize level time for Supaplex engine ---------------------
3476 // Supaplex levels with time limit currently unsupported -- should be added
3477 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3480 // ---------- initialize flags for handling game actions --------------------
3482 // set flags for game actions to default values
3483 game.use_key_actions = TRUE;
3484 game.use_mouse_actions = FALSE;
3486 // when using Mirror Magic game engine, handle mouse events only
3487 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3489 game.use_key_actions = FALSE;
3490 game.use_mouse_actions = TRUE;
3493 // check for custom elements with mouse click events
3494 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3496 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3498 int element = EL_CUSTOM_START + i;
3500 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504 game.use_mouse_actions = TRUE;
3509 static int get_num_special_action(int element, int action_first,
3512 int num_special_action = 0;
3515 for (i = action_first; i <= action_last; i++)
3517 boolean found = FALSE;
3519 for (j = 0; j < NUM_DIRECTIONS; j++)
3520 if (el_act_dir2img(element, i, j) !=
3521 el_act_dir2img(element, ACTION_DEFAULT, j))
3525 num_special_action++;
3530 return num_special_action;
3534 // ============================================================================
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3548 Debug("game:init:player", "%s:", message);
3550 for (i = 0; i < MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 Debug("game:init:player",
3555 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3559 player->connected_locally,
3560 player->connected_network,
3562 (local_player == player ? " (local player)" : ""));
3569 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571 int fade_mask = REDRAW_FIELD;
3573 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3574 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3575 int initial_move_dir = MV_DOWN;
3578 // required here to update video display before fading (FIX THIS)
3579 DrawMaskedBorder(REDRAW_DOOR_2);
3581 if (!game.restart_level)
3582 CloseDoor(DOOR_CLOSE_1);
3584 SetGameStatus(GAME_MODE_PLAYING);
3586 if (level_editor_test_game)
3587 FadeSkipNextFadeOut();
3589 FadeSetEnterScreen();
3592 fade_mask = REDRAW_ALL;
3594 FadeLevelSoundsAndMusic();
3596 ExpireSoundLoops(TRUE);
3600 if (level_editor_test_game)
3601 FadeSkipNextFadeIn();
3603 // needed if different viewport properties defined for playing
3604 ChangeViewportPropertiesIfNeeded();
3608 DrawCompleteVideoDisplay();
3610 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3613 InitGameControlValues();
3617 // initialize tape actions from game when recording tape
3618 tape.use_key_actions = game.use_key_actions;
3619 tape.use_mouse_actions = game.use_mouse_actions;
3621 // initialize visible playfield size when recording tape (for team mode)
3622 tape.scr_fieldx = SCR_FIELDX;
3623 tape.scr_fieldy = SCR_FIELDY;
3626 // don't play tapes over network
3627 network_playing = (network.enabled && !tape.playing);
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 player->index_nr = i;
3634 player->index_bit = (1 << i);
3635 player->element_nr = EL_PLAYER_1 + i;
3637 player->present = FALSE;
3638 player->active = FALSE;
3639 player->mapped = FALSE;
3641 player->killed = FALSE;
3642 player->reanimated = FALSE;
3643 player->buried = FALSE;
3646 player->effective_action = 0;
3647 player->programmed_action = 0;
3648 player->snap_action = 0;
3650 player->mouse_action.lx = 0;
3651 player->mouse_action.ly = 0;
3652 player->mouse_action.button = 0;
3653 player->mouse_action.button_hint = 0;
3655 player->effective_mouse_action.lx = 0;
3656 player->effective_mouse_action.ly = 0;
3657 player->effective_mouse_action.button = 0;
3658 player->effective_mouse_action.button_hint = 0;
3660 for (j = 0; j < MAX_NUM_KEYS; j++)
3661 player->key[j] = FALSE;
3663 player->num_white_keys = 0;
3665 player->dynabomb_count = 0;
3666 player->dynabomb_size = 1;
3667 player->dynabombs_left = 0;
3668 player->dynabomb_xl = FALSE;
3670 player->MovDir = initial_move_dir;
3673 player->GfxDir = initial_move_dir;
3674 player->GfxAction = ACTION_DEFAULT;
3676 player->StepFrame = 0;
3678 player->initial_element = player->element_nr;
3679 player->artwork_element =
3680 (level.use_artwork_element[i] ? level.artwork_element[i] :
3681 player->element_nr);
3682 player->use_murphy = FALSE;
3684 player->block_last_field = FALSE; // initialized in InitPlayerField()
3685 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3687 player->gravity = level.initial_player_gravity[i];
3689 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3691 player->actual_frame_counter.count = 0;
3692 player->actual_frame_counter.value = 1;
3694 player->step_counter = 0;
3696 player->last_move_dir = initial_move_dir;
3698 player->is_active = FALSE;
3700 player->is_waiting = FALSE;
3701 player->is_moving = FALSE;
3702 player->is_auto_moving = FALSE;
3703 player->is_digging = FALSE;
3704 player->is_snapping = FALSE;
3705 player->is_collecting = FALSE;
3706 player->is_pushing = FALSE;
3707 player->is_switching = FALSE;
3708 player->is_dropping = FALSE;
3709 player->is_dropping_pressed = FALSE;
3711 player->is_bored = FALSE;
3712 player->is_sleeping = FALSE;
3714 player->was_waiting = TRUE;
3715 player->was_moving = FALSE;
3716 player->was_snapping = FALSE;
3717 player->was_dropping = FALSE;
3719 player->force_dropping = FALSE;
3721 player->frame_counter_bored = -1;
3722 player->frame_counter_sleeping = -1;
3724 player->anim_delay_counter = 0;
3725 player->post_delay_counter = 0;
3727 player->dir_waiting = initial_move_dir;
3728 player->action_waiting = ACTION_DEFAULT;
3729 player->last_action_waiting = ACTION_DEFAULT;
3730 player->special_action_bored = ACTION_DEFAULT;
3731 player->special_action_sleeping = ACTION_DEFAULT;
3733 player->switch_x = -1;
3734 player->switch_y = -1;
3736 player->drop_x = -1;
3737 player->drop_y = -1;
3739 player->show_envelope = 0;
3741 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3743 player->push_delay = -1; // initialized when pushing starts
3744 player->push_delay_value = game.initial_push_delay_value;
3746 player->drop_delay = 0;
3747 player->drop_pressed_delay = 0;
3749 player->last_jx = -1;
3750 player->last_jy = -1;
3754 player->shield_normal_time_left = 0;
3755 player->shield_deadly_time_left = 0;
3757 player->last_removed_element = EL_UNDEFINED;
3759 player->inventory_infinite_element = EL_UNDEFINED;
3760 player->inventory_size = 0;
3762 if (level.use_initial_inventory[i])
3764 for (j = 0; j < level.initial_inventory_size[i]; j++)
3766 int element = level.initial_inventory_content[i][j];
3767 int collect_count = element_info[element].collect_count_initial;
3770 if (!IS_CUSTOM_ELEMENT(element))
3773 if (collect_count == 0)
3774 player->inventory_infinite_element = element;
3776 for (k = 0; k < collect_count; k++)
3777 if (player->inventory_size < MAX_INVENTORY_SIZE)
3778 player->inventory_element[player->inventory_size++] = element;
3782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783 SnapField(player, 0, 0);
3785 map_player_action[i] = i;
3788 network_player_action_received = FALSE;
3790 // initial null action
3791 if (network_playing)
3792 SendToServer_MovePlayer(MV_NONE);
3797 TimeLeft = level.time;
3800 ScreenMovDir = MV_NONE;
3804 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3806 game.robot_wheel_x = -1;
3807 game.robot_wheel_y = -1;
3812 game.all_players_gone = FALSE;
3814 game.LevelSolved = FALSE;
3815 game.GameOver = FALSE;
3817 game.GamePlayed = !tape.playing;
3819 game.LevelSolved_GameWon = FALSE;
3820 game.LevelSolved_GameEnd = FALSE;
3821 game.LevelSolved_SaveTape = FALSE;
3822 game.LevelSolved_SaveScore = FALSE;
3824 game.LevelSolved_CountingTime = 0;
3825 game.LevelSolved_CountingScore = 0;
3826 game.LevelSolved_CountingHealth = 0;
3828 game.panel.active = TRUE;
3830 game.no_level_time_limit = (level.time == 0);
3831 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3833 game.yamyam_content_nr = 0;
3834 game.robot_wheel_active = FALSE;
3835 game.magic_wall_active = FALSE;
3836 game.magic_wall_time_left = 0;
3837 game.light_time_left = 0;
3838 game.timegate_time_left = 0;
3839 game.switchgate_pos = 0;
3840 game.wind_direction = level.wind_direction_initial;
3842 game.time_final = 0;
3843 game.score_time_final = 0;
3846 game.score_final = 0;
3848 game.health = MAX_HEALTH;
3849 game.health_final = MAX_HEALTH;
3851 game.gems_still_needed = level.gems_needed;
3852 game.sokoban_fields_still_needed = 0;
3853 game.sokoban_objects_still_needed = 0;
3854 game.lights_still_needed = 0;
3855 game.players_still_needed = 0;
3856 game.friends_still_needed = 0;
3858 game.lenses_time_left = 0;
3859 game.magnify_time_left = 0;
3861 game.ball_active = level.ball_active_initial;
3862 game.ball_content_nr = 0;
3864 game.explosions_delayed = TRUE;
3866 game.envelope_active = FALSE;
3868 // special case: set custom artwork setting to initial value
3869 game.use_masked_elements = game.use_masked_elements_initial;
3871 for (i = 0; i < NUM_BELTS; i++)
3873 game.belt_dir[i] = MV_NONE;
3874 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3880 #if DEBUG_INIT_PLAYER
3881 DebugPrintPlayerStatus("Player status at level initialization");
3884 SCAN_PLAYFIELD(x, y)
3886 Tile[x][y] = Last[x][y] = level.field[x][y];
3887 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888 ChangeDelay[x][y] = 0;
3889 ChangePage[x][y] = -1;
3890 CustomValue[x][y] = 0; // initialized in InitField()
3891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3893 WasJustMoving[x][y] = 0;
3894 WasJustFalling[x][y] = 0;
3895 CheckCollision[x][y] = 0;
3896 CheckImpact[x][y] = 0;
3898 Pushed[x][y] = FALSE;
3900 ChangeCount[x][y] = 0;
3901 ChangeEvent[x][y] = -1;
3903 ExplodePhase[x][y] = 0;
3904 ExplodeDelay[x][y] = 0;
3905 ExplodeField[x][y] = EX_TYPE_NONE;
3907 RunnerVisit[x][y] = 0;
3908 PlayerVisit[x][y] = 0;
3911 GfxRandom[x][y] = INIT_GFX_RANDOM();
3912 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913 GfxElement[x][y] = EL_UNDEFINED;
3914 GfxElementEmpty[x][y] = EL_EMPTY;
3915 GfxAction[x][y] = ACTION_DEFAULT;
3916 GfxDir[x][y] = MV_NONE;
3917 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3920 SCAN_PLAYFIELD(x, y)
3922 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3924 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3927 InitField(x, y, TRUE);
3929 ResetGfxAnimation(x, y);
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 struct PlayerInfo *player = &stored_player[i];
3938 // set number of special actions for bored and sleeping animation
3939 player->num_special_action_bored =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_BORING_1, ACTION_BORING_LAST);
3942 player->num_special_action_sleeping =
3943 get_num_special_action(player->artwork_element,
3944 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3947 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3950 // initialize type of slippery elements
3951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3953 if (!IS_CUSTOM_ELEMENT(i))
3955 // default: elements slip down either to the left or right randomly
3956 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3958 // SP style elements prefer to slip down on the left side
3959 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3962 // BD style elements prefer to slip down on the left side
3963 if (game.emulation == EMU_BOULDERDASH)
3964 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 // initialize explosion and ignition delay
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 // correct non-moving belts to start moving left
3989 for (i = 0; i < NUM_BELTS; i++)
3990 if (game.belt_dir[i] == MV_NONE)
3991 game.belt_dir_nr[i] = 3; // not moving, next moving left
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994 // use preferred player also in local single-player mode
3995 if (!network.enabled && !game.team_mode)
3997 int new_index_nr = setup.network_player_nr;
3999 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected_locally = FALSE;
4004 stored_player[new_index_nr].connected_locally = TRUE;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4010 stored_player[i].connected = FALSE;
4012 // in network game mode, the local player might not be the first player
4013 if (stored_player[i].connected_locally)
4014 local_player = &stored_player[i];
4017 if (!network.enabled)
4018 local_player->connected = TRUE;
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 stored_player[i].connected = tape.player_participates[i];
4025 else if (network.enabled)
4027 // add team mode players connected over the network (needed for correct
4028 // assignment of player figures from level to locally playing players)
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected_network)
4032 stored_player[i].connected = TRUE;
4034 else if (game.team_mode)
4036 // try to guess locally connected team mode players (needed for correct
4037 // assignment of player figures from level to locally playing players)
4039 for (i = 0; i < MAX_PLAYERS; i++)
4040 if (setup.input[i].use_joystick ||
4041 setup.input[i].key.left != KSYM_UNDEFINED)
4042 stored_player[i].connected = TRUE;
4045 #if DEBUG_INIT_PLAYER
4046 DebugPrintPlayerStatus("Player status after level initialization");
4049 #if DEBUG_INIT_PLAYER
4050 Debug("game:init:player", "Reassigning players ...");
4053 // check if any connected player was not found in playfield
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 struct PlayerInfo *player = &stored_player[i];
4058 if (player->connected && !player->present)
4060 struct PlayerInfo *field_player = NULL;
4062 #if DEBUG_INIT_PLAYER
4063 Debug("game:init:player",
4064 "- looking for field player for player %d ...", i + 1);
4067 // assign first free player found that is present in the playfield
4069 // first try: look for unmapped playfield player that is not connected
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped &&
4074 !stored_player[j].connected)
4075 field_player = &stored_player[j];
4077 // second try: look for *any* unmapped playfield player
4078 for (j = 0; j < MAX_PLAYERS; j++)
4079 if (field_player == NULL &&
4080 stored_player[j].present &&
4081 !stored_player[j].mapped)
4082 field_player = &stored_player[j];
4084 if (field_player != NULL)
4086 int jx = field_player->jx, jy = field_player->jy;
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "- found player %d",
4090 field_player->index_nr + 1);
4093 player->present = FALSE;
4094 player->active = FALSE;
4096 field_player->present = TRUE;
4097 field_player->active = TRUE;
4100 player->initial_element = field_player->initial_element;
4101 player->artwork_element = field_player->artwork_element;
4103 player->block_last_field = field_player->block_last_field;
4104 player->block_delay_adjustment = field_player->block_delay_adjustment;
4107 StorePlayer[jx][jy] = field_player->element_nr;
4109 field_player->jx = field_player->last_jx = jx;
4110 field_player->jy = field_player->last_jy = jy;
4112 if (local_player == player)
4113 local_player = field_player;
4115 map_player_action[field_player->index_nr] = i;
4117 field_player->mapped = TRUE;
4119 #if DEBUG_INIT_PLAYER
4120 Debug("game:init:player", "- map_player_action[%d] == %d",
4121 field_player->index_nr + 1, i + 1);
4126 if (player->connected && player->present)
4127 player->mapped = TRUE;
4130 #if DEBUG_INIT_PLAYER
4131 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4136 // check if any connected player was not found in playfield
4137 for (i = 0; i < MAX_PLAYERS; i++)
4139 struct PlayerInfo *player = &stored_player[i];
4141 if (player->connected && !player->present)
4143 for (j = 0; j < MAX_PLAYERS; j++)
4145 struct PlayerInfo *field_player = &stored_player[j];
4146 int jx = field_player->jx, jy = field_player->jy;
4148 // assign first free player found that is present in the playfield
4149 if (field_player->present && !field_player->connected)
4151 player->present = TRUE;
4152 player->active = TRUE;
4154 field_player->present = FALSE;
4155 field_player->active = FALSE;
4157 player->initial_element = field_player->initial_element;
4158 player->artwork_element = field_player->artwork_element;
4160 player->block_last_field = field_player->block_last_field;
4161 player->block_delay_adjustment = field_player->block_delay_adjustment;
4163 StorePlayer[jx][jy] = player->element_nr;
4165 player->jx = player->last_jx = jx;
4166 player->jy = player->last_jy = jy;
4176 Debug("game:init:player", "local_player->present == %d",
4177 local_player->present);
4180 // set focus to local player for network games, else to all players
4181 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182 game.centered_player_nr_next = game.centered_player_nr;
4183 game.set_centered_player = FALSE;
4184 game.set_centered_player_wrap = FALSE;
4186 if (network_playing && tape.recording)
4188 // store client dependent player focus when recording network games
4189 tape.centered_player_nr_next = game.centered_player_nr_next;
4190 tape.set_centered_player = TRUE;
4195 // when playing a tape, eliminate all players who do not participate
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4199 if (!game.team_mode)
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 if (stored_player[i].active &&
4204 !tape.player_participates[map_player_action[i]])
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 #if DEBUG_INIT_PLAYER
4210 Debug("game:init:player", "Removing player %d at (%d, %d)",
4214 player->active = FALSE;
4215 StorePlayer[jx][jy] = 0;
4216 Tile[jx][jy] = EL_EMPTY;
4223 for (i = 0; i < MAX_PLAYERS; i++)
4225 if (stored_player[i].active &&
4226 !tape.player_participates[i])
4228 struct PlayerInfo *player = &stored_player[i];
4229 int jx = player->jx, jy = player->jy;
4231 player->active = FALSE;
4232 StorePlayer[jx][jy] = 0;
4233 Tile[jx][jy] = EL_EMPTY;
4238 else if (!network.enabled && !game.team_mode) // && !tape.playing
4240 // when in single player mode, eliminate all but the local player
4242 for (i = 0; i < MAX_PLAYERS; i++)
4244 struct PlayerInfo *player = &stored_player[i];
4246 if (player->active && player != local_player)
4248 int jx = player->jx, jy = player->jy;
4250 player->active = FALSE;
4251 player->present = FALSE;
4253 StorePlayer[jx][jy] = 0;
4254 Tile[jx][jy] = EL_EMPTY;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active)
4261 game.players_still_needed++;
4263 if (level.solved_by_one_player)
4264 game.players_still_needed = 1;
4266 // when recording the game, store which players take part in the game
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].connected)
4272 tape.player_participates[i] = TRUE;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4275 if (stored_player[i].active)
4276 tape.player_participates[i] = TRUE;
4280 #if DEBUG_INIT_PLAYER
4281 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4284 if (BorderElement == EL_EMPTY)
4287 SBX_Right = lev_fieldx - SCR_FIELDX;
4289 SBY_Lower = lev_fieldy - SCR_FIELDY;
4294 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4296 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4299 if (full_lev_fieldx <= SCR_FIELDX)
4300 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301 if (full_lev_fieldy <= SCR_FIELDY)
4302 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4304 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4306 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4309 // if local player not found, look for custom element that might create
4310 // the player (make some assumptions about the right custom element)
4311 if (!local_player->present)
4313 int start_x = 0, start_y = 0;
4314 int found_rating = 0;
4315 int found_element = EL_UNDEFINED;
4316 int player_nr = local_player->index_nr;
4318 SCAN_PLAYFIELD(x, y)
4320 int element = Tile[x][y];
4325 if (level.use_start_element[player_nr] &&
4326 level.start_element[player_nr] == element &&
4333 found_element = element;
4336 if (!IS_CUSTOM_ELEMENT(element))
4339 if (CAN_CHANGE(element))
4341 for (i = 0; i < element_info[element].num_change_pages; i++)
4343 // check for player created from custom element as single target
4344 content = element_info[element].change_page[i].target_element;
4345 is_player = IS_PLAYER_ELEMENT(content);
4347 if (is_player && (found_rating < 3 ||
4348 (found_rating == 3 && element < found_element)))
4354 found_element = element;
4359 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4361 // check for player created from custom element as explosion content
4362 content = element_info[element].content.e[xx][yy];
4363 is_player = IS_PLAYER_ELEMENT(content);
4365 if (is_player && (found_rating < 2 ||
4366 (found_rating == 2 && element < found_element)))
4368 start_x = x + xx - 1;
4369 start_y = y + yy - 1;
4372 found_element = element;
4375 if (!CAN_CHANGE(element))
4378 for (i = 0; i < element_info[element].num_change_pages; i++)
4380 // check for player created from custom element as extended target
4382 element_info[element].change_page[i].target_content.e[xx][yy];
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 1 ||
4387 (found_rating == 1 && element < found_element)))
4389 start_x = x + xx - 1;
4390 start_y = y + yy - 1;
4393 found_element = element;
4399 scroll_x = SCROLL_POSITION_X(start_x);
4400 scroll_y = SCROLL_POSITION_Y(start_y);
4404 scroll_x = SCROLL_POSITION_X(local_player->jx);
4405 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4408 // !!! FIX THIS (START) !!!
4409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4411 InitGameEngine_EM();
4413 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4415 InitGameEngine_SP();
4417 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4419 InitGameEngine_MM();
4423 DrawLevel(REDRAW_FIELD);
4426 // after drawing the level, correct some elements
4427 if (game.timegate_time_left == 0)
4428 CloseAllOpenTimegates();
4431 // blit playfield from scroll buffer to normal back buffer for fading in
4432 BlitScreenToBitmap(backbuffer);
4433 // !!! FIX THIS (END) !!!
4435 DrawMaskedBorder(fade_mask);
4440 // full screen redraw is required at this point in the following cases:
4441 // - special editor door undrawn when game was started from level editor
4442 // - drawing area (playfield) was changed and has to be removed completely
4443 redraw_mask = REDRAW_ALL;
4447 if (!game.restart_level)
4449 // copy default game door content to main double buffer
4451 // !!! CHECK AGAIN !!!
4452 SetPanelBackground();
4453 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4457 SetPanelBackground();
4458 SetDrawBackgroundMask(REDRAW_DOOR_1);
4460 UpdateAndDisplayGameControlValues();
4462 if (!game.restart_level)
4468 CreateGameButtons();
4473 // copy actual game door content to door double buffer for OpenDoor()
4474 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4476 OpenDoor(DOOR_OPEN_ALL);
4478 KeyboardAutoRepeatOffUnlessAutoplay();
4480 #if DEBUG_INIT_PLAYER
4481 DebugPrintPlayerStatus("Player status (final)");
4490 if (!game.restart_level && !tape.playing)
4492 LevelStats_incPlayed(level_nr);
4494 SaveLevelSetup_SeriesInfo();
4497 game.restart_level = FALSE;
4498 game.restart_game_message = NULL;
4500 game.request_active = FALSE;
4501 game.request_active_or_moving = FALSE;
4503 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504 InitGameActions_MM();
4506 SaveEngineSnapshotToListInitial();
4508 if (!game.restart_level)
4510 PlaySound(SND_GAME_STARTING);
4512 if (setup.sound_music)
4516 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520 int actual_player_x, int actual_player_y)
4522 // this is used for non-R'n'D game engines to update certain engine values
4524 // needed to determine if sounds are played within the visible screen area
4525 scroll_x = actual_scroll_x;
4526 scroll_y = actual_scroll_y;
4528 // needed to get player position for "follow finger" playing input method
4529 local_player->jx = actual_player_x;
4530 local_player->jy = actual_player_y;
4533 void InitMovDir(int x, int y)
4535 int i, element = Tile[x][y];
4536 static int xy[4][2] =
4543 static int direction[3][4] =
4545 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4546 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4547 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4556 Tile[x][y] = EL_BUG;
4557 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4560 case EL_SPACESHIP_RIGHT:
4561 case EL_SPACESHIP_UP:
4562 case EL_SPACESHIP_LEFT:
4563 case EL_SPACESHIP_DOWN:
4564 Tile[x][y] = EL_SPACESHIP;
4565 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4568 case EL_BD_BUTTERFLY_RIGHT:
4569 case EL_BD_BUTTERFLY_UP:
4570 case EL_BD_BUTTERFLY_LEFT:
4571 case EL_BD_BUTTERFLY_DOWN:
4572 Tile[x][y] = EL_BD_BUTTERFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4576 case EL_BD_FIREFLY_RIGHT:
4577 case EL_BD_FIREFLY_UP:
4578 case EL_BD_FIREFLY_LEFT:
4579 case EL_BD_FIREFLY_DOWN:
4580 Tile[x][y] = EL_BD_FIREFLY;
4581 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4584 case EL_PACMAN_RIGHT:
4586 case EL_PACMAN_LEFT:
4587 case EL_PACMAN_DOWN:
4588 Tile[x][y] = EL_PACMAN;
4589 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4592 case EL_YAMYAM_LEFT:
4593 case EL_YAMYAM_RIGHT:
4595 case EL_YAMYAM_DOWN:
4596 Tile[x][y] = EL_YAMYAM;
4597 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4600 case EL_SP_SNIKSNAK:
4601 MovDir[x][y] = MV_UP;
4604 case EL_SP_ELECTRON:
4605 MovDir[x][y] = MV_LEFT;
4612 Tile[x][y] = EL_MOLE;
4613 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4616 case EL_SPRING_LEFT:
4617 case EL_SPRING_RIGHT:
4618 Tile[x][y] = EL_SPRING;
4619 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4623 if (IS_CUSTOM_ELEMENT(element))
4625 struct ElementInfo *ei = &element_info[element];
4626 int move_direction_initial = ei->move_direction_initial;
4627 int move_pattern = ei->move_pattern;
4629 if (move_direction_initial == MV_START_PREVIOUS)
4631 if (MovDir[x][y] != MV_NONE)
4634 move_direction_initial = MV_START_AUTOMATIC;
4637 if (move_direction_initial == MV_START_RANDOM)
4638 MovDir[x][y] = 1 << RND(4);
4639 else if (move_direction_initial & MV_ANY_DIRECTION)
4640 MovDir[x][y] = move_direction_initial;
4641 else if (move_pattern == MV_ALL_DIRECTIONS ||
4642 move_pattern == MV_TURNING_LEFT ||
4643 move_pattern == MV_TURNING_RIGHT ||
4644 move_pattern == MV_TURNING_LEFT_RIGHT ||
4645 move_pattern == MV_TURNING_RIGHT_LEFT ||
4646 move_pattern == MV_TURNING_RANDOM)
4647 MovDir[x][y] = 1 << RND(4);
4648 else if (move_pattern == MV_HORIZONTAL)
4649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650 else if (move_pattern == MV_VERTICAL)
4651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652 else if (move_pattern & MV_ANY_DIRECTION)
4653 MovDir[x][y] = element_info[element].move_pattern;
4654 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655 move_pattern == MV_ALONG_RIGHT_SIDE)
4657 // use random direction as default start direction
4658 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659 MovDir[x][y] = 1 << RND(4);
4661 for (i = 0; i < NUM_DIRECTIONS; i++)
4663 int x1 = x + xy[i][0];
4664 int y1 = y + xy[i][1];
4666 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4668 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669 MovDir[x][y] = direction[0][i];
4671 MovDir[x][y] = direction[1][i];
4680 MovDir[x][y] = 1 << RND(4);
4682 if (element != EL_BUG &&
4683 element != EL_SPACESHIP &&
4684 element != EL_BD_BUTTERFLY &&
4685 element != EL_BD_FIREFLY)
4688 for (i = 0; i < NUM_DIRECTIONS; i++)
4690 int x1 = x + xy[i][0];
4691 int y1 = y + xy[i][1];
4693 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4695 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4697 MovDir[x][y] = direction[0][i];
4700 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4703 MovDir[x][y] = direction[1][i];
4712 GfxDir[x][y] = MovDir[x][y];
4715 void InitAmoebaNr(int x, int y)
4718 int group_nr = AmoebaNeighbourNr(x, y);
4722 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4724 if (AmoebaCnt[i] == 0)
4732 AmoebaNr[x][y] = group_nr;
4733 AmoebaCnt[group_nr]++;
4734 AmoebaCnt2[group_nr]++;
4737 static void LevelSolved_SetFinalGameValues(void)
4739 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740 game.score_time_final = (level.use_step_counter ? TimePlayed :
4741 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4743 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744 game_em.lev->score :
4745 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4749 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750 MM_HEALTH(game_mm.laser_overload_value) :
4753 game.LevelSolved_CountingTime = game.time_final;
4754 game.LevelSolved_CountingScore = game.score_final;
4755 game.LevelSolved_CountingHealth = game.health_final;
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4760 game.LevelSolved_CountingTime = time;
4761 game.LevelSolved_CountingScore = score;
4762 game.LevelSolved_CountingHealth = health;
4764 game_panel_controls[GAME_PANEL_TIME].value = time;
4765 game_panel_controls[GAME_PANEL_SCORE].value = score;
4766 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4768 DisplayGameControlValues();
4771 static void LevelSolved(void)
4773 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774 game.players_still_needed > 0)
4777 game.LevelSolved = TRUE;
4778 game.GameOver = TRUE;
4780 // needed here to display correct panel values while player walks into exit
4781 LevelSolved_SetFinalGameValues();
4786 static int time_count_steps;
4787 static int time, time_final;
4788 static float score, score_final; // needed for time score < 10 for 10 seconds
4789 static int health, health_final;
4790 static int game_over_delay_1 = 0;
4791 static int game_over_delay_2 = 0;
4792 static int game_over_delay_3 = 0;
4793 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4794 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4796 if (!game.LevelSolved_GameWon)
4800 // do not start end game actions before the player stops moving (to exit)
4801 if (local_player->active && local_player->MovPos)
4804 // calculate final game values after player finished walking into exit
4805 LevelSolved_SetFinalGameValues();
4807 game.LevelSolved_GameWon = TRUE;
4808 game.LevelSolved_SaveTape = tape.recording;
4809 game.LevelSolved_SaveScore = !tape.playing;
4813 LevelStats_incSolved(level_nr);
4815 SaveLevelSetup_SeriesInfo();
4818 if (tape.auto_play) // tape might already be stopped here
4819 tape.auto_play_level_solved = TRUE;
4823 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4824 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4825 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4827 time = time_final = game.time_final;
4828 score = score_final = game.score_final;
4829 health = health_final = game.health_final;
4831 // update game panel values before (delayed) counting of score (if any)
4832 LevelSolved_DisplayFinalGameValues(time, score, health);
4834 // if level has time score defined, calculate new final game values
4837 int time_final_max = 999;
4838 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4839 int time_frames = 0;
4840 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4841 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4846 time_frames = time_frames_left;
4848 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4850 time_final = time_final_max;
4851 time_frames = time_frames_final_max - time_frames_played;
4854 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4856 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4858 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4861 score_final += health * time_score;
4864 game.score_final = score_final;
4865 game.health_final = health_final;
4868 // if not counting score after game, immediately update game panel values
4869 if (level_editor_test_game || !setup.count_score_after_game)
4872 score = score_final;
4874 LevelSolved_DisplayFinalGameValues(time, score, health);
4877 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4879 // check if last player has left the level
4880 if (game.exit_x >= 0 &&
4883 int x = game.exit_x;
4884 int y = game.exit_y;
4885 int element = Tile[x][y];
4887 // close exit door after last player
4888 if ((game.all_players_gone &&
4889 (element == EL_EXIT_OPEN ||
4890 element == EL_SP_EXIT_OPEN ||
4891 element == EL_STEEL_EXIT_OPEN)) ||
4892 element == EL_EM_EXIT_OPEN ||
4893 element == EL_EM_STEEL_EXIT_OPEN)
4897 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4898 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4899 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4900 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4901 EL_EM_STEEL_EXIT_CLOSING);
4903 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4906 // player disappears
4907 DrawLevelField(x, y);
4910 for (i = 0; i < MAX_PLAYERS; i++)
4912 struct PlayerInfo *player = &stored_player[i];
4914 if (player->present)
4916 RemovePlayer(player);
4918 // player disappears
4919 DrawLevelField(player->jx, player->jy);
4924 PlaySound(SND_GAME_WINNING);
4927 if (setup.count_score_after_game)
4929 if (time != time_final)
4931 if (game_over_delay_1 > 0)
4933 game_over_delay_1--;
4938 int time_to_go = ABS(time_final - time);
4939 int time_count_dir = (time < time_final ? +1 : -1);
4941 if (time_to_go < time_count_steps)
4942 time_count_steps = 1;
4944 time += time_count_steps * time_count_dir;
4945 score += time_count_steps * time_score;
4947 // set final score to correct rounding differences after counting score
4948 if (time == time_final)
4949 score = score_final;
4951 LevelSolved_DisplayFinalGameValues(time, score, health);
4953 if (time == time_final)
4954 StopSound(SND_GAME_LEVELTIME_BONUS);
4955 else if (setup.sound_loops)
4956 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4958 PlaySound(SND_GAME_LEVELTIME_BONUS);
4963 if (health != health_final)
4965 if (game_over_delay_2 > 0)
4967 game_over_delay_2--;
4972 int health_count_dir = (health < health_final ? +1 : -1);
4974 health += health_count_dir;
4975 score += time_score;
4977 LevelSolved_DisplayFinalGameValues(time, score, health);
4979 if (health == health_final)
4980 StopSound(SND_GAME_LEVELTIME_BONUS);
4981 else if (setup.sound_loops)
4982 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4984 PlaySound(SND_GAME_LEVELTIME_BONUS);
4990 game.panel.active = FALSE;
4992 if (game_over_delay_3 > 0)
4994 game_over_delay_3--;
5004 // used instead of "level_nr" (needed for network games)
5005 int last_level_nr = levelset.level_nr;
5006 boolean tape_saved = FALSE;
5008 game.LevelSolved_GameEnd = TRUE;
5010 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5012 // make sure that request dialog to save tape does not open door again
5013 if (!global.use_envelope_request)
5014 CloseDoor(DOOR_CLOSE_1);
5017 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5019 // set unique basename for score tape (also saved in high score table)
5020 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5023 // if no tape is to be saved, close both doors simultaneously
5024 CloseDoor(DOOR_CLOSE_ALL);
5026 if (level_editor_test_game || score_info_tape_play)
5028 SetGameStatus(GAME_MODE_MAIN);
5035 if (!game.LevelSolved_SaveScore)
5037 SetGameStatus(GAME_MODE_MAIN);
5044 if (level_nr == leveldir_current->handicap_level)
5046 leveldir_current->handicap_level++;
5048 SaveLevelSetup_SeriesInfo();
5051 // save score and score tape before potentially erasing tape below
5052 NewHighScore(last_level_nr, tape_saved);
5054 if (setup.increment_levels &&
5055 level_nr < leveldir_current->last_level &&
5058 level_nr++; // advance to next level
5059 TapeErase(); // start with empty tape
5061 if (setup.auto_play_next_level)
5063 scores.continue_playing = TRUE;
5064 scores.next_level_nr = level_nr;
5066 LoadLevel(level_nr);
5068 SaveLevelSetup_SeriesInfo();
5072 if (scores.last_added >= 0 && setup.show_scores_after_game)
5074 SetGameStatus(GAME_MODE_SCORES);
5076 DrawHallOfFame(last_level_nr);
5078 else if (scores.continue_playing)
5080 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5084 SetGameStatus(GAME_MODE_MAIN);
5090 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5091 boolean one_score_entry_per_name)
5095 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5098 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5100 struct ScoreEntry *entry = &list->entry[i];
5101 boolean score_is_better = (new_entry->score > entry->score);
5102 boolean score_is_equal = (new_entry->score == entry->score);
5103 boolean time_is_better = (new_entry->time < entry->time);
5104 boolean time_is_equal = (new_entry->time == entry->time);
5105 boolean better_by_score = (score_is_better ||
5106 (score_is_equal && time_is_better));
5107 boolean better_by_time = (time_is_better ||
5108 (time_is_equal && score_is_better));
5109 boolean is_better = (level.rate_time_over_score ? better_by_time :
5111 boolean entry_is_empty = (entry->score == 0 &&
5114 // prevent adding server score entries if also existing in local score file
5115 // (special case: historic score entries have an empty tape basename entry)
5116 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5117 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5119 // special case: use server score instead of local score value if higher
5120 // (historic scores might have been truncated to 16-bit values locally)
5121 if (score_is_better)
5122 entry->score = new_entry->score;
5127 if (is_better || entry_is_empty)
5129 // player has made it to the hall of fame
5131 if (i < MAX_SCORE_ENTRIES - 1)
5133 int m = MAX_SCORE_ENTRIES - 1;
5136 if (one_score_entry_per_name)
5138 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5139 if (strEqual(list->entry[l].name, new_entry->name))
5142 if (m == i) // player's new highscore overwrites his old one
5146 for (l = m; l > i; l--)
5147 list->entry[l] = list->entry[l - 1];
5152 *entry = *new_entry;
5156 else if (one_score_entry_per_name &&
5157 strEqual(entry->name, new_entry->name))
5159 // player already in high score list with better score or time
5165 // special case: new score is beyond the last high score list position
5166 return MAX_SCORE_ENTRIES;
5169 void NewHighScore(int level_nr, boolean tape_saved)
5171 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5172 boolean one_per_name = FALSE;
5174 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5175 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5177 new_entry.score = game.score_final;
5178 new_entry.time = game.score_time_final;
5180 LoadScore(level_nr);
5182 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5184 if (scores.last_added >= MAX_SCORE_ENTRIES)
5186 scores.last_added = MAX_SCORE_ENTRIES - 1;
5187 scores.force_last_added = TRUE;
5189 scores.entry[scores.last_added] = new_entry;
5191 // store last added local score entry (before merging server scores)
5192 scores.last_added_local = scores.last_added;
5197 if (scores.last_added < 0)
5200 SaveScore(level_nr);
5202 // store last added local score entry (before merging server scores)
5203 scores.last_added_local = scores.last_added;
5205 if (!game.LevelSolved_SaveTape)
5208 SaveScoreTape(level_nr);
5210 if (setup.ask_for_using_api_server)
5212 setup.use_api_server =
5213 Request("Upload your score and tape to the high score server?", REQ_ASK);
5215 if (!setup.use_api_server)
5216 Request("Not using high score server! Use setup menu to enable again!",
5219 runtime.use_api_server = setup.use_api_server;
5221 // after asking for using API server once, do not ask again
5222 setup.ask_for_using_api_server = FALSE;
5224 SaveSetup_ServerSetup();
5227 SaveServerScore(level_nr, tape_saved);
5230 void MergeServerScore(void)
5232 struct ScoreEntry last_added_entry;
5233 boolean one_per_name = FALSE;
5236 if (scores.last_added >= 0)
5237 last_added_entry = scores.entry[scores.last_added];
5239 for (i = 0; i < server_scores.num_entries; i++)
5241 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5243 if (pos >= 0 && pos <= scores.last_added)
5244 scores.last_added++;
5247 if (scores.last_added >= MAX_SCORE_ENTRIES)
5249 scores.last_added = MAX_SCORE_ENTRIES - 1;
5250 scores.force_last_added = TRUE;
5252 scores.entry[scores.last_added] = last_added_entry;
5256 static int getElementMoveStepsizeExt(int x, int y, int direction)
5258 int element = Tile[x][y];
5259 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5260 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5261 int horiz_move = (dx != 0);
5262 int sign = (horiz_move ? dx : dy);
5263 int step = sign * element_info[element].move_stepsize;
5265 // special values for move stepsize for spring and things on conveyor belt
5268 if (CAN_FALL(element) &&
5269 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5270 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5271 else if (element == EL_SPRING)
5272 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5278 static int getElementMoveStepsize(int x, int y)
5280 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5283 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5285 if (player->GfxAction != action || player->GfxDir != dir)
5287 player->GfxAction = action;
5288 player->GfxDir = dir;
5290 player->StepFrame = 0;
5294 static void ResetGfxFrame(int x, int y)
5296 // profiling showed that "autotest" spends 10~20% of its time in this function
5297 if (DrawingDeactivatedField())
5300 int element = Tile[x][y];
5301 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5303 if (graphic_info[graphic].anim_global_sync)
5304 GfxFrame[x][y] = FrameCounter;
5305 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5306 GfxFrame[x][y] = CustomValue[x][y];
5307 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5308 GfxFrame[x][y] = element_info[element].collect_score;
5309 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5310 GfxFrame[x][y] = ChangeDelay[x][y];
5313 static void ResetGfxAnimation(int x, int y)
5315 GfxAction[x][y] = ACTION_DEFAULT;
5316 GfxDir[x][y] = MovDir[x][y];
5319 ResetGfxFrame(x, y);
5322 static void ResetRandomAnimationValue(int x, int y)
5324 GfxRandom[x][y] = INIT_GFX_RANDOM();
5327 static void InitMovingField(int x, int y, int direction)
5329 int element = Tile[x][y];
5330 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5331 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5334 boolean is_moving_before, is_moving_after;
5336 // check if element was/is moving or being moved before/after mode change
5337 is_moving_before = (WasJustMoving[x][y] != 0);
5338 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5340 // reset animation only for moving elements which change direction of moving
5341 // or which just started or stopped moving
5342 // (else CEs with property "can move" / "not moving" are reset each frame)
5343 if (is_moving_before != is_moving_after ||
5344 direction != MovDir[x][y])
5345 ResetGfxAnimation(x, y);
5347 MovDir[x][y] = direction;
5348 GfxDir[x][y] = direction;
5350 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5351 direction == MV_DOWN && CAN_FALL(element) ?
5352 ACTION_FALLING : ACTION_MOVING);
5354 // this is needed for CEs with property "can move" / "not moving"
5356 if (is_moving_after)
5358 if (Tile[newx][newy] == EL_EMPTY)
5359 Tile[newx][newy] = EL_BLOCKED;
5361 MovDir[newx][newy] = MovDir[x][y];
5363 CustomValue[newx][newy] = CustomValue[x][y];
5365 GfxFrame[newx][newy] = GfxFrame[x][y];
5366 GfxRandom[newx][newy] = GfxRandom[x][y];
5367 GfxAction[newx][newy] = GfxAction[x][y];
5368 GfxDir[newx][newy] = GfxDir[x][y];
5372 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5374 int direction = MovDir[x][y];
5375 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5376 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5382 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5384 int oldx = x, oldy = y;
5385 int direction = MovDir[x][y];
5387 if (direction == MV_LEFT)
5389 else if (direction == MV_RIGHT)
5391 else if (direction == MV_UP)
5393 else if (direction == MV_DOWN)
5396 *comes_from_x = oldx;
5397 *comes_from_y = oldy;
5400 static int MovingOrBlocked2Element(int x, int y)
5402 int element = Tile[x][y];
5404 if (element == EL_BLOCKED)
5408 Blocked2Moving(x, y, &oldx, &oldy);
5409 return Tile[oldx][oldy];
5415 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5417 // like MovingOrBlocked2Element(), but if element is moving
5418 // and (x,y) is the field the moving element is just leaving,
5419 // return EL_BLOCKED instead of the element value
5420 int element = Tile[x][y];
5422 if (IS_MOVING(x, y))
5424 if (element == EL_BLOCKED)
5428 Blocked2Moving(x, y, &oldx, &oldy);
5429 return Tile[oldx][oldy];
5438 static void RemoveField(int x, int y)
5440 Tile[x][y] = EL_EMPTY;
5446 CustomValue[x][y] = 0;
5449 ChangeDelay[x][y] = 0;
5450 ChangePage[x][y] = -1;
5451 Pushed[x][y] = FALSE;
5453 GfxElement[x][y] = EL_UNDEFINED;
5454 GfxAction[x][y] = ACTION_DEFAULT;
5455 GfxDir[x][y] = MV_NONE;
5458 static void RemoveMovingField(int x, int y)
5460 int oldx = x, oldy = y, newx = x, newy = y;
5461 int element = Tile[x][y];
5462 int next_element = EL_UNDEFINED;
5464 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5467 if (IS_MOVING(x, y))
5469 Moving2Blocked(x, y, &newx, &newy);
5471 if (Tile[newx][newy] != EL_BLOCKED)
5473 // element is moving, but target field is not free (blocked), but
5474 // already occupied by something different (example: acid pool);
5475 // in this case, only remove the moving field, but not the target
5477 RemoveField(oldx, oldy);
5479 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5481 TEST_DrawLevelField(oldx, oldy);
5486 else if (element == EL_BLOCKED)
5488 Blocked2Moving(x, y, &oldx, &oldy);
5489 if (!IS_MOVING(oldx, oldy))
5493 if (element == EL_BLOCKED &&
5494 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5495 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5496 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5497 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5498 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5499 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5500 next_element = get_next_element(Tile[oldx][oldy]);
5502 RemoveField(oldx, oldy);
5503 RemoveField(newx, newy);
5505 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5507 if (next_element != EL_UNDEFINED)
5508 Tile[oldx][oldy] = next_element;
5510 TEST_DrawLevelField(oldx, oldy);
5511 TEST_DrawLevelField(newx, newy);
5514 void DrawDynamite(int x, int y)
5516 int sx = SCREENX(x), sy = SCREENY(y);
5517 int graphic = el2img(Tile[x][y]);
5520 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5523 if (IS_WALKABLE_INSIDE(Back[x][y]))
5527 DrawLevelElement(x, y, Back[x][y]);
5528 else if (Store[x][y])
5529 DrawLevelElement(x, y, Store[x][y]);
5530 else if (game.use_masked_elements)
5531 DrawLevelElement(x, y, EL_EMPTY);
5533 frame = getGraphicAnimationFrameXY(graphic, x, y);
5535 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5536 DrawGraphicThruMask(sx, sy, graphic, frame);
5538 DrawGraphic(sx, sy, graphic, frame);
5541 static void CheckDynamite(int x, int y)
5543 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5547 if (MovDelay[x][y] != 0)
5550 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5556 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5561 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5563 boolean num_checked_players = 0;
5566 for (i = 0; i < MAX_PLAYERS; i++)
5568 if (stored_player[i].active)
5570 int sx = stored_player[i].jx;
5571 int sy = stored_player[i].jy;
5573 if (num_checked_players == 0)
5580 *sx1 = MIN(*sx1, sx);
5581 *sy1 = MIN(*sy1, sy);
5582 *sx2 = MAX(*sx2, sx);
5583 *sy2 = MAX(*sy2, sy);
5586 num_checked_players++;
5591 static boolean checkIfAllPlayersFitToScreen_RND(void)
5593 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5595 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5597 return (sx2 - sx1 < SCR_FIELDX &&
5598 sy2 - sy1 < SCR_FIELDY);
5601 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5603 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5605 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5607 *sx = (sx1 + sx2) / 2;
5608 *sy = (sy1 + sy2) / 2;
5611 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5612 boolean center_screen, boolean quick_relocation)
5614 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5615 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5616 boolean no_delay = (tape.warp_forward);
5617 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5618 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5619 int new_scroll_x, new_scroll_y;
5621 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5623 // case 1: quick relocation inside visible screen (without scrolling)
5630 if (!level.shifted_relocation || center_screen)
5632 // relocation _with_ centering of screen
5634 new_scroll_x = SCROLL_POSITION_X(x);
5635 new_scroll_y = SCROLL_POSITION_Y(y);
5639 // relocation _without_ centering of screen
5641 int center_scroll_x = SCROLL_POSITION_X(old_x);
5642 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5643 int offset_x = x + (scroll_x - center_scroll_x);
5644 int offset_y = y + (scroll_y - center_scroll_y);
5646 // for new screen position, apply previous offset to center position
5647 new_scroll_x = SCROLL_POSITION_X(offset_x);
5648 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5651 if (quick_relocation)
5653 // case 2: quick relocation (redraw without visible scrolling)
5655 scroll_x = new_scroll_x;
5656 scroll_y = new_scroll_y;
5663 // case 3: visible relocation (with scrolling to new position)
5665 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5667 SetVideoFrameDelay(wait_delay_value);
5669 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5671 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5672 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5674 if (dx == 0 && dy == 0) // no scrolling needed at all
5680 // set values for horizontal/vertical screen scrolling (half tile size)
5681 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5682 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5683 int pos_x = dx * TILEX / 2;
5684 int pos_y = dy * TILEY / 2;
5685 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5686 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5688 ScrollLevel(dx, dy);
5691 // scroll in two steps of half tile size to make things smoother
5692 BlitScreenToBitmapExt_RND(window, fx, fy);
5694 // scroll second step to align at full tile size
5695 BlitScreenToBitmap(window);
5701 SetVideoFrameDelay(frame_delay_value_old);
5704 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5706 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5707 int player_nr = GET_PLAYER_NR(el_player);
5708 struct PlayerInfo *player = &stored_player[player_nr];
5709 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5710 boolean no_delay = (tape.warp_forward);
5711 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5712 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5713 int old_jx = player->jx;
5714 int old_jy = player->jy;
5715 int old_element = Tile[old_jx][old_jy];
5716 int element = Tile[jx][jy];
5717 boolean player_relocated = (old_jx != jx || old_jy != jy);
5719 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5720 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5721 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5722 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5723 int leave_side_horiz = move_dir_horiz;
5724 int leave_side_vert = move_dir_vert;
5725 int enter_side = enter_side_horiz | enter_side_vert;
5726 int leave_side = leave_side_horiz | leave_side_vert;
5728 if (player->buried) // do not reanimate dead player
5731 if (!player_relocated) // no need to relocate the player
5734 if (IS_PLAYER(jx, jy)) // player already placed at new position
5736 RemoveField(jx, jy); // temporarily remove newly placed player
5737 DrawLevelField(jx, jy);
5740 if (player->present)
5742 while (player->MovPos)
5744 ScrollPlayer(player, SCROLL_GO_ON);
5745 ScrollScreen(NULL, SCROLL_GO_ON);
5747 AdvanceFrameAndPlayerCounters(player->index_nr);
5751 BackToFront_WithFrameDelay(wait_delay_value);
5754 DrawPlayer(player); // needed here only to cleanup last field
5755 DrawLevelField(player->jx, player->jy); // remove player graphic
5757 player->is_moving = FALSE;
5760 if (IS_CUSTOM_ELEMENT(old_element))
5761 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5763 player->index_bit, leave_side);
5765 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5767 player->index_bit, leave_side);
5769 Tile[jx][jy] = el_player;
5770 InitPlayerField(jx, jy, el_player, TRUE);
5772 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5773 possible that the relocation target field did not contain a player element,
5774 but a walkable element, to which the new player was relocated -- in this
5775 case, restore that (already initialized!) element on the player field */
5776 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5778 Tile[jx][jy] = element; // restore previously existing element
5781 // only visually relocate centered player
5782 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5783 FALSE, level.instant_relocation);
5785 TestIfPlayerTouchesBadThing(jx, jy);
5786 TestIfPlayerTouchesCustomElement(jx, jy);
5788 if (IS_CUSTOM_ELEMENT(element))
5789 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5790 player->index_bit, enter_side);
5792 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5793 player->index_bit, enter_side);
5795 if (player->is_switching)
5797 /* ensure that relocation while still switching an element does not cause
5798 a new element to be treated as also switched directly after relocation
5799 (this is important for teleporter switches that teleport the player to
5800 a place where another teleporter switch is in the same direction, which
5801 would then incorrectly be treated as immediately switched before the
5802 direction key that caused the switch was released) */
5804 player->switch_x += jx - old_jx;
5805 player->switch_y += jy - old_jy;
5809 static void Explode(int ex, int ey, int phase, int mode)
5815 // !!! eliminate this variable !!!
5816 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5818 if (game.explosions_delayed)
5820 ExplodeField[ex][ey] = mode;
5824 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5826 int center_element = Tile[ex][ey];
5827 int artwork_element, explosion_element; // set these values later
5829 // remove things displayed in background while burning dynamite
5830 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5833 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5835 // put moving element to center field (and let it explode there)
5836 center_element = MovingOrBlocked2Element(ex, ey);
5837 RemoveMovingField(ex, ey);
5838 Tile[ex][ey] = center_element;
5841 // now "center_element" is finally determined -- set related values now
5842 artwork_element = center_element; // for custom player artwork
5843 explosion_element = center_element; // for custom player artwork
5845 if (IS_PLAYER(ex, ey))
5847 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5849 artwork_element = stored_player[player_nr].artwork_element;
5851 if (level.use_explosion_element[player_nr])
5853 explosion_element = level.explosion_element[player_nr];
5854 artwork_element = explosion_element;
5858 if (mode == EX_TYPE_NORMAL ||
5859 mode == EX_TYPE_CENTER ||
5860 mode == EX_TYPE_CROSS)
5861 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5863 last_phase = element_info[explosion_element].explosion_delay + 1;
5865 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5867 int xx = x - ex + 1;
5868 int yy = y - ey + 1;
5871 if (!IN_LEV_FIELD(x, y) ||
5872 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5873 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5876 element = Tile[x][y];
5878 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5880 element = MovingOrBlocked2Element(x, y);
5882 if (!IS_EXPLOSION_PROOF(element))
5883 RemoveMovingField(x, y);
5886 // indestructible elements can only explode in center (but not flames)
5887 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5888 mode == EX_TYPE_BORDER)) ||
5889 element == EL_FLAMES)
5892 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5893 behaviour, for example when touching a yamyam that explodes to rocks
5894 with active deadly shield, a rock is created under the player !!! */
5895 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5897 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5898 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5899 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5901 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5904 if (IS_ACTIVE_BOMB(element))
5906 // re-activate things under the bomb like gate or penguin
5907 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5914 // save walkable background elements while explosion on same tile
5915 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5916 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5917 Back[x][y] = element;
5919 // ignite explodable elements reached by other explosion
5920 if (element == EL_EXPLOSION)
5921 element = Store2[x][y];
5923 if (AmoebaNr[x][y] &&
5924 (element == EL_AMOEBA_FULL ||
5925 element == EL_BD_AMOEBA ||
5926 element == EL_AMOEBA_GROWING))
5928 AmoebaCnt[AmoebaNr[x][y]]--;
5929 AmoebaCnt2[AmoebaNr[x][y]]--;
5934 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5936 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5938 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5940 if (PLAYERINFO(ex, ey)->use_murphy)
5941 Store[x][y] = EL_EMPTY;
5944 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5945 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5946 else if (IS_PLAYER_ELEMENT(center_element))
5947 Store[x][y] = EL_EMPTY;
5948 else if (center_element == EL_YAMYAM)
5949 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5950 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5951 Store[x][y] = element_info[center_element].content.e[xx][yy];
5953 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5954 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5955 // otherwise) -- FIX THIS !!!
5956 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5957 Store[x][y] = element_info[element].content.e[1][1];
5959 else if (!CAN_EXPLODE(element))
5960 Store[x][y] = element_info[element].content.e[1][1];
5963 Store[x][y] = EL_EMPTY;
5965 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5966 center_element == EL_AMOEBA_TO_DIAMOND)
5967 Store2[x][y] = element;
5969 Tile[x][y] = EL_EXPLOSION;
5970 GfxElement[x][y] = artwork_element;
5972 ExplodePhase[x][y] = 1;
5973 ExplodeDelay[x][y] = last_phase;
5978 if (center_element == EL_YAMYAM)
5979 game.yamyam_content_nr =
5980 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5992 GfxFrame[x][y] = 0; // restart explosion animation
5994 last_phase = ExplodeDelay[x][y];
5996 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5998 // this can happen if the player leaves an explosion just in time
5999 if (GfxElement[x][y] == EL_UNDEFINED)
6000 GfxElement[x][y] = EL_EMPTY;
6002 border_element = Store2[x][y];
6003 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6004 border_element = StorePlayer[x][y];
6006 if (phase == element_info[border_element].ignition_delay ||
6007 phase == last_phase)
6009 boolean border_explosion = FALSE;
6011 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6012 !PLAYER_EXPLOSION_PROTECTED(x, y))
6014 KillPlayerUnlessExplosionProtected(x, y);
6015 border_explosion = TRUE;
6017 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6019 Tile[x][y] = Store2[x][y];
6022 border_explosion = TRUE;
6024 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6026 AmoebaToDiamond(x, y);
6028 border_explosion = TRUE;
6031 // if an element just explodes due to another explosion (chain-reaction),
6032 // do not immediately end the new explosion when it was the last frame of
6033 // the explosion (as it would be done in the following "if"-statement!)
6034 if (border_explosion && phase == last_phase)
6038 // this can happen if the player was just killed by an explosion
6039 if (GfxElement[x][y] == EL_UNDEFINED)
6040 GfxElement[x][y] = EL_EMPTY;
6042 if (phase == last_phase)
6046 element = Tile[x][y] = Store[x][y];
6047 Store[x][y] = Store2[x][y] = 0;
6048 GfxElement[x][y] = EL_UNDEFINED;
6050 // player can escape from explosions and might therefore be still alive
6051 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6052 element <= EL_PLAYER_IS_EXPLODING_4)
6054 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6055 int explosion_element = EL_PLAYER_1 + player_nr;
6056 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6057 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6059 if (level.use_explosion_element[player_nr])
6060 explosion_element = level.explosion_element[player_nr];
6062 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6063 element_info[explosion_element].content.e[xx][yy]);
6066 // restore probably existing indestructible background element
6067 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6068 element = Tile[x][y] = Back[x][y];
6071 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6072 GfxDir[x][y] = MV_NONE;
6073 ChangeDelay[x][y] = 0;
6074 ChangePage[x][y] = -1;
6076 CustomValue[x][y] = 0;
6078 InitField_WithBug2(x, y, FALSE);
6080 TEST_DrawLevelField(x, y);
6082 TestIfElementTouchesCustomElement(x, y);
6084 if (GFX_CRUMBLED(element))
6085 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6087 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6088 StorePlayer[x][y] = 0;
6090 if (IS_PLAYER_ELEMENT(element))
6091 RelocatePlayer(x, y, element);
6093 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6095 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6096 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6099 TEST_DrawLevelFieldCrumbled(x, y);
6101 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6103 DrawLevelElement(x, y, Back[x][y]);
6104 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6106 else if (IS_WALKABLE_UNDER(Back[x][y]))
6108 DrawLevelGraphic(x, y, graphic, frame);
6109 DrawLevelElementThruMask(x, y, Back[x][y]);
6111 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6112 DrawLevelGraphic(x, y, graphic, frame);
6116 static void DynaExplode(int ex, int ey)
6119 int dynabomb_element = Tile[ex][ey];
6120 int dynabomb_size = 1;
6121 boolean dynabomb_xl = FALSE;
6122 struct PlayerInfo *player;
6123 struct XY *xy = xy_topdown;
6125 if (IS_ACTIVE_BOMB(dynabomb_element))
6127 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6128 dynabomb_size = player->dynabomb_size;
6129 dynabomb_xl = player->dynabomb_xl;
6130 player->dynabombs_left++;
6133 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6135 for (i = 0; i < NUM_DIRECTIONS; i++)
6137 for (j = 1; j <= dynabomb_size; j++)
6139 int x = ex + j * xy[i].x;
6140 int y = ey + j * xy[i].y;
6143 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6146 element = Tile[x][y];
6148 // do not restart explosions of fields with active bombs
6149 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6152 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6154 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6155 !IS_DIGGABLE(element) && !dynabomb_xl)
6161 void Bang(int x, int y)
6163 int element = MovingOrBlocked2Element(x, y);
6164 int explosion_type = EX_TYPE_NORMAL;
6166 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6168 struct PlayerInfo *player = PLAYERINFO(x, y);
6170 element = Tile[x][y] = player->initial_element;
6172 if (level.use_explosion_element[player->index_nr])
6174 int explosion_element = level.explosion_element[player->index_nr];
6176 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6177 explosion_type = EX_TYPE_CROSS;
6178 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6179 explosion_type = EX_TYPE_CENTER;
6187 case EL_BD_BUTTERFLY:
6190 case EL_DARK_YAMYAM:
6194 RaiseScoreElement(element);
6197 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6198 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6199 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6200 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6201 case EL_DYNABOMB_INCREASE_NUMBER:
6202 case EL_DYNABOMB_INCREASE_SIZE:
6203 case EL_DYNABOMB_INCREASE_POWER:
6204 explosion_type = EX_TYPE_DYNA;
6207 case EL_DC_LANDMINE:
6208 explosion_type = EX_TYPE_CENTER;
6213 case EL_LAMP_ACTIVE:
6214 case EL_AMOEBA_TO_DIAMOND:
6215 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6216 explosion_type = EX_TYPE_CENTER;
6220 if (element_info[element].explosion_type == EXPLODES_CROSS)
6221 explosion_type = EX_TYPE_CROSS;
6222 else if (element_info[element].explosion_type == EXPLODES_1X1)
6223 explosion_type = EX_TYPE_CENTER;
6227 if (explosion_type == EX_TYPE_DYNA)
6230 Explode(x, y, EX_PHASE_START, explosion_type);
6232 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6235 static void SplashAcid(int x, int y)
6237 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6238 (!IN_LEV_FIELD(x - 1, y - 2) ||
6239 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6240 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6242 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6243 (!IN_LEV_FIELD(x + 1, y - 2) ||
6244 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6245 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6247 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6250 static void InitBeltMovement(void)
6252 static int belt_base_element[4] =
6254 EL_CONVEYOR_BELT_1_LEFT,
6255 EL_CONVEYOR_BELT_2_LEFT,
6256 EL_CONVEYOR_BELT_3_LEFT,
6257 EL_CONVEYOR_BELT_4_LEFT
6259 static int belt_base_active_element[4] =
6261 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6262 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6263 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6264 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6269 // set frame order for belt animation graphic according to belt direction
6270 for (i = 0; i < NUM_BELTS; i++)
6274 for (j = 0; j < NUM_BELT_PARTS; j++)
6276 int element = belt_base_active_element[belt_nr] + j;
6277 int graphic_1 = el2img(element);
6278 int graphic_2 = el2panelimg(element);
6280 if (game.belt_dir[i] == MV_LEFT)
6282 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6283 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6287 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6288 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6293 SCAN_PLAYFIELD(x, y)
6295 int element = Tile[x][y];
6297 for (i = 0; i < NUM_BELTS; i++)
6299 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6301 int e_belt_nr = getBeltNrFromBeltElement(element);
6304 if (e_belt_nr == belt_nr)
6306 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6308 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6315 static void ToggleBeltSwitch(int x, int y)
6317 static int belt_base_element[4] =
6319 EL_CONVEYOR_BELT_1_LEFT,
6320 EL_CONVEYOR_BELT_2_LEFT,
6321 EL_CONVEYOR_BELT_3_LEFT,
6322 EL_CONVEYOR_BELT_4_LEFT
6324 static int belt_base_active_element[4] =
6326 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6327 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6328 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6329 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6331 static int belt_base_switch_element[4] =
6333 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6334 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6335 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6336 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6338 static int belt_move_dir[4] =
6346 int element = Tile[x][y];
6347 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6348 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6349 int belt_dir = belt_move_dir[belt_dir_nr];
6352 if (!IS_BELT_SWITCH(element))
6355 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6356 game.belt_dir[belt_nr] = belt_dir;
6358 if (belt_dir_nr == 3)
6361 // set frame order for belt animation graphic according to belt direction
6362 for (i = 0; i < NUM_BELT_PARTS; i++)
6364 int element = belt_base_active_element[belt_nr] + i;
6365 int graphic_1 = el2img(element);
6366 int graphic_2 = el2panelimg(element);
6368 if (belt_dir == MV_LEFT)
6370 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6371 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6375 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6376 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6380 SCAN_PLAYFIELD(xx, yy)
6382 int element = Tile[xx][yy];
6384 if (IS_BELT_SWITCH(element))
6386 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6388 if (e_belt_nr == belt_nr)
6390 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6391 TEST_DrawLevelField(xx, yy);
6394 else if (IS_BELT(element) && belt_dir != MV_NONE)
6396 int e_belt_nr = getBeltNrFromBeltElement(element);
6398 if (e_belt_nr == belt_nr)
6400 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6402 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6403 TEST_DrawLevelField(xx, yy);
6406 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6408 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6410 if (e_belt_nr == belt_nr)
6412 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6414 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6415 TEST_DrawLevelField(xx, yy);
6421 static void ToggleSwitchgateSwitch(int x, int y)
6425 game.switchgate_pos = !game.switchgate_pos;
6427 SCAN_PLAYFIELD(xx, yy)
6429 int element = Tile[xx][yy];
6431 if (element == EL_SWITCHGATE_SWITCH_UP)
6433 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6434 TEST_DrawLevelField(xx, yy);
6436 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6438 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6439 TEST_DrawLevelField(xx, yy);
6441 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6443 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6444 TEST_DrawLevelField(xx, yy);
6446 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6448 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6449 TEST_DrawLevelField(xx, yy);
6451 else if (element == EL_SWITCHGATE_OPEN ||
6452 element == EL_SWITCHGATE_OPENING)
6454 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6456 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6458 else if (element == EL_SWITCHGATE_CLOSED ||
6459 element == EL_SWITCHGATE_CLOSING)
6461 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6463 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6468 static int getInvisibleActiveFromInvisibleElement(int element)
6470 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6471 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6472 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6476 static int getInvisibleFromInvisibleActiveElement(int element)
6478 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6479 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6480 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6484 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6488 SCAN_PLAYFIELD(x, y)
6490 int element = Tile[x][y];
6492 if (element == EL_LIGHT_SWITCH &&
6493 game.light_time_left > 0)
6495 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6496 TEST_DrawLevelField(x, y);
6498 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6499 game.light_time_left == 0)
6501 Tile[x][y] = EL_LIGHT_SWITCH;
6502 TEST_DrawLevelField(x, y);
6504 else if (element == EL_EMC_DRIPPER &&
6505 game.light_time_left > 0)
6507 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6508 TEST_DrawLevelField(x, y);
6510 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6511 game.light_time_left == 0)
6513 Tile[x][y] = EL_EMC_DRIPPER;
6514 TEST_DrawLevelField(x, y);
6516 else if (element == EL_INVISIBLE_STEELWALL ||
6517 element == EL_INVISIBLE_WALL ||
6518 element == EL_INVISIBLE_SAND)
6520 if (game.light_time_left > 0)
6521 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6523 TEST_DrawLevelField(x, y);
6525 // uncrumble neighbour fields, if needed
6526 if (element == EL_INVISIBLE_SAND)
6527 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6529 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6530 element == EL_INVISIBLE_WALL_ACTIVE ||
6531 element == EL_INVISIBLE_SAND_ACTIVE)
6533 if (game.light_time_left == 0)
6534 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6536 TEST_DrawLevelField(x, y);
6538 // re-crumble neighbour fields, if needed
6539 if (element == EL_INVISIBLE_SAND)
6540 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6545 static void RedrawAllInvisibleElementsForLenses(void)
6549 SCAN_PLAYFIELD(x, y)
6551 int element = Tile[x][y];
6553 if (element == EL_EMC_DRIPPER &&
6554 game.lenses_time_left > 0)
6556 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6557 TEST_DrawLevelField(x, y);
6559 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6560 game.lenses_time_left == 0)
6562 Tile[x][y] = EL_EMC_DRIPPER;
6563 TEST_DrawLevelField(x, y);
6565 else if (element == EL_INVISIBLE_STEELWALL ||
6566 element == EL_INVISIBLE_WALL ||
6567 element == EL_INVISIBLE_SAND)
6569 if (game.lenses_time_left > 0)
6570 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6572 TEST_DrawLevelField(x, y);
6574 // uncrumble neighbour fields, if needed
6575 if (element == EL_INVISIBLE_SAND)
6576 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6578 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6579 element == EL_INVISIBLE_WALL_ACTIVE ||
6580 element == EL_INVISIBLE_SAND_ACTIVE)
6582 if (game.lenses_time_left == 0)
6583 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6585 TEST_DrawLevelField(x, y);
6587 // re-crumble neighbour fields, if needed
6588 if (element == EL_INVISIBLE_SAND)
6589 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6594 static void RedrawAllInvisibleElementsForMagnifier(void)
6598 SCAN_PLAYFIELD(x, y)
6600 int element = Tile[x][y];
6602 if (element == EL_EMC_FAKE_GRASS &&
6603 game.magnify_time_left > 0)
6605 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6606 TEST_DrawLevelField(x, y);
6608 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6609 game.magnify_time_left == 0)
6611 Tile[x][y] = EL_EMC_FAKE_GRASS;
6612 TEST_DrawLevelField(x, y);
6614 else if (IS_GATE_GRAY(element) &&
6615 game.magnify_time_left > 0)
6617 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6618 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6619 IS_EM_GATE_GRAY(element) ?
6620 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6621 IS_EMC_GATE_GRAY(element) ?
6622 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6623 IS_DC_GATE_GRAY(element) ?
6624 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6626 TEST_DrawLevelField(x, y);
6628 else if (IS_GATE_GRAY_ACTIVE(element) &&
6629 game.magnify_time_left == 0)
6631 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6632 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6633 IS_EM_GATE_GRAY_ACTIVE(element) ?
6634 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6635 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6636 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6637 IS_DC_GATE_GRAY_ACTIVE(element) ?
6638 EL_DC_GATE_WHITE_GRAY :
6640 TEST_DrawLevelField(x, y);
6645 static void ToggleLightSwitch(int x, int y)
6647 int element = Tile[x][y];
6649 game.light_time_left =
6650 (element == EL_LIGHT_SWITCH ?
6651 level.time_light * FRAMES_PER_SECOND : 0);
6653 RedrawAllLightSwitchesAndInvisibleElements();
6656 static void ActivateTimegateSwitch(int x, int y)
6660 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6662 SCAN_PLAYFIELD(xx, yy)
6664 int element = Tile[xx][yy];
6666 if (element == EL_TIMEGATE_CLOSED ||
6667 element == EL_TIMEGATE_CLOSING)
6669 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6670 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6674 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6676 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6677 TEST_DrawLevelField(xx, yy);
6683 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6684 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6687 static void Impact(int x, int y)
6689 boolean last_line = (y == lev_fieldy - 1);
6690 boolean object_hit = FALSE;
6691 boolean impact = (last_line || object_hit);
6692 int element = Tile[x][y];
6693 int smashed = EL_STEELWALL;
6695 if (!last_line) // check if element below was hit
6697 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6700 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6701 MovDir[x][y + 1] != MV_DOWN ||
6702 MovPos[x][y + 1] <= TILEY / 2));
6704 // do not smash moving elements that left the smashed field in time
6705 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6706 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6709 #if USE_QUICKSAND_IMPACT_BUGFIX
6710 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6712 RemoveMovingField(x, y + 1);
6713 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6714 Tile[x][y + 2] = EL_ROCK;
6715 TEST_DrawLevelField(x, y + 2);
6720 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6722 RemoveMovingField(x, y + 1);
6723 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6724 Tile[x][y + 2] = EL_ROCK;
6725 TEST_DrawLevelField(x, y + 2);
6732 smashed = MovingOrBlocked2Element(x, y + 1);
6734 impact = (last_line || object_hit);
6737 if (!last_line && smashed == EL_ACID) // element falls into acid
6739 SplashAcid(x, y + 1);
6743 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6744 // only reset graphic animation if graphic really changes after impact
6746 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6748 ResetGfxAnimation(x, y);
6749 TEST_DrawLevelField(x, y);
6752 if (impact && CAN_EXPLODE_IMPACT(element))
6757 else if (impact && element == EL_PEARL &&
6758 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6760 ResetGfxAnimation(x, y);
6762 Tile[x][y] = EL_PEARL_BREAKING;
6763 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6766 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6768 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6773 if (impact && element == EL_AMOEBA_DROP)
6775 if (object_hit && IS_PLAYER(x, y + 1))
6776 KillPlayerUnlessEnemyProtected(x, y + 1);
6777 else if (object_hit && smashed == EL_PENGUIN)
6781 Tile[x][y] = EL_AMOEBA_GROWING;
6782 Store[x][y] = EL_AMOEBA_WET;
6784 ResetRandomAnimationValue(x, y);
6789 if (object_hit) // check which object was hit
6791 if ((CAN_PASS_MAGIC_WALL(element) &&
6792 (smashed == EL_MAGIC_WALL ||
6793 smashed == EL_BD_MAGIC_WALL)) ||
6794 (CAN_PASS_DC_MAGIC_WALL(element) &&
6795 smashed == EL_DC_MAGIC_WALL))
6798 int activated_magic_wall =
6799 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6800 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6801 EL_DC_MAGIC_WALL_ACTIVE);
6803 // activate magic wall / mill
6804 SCAN_PLAYFIELD(xx, yy)
6806 if (Tile[xx][yy] == smashed)
6807 Tile[xx][yy] = activated_magic_wall;
6810 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6811 game.magic_wall_active = TRUE;
6813 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6814 SND_MAGIC_WALL_ACTIVATING :
6815 smashed == EL_BD_MAGIC_WALL ?
6816 SND_BD_MAGIC_WALL_ACTIVATING :
6817 SND_DC_MAGIC_WALL_ACTIVATING));
6820 if (IS_PLAYER(x, y + 1))
6822 if (CAN_SMASH_PLAYER(element))
6824 KillPlayerUnlessEnemyProtected(x, y + 1);
6828 else if (smashed == EL_PENGUIN)
6830 if (CAN_SMASH_PLAYER(element))
6836 else if (element == EL_BD_DIAMOND)
6838 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6844 else if (((element == EL_SP_INFOTRON ||
6845 element == EL_SP_ZONK) &&
6846 (smashed == EL_SP_SNIKSNAK ||
6847 smashed == EL_SP_ELECTRON ||
6848 smashed == EL_SP_DISK_ORANGE)) ||
6849 (element == EL_SP_INFOTRON &&
6850 smashed == EL_SP_DISK_YELLOW))
6855 else if (CAN_SMASH_EVERYTHING(element))
6857 if (IS_CLASSIC_ENEMY(smashed) ||
6858 CAN_EXPLODE_SMASHED(smashed))
6863 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6865 if (smashed == EL_LAMP ||
6866 smashed == EL_LAMP_ACTIVE)
6871 else if (smashed == EL_NUT)
6873 Tile[x][y + 1] = EL_NUT_BREAKING;
6874 PlayLevelSound(x, y, SND_NUT_BREAKING);
6875 RaiseScoreElement(EL_NUT);
6878 else if (smashed == EL_PEARL)
6880 ResetGfxAnimation(x, y);
6882 Tile[x][y + 1] = EL_PEARL_BREAKING;
6883 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6886 else if (smashed == EL_DIAMOND)
6888 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6889 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6892 else if (IS_BELT_SWITCH(smashed))
6894 ToggleBeltSwitch(x, y + 1);
6896 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6897 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6898 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6899 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6901 ToggleSwitchgateSwitch(x, y + 1);
6903 else if (smashed == EL_LIGHT_SWITCH ||
6904 smashed == EL_LIGHT_SWITCH_ACTIVE)
6906 ToggleLightSwitch(x, y + 1);
6910 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6912 CheckElementChangeBySide(x, y + 1, smashed, element,
6913 CE_SWITCHED, CH_SIDE_TOP);
6914 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6920 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6925 // play sound of magic wall / mill
6927 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6928 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6929 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6931 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6932 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6933 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6934 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6935 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6936 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6941 // play sound of object that hits the ground
6942 if (last_line || object_hit)
6943 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6946 static void TurnRoundExt(int x, int y)
6958 { 0, 0 }, { 0, 0 }, { 0, 0 },
6963 int left, right, back;
6967 { MV_DOWN, MV_UP, MV_RIGHT },
6968 { MV_UP, MV_DOWN, MV_LEFT },
6970 { MV_LEFT, MV_RIGHT, MV_DOWN },
6974 { MV_RIGHT, MV_LEFT, MV_UP }
6977 int element = Tile[x][y];
6978 int move_pattern = element_info[element].move_pattern;
6980 int old_move_dir = MovDir[x][y];
6981 int left_dir = turn[old_move_dir].left;
6982 int right_dir = turn[old_move_dir].right;
6983 int back_dir = turn[old_move_dir].back;
6985 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6986 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6987 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6988 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6990 int left_x = x + left_dx, left_y = y + left_dy;
6991 int right_x = x + right_dx, right_y = y + right_dy;
6992 int move_x = x + move_dx, move_y = y + move_dy;
6996 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6998 TestIfBadThingTouchesOtherBadThing(x, y);
7000 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7001 MovDir[x][y] = right_dir;
7002 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7003 MovDir[x][y] = left_dir;
7005 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7007 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7010 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7012 TestIfBadThingTouchesOtherBadThing(x, y);
7014 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7015 MovDir[x][y] = left_dir;
7016 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7017 MovDir[x][y] = right_dir;
7019 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7021 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7024 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7026 TestIfBadThingTouchesOtherBadThing(x, y);
7028 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7029 MovDir[x][y] = left_dir;
7030 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7031 MovDir[x][y] = right_dir;
7033 if (MovDir[x][y] != old_move_dir)
7036 else if (element == EL_YAMYAM)
7038 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7039 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7041 if (can_turn_left && can_turn_right)
7042 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7043 else if (can_turn_left)
7044 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7045 else if (can_turn_right)
7046 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7048 MovDir[x][y] = back_dir;
7050 MovDelay[x][y] = 16 + 16 * RND(3);
7052 else if (element == EL_DARK_YAMYAM)
7054 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7056 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7059 if (can_turn_left && can_turn_right)
7060 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7061 else if (can_turn_left)
7062 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7063 else if (can_turn_right)
7064 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7066 MovDir[x][y] = back_dir;
7068 MovDelay[x][y] = 16 + 16 * RND(3);
7070 else if (element == EL_PACMAN)
7072 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7073 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7075 if (can_turn_left && can_turn_right)
7076 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7077 else if (can_turn_left)
7078 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7079 else if (can_turn_right)
7080 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7082 MovDir[x][y] = back_dir;
7084 MovDelay[x][y] = 6 + RND(40);
7086 else if (element == EL_PIG)
7088 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7089 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7090 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7091 boolean should_turn_left, should_turn_right, should_move_on;
7093 int rnd = RND(rnd_value);
7095 should_turn_left = (can_turn_left &&
7097 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7098 y + back_dy + left_dy)));
7099 should_turn_right = (can_turn_right &&
7101 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7102 y + back_dy + right_dy)));
7103 should_move_on = (can_move_on &&
7106 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7107 y + move_dy + left_dy) ||
7108 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7109 y + move_dy + right_dy)));
7111 if (should_turn_left || should_turn_right || should_move_on)
7113 if (should_turn_left && should_turn_right && should_move_on)
7114 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7115 rnd < 2 * rnd_value / 3 ? right_dir :
7117 else if (should_turn_left && should_turn_right)
7118 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7119 else if (should_turn_left && should_move_on)
7120 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7121 else if (should_turn_right && should_move_on)
7122 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7123 else if (should_turn_left)
7124 MovDir[x][y] = left_dir;
7125 else if (should_turn_right)
7126 MovDir[x][y] = right_dir;
7127 else if (should_move_on)
7128 MovDir[x][y] = old_move_dir;
7130 else if (can_move_on && rnd > rnd_value / 8)
7131 MovDir[x][y] = old_move_dir;
7132 else if (can_turn_left && can_turn_right)
7133 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7134 else if (can_turn_left && rnd > rnd_value / 8)
7135 MovDir[x][y] = left_dir;
7136 else if (can_turn_right && rnd > rnd_value/8)
7137 MovDir[x][y] = right_dir;
7139 MovDir[x][y] = back_dir;
7141 xx = x + move_xy[MovDir[x][y]].dx;
7142 yy = y + move_xy[MovDir[x][y]].dy;
7144 if (!IN_LEV_FIELD(xx, yy) ||
7145 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7146 MovDir[x][y] = old_move_dir;
7150 else if (element == EL_DRAGON)
7152 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7153 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7154 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7156 int rnd = RND(rnd_value);
7158 if (can_move_on && rnd > rnd_value / 8)
7159 MovDir[x][y] = old_move_dir;
7160 else if (can_turn_left && can_turn_right)
7161 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7162 else if (can_turn_left && rnd > rnd_value / 8)
7163 MovDir[x][y] = left_dir;
7164 else if (can_turn_right && rnd > rnd_value / 8)
7165 MovDir[x][y] = right_dir;
7167 MovDir[x][y] = back_dir;
7169 xx = x + move_xy[MovDir[x][y]].dx;
7170 yy = y + move_xy[MovDir[x][y]].dy;
7172 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7173 MovDir[x][y] = old_move_dir;
7177 else if (element == EL_MOLE)
7179 boolean can_move_on =
7180 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7181 IS_AMOEBOID(Tile[move_x][move_y]) ||
7182 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7185 boolean can_turn_left =
7186 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7187 IS_AMOEBOID(Tile[left_x][left_y])));
7189 boolean can_turn_right =
7190 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7191 IS_AMOEBOID(Tile[right_x][right_y])));
7193 if (can_turn_left && can_turn_right)
7194 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7195 else if (can_turn_left)
7196 MovDir[x][y] = left_dir;
7198 MovDir[x][y] = right_dir;
7201 if (MovDir[x][y] != old_move_dir)
7204 else if (element == EL_BALLOON)
7206 MovDir[x][y] = game.wind_direction;
7209 else if (element == EL_SPRING)
7211 if (MovDir[x][y] & MV_HORIZONTAL)
7213 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7214 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7216 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7217 ResetGfxAnimation(move_x, move_y);
7218 TEST_DrawLevelField(move_x, move_y);
7220 MovDir[x][y] = back_dir;
7222 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7223 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7224 MovDir[x][y] = MV_NONE;
7229 else if (element == EL_ROBOT ||
7230 element == EL_SATELLITE ||
7231 element == EL_PENGUIN ||
7232 element == EL_EMC_ANDROID)
7234 int attr_x = -1, attr_y = -1;
7236 if (game.all_players_gone)
7238 attr_x = game.exit_x;
7239 attr_y = game.exit_y;
7245 for (i = 0; i < MAX_PLAYERS; i++)
7247 struct PlayerInfo *player = &stored_player[i];
7248 int jx = player->jx, jy = player->jy;
7250 if (!player->active)
7254 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7262 if (element == EL_ROBOT &&
7263 game.robot_wheel_x >= 0 &&
7264 game.robot_wheel_y >= 0 &&
7265 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7266 game.engine_version < VERSION_IDENT(3,1,0,0)))
7268 attr_x = game.robot_wheel_x;
7269 attr_y = game.robot_wheel_y;
7272 if (element == EL_PENGUIN)
7275 struct XY *xy = xy_topdown;
7277 for (i = 0; i < NUM_DIRECTIONS; i++)
7279 int ex = x + xy[i].x;
7280 int ey = y + xy[i].y;
7282 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7283 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7284 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7285 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7294 MovDir[x][y] = MV_NONE;
7296 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7297 else if (attr_x > x)
7298 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7300 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7301 else if (attr_y > y)
7302 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7304 if (element == EL_ROBOT)
7308 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7309 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7310 Moving2Blocked(x, y, &newx, &newy);
7312 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7313 MovDelay[x][y] = 8 + 8 * !RND(3);
7315 MovDelay[x][y] = 16;
7317 else if (element == EL_PENGUIN)
7323 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7325 boolean first_horiz = RND(2);
7326 int new_move_dir = MovDir[x][y];
7329 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7330 Moving2Blocked(x, y, &newx, &newy);
7332 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7336 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7337 Moving2Blocked(x, y, &newx, &newy);
7339 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7342 MovDir[x][y] = old_move_dir;
7346 else if (element == EL_SATELLITE)
7352 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7354 boolean first_horiz = RND(2);
7355 int new_move_dir = MovDir[x][y];
7358 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7359 Moving2Blocked(x, y, &newx, &newy);
7361 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7365 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7366 Moving2Blocked(x, y, &newx, &newy);
7368 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7371 MovDir[x][y] = old_move_dir;
7375 else if (element == EL_EMC_ANDROID)
7377 static int check_pos[16] =
7379 -1, // 0 => (invalid)
7382 -1, // 3 => (invalid)
7384 0, // 5 => MV_LEFT | MV_UP
7385 2, // 6 => MV_RIGHT | MV_UP
7386 -1, // 7 => (invalid)
7388 6, // 9 => MV_LEFT | MV_DOWN
7389 4, // 10 => MV_RIGHT | MV_DOWN
7390 -1, // 11 => (invalid)
7391 -1, // 12 => (invalid)
7392 -1, // 13 => (invalid)
7393 -1, // 14 => (invalid)
7394 -1, // 15 => (invalid)
7402 { -1, -1, MV_LEFT | MV_UP },
7404 { +1, -1, MV_RIGHT | MV_UP },
7405 { +1, 0, MV_RIGHT },
7406 { +1, +1, MV_RIGHT | MV_DOWN },
7408 { -1, +1, MV_LEFT | MV_DOWN },
7411 int start_pos, check_order;
7412 boolean can_clone = FALSE;
7415 // check if there is any free field around current position
7416 for (i = 0; i < 8; i++)
7418 int newx = x + check_xy[i].dx;
7419 int newy = y + check_xy[i].dy;
7421 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7429 if (can_clone) // randomly find an element to clone
7433 start_pos = check_pos[RND(8)];
7434 check_order = (RND(2) ? -1 : +1);
7436 for (i = 0; i < 8; i++)
7438 int pos_raw = start_pos + i * check_order;
7439 int pos = (pos_raw + 8) % 8;
7440 int newx = x + check_xy[pos].dx;
7441 int newy = y + check_xy[pos].dy;
7443 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7445 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7446 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7448 Store[x][y] = Tile[newx][newy];
7457 if (can_clone) // randomly find a direction to move
7461 start_pos = check_pos[RND(8)];
7462 check_order = (RND(2) ? -1 : +1);
7464 for (i = 0; i < 8; i++)
7466 int pos_raw = start_pos + i * check_order;
7467 int pos = (pos_raw + 8) % 8;
7468 int newx = x + check_xy[pos].dx;
7469 int newy = y + check_xy[pos].dy;
7470 int new_move_dir = check_xy[pos].dir;
7472 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7474 MovDir[x][y] = new_move_dir;
7475 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7484 if (can_clone) // cloning and moving successful
7487 // cannot clone -- try to move towards player
7489 start_pos = check_pos[MovDir[x][y] & 0x0f];
7490 check_order = (RND(2) ? -1 : +1);
7492 for (i = 0; i < 3; i++)
7494 // first check start_pos, then previous/next or (next/previous) pos
7495 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7496 int pos = (pos_raw + 8) % 8;
7497 int newx = x + check_xy[pos].dx;
7498 int newy = y + check_xy[pos].dy;
7499 int new_move_dir = check_xy[pos].dir;
7501 if (IS_PLAYER(newx, newy))
7504 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7506 MovDir[x][y] = new_move_dir;
7507 MovDelay[x][y] = level.android_move_time * 8 + 1;
7514 else if (move_pattern == MV_TURNING_LEFT ||
7515 move_pattern == MV_TURNING_RIGHT ||
7516 move_pattern == MV_TURNING_LEFT_RIGHT ||
7517 move_pattern == MV_TURNING_RIGHT_LEFT ||
7518 move_pattern == MV_TURNING_RANDOM ||
7519 move_pattern == MV_ALL_DIRECTIONS)
7521 boolean can_turn_left =
7522 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7523 boolean can_turn_right =
7524 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7526 if (element_info[element].move_stepsize == 0) // "not moving"
7529 if (move_pattern == MV_TURNING_LEFT)
7530 MovDir[x][y] = left_dir;
7531 else if (move_pattern == MV_TURNING_RIGHT)
7532 MovDir[x][y] = right_dir;
7533 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7534 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7535 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7536 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7537 else if (move_pattern == MV_TURNING_RANDOM)
7538 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7539 can_turn_right && !can_turn_left ? right_dir :
7540 RND(2) ? left_dir : right_dir);
7541 else if (can_turn_left && can_turn_right)
7542 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7543 else if (can_turn_left)
7544 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7545 else if (can_turn_right)
7546 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7548 MovDir[x][y] = back_dir;
7550 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7552 else if (move_pattern == MV_HORIZONTAL ||
7553 move_pattern == MV_VERTICAL)
7555 if (move_pattern & old_move_dir)
7556 MovDir[x][y] = back_dir;
7557 else if (move_pattern == MV_HORIZONTAL)
7558 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7559 else if (move_pattern == MV_VERTICAL)
7560 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7564 else if (move_pattern & MV_ANY_DIRECTION)
7566 MovDir[x][y] = move_pattern;
7567 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7569 else if (move_pattern & MV_WIND_DIRECTION)
7571 MovDir[x][y] = game.wind_direction;
7572 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7574 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7576 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7577 MovDir[x][y] = left_dir;
7578 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7579 MovDir[x][y] = right_dir;
7581 if (MovDir[x][y] != old_move_dir)
7582 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7584 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7586 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7587 MovDir[x][y] = right_dir;
7588 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7589 MovDir[x][y] = left_dir;
7591 if (MovDir[x][y] != old_move_dir)
7592 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7594 else if (move_pattern == MV_TOWARDS_PLAYER ||
7595 move_pattern == MV_AWAY_FROM_PLAYER)
7597 int attr_x = -1, attr_y = -1;
7599 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7601 if (game.all_players_gone)
7603 attr_x = game.exit_x;
7604 attr_y = game.exit_y;
7610 for (i = 0; i < MAX_PLAYERS; i++)
7612 struct PlayerInfo *player = &stored_player[i];
7613 int jx = player->jx, jy = player->jy;
7615 if (!player->active)
7619 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7627 MovDir[x][y] = MV_NONE;
7629 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7630 else if (attr_x > x)
7631 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7633 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7634 else if (attr_y > y)
7635 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7637 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7639 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7641 boolean first_horiz = RND(2);
7642 int new_move_dir = MovDir[x][y];
7644 if (element_info[element].move_stepsize == 0) // "not moving"
7646 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7647 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7653 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7654 Moving2Blocked(x, y, &newx, &newy);
7656 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7660 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7661 Moving2Blocked(x, y, &newx, &newy);
7663 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7666 MovDir[x][y] = old_move_dir;
7669 else if (move_pattern == MV_WHEN_PUSHED ||
7670 move_pattern == MV_WHEN_DROPPED)
7672 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7673 MovDir[x][y] = MV_NONE;
7677 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7679 struct XY *test_xy = xy_topdown;
7680 static int test_dir[4] =
7687 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7688 int move_preference = -1000000; // start with very low preference
7689 int new_move_dir = MV_NONE;
7690 int start_test = RND(4);
7693 for (i = 0; i < NUM_DIRECTIONS; i++)
7695 int j = (start_test + i) % 4;
7696 int move_dir = test_dir[j];
7697 int move_dir_preference;
7699 xx = x + test_xy[j].x;
7700 yy = y + test_xy[j].y;
7702 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7703 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7705 new_move_dir = move_dir;
7710 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7713 move_dir_preference = -1 * RunnerVisit[xx][yy];
7714 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7715 move_dir_preference = PlayerVisit[xx][yy];
7717 if (move_dir_preference > move_preference)
7719 // prefer field that has not been visited for the longest time
7720 move_preference = move_dir_preference;
7721 new_move_dir = move_dir;
7723 else if (move_dir_preference == move_preference &&
7724 move_dir == old_move_dir)
7726 // prefer last direction when all directions are preferred equally
7727 move_preference = move_dir_preference;
7728 new_move_dir = move_dir;
7732 MovDir[x][y] = new_move_dir;
7733 if (old_move_dir != new_move_dir)
7734 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7738 static void TurnRound(int x, int y)
7740 int direction = MovDir[x][y];
7744 GfxDir[x][y] = MovDir[x][y];
7746 if (direction != MovDir[x][y])
7750 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7752 ResetGfxFrame(x, y);
7755 static boolean JustBeingPushed(int x, int y)
7759 for (i = 0; i < MAX_PLAYERS; i++)
7761 struct PlayerInfo *player = &stored_player[i];
7763 if (player->active && player->is_pushing && player->MovPos)
7765 int next_jx = player->jx + (player->jx - player->last_jx);
7766 int next_jy = player->jy + (player->jy - player->last_jy);
7768 if (x == next_jx && y == next_jy)
7776 static void StartMoving(int x, int y)
7778 boolean started_moving = FALSE; // some elements can fall _and_ move
7779 int element = Tile[x][y];
7784 if (MovDelay[x][y] == 0)
7785 GfxAction[x][y] = ACTION_DEFAULT;
7787 if (CAN_FALL(element) && y < lev_fieldy - 1)
7789 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7790 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7791 if (JustBeingPushed(x, y))
7794 if (element == EL_QUICKSAND_FULL)
7796 if (IS_FREE(x, y + 1))
7798 InitMovingField(x, y, MV_DOWN);
7799 started_moving = TRUE;
7801 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7802 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7803 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7804 Store[x][y] = EL_ROCK;
7806 Store[x][y] = EL_ROCK;
7809 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7811 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7813 if (!MovDelay[x][y])
7815 MovDelay[x][y] = TILEY + 1;
7817 ResetGfxAnimation(x, y);
7818 ResetGfxAnimation(x, y + 1);
7823 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7824 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7831 Tile[x][y] = EL_QUICKSAND_EMPTY;
7832 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7833 Store[x][y + 1] = Store[x][y];
7836 PlayLevelSoundAction(x, y, ACTION_FILLING);
7838 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7840 if (!MovDelay[x][y])
7842 MovDelay[x][y] = TILEY + 1;
7844 ResetGfxAnimation(x, y);
7845 ResetGfxAnimation(x, y + 1);
7850 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7851 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7858 Tile[x][y] = EL_QUICKSAND_EMPTY;
7859 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7860 Store[x][y + 1] = Store[x][y];
7863 PlayLevelSoundAction(x, y, ACTION_FILLING);
7866 else if (element == EL_QUICKSAND_FAST_FULL)
7868 if (IS_FREE(x, y + 1))
7870 InitMovingField(x, y, MV_DOWN);
7871 started_moving = TRUE;
7873 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7874 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7875 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7876 Store[x][y] = EL_ROCK;
7878 Store[x][y] = EL_ROCK;
7881 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7883 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7885 if (!MovDelay[x][y])
7887 MovDelay[x][y] = TILEY + 1;
7889 ResetGfxAnimation(x, y);
7890 ResetGfxAnimation(x, y + 1);
7895 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7896 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7903 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7904 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7905 Store[x][y + 1] = Store[x][y];
7908 PlayLevelSoundAction(x, y, ACTION_FILLING);
7910 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7912 if (!MovDelay[x][y])
7914 MovDelay[x][y] = TILEY + 1;
7916 ResetGfxAnimation(x, y);
7917 ResetGfxAnimation(x, y + 1);
7922 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7923 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7930 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7931 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7932 Store[x][y + 1] = Store[x][y];
7935 PlayLevelSoundAction(x, y, ACTION_FILLING);
7938 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7939 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7941 InitMovingField(x, y, MV_DOWN);
7942 started_moving = TRUE;
7944 Tile[x][y] = EL_QUICKSAND_FILLING;
7945 Store[x][y] = element;
7947 PlayLevelSoundAction(x, y, ACTION_FILLING);
7949 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7950 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7952 InitMovingField(x, y, MV_DOWN);
7953 started_moving = TRUE;
7955 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7956 Store[x][y] = element;
7958 PlayLevelSoundAction(x, y, ACTION_FILLING);
7960 else if (element == EL_MAGIC_WALL_FULL)
7962 if (IS_FREE(x, y + 1))
7964 InitMovingField(x, y, MV_DOWN);
7965 started_moving = TRUE;
7967 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7968 Store[x][y] = EL_CHANGED(Store[x][y]);
7970 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7972 if (!MovDelay[x][y])
7973 MovDelay[x][y] = TILEY / 4 + 1;
7982 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7983 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7984 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7988 else if (element == EL_BD_MAGIC_WALL_FULL)
7990 if (IS_FREE(x, y + 1))
7992 InitMovingField(x, y, MV_DOWN);
7993 started_moving = TRUE;
7995 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7996 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7998 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8000 if (!MovDelay[x][y])
8001 MovDelay[x][y] = TILEY / 4 + 1;
8010 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8011 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8012 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8016 else if (element == EL_DC_MAGIC_WALL_FULL)
8018 if (IS_FREE(x, y + 1))
8020 InitMovingField(x, y, MV_DOWN);
8021 started_moving = TRUE;
8023 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8024 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8026 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8028 if (!MovDelay[x][y])
8029 MovDelay[x][y] = TILEY / 4 + 1;
8038 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8039 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8040 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8044 else if ((CAN_PASS_MAGIC_WALL(element) &&
8045 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8046 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8047 (CAN_PASS_DC_MAGIC_WALL(element) &&
8048 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8051 InitMovingField(x, y, MV_DOWN);
8052 started_moving = TRUE;
8055 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8056 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8057 EL_DC_MAGIC_WALL_FILLING);
8058 Store[x][y] = element;
8060 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8062 SplashAcid(x, y + 1);
8064 InitMovingField(x, y, MV_DOWN);
8065 started_moving = TRUE;
8067 Store[x][y] = EL_ACID;
8070 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8071 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8072 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8073 CAN_FALL(element) && WasJustFalling[x][y] &&
8074 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8076 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8077 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8078 (Tile[x][y + 1] == EL_BLOCKED)))
8080 /* this is needed for a special case not covered by calling "Impact()"
8081 from "ContinueMoving()": if an element moves to a tile directly below
8082 another element which was just falling on that tile (which was empty
8083 in the previous frame), the falling element above would just stop
8084 instead of smashing the element below (in previous version, the above
8085 element was just checked for "moving" instead of "falling", resulting
8086 in incorrect smashes caused by horizontal movement of the above
8087 element; also, the case of the player being the element to smash was
8088 simply not covered here... :-/ ) */
8090 CheckCollision[x][y] = 0;
8091 CheckImpact[x][y] = 0;
8095 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8097 if (MovDir[x][y] == MV_NONE)
8099 InitMovingField(x, y, MV_DOWN);
8100 started_moving = TRUE;
8103 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8105 if (WasJustFalling[x][y]) // prevent animation from being restarted
8106 MovDir[x][y] = MV_DOWN;
8108 InitMovingField(x, y, MV_DOWN);
8109 started_moving = TRUE;
8111 else if (element == EL_AMOEBA_DROP)
8113 Tile[x][y] = EL_AMOEBA_GROWING;
8114 Store[x][y] = EL_AMOEBA_WET;
8116 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8117 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8118 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8119 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8121 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8122 (IS_FREE(x - 1, y + 1) ||
8123 Tile[x - 1][y + 1] == EL_ACID));
8124 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8125 (IS_FREE(x + 1, y + 1) ||
8126 Tile[x + 1][y + 1] == EL_ACID));
8127 boolean can_fall_any = (can_fall_left || can_fall_right);
8128 boolean can_fall_both = (can_fall_left && can_fall_right);
8129 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8131 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8133 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8134 can_fall_right = FALSE;
8135 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8136 can_fall_left = FALSE;
8137 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8138 can_fall_right = FALSE;
8139 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8140 can_fall_left = FALSE;
8142 can_fall_any = (can_fall_left || can_fall_right);
8143 can_fall_both = FALSE;
8148 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8149 can_fall_right = FALSE; // slip down on left side
8151 can_fall_left = !(can_fall_right = RND(2));
8153 can_fall_both = FALSE;
8158 // if not determined otherwise, prefer left side for slipping down
8159 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8160 started_moving = TRUE;
8163 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8165 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8166 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8167 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8168 int belt_dir = game.belt_dir[belt_nr];
8170 if ((belt_dir == MV_LEFT && left_is_free) ||
8171 (belt_dir == MV_RIGHT && right_is_free))
8173 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8175 InitMovingField(x, y, belt_dir);
8176 started_moving = TRUE;
8178 Pushed[x][y] = TRUE;
8179 Pushed[nextx][y] = TRUE;
8181 GfxAction[x][y] = ACTION_DEFAULT;
8185 MovDir[x][y] = 0; // if element was moving, stop it
8190 // not "else if" because of elements that can fall and move (EL_SPRING)
8191 if (CAN_MOVE(element) && !started_moving)
8193 int move_pattern = element_info[element].move_pattern;
8196 Moving2Blocked(x, y, &newx, &newy);
8198 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8201 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8202 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8204 WasJustMoving[x][y] = 0;
8205 CheckCollision[x][y] = 0;
8207 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8209 if (Tile[x][y] != element) // element has changed
8213 if (!MovDelay[x][y]) // start new movement phase
8215 // all objects that can change their move direction after each step
8216 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8218 if (element != EL_YAMYAM &&
8219 element != EL_DARK_YAMYAM &&
8220 element != EL_PACMAN &&
8221 !(move_pattern & MV_ANY_DIRECTION) &&
8222 move_pattern != MV_TURNING_LEFT &&
8223 move_pattern != MV_TURNING_RIGHT &&
8224 move_pattern != MV_TURNING_LEFT_RIGHT &&
8225 move_pattern != MV_TURNING_RIGHT_LEFT &&
8226 move_pattern != MV_TURNING_RANDOM)
8230 if (MovDelay[x][y] && (element == EL_BUG ||
8231 element == EL_SPACESHIP ||
8232 element == EL_SP_SNIKSNAK ||
8233 element == EL_SP_ELECTRON ||
8234 element == EL_MOLE))
8235 TEST_DrawLevelField(x, y);
8239 if (MovDelay[x][y]) // wait some time before next movement
8243 if (element == EL_ROBOT ||
8244 element == EL_YAMYAM ||
8245 element == EL_DARK_YAMYAM)
8247 DrawLevelElementAnimationIfNeeded(x, y, element);
8248 PlayLevelSoundAction(x, y, ACTION_WAITING);
8250 else if (element == EL_SP_ELECTRON)
8251 DrawLevelElementAnimationIfNeeded(x, y, element);
8252 else if (element == EL_DRAGON)
8255 int dir = MovDir[x][y];
8256 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8257 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8258 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8259 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8260 dir == MV_UP ? IMG_FLAMES_1_UP :
8261 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8262 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8264 GfxAction[x][y] = ACTION_ATTACKING;
8266 if (IS_PLAYER(x, y))
8267 DrawPlayerField(x, y);
8269 TEST_DrawLevelField(x, y);
8271 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8273 for (i = 1; i <= 3; i++)
8275 int xx = x + i * dx;
8276 int yy = y + i * dy;
8277 int sx = SCREENX(xx);
8278 int sy = SCREENY(yy);
8279 int flame_graphic = graphic + (i - 1);
8281 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8286 int flamed = MovingOrBlocked2Element(xx, yy);
8288 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8291 RemoveMovingField(xx, yy);
8293 ChangeDelay[xx][yy] = 0;
8295 Tile[xx][yy] = EL_FLAMES;
8297 if (IN_SCR_FIELD(sx, sy))
8299 TEST_DrawLevelFieldCrumbled(xx, yy);
8300 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8305 if (Tile[xx][yy] == EL_FLAMES)
8306 Tile[xx][yy] = EL_EMPTY;
8307 TEST_DrawLevelField(xx, yy);
8312 if (MovDelay[x][y]) // element still has to wait some time
8314 PlayLevelSoundAction(x, y, ACTION_WAITING);
8320 // now make next step
8322 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8324 if (DONT_COLLIDE_WITH(element) &&
8325 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8326 !PLAYER_ENEMY_PROTECTED(newx, newy))
8328 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8333 else if (CAN_MOVE_INTO_ACID(element) &&
8334 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8335 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8336 (MovDir[x][y] == MV_DOWN ||
8337 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8339 SplashAcid(newx, newy);
8340 Store[x][y] = EL_ACID;
8342 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8344 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8345 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8346 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8347 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8350 TEST_DrawLevelField(x, y);
8352 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8353 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8354 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8356 game.friends_still_needed--;
8357 if (!game.friends_still_needed &&
8359 game.all_players_gone)
8364 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8366 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8367 TEST_DrawLevelField(newx, newy);
8369 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8371 else if (!IS_FREE(newx, newy))
8373 GfxAction[x][y] = ACTION_WAITING;
8375 if (IS_PLAYER(x, y))
8376 DrawPlayerField(x, y);
8378 TEST_DrawLevelField(x, y);
8383 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8385 if (IS_FOOD_PIG(Tile[newx][newy]))
8387 if (IS_MOVING(newx, newy))
8388 RemoveMovingField(newx, newy);
8391 Tile[newx][newy] = EL_EMPTY;
8392 TEST_DrawLevelField(newx, newy);
8395 PlayLevelSound(x, y, SND_PIG_DIGGING);
8397 else if (!IS_FREE(newx, newy))
8399 if (IS_PLAYER(x, y))
8400 DrawPlayerField(x, y);
8402 TEST_DrawLevelField(x, y);
8407 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8409 if (Store[x][y] != EL_EMPTY)
8411 boolean can_clone = FALSE;
8414 // check if element to clone is still there
8415 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8417 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8425 // cannot clone or target field not free anymore -- do not clone
8426 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8427 Store[x][y] = EL_EMPTY;
8430 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8432 if (IS_MV_DIAGONAL(MovDir[x][y]))
8434 int diagonal_move_dir = MovDir[x][y];
8435 int stored = Store[x][y];
8436 int change_delay = 8;
8439 // android is moving diagonally
8441 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8443 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8444 GfxElement[x][y] = EL_EMC_ANDROID;
8445 GfxAction[x][y] = ACTION_SHRINKING;
8446 GfxDir[x][y] = diagonal_move_dir;
8447 ChangeDelay[x][y] = change_delay;
8449 if (Store[x][y] == EL_EMPTY)
8450 Store[x][y] = GfxElementEmpty[x][y];
8452 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8455 DrawLevelGraphicAnimation(x, y, graphic);
8456 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8458 if (Tile[newx][newy] == EL_ACID)
8460 SplashAcid(newx, newy);
8465 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8467 Store[newx][newy] = EL_EMC_ANDROID;
8468 GfxElement[newx][newy] = EL_EMC_ANDROID;
8469 GfxAction[newx][newy] = ACTION_GROWING;
8470 GfxDir[newx][newy] = diagonal_move_dir;
8471 ChangeDelay[newx][newy] = change_delay;
8473 graphic = el_act_dir2img(GfxElement[newx][newy],
8474 GfxAction[newx][newy], GfxDir[newx][newy]);
8476 DrawLevelGraphicAnimation(newx, newy, graphic);
8477 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8483 Tile[newx][newy] = EL_EMPTY;
8484 TEST_DrawLevelField(newx, newy);
8486 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8489 else if (!IS_FREE(newx, newy))
8494 else if (IS_CUSTOM_ELEMENT(element) &&
8495 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8497 if (!DigFieldByCE(newx, newy, element))
8500 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8502 RunnerVisit[x][y] = FrameCounter;
8503 PlayerVisit[x][y] /= 8; // expire player visit path
8506 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8508 if (!IS_FREE(newx, newy))
8510 if (IS_PLAYER(x, y))
8511 DrawPlayerField(x, y);
8513 TEST_DrawLevelField(x, y);
8519 boolean wanna_flame = !RND(10);
8520 int dx = newx - x, dy = newy - y;
8521 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8522 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8523 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8524 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8525 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8526 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8529 IS_CLASSIC_ENEMY(element1) ||
8530 IS_CLASSIC_ENEMY(element2)) &&
8531 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8532 element1 != EL_FLAMES && element2 != EL_FLAMES)
8534 ResetGfxAnimation(x, y);
8535 GfxAction[x][y] = ACTION_ATTACKING;
8537 if (IS_PLAYER(x, y))
8538 DrawPlayerField(x, y);
8540 TEST_DrawLevelField(x, y);
8542 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8544 MovDelay[x][y] = 50;
8546 Tile[newx][newy] = EL_FLAMES;
8547 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8548 Tile[newx1][newy1] = EL_FLAMES;
8549 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8550 Tile[newx2][newy2] = EL_FLAMES;
8556 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8557 Tile[newx][newy] == EL_DIAMOND)
8559 if (IS_MOVING(newx, newy))
8560 RemoveMovingField(newx, newy);
8563 Tile[newx][newy] = EL_EMPTY;
8564 TEST_DrawLevelField(newx, newy);
8567 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8569 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8570 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8572 if (AmoebaNr[newx][newy])
8574 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8575 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8576 Tile[newx][newy] == EL_BD_AMOEBA)
8577 AmoebaCnt[AmoebaNr[newx][newy]]--;
8580 if (IS_MOVING(newx, newy))
8582 RemoveMovingField(newx, newy);
8586 Tile[newx][newy] = EL_EMPTY;
8587 TEST_DrawLevelField(newx, newy);
8590 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8592 else if ((element == EL_PACMAN || element == EL_MOLE)
8593 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8595 if (AmoebaNr[newx][newy])
8597 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8598 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8599 Tile[newx][newy] == EL_BD_AMOEBA)
8600 AmoebaCnt[AmoebaNr[newx][newy]]--;
8603 if (element == EL_MOLE)
8605 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8606 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8608 ResetGfxAnimation(x, y);
8609 GfxAction[x][y] = ACTION_DIGGING;
8610 TEST_DrawLevelField(x, y);
8612 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8614 return; // wait for shrinking amoeba
8616 else // element == EL_PACMAN
8618 Tile[newx][newy] = EL_EMPTY;
8619 TEST_DrawLevelField(newx, newy);
8620 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8623 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8624 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8625 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8627 // wait for shrinking amoeba to completely disappear
8630 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8632 // object was running against a wall
8636 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8637 DrawLevelElementAnimation(x, y, element);
8639 if (DONT_TOUCH(element))
8640 TestIfBadThingTouchesPlayer(x, y);
8645 InitMovingField(x, y, MovDir[x][y]);
8647 PlayLevelSoundAction(x, y, ACTION_MOVING);
8651 ContinueMoving(x, y);
8654 void ContinueMoving(int x, int y)
8656 int element = Tile[x][y];
8657 struct ElementInfo *ei = &element_info[element];
8658 int direction = MovDir[x][y];
8659 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8660 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8661 int newx = x + dx, newy = y + dy;
8662 int stored = Store[x][y];
8663 int stored_new = Store[newx][newy];
8664 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8665 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8666 boolean last_line = (newy == lev_fieldy - 1);
8667 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8669 if (pushed_by_player) // special case: moving object pushed by player
8671 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8673 else if (use_step_delay) // special case: moving object has step delay
8675 if (!MovDelay[x][y])
8676 MovPos[x][y] += getElementMoveStepsize(x, y);
8681 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8685 TEST_DrawLevelField(x, y);
8687 return; // element is still waiting
8690 else // normal case: generically moving object
8692 MovPos[x][y] += getElementMoveStepsize(x, y);
8695 if (ABS(MovPos[x][y]) < TILEX)
8697 TEST_DrawLevelField(x, y);
8699 return; // element is still moving
8702 // element reached destination field
8704 Tile[x][y] = EL_EMPTY;
8705 Tile[newx][newy] = element;
8706 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8708 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8710 element = Tile[newx][newy] = EL_ACID;
8712 else if (element == EL_MOLE)
8714 Tile[x][y] = EL_SAND;
8716 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8718 else if (element == EL_QUICKSAND_FILLING)
8720 element = Tile[newx][newy] = get_next_element(element);
8721 Store[newx][newy] = Store[x][y];
8723 else if (element == EL_QUICKSAND_EMPTYING)
8725 Tile[x][y] = get_next_element(element);
8726 element = Tile[newx][newy] = Store[x][y];
8728 else if (element == EL_QUICKSAND_FAST_FILLING)
8730 element = Tile[newx][newy] = get_next_element(element);
8731 Store[newx][newy] = Store[x][y];
8733 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8735 Tile[x][y] = get_next_element(element);
8736 element = Tile[newx][newy] = Store[x][y];
8738 else if (element == EL_MAGIC_WALL_FILLING)
8740 element = Tile[newx][newy] = get_next_element(element);
8741 if (!game.magic_wall_active)
8742 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8743 Store[newx][newy] = Store[x][y];
8745 else if (element == EL_MAGIC_WALL_EMPTYING)
8747 Tile[x][y] = get_next_element(element);
8748 if (!game.magic_wall_active)
8749 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8750 element = Tile[newx][newy] = Store[x][y];
8752 InitField(newx, newy, FALSE);
8754 else if (element == EL_BD_MAGIC_WALL_FILLING)
8756 element = Tile[newx][newy] = get_next_element(element);
8757 if (!game.magic_wall_active)
8758 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8759 Store[newx][newy] = Store[x][y];
8761 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8763 Tile[x][y] = get_next_element(element);
8764 if (!game.magic_wall_active)
8765 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8766 element = Tile[newx][newy] = Store[x][y];
8768 InitField(newx, newy, FALSE);
8770 else if (element == EL_DC_MAGIC_WALL_FILLING)
8772 element = Tile[newx][newy] = get_next_element(element);
8773 if (!game.magic_wall_active)
8774 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8775 Store[newx][newy] = Store[x][y];
8777 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8779 Tile[x][y] = get_next_element(element);
8780 if (!game.magic_wall_active)
8781 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8782 element = Tile[newx][newy] = Store[x][y];
8784 InitField(newx, newy, FALSE);
8786 else if (element == EL_AMOEBA_DROPPING)
8788 Tile[x][y] = get_next_element(element);
8789 element = Tile[newx][newy] = Store[x][y];
8791 else if (element == EL_SOKOBAN_OBJECT)
8794 Tile[x][y] = Back[x][y];
8796 if (Back[newx][newy])
8797 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8799 Back[x][y] = Back[newx][newy] = 0;
8802 Store[x][y] = EL_EMPTY;
8807 MovDelay[newx][newy] = 0;
8809 if (CAN_CHANGE_OR_HAS_ACTION(element))
8811 // copy element change control values to new field
8812 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8813 ChangePage[newx][newy] = ChangePage[x][y];
8814 ChangeCount[newx][newy] = ChangeCount[x][y];
8815 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8818 CustomValue[newx][newy] = CustomValue[x][y];
8820 ChangeDelay[x][y] = 0;
8821 ChangePage[x][y] = -1;
8822 ChangeCount[x][y] = 0;
8823 ChangeEvent[x][y] = -1;
8825 CustomValue[x][y] = 0;
8827 // copy animation control values to new field
8828 GfxFrame[newx][newy] = GfxFrame[x][y];
8829 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8830 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8831 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8833 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8835 // some elements can leave other elements behind after moving
8836 if (ei->move_leave_element != EL_EMPTY &&
8837 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8838 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8840 int move_leave_element = ei->move_leave_element;
8842 // this makes it possible to leave the removed element again
8843 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8844 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8846 Tile[x][y] = move_leave_element;
8848 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8849 MovDir[x][y] = direction;
8851 InitField(x, y, FALSE);
8853 if (GFX_CRUMBLED(Tile[x][y]))
8854 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8856 if (IS_PLAYER_ELEMENT(move_leave_element))
8857 RelocatePlayer(x, y, move_leave_element);
8860 // do this after checking for left-behind element
8861 ResetGfxAnimation(x, y); // reset animation values for old field
8863 if (!CAN_MOVE(element) ||
8864 (CAN_FALL(element) && direction == MV_DOWN &&
8865 (element == EL_SPRING ||
8866 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8867 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8868 GfxDir[x][y] = MovDir[newx][newy] = 0;
8870 TEST_DrawLevelField(x, y);
8871 TEST_DrawLevelField(newx, newy);
8873 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8875 // prevent pushed element from moving on in pushed direction
8876 if (pushed_by_player && CAN_MOVE(element) &&
8877 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8878 !(element_info[element].move_pattern & direction))
8879 TurnRound(newx, newy);
8881 // prevent elements on conveyor belt from moving on in last direction
8882 if (pushed_by_conveyor && CAN_FALL(element) &&
8883 direction & MV_HORIZONTAL)
8884 MovDir[newx][newy] = 0;
8886 if (!pushed_by_player)
8888 int nextx = newx + dx, nexty = newy + dy;
8889 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8891 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8893 if (CAN_FALL(element) && direction == MV_DOWN)
8894 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8896 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8897 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8899 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8900 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8903 if (DONT_TOUCH(element)) // object may be nasty to player or others
8905 TestIfBadThingTouchesPlayer(newx, newy);
8906 TestIfBadThingTouchesFriend(newx, newy);
8908 if (!IS_CUSTOM_ELEMENT(element))
8909 TestIfBadThingTouchesOtherBadThing(newx, newy);
8911 else if (element == EL_PENGUIN)
8912 TestIfFriendTouchesBadThing(newx, newy);
8914 if (DONT_GET_HIT_BY(element))
8916 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8919 // give the player one last chance (one more frame) to move away
8920 if (CAN_FALL(element) && direction == MV_DOWN &&
8921 (last_line || (!IS_FREE(x, newy + 1) &&
8922 (!IS_PLAYER(x, newy + 1) ||
8923 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8926 if (pushed_by_player && !game.use_change_when_pushing_bug)
8928 int push_side = MV_DIR_OPPOSITE(direction);
8929 struct PlayerInfo *player = PLAYERINFO(x, y);
8931 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8932 player->index_bit, push_side);
8933 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8934 player->index_bit, push_side);
8937 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8938 MovDelay[newx][newy] = 1;
8940 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8942 TestIfElementTouchesCustomElement(x, y); // empty or new element
8943 TestIfElementHitsCustomElement(newx, newy, direction);
8944 TestIfPlayerTouchesCustomElement(newx, newy);
8945 TestIfElementTouchesCustomElement(newx, newy);
8947 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8948 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8949 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8950 MV_DIR_OPPOSITE(direction));
8953 int AmoebaNeighbourNr(int ax, int ay)
8956 int element = Tile[ax][ay];
8958 struct XY *xy = xy_topdown;
8960 for (i = 0; i < NUM_DIRECTIONS; i++)
8962 int x = ax + xy[i].x;
8963 int y = ay + xy[i].y;
8965 if (!IN_LEV_FIELD(x, y))
8968 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8969 group_nr = AmoebaNr[x][y];
8975 static void AmoebaMerge(int ax, int ay)
8977 int i, x, y, xx, yy;
8978 int new_group_nr = AmoebaNr[ax][ay];
8979 struct XY *xy = xy_topdown;
8981 if (new_group_nr == 0)
8984 for (i = 0; i < NUM_DIRECTIONS; i++)
8989 if (!IN_LEV_FIELD(x, y))
8992 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8993 Tile[x][y] == EL_BD_AMOEBA ||
8994 Tile[x][y] == EL_AMOEBA_DEAD) &&
8995 AmoebaNr[x][y] != new_group_nr)
8997 int old_group_nr = AmoebaNr[x][y];
8999 if (old_group_nr == 0)
9002 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9003 AmoebaCnt[old_group_nr] = 0;
9004 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9005 AmoebaCnt2[old_group_nr] = 0;
9007 SCAN_PLAYFIELD(xx, yy)
9009 if (AmoebaNr[xx][yy] == old_group_nr)
9010 AmoebaNr[xx][yy] = new_group_nr;
9016 void AmoebaToDiamond(int ax, int ay)
9020 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9022 int group_nr = AmoebaNr[ax][ay];
9027 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9028 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9034 SCAN_PLAYFIELD(x, y)
9036 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9039 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9043 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9044 SND_AMOEBA_TURNING_TO_GEM :
9045 SND_AMOEBA_TURNING_TO_ROCK));
9050 struct XY *xy = xy_topdown;
9052 for (i = 0; i < NUM_DIRECTIONS; i++)
9057 if (!IN_LEV_FIELD(x, y))
9060 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9062 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9063 SND_AMOEBA_TURNING_TO_GEM :
9064 SND_AMOEBA_TURNING_TO_ROCK));
9071 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9074 int group_nr = AmoebaNr[ax][ay];
9075 boolean done = FALSE;
9080 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9081 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9087 SCAN_PLAYFIELD(x, y)
9089 if (AmoebaNr[x][y] == group_nr &&
9090 (Tile[x][y] == EL_AMOEBA_DEAD ||
9091 Tile[x][y] == EL_BD_AMOEBA ||
9092 Tile[x][y] == EL_AMOEBA_GROWING))
9095 Tile[x][y] = new_element;
9096 InitField(x, y, FALSE);
9097 TEST_DrawLevelField(x, y);
9103 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9104 SND_BD_AMOEBA_TURNING_TO_ROCK :
9105 SND_BD_AMOEBA_TURNING_TO_GEM));
9108 static void AmoebaGrowing(int x, int y)
9110 static DelayCounter sound_delay = { 0 };
9112 if (!MovDelay[x][y]) // start new growing cycle
9116 if (DelayReached(&sound_delay))
9118 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9119 sound_delay.value = 30;
9123 if (MovDelay[x][y]) // wait some time before growing bigger
9126 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9128 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9129 6 - MovDelay[x][y]);
9131 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9134 if (!MovDelay[x][y])
9136 Tile[x][y] = Store[x][y];
9138 TEST_DrawLevelField(x, y);
9143 static void AmoebaShrinking(int x, int y)
9145 static DelayCounter sound_delay = { 0 };
9147 if (!MovDelay[x][y]) // start new shrinking cycle
9151 if (DelayReached(&sound_delay))
9152 sound_delay.value = 30;
9155 if (MovDelay[x][y]) // wait some time before shrinking
9158 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9160 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9161 6 - MovDelay[x][y]);
9163 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9166 if (!MovDelay[x][y])
9168 Tile[x][y] = EL_EMPTY;
9169 TEST_DrawLevelField(x, y);
9171 // don't let mole enter this field in this cycle;
9172 // (give priority to objects falling to this field from above)
9178 static void AmoebaReproduce(int ax, int ay)
9181 int element = Tile[ax][ay];
9182 int graphic = el2img(element);
9183 int newax = ax, neway = ay;
9184 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9185 struct XY *xy = xy_topdown;
9187 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9189 Tile[ax][ay] = EL_AMOEBA_DEAD;
9190 TEST_DrawLevelField(ax, ay);
9194 if (IS_ANIMATED(graphic))
9195 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9197 if (!MovDelay[ax][ay]) // start making new amoeba field
9198 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9200 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9203 if (MovDelay[ax][ay])
9207 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9210 int x = ax + xy[start].x;
9211 int y = ay + xy[start].y;
9213 if (!IN_LEV_FIELD(x, y))
9216 if (IS_FREE(x, y) ||
9217 CAN_GROW_INTO(Tile[x][y]) ||
9218 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9219 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9225 if (newax == ax && neway == ay)
9228 else // normal or "filled" (BD style) amoeba
9231 boolean waiting_for_player = FALSE;
9233 for (i = 0; i < NUM_DIRECTIONS; i++)
9235 int j = (start + i) % 4;
9236 int x = ax + xy[j].x;
9237 int y = ay + xy[j].y;
9239 if (!IN_LEV_FIELD(x, y))
9242 if (IS_FREE(x, y) ||
9243 CAN_GROW_INTO(Tile[x][y]) ||
9244 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9245 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9251 else if (IS_PLAYER(x, y))
9252 waiting_for_player = TRUE;
9255 if (newax == ax && neway == ay) // amoeba cannot grow
9257 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9259 Tile[ax][ay] = EL_AMOEBA_DEAD;
9260 TEST_DrawLevelField(ax, ay);
9261 AmoebaCnt[AmoebaNr[ax][ay]]--;
9263 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9265 if (element == EL_AMOEBA_FULL)
9266 AmoebaToDiamond(ax, ay);
9267 else if (element == EL_BD_AMOEBA)
9268 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9273 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9275 // amoeba gets larger by growing in some direction
9277 int new_group_nr = AmoebaNr[ax][ay];
9280 if (new_group_nr == 0)
9282 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9284 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9290 AmoebaNr[newax][neway] = new_group_nr;
9291 AmoebaCnt[new_group_nr]++;
9292 AmoebaCnt2[new_group_nr]++;
9294 // if amoeba touches other amoeba(s) after growing, unify them
9295 AmoebaMerge(newax, neway);
9297 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9299 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9305 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9306 (neway == lev_fieldy - 1 && newax != ax))
9308 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9309 Store[newax][neway] = element;
9311 else if (neway == ay || element == EL_EMC_DRIPPER)
9313 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9315 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9319 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9320 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9321 Store[ax][ay] = EL_AMOEBA_DROP;
9322 ContinueMoving(ax, ay);
9326 TEST_DrawLevelField(newax, neway);
9329 static void Life(int ax, int ay)
9333 int element = Tile[ax][ay];
9334 int graphic = el2img(element);
9335 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9337 boolean changed = FALSE;
9339 if (IS_ANIMATED(graphic))
9340 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9345 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9346 MovDelay[ax][ay] = life_time;
9348 if (MovDelay[ax][ay]) // wait some time before next cycle
9351 if (MovDelay[ax][ay])
9355 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9357 int xx = ax+x1, yy = ay+y1;
9358 int old_element = Tile[xx][yy];
9359 int num_neighbours = 0;
9361 if (!IN_LEV_FIELD(xx, yy))
9364 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9366 int x = xx+x2, y = yy+y2;
9368 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9371 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9372 boolean is_neighbour = FALSE;
9374 if (level.use_life_bugs)
9376 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9377 (IS_FREE(x, y) && Stop[x][y]));
9380 (Last[x][y] == element || is_player_cell);
9386 boolean is_free = FALSE;
9388 if (level.use_life_bugs)
9389 is_free = (IS_FREE(xx, yy));
9391 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9393 if (xx == ax && yy == ay) // field in the middle
9395 if (num_neighbours < life_parameter[0] ||
9396 num_neighbours > life_parameter[1])
9398 Tile[xx][yy] = EL_EMPTY;
9399 if (Tile[xx][yy] != old_element)
9400 TEST_DrawLevelField(xx, yy);
9401 Stop[xx][yy] = TRUE;
9405 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9406 { // free border field
9407 if (num_neighbours >= life_parameter[2] &&
9408 num_neighbours <= life_parameter[3])
9410 Tile[xx][yy] = element;
9411 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9412 if (Tile[xx][yy] != old_element)
9413 TEST_DrawLevelField(xx, yy);
9414 Stop[xx][yy] = TRUE;
9421 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9422 SND_GAME_OF_LIFE_GROWING);
9425 static void InitRobotWheel(int x, int y)
9427 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9430 static void RunRobotWheel(int x, int y)
9432 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9435 static void StopRobotWheel(int x, int y)
9437 if (game.robot_wheel_x == x &&
9438 game.robot_wheel_y == y)
9440 game.robot_wheel_x = -1;
9441 game.robot_wheel_y = -1;
9442 game.robot_wheel_active = FALSE;
9446 static void InitTimegateWheel(int x, int y)
9448 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9451 static void RunTimegateWheel(int x, int y)
9453 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9456 static void InitMagicBallDelay(int x, int y)
9458 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9461 static void ActivateMagicBall(int bx, int by)
9465 if (level.ball_random)
9467 int pos_border = RND(8); // select one of the eight border elements
9468 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9469 int xx = pos_content % 3;
9470 int yy = pos_content / 3;
9475 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9476 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9480 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9482 int xx = x - bx + 1;
9483 int yy = y - by + 1;
9485 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9486 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9490 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9493 static void CheckExit(int x, int y)
9495 if (game.gems_still_needed > 0 ||
9496 game.sokoban_fields_still_needed > 0 ||
9497 game.sokoban_objects_still_needed > 0 ||
9498 game.lights_still_needed > 0)
9500 int element = Tile[x][y];
9501 int graphic = el2img(element);
9503 if (IS_ANIMATED(graphic))
9504 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9509 // do not re-open exit door closed after last player
9510 if (game.all_players_gone)
9513 Tile[x][y] = EL_EXIT_OPENING;
9515 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9518 static void CheckExitEM(int x, int y)
9520 if (game.gems_still_needed > 0 ||
9521 game.sokoban_fields_still_needed > 0 ||
9522 game.sokoban_objects_still_needed > 0 ||
9523 game.lights_still_needed > 0)
9525 int element = Tile[x][y];
9526 int graphic = el2img(element);
9528 if (IS_ANIMATED(graphic))
9529 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9534 // do not re-open exit door closed after last player
9535 if (game.all_players_gone)
9538 Tile[x][y] = EL_EM_EXIT_OPENING;
9540 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9543 static void CheckExitSteel(int x, int y)
9545 if (game.gems_still_needed > 0 ||
9546 game.sokoban_fields_still_needed > 0 ||
9547 game.sokoban_objects_still_needed > 0 ||
9548 game.lights_still_needed > 0)
9550 int element = Tile[x][y];
9551 int graphic = el2img(element);
9553 if (IS_ANIMATED(graphic))
9554 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9559 // do not re-open exit door closed after last player
9560 if (game.all_players_gone)
9563 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9565 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9568 static void CheckExitSteelEM(int x, int y)
9570 if (game.gems_still_needed > 0 ||
9571 game.sokoban_fields_still_needed > 0 ||
9572 game.sokoban_objects_still_needed > 0 ||
9573 game.lights_still_needed > 0)
9575 int element = Tile[x][y];
9576 int graphic = el2img(element);
9578 if (IS_ANIMATED(graphic))
9579 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9584 // do not re-open exit door closed after last player
9585 if (game.all_players_gone)
9588 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9590 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9593 static void CheckExitSP(int x, int y)
9595 if (game.gems_still_needed > 0)
9597 int element = Tile[x][y];
9598 int graphic = el2img(element);
9600 if (IS_ANIMATED(graphic))
9601 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9606 // do not re-open exit door closed after last player
9607 if (game.all_players_gone)
9610 Tile[x][y] = EL_SP_EXIT_OPENING;
9612 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9615 static void CloseAllOpenTimegates(void)
9619 SCAN_PLAYFIELD(x, y)
9621 int element = Tile[x][y];
9623 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9625 Tile[x][y] = EL_TIMEGATE_CLOSING;
9627 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9632 static void DrawTwinkleOnField(int x, int y)
9634 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9637 if (Tile[x][y] == EL_BD_DIAMOND)
9640 if (MovDelay[x][y] == 0) // next animation frame
9641 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9643 if (MovDelay[x][y] != 0) // wait some time before next frame
9647 DrawLevelElementAnimation(x, y, Tile[x][y]);
9649 if (MovDelay[x][y] != 0)
9651 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9652 10 - MovDelay[x][y]);
9654 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9659 static void MauerWaechst(int x, int y)
9663 if (!MovDelay[x][y]) // next animation frame
9664 MovDelay[x][y] = 3 * delay;
9666 if (MovDelay[x][y]) // wait some time before next frame
9670 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9672 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9673 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9675 DrawLevelGraphic(x, y, graphic, frame);
9678 if (!MovDelay[x][y])
9680 if (MovDir[x][y] == MV_LEFT)
9682 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9683 TEST_DrawLevelField(x - 1, y);
9685 else if (MovDir[x][y] == MV_RIGHT)
9687 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9688 TEST_DrawLevelField(x + 1, y);
9690 else if (MovDir[x][y] == MV_UP)
9692 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9693 TEST_DrawLevelField(x, y - 1);
9697 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9698 TEST_DrawLevelField(x, y + 1);
9701 Tile[x][y] = Store[x][y];
9703 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9704 TEST_DrawLevelField(x, y);
9709 static void MauerAbleger(int ax, int ay)
9711 int element = Tile[ax][ay];
9712 int graphic = el2img(element);
9713 boolean oben_frei = FALSE, unten_frei = FALSE;
9714 boolean links_frei = FALSE, rechts_frei = FALSE;
9715 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9716 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9717 boolean new_wall = FALSE;
9719 if (IS_ANIMATED(graphic))
9720 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9722 if (!MovDelay[ax][ay]) // start building new wall
9723 MovDelay[ax][ay] = 6;
9725 if (MovDelay[ax][ay]) // wait some time before building new wall
9728 if (MovDelay[ax][ay])
9732 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9734 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9736 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9738 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9741 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9742 element == EL_EXPANDABLE_WALL_ANY)
9746 Tile[ax][ay - 1] = EL_EXPANDABLE_WALL_GROWING;
9747 Store[ax][ay - 1] = element;
9748 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9749 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9750 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9755 Tile[ax][ay + 1] = EL_EXPANDABLE_WALL_GROWING;
9756 Store[ax][ay + 1] = element;
9757 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9758 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9759 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9764 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9765 element == EL_EXPANDABLE_WALL_ANY ||
9766 element == EL_EXPANDABLE_WALL ||
9767 element == EL_BD_EXPANDABLE_WALL)
9771 Tile[ax - 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9772 Store[ax - 1][ay] = element;
9773 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9774 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9775 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9781 Tile[ax + 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9782 Store[ax + 1][ay] = element;
9783 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9784 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9785 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9790 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9791 TEST_DrawLevelField(ax, ay);
9793 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9795 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9796 unten_massiv = TRUE;
9797 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9798 links_massiv = TRUE;
9799 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9800 rechts_massiv = TRUE;
9802 if (((oben_massiv && unten_massiv) ||
9803 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9804 element == EL_EXPANDABLE_WALL) &&
9805 ((links_massiv && rechts_massiv) ||
9806 element == EL_EXPANDABLE_WALL_VERTICAL))
9807 Tile[ax][ay] = EL_WALL;
9810 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9813 static void MauerAblegerStahl(int ax, int ay)
9815 int element = Tile[ax][ay];
9816 int graphic = el2img(element);
9817 boolean oben_frei = FALSE, unten_frei = FALSE;
9818 boolean links_frei = FALSE, rechts_frei = FALSE;
9819 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9820 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9821 boolean new_wall = FALSE;
9823 if (IS_ANIMATED(graphic))
9824 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9826 if (!MovDelay[ax][ay]) // start building new wall
9827 MovDelay[ax][ay] = 6;
9829 if (MovDelay[ax][ay]) // wait some time before building new wall
9832 if (MovDelay[ax][ay])
9836 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9838 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9840 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9842 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9845 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9846 element == EL_EXPANDABLE_STEELWALL_ANY)
9850 Tile[ax][ay - 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9851 Store[ax][ay - 1] = element;
9852 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9853 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9854 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9859 Tile[ax][ay + 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9860 Store[ax][ay + 1] = element;
9861 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9862 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9863 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9868 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9869 element == EL_EXPANDABLE_STEELWALL_ANY)
9873 Tile[ax - 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9874 Store[ax - 1][ay] = element;
9875 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9876 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9877 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9883 Tile[ax + 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9884 Store[ax + 1][ay] = element;
9885 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9886 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9887 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9892 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9894 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9895 unten_massiv = TRUE;
9896 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9897 links_massiv = TRUE;
9898 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9899 rechts_massiv = TRUE;
9901 if (((oben_massiv && unten_massiv) ||
9902 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9903 ((links_massiv && rechts_massiv) ||
9904 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9905 Tile[ax][ay] = EL_STEELWALL;
9908 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9911 static void CheckForDragon(int x, int y)
9914 boolean dragon_found = FALSE;
9915 struct XY *xy = xy_topdown;
9917 for (i = 0; i < NUM_DIRECTIONS; i++)
9919 for (j = 0; j < 4; j++)
9921 int xx = x + j * xy[i].x;
9922 int yy = y + j * xy[i].y;
9924 if (IN_LEV_FIELD(xx, yy) &&
9925 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9927 if (Tile[xx][yy] == EL_DRAGON)
9928 dragon_found = TRUE;
9937 for (i = 0; i < NUM_DIRECTIONS; i++)
9939 for (j = 0; j < 3; j++)
9941 int xx = x + j * xy[i].x;
9942 int yy = y + j * xy[i].y;
9944 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9946 Tile[xx][yy] = EL_EMPTY;
9947 TEST_DrawLevelField(xx, yy);
9956 static void InitBuggyBase(int x, int y)
9958 int element = Tile[x][y];
9959 int activating_delay = FRAMES_PER_SECOND / 4;
9962 (element == EL_SP_BUGGY_BASE ?
9963 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9964 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9966 element == EL_SP_BUGGY_BASE_ACTIVE ?
9967 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9970 static void WarnBuggyBase(int x, int y)
9973 struct XY *xy = xy_topdown;
9975 for (i = 0; i < NUM_DIRECTIONS; i++)
9977 int xx = x + xy[i].x;
9978 int yy = y + xy[i].y;
9980 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9982 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9989 static void InitTrap(int x, int y)
9991 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9994 static void ActivateTrap(int x, int y)
9996 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9999 static void ChangeActiveTrap(int x, int y)
10001 int graphic = IMG_TRAP_ACTIVE;
10003 // if new animation frame was drawn, correct crumbled sand border
10004 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10005 TEST_DrawLevelFieldCrumbled(x, y);
10008 static int getSpecialActionElement(int element, int number, int base_element)
10010 return (element != EL_EMPTY ? element :
10011 number != -1 ? base_element + number - 1 :
10015 static int getModifiedActionNumber(int value_old, int operator, int operand,
10016 int value_min, int value_max)
10018 int value_new = (operator == CA_MODE_SET ? operand :
10019 operator == CA_MODE_ADD ? value_old + operand :
10020 operator == CA_MODE_SUBTRACT ? value_old - operand :
10021 operator == CA_MODE_MULTIPLY ? value_old * operand :
10022 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10023 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10026 return (value_new < value_min ? value_min :
10027 value_new > value_max ? value_max :
10031 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10033 struct ElementInfo *ei = &element_info[element];
10034 struct ElementChangeInfo *change = &ei->change_page[page];
10035 int target_element = change->target_element;
10036 int action_type = change->action_type;
10037 int action_mode = change->action_mode;
10038 int action_arg = change->action_arg;
10039 int action_element = change->action_element;
10042 if (!change->has_action)
10045 // ---------- determine action paramater values -----------------------------
10047 int level_time_value =
10048 (level.time > 0 ? TimeLeft :
10051 int action_arg_element_raw =
10052 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10053 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10054 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10055 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10056 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10057 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10058 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10060 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10062 int action_arg_direction =
10063 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10064 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10065 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10066 change->actual_trigger_side :
10067 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10068 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10071 int action_arg_number_min =
10072 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10075 int action_arg_number_max =
10076 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10077 action_type == CA_SET_LEVEL_GEMS ? 999 :
10078 action_type == CA_SET_LEVEL_TIME ? 9999 :
10079 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10080 action_type == CA_SET_CE_VALUE ? 9999 :
10081 action_type == CA_SET_CE_SCORE ? 9999 :
10084 int action_arg_number_reset =
10085 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10086 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10087 action_type == CA_SET_LEVEL_TIME ? level.time :
10088 action_type == CA_SET_LEVEL_SCORE ? 0 :
10089 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10090 action_type == CA_SET_CE_SCORE ? 0 :
10093 int action_arg_number =
10094 (action_arg <= CA_ARG_MAX ? action_arg :
10095 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10096 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10097 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10098 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10099 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10100 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10101 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10102 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10103 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10104 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10105 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10106 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10107 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10108 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10109 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10110 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10111 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10112 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10113 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10114 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10115 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10118 int action_arg_number_old =
10119 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10120 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10121 action_type == CA_SET_LEVEL_SCORE ? game.score :
10122 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10123 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10126 int action_arg_number_new =
10127 getModifiedActionNumber(action_arg_number_old,
10128 action_mode, action_arg_number,
10129 action_arg_number_min, action_arg_number_max);
10131 int trigger_player_bits =
10132 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10133 change->actual_trigger_player_bits : change->trigger_player);
10135 int action_arg_player_bits =
10136 (action_arg >= CA_ARG_PLAYER_1 &&
10137 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10138 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10139 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10142 // ---------- execute action -----------------------------------------------
10144 switch (action_type)
10151 // ---------- level actions ----------------------------------------------
10153 case CA_RESTART_LEVEL:
10155 game.restart_level = TRUE;
10160 case CA_SHOW_ENVELOPE:
10162 int element = getSpecialActionElement(action_arg_element,
10163 action_arg_number, EL_ENVELOPE_1);
10165 if (IS_ENVELOPE(element))
10166 local_player->show_envelope = element;
10171 case CA_SET_LEVEL_TIME:
10173 if (level.time > 0) // only modify limited time value
10175 TimeLeft = action_arg_number_new;
10177 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10179 DisplayGameControlValues();
10181 if (!TimeLeft && game.time_limit)
10182 for (i = 0; i < MAX_PLAYERS; i++)
10183 KillPlayer(&stored_player[i]);
10189 case CA_SET_LEVEL_SCORE:
10191 game.score = action_arg_number_new;
10193 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10195 DisplayGameControlValues();
10200 case CA_SET_LEVEL_GEMS:
10202 game.gems_still_needed = action_arg_number_new;
10204 game.snapshot.collected_item = TRUE;
10206 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10208 DisplayGameControlValues();
10213 case CA_SET_LEVEL_WIND:
10215 game.wind_direction = action_arg_direction;
10220 case CA_SET_LEVEL_RANDOM_SEED:
10222 // ensure that setting a new random seed while playing is predictable
10223 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10228 // ---------- player actions ---------------------------------------------
10230 case CA_MOVE_PLAYER:
10231 case CA_MOVE_PLAYER_NEW:
10233 // automatically move to the next field in specified direction
10234 for (i = 0; i < MAX_PLAYERS; i++)
10235 if (trigger_player_bits & (1 << i))
10236 if (action_type == CA_MOVE_PLAYER ||
10237 stored_player[i].MovPos == 0)
10238 stored_player[i].programmed_action = action_arg_direction;
10243 case CA_EXIT_PLAYER:
10245 for (i = 0; i < MAX_PLAYERS; i++)
10246 if (action_arg_player_bits & (1 << i))
10247 ExitPlayer(&stored_player[i]);
10249 if (game.players_still_needed == 0)
10255 case CA_KILL_PLAYER:
10257 for (i = 0; i < MAX_PLAYERS; i++)
10258 if (action_arg_player_bits & (1 << i))
10259 KillPlayer(&stored_player[i]);
10264 case CA_SET_PLAYER_KEYS:
10266 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10267 int element = getSpecialActionElement(action_arg_element,
10268 action_arg_number, EL_KEY_1);
10270 if (IS_KEY(element))
10272 for (i = 0; i < MAX_PLAYERS; i++)
10274 if (trigger_player_bits & (1 << i))
10276 stored_player[i].key[KEY_NR(element)] = key_state;
10278 DrawGameDoorValues();
10286 case CA_SET_PLAYER_SPEED:
10288 for (i = 0; i < MAX_PLAYERS; i++)
10290 if (trigger_player_bits & (1 << i))
10292 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10294 if (action_arg == CA_ARG_SPEED_FASTER &&
10295 stored_player[i].cannot_move)
10297 action_arg_number = STEPSIZE_VERY_SLOW;
10299 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10300 action_arg == CA_ARG_SPEED_FASTER)
10302 action_arg_number = 2;
10303 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10306 else if (action_arg == CA_ARG_NUMBER_RESET)
10308 action_arg_number = level.initial_player_stepsize[i];
10312 getModifiedActionNumber(move_stepsize,
10315 action_arg_number_min,
10316 action_arg_number_max);
10318 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10325 case CA_SET_PLAYER_SHIELD:
10327 for (i = 0; i < MAX_PLAYERS; i++)
10329 if (trigger_player_bits & (1 << i))
10331 if (action_arg == CA_ARG_SHIELD_OFF)
10333 stored_player[i].shield_normal_time_left = 0;
10334 stored_player[i].shield_deadly_time_left = 0;
10336 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10338 stored_player[i].shield_normal_time_left = 999999;
10340 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10342 stored_player[i].shield_normal_time_left = 999999;
10343 stored_player[i].shield_deadly_time_left = 999999;
10351 case CA_SET_PLAYER_GRAVITY:
10353 for (i = 0; i < MAX_PLAYERS; i++)
10355 if (trigger_player_bits & (1 << i))
10357 stored_player[i].gravity =
10358 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10359 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10360 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10361 stored_player[i].gravity);
10368 case CA_SET_PLAYER_ARTWORK:
10370 for (i = 0; i < MAX_PLAYERS; i++)
10372 if (trigger_player_bits & (1 << i))
10374 int artwork_element = action_arg_element;
10376 if (action_arg == CA_ARG_ELEMENT_RESET)
10378 (level.use_artwork_element[i] ? level.artwork_element[i] :
10379 stored_player[i].element_nr);
10381 if (stored_player[i].artwork_element != artwork_element)
10382 stored_player[i].Frame = 0;
10384 stored_player[i].artwork_element = artwork_element;
10386 SetPlayerWaiting(&stored_player[i], FALSE);
10388 // set number of special actions for bored and sleeping animation
10389 stored_player[i].num_special_action_bored =
10390 get_num_special_action(artwork_element,
10391 ACTION_BORING_1, ACTION_BORING_LAST);
10392 stored_player[i].num_special_action_sleeping =
10393 get_num_special_action(artwork_element,
10394 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10401 case CA_SET_PLAYER_INVENTORY:
10403 for (i = 0; i < MAX_PLAYERS; i++)
10405 struct PlayerInfo *player = &stored_player[i];
10408 if (trigger_player_bits & (1 << i))
10410 int inventory_element = action_arg_element;
10412 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10413 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10414 action_arg == CA_ARG_ELEMENT_ACTION)
10416 int element = inventory_element;
10417 int collect_count = element_info[element].collect_count_initial;
10419 if (!IS_CUSTOM_ELEMENT(element))
10422 if (collect_count == 0)
10423 player->inventory_infinite_element = element;
10425 for (k = 0; k < collect_count; k++)
10426 if (player->inventory_size < MAX_INVENTORY_SIZE)
10427 player->inventory_element[player->inventory_size++] =
10430 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10431 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10432 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10434 if (player->inventory_infinite_element != EL_UNDEFINED &&
10435 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10436 action_arg_element_raw))
10437 player->inventory_infinite_element = EL_UNDEFINED;
10439 for (k = 0, j = 0; j < player->inventory_size; j++)
10441 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10442 action_arg_element_raw))
10443 player->inventory_element[k++] = player->inventory_element[j];
10446 player->inventory_size = k;
10448 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10450 if (player->inventory_size > 0)
10452 for (j = 0; j < player->inventory_size - 1; j++)
10453 player->inventory_element[j] = player->inventory_element[j + 1];
10455 player->inventory_size--;
10458 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10460 if (player->inventory_size > 0)
10461 player->inventory_size--;
10463 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10465 player->inventory_infinite_element = EL_UNDEFINED;
10466 player->inventory_size = 0;
10468 else if (action_arg == CA_ARG_INVENTORY_RESET)
10470 player->inventory_infinite_element = EL_UNDEFINED;
10471 player->inventory_size = 0;
10473 if (level.use_initial_inventory[i])
10475 for (j = 0; j < level.initial_inventory_size[i]; j++)
10477 int element = level.initial_inventory_content[i][j];
10478 int collect_count = element_info[element].collect_count_initial;
10480 if (!IS_CUSTOM_ELEMENT(element))
10483 if (collect_count == 0)
10484 player->inventory_infinite_element = element;
10486 for (k = 0; k < collect_count; k++)
10487 if (player->inventory_size < MAX_INVENTORY_SIZE)
10488 player->inventory_element[player->inventory_size++] =
10499 // ---------- CE actions -------------------------------------------------
10501 case CA_SET_CE_VALUE:
10503 int last_ce_value = CustomValue[x][y];
10505 CustomValue[x][y] = action_arg_number_new;
10507 if (CustomValue[x][y] != last_ce_value)
10509 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10510 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10512 if (CustomValue[x][y] == 0)
10514 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10515 ChangeCount[x][y] = 0; // allow at least one more change
10517 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10518 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10525 case CA_SET_CE_SCORE:
10527 int last_ce_score = ei->collect_score;
10529 ei->collect_score = action_arg_number_new;
10531 if (ei->collect_score != last_ce_score)
10533 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10534 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10536 if (ei->collect_score == 0)
10540 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10541 ChangeCount[x][y] = 0; // allow at least one more change
10543 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10544 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10547 This is a very special case that seems to be a mixture between
10548 CheckElementChange() and CheckTriggeredElementChange(): while
10549 the first one only affects single elements that are triggered
10550 directly, the second one affects multiple elements in the playfield
10551 that are triggered indirectly by another element. This is a third
10552 case: Changing the CE score always affects multiple identical CEs,
10553 so every affected CE must be checked, not only the single CE for
10554 which the CE score was changed in the first place (as every instance
10555 of that CE shares the same CE score, and therefore also can change)!
10557 SCAN_PLAYFIELD(xx, yy)
10559 if (Tile[xx][yy] == element)
10560 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10561 CE_SCORE_GETS_ZERO);
10569 case CA_SET_CE_ARTWORK:
10571 int artwork_element = action_arg_element;
10572 boolean reset_frame = FALSE;
10575 if (action_arg == CA_ARG_ELEMENT_RESET)
10576 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10579 if (ei->gfx_element != artwork_element)
10580 reset_frame = TRUE;
10582 ei->gfx_element = artwork_element;
10584 SCAN_PLAYFIELD(xx, yy)
10586 if (Tile[xx][yy] == element)
10590 ResetGfxAnimation(xx, yy);
10591 ResetRandomAnimationValue(xx, yy);
10594 TEST_DrawLevelField(xx, yy);
10601 // ---------- engine actions ---------------------------------------------
10603 case CA_SET_ENGINE_SCAN_MODE:
10605 InitPlayfieldScanMode(action_arg);
10615 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10617 int old_element = Tile[x][y];
10618 int new_element = GetElementFromGroupElement(element);
10619 int previous_move_direction = MovDir[x][y];
10620 int last_ce_value = CustomValue[x][y];
10621 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10622 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10623 boolean add_player_onto_element = (new_element_is_player &&
10624 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10625 IS_WALKABLE(old_element));
10627 if (!add_player_onto_element)
10629 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10630 RemoveMovingField(x, y);
10634 Tile[x][y] = new_element;
10636 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10637 MovDir[x][y] = previous_move_direction;
10639 if (element_info[new_element].use_last_ce_value)
10640 CustomValue[x][y] = last_ce_value;
10642 InitField_WithBug1(x, y, FALSE);
10644 new_element = Tile[x][y]; // element may have changed
10646 ResetGfxAnimation(x, y);
10647 ResetRandomAnimationValue(x, y);
10649 TEST_DrawLevelField(x, y);
10651 if (GFX_CRUMBLED(new_element))
10652 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10655 // check if element under the player changes from accessible to unaccessible
10656 // (needed for special case of dropping element which then changes)
10657 // (must be checked after creating new element for walkable group elements)
10658 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10659 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10666 // "ChangeCount" not set yet to allow "entered by player" change one time
10667 if (new_element_is_player)
10668 RelocatePlayer(x, y, new_element);
10671 ChangeCount[x][y]++; // count number of changes in the same frame
10673 TestIfBadThingTouchesPlayer(x, y);
10674 TestIfPlayerTouchesCustomElement(x, y);
10675 TestIfElementTouchesCustomElement(x, y);
10678 static void CreateField(int x, int y, int element)
10680 CreateFieldExt(x, y, element, FALSE);
10683 static void CreateElementFromChange(int x, int y, int element)
10685 element = GET_VALID_RUNTIME_ELEMENT(element);
10687 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10689 int old_element = Tile[x][y];
10691 // prevent changed element from moving in same engine frame
10692 // unless both old and new element can either fall or move
10693 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10694 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10698 CreateFieldExt(x, y, element, TRUE);
10701 static boolean ChangeElement(int x, int y, int element, int page)
10703 struct ElementInfo *ei = &element_info[element];
10704 struct ElementChangeInfo *change = &ei->change_page[page];
10705 int ce_value = CustomValue[x][y];
10706 int ce_score = ei->collect_score;
10707 int target_element;
10708 int old_element = Tile[x][y];
10710 // always use default change event to prevent running into a loop
10711 if (ChangeEvent[x][y] == -1)
10712 ChangeEvent[x][y] = CE_DELAY;
10714 if (ChangeEvent[x][y] == CE_DELAY)
10716 // reset actual trigger element, trigger player and action element
10717 change->actual_trigger_element = EL_EMPTY;
10718 change->actual_trigger_player = EL_EMPTY;
10719 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10720 change->actual_trigger_side = CH_SIDE_NONE;
10721 change->actual_trigger_ce_value = 0;
10722 change->actual_trigger_ce_score = 0;
10725 // do not change elements more than a specified maximum number of changes
10726 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10729 ChangeCount[x][y]++; // count number of changes in the same frame
10731 if (change->explode)
10738 if (change->use_target_content)
10740 boolean complete_replace = TRUE;
10741 boolean can_replace[3][3];
10744 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10747 boolean is_walkable;
10748 boolean is_diggable;
10749 boolean is_collectible;
10750 boolean is_removable;
10751 boolean is_destructible;
10752 int ex = x + xx - 1;
10753 int ey = y + yy - 1;
10754 int content_element = change->target_content.e[xx][yy];
10757 can_replace[xx][yy] = TRUE;
10759 if (ex == x && ey == y) // do not check changing element itself
10762 if (content_element == EL_EMPTY_SPACE)
10764 can_replace[xx][yy] = FALSE; // do not replace border with space
10769 if (!IN_LEV_FIELD(ex, ey))
10771 can_replace[xx][yy] = FALSE;
10772 complete_replace = FALSE;
10779 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10780 e = MovingOrBlocked2Element(ex, ey);
10782 is_empty = (IS_FREE(ex, ey) ||
10783 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10785 is_walkable = (is_empty || IS_WALKABLE(e));
10786 is_diggable = (is_empty || IS_DIGGABLE(e));
10787 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10788 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10789 is_removable = (is_diggable || is_collectible);
10791 can_replace[xx][yy] =
10792 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10793 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10794 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10795 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10796 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10797 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10798 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10800 if (!can_replace[xx][yy])
10801 complete_replace = FALSE;
10804 if (!change->only_if_complete || complete_replace)
10806 boolean something_has_changed = FALSE;
10808 if (change->only_if_complete && change->use_random_replace &&
10809 RND(100) < change->random_percentage)
10812 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10814 int ex = x + xx - 1;
10815 int ey = y + yy - 1;
10816 int content_element;
10818 if (can_replace[xx][yy] && (!change->use_random_replace ||
10819 RND(100) < change->random_percentage))
10821 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10822 RemoveMovingField(ex, ey);
10824 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10826 content_element = change->target_content.e[xx][yy];
10827 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10828 ce_value, ce_score);
10830 CreateElementFromChange(ex, ey, target_element);
10832 something_has_changed = TRUE;
10834 // for symmetry reasons, freeze newly created border elements
10835 if (ex != x || ey != y)
10836 Stop[ex][ey] = TRUE; // no more moving in this frame
10840 if (something_has_changed)
10842 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10843 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10849 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10850 ce_value, ce_score);
10852 if (element == EL_DIAGONAL_GROWING ||
10853 element == EL_DIAGONAL_SHRINKING)
10855 target_element = Store[x][y];
10857 Store[x][y] = EL_EMPTY;
10860 // special case: element changes to player (and may be kept if walkable)
10861 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10862 CreateElementFromChange(x, y, EL_EMPTY);
10864 CreateElementFromChange(x, y, target_element);
10866 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10867 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10870 // this uses direct change before indirect change
10871 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10876 static void HandleElementChange(int x, int y, int page)
10878 int element = MovingOrBlocked2Element(x, y);
10879 struct ElementInfo *ei = &element_info[element];
10880 struct ElementChangeInfo *change = &ei->change_page[page];
10881 boolean handle_action_before_change = FALSE;
10884 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10885 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10887 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10888 x, y, element, element_info[element].token_name);
10889 Debug("game:playing:HandleElementChange", "This should never happen!");
10893 // this can happen with classic bombs on walkable, changing elements
10894 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10899 if (ChangeDelay[x][y] == 0) // initialize element change
10901 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10903 if (change->can_change)
10905 // !!! not clear why graphic animation should be reset at all here !!!
10906 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10907 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10910 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10912 When using an animation frame delay of 1 (this only happens with
10913 "sp_zonk.moving.left/right" in the classic graphics), the default
10914 (non-moving) animation shows wrong animation frames (while the
10915 moving animation, like "sp_zonk.moving.left/right", is correct,
10916 so this graphical bug never shows up with the classic graphics).
10917 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10918 be drawn instead of the correct frames 0,1,2,3. This is caused by
10919 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10920 an element change: First when the change delay ("ChangeDelay[][]")
10921 counter has reached zero after decrementing, then a second time in
10922 the next frame (after "GfxFrame[][]" was already incremented) when
10923 "ChangeDelay[][]" is reset to the initial delay value again.
10925 This causes frame 0 to be drawn twice, while the last frame won't
10926 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10928 As some animations may already be cleverly designed around this bug
10929 (at least the "Snake Bite" snake tail animation does this), it cannot
10930 simply be fixed here without breaking such existing animations.
10931 Unfortunately, it cannot easily be detected if a graphics set was
10932 designed "before" or "after" the bug was fixed. As a workaround,
10933 a new graphics set option "game.graphics_engine_version" was added
10934 to be able to specify the game's major release version for which the
10935 graphics set was designed, which can then be used to decide if the
10936 bugfix should be used (version 4 and above) or not (version 3 or
10937 below, or if no version was specified at all, as with old sets).
10939 (The wrong/fixed animation frames can be tested with the test level set
10940 "test_gfxframe" and level "000", which contains a specially prepared
10941 custom element at level position (x/y) == (11/9) which uses the zonk
10942 animation mentioned above. Using "game.graphics_engine_version: 4"
10943 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10944 This can also be seen from the debug output for this test element.)
10947 // when a custom element is about to change (for example by change delay),
10948 // do not reset graphic animation when the custom element is moving
10949 if (game.graphics_engine_version < 4 &&
10952 ResetGfxAnimation(x, y);
10953 ResetRandomAnimationValue(x, y);
10956 if (change->pre_change_function)
10957 change->pre_change_function(x, y);
10961 ChangeDelay[x][y]--;
10963 if (ChangeDelay[x][y] != 0) // continue element change
10965 if (change->can_change)
10967 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10969 if (IS_ANIMATED(graphic))
10970 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10972 if (change->change_function)
10973 change->change_function(x, y);
10976 else // finish element change
10978 if (ChangePage[x][y] != -1) // remember page from delayed change
10980 page = ChangePage[x][y];
10981 ChangePage[x][y] = -1;
10983 change = &ei->change_page[page];
10986 if (IS_MOVING(x, y)) // never change a running system ;-)
10988 ChangeDelay[x][y] = 1; // try change after next move step
10989 ChangePage[x][y] = page; // remember page to use for change
10994 // special case: set new level random seed before changing element
10995 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10996 handle_action_before_change = TRUE;
10998 if (change->has_action && handle_action_before_change)
10999 ExecuteCustomElementAction(x, y, element, page);
11001 if (change->can_change)
11003 if (ChangeElement(x, y, element, page))
11005 if (change->post_change_function)
11006 change->post_change_function(x, y);
11010 if (change->has_action && !handle_action_before_change)
11011 ExecuteCustomElementAction(x, y, element, page);
11015 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11016 int trigger_element,
11018 int trigger_player,
11022 boolean change_done_any = FALSE;
11023 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11026 if (!(trigger_events[trigger_element][trigger_event]))
11029 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11031 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11033 int element = EL_CUSTOM_START + i;
11034 boolean change_done = FALSE;
11037 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11038 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11041 for (p = 0; p < element_info[element].num_change_pages; p++)
11043 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11045 if (change->can_change_or_has_action &&
11046 change->has_event[trigger_event] &&
11047 change->trigger_side & trigger_side &&
11048 change->trigger_player & trigger_player &&
11049 change->trigger_page & trigger_page_bits &&
11050 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11052 change->actual_trigger_element = trigger_element;
11053 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11054 change->actual_trigger_player_bits = trigger_player;
11055 change->actual_trigger_side = trigger_side;
11056 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11057 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11059 if ((change->can_change && !change_done) || change->has_action)
11063 SCAN_PLAYFIELD(x, y)
11065 if (Tile[x][y] == element)
11067 if (change->can_change && !change_done)
11069 // if element already changed in this frame, not only prevent
11070 // another element change (checked in ChangeElement()), but
11071 // also prevent additional element actions for this element
11073 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11074 !level.use_action_after_change_bug)
11077 ChangeDelay[x][y] = 1;
11078 ChangeEvent[x][y] = trigger_event;
11080 HandleElementChange(x, y, p);
11082 else if (change->has_action)
11084 // if element already changed in this frame, not only prevent
11085 // another element change (checked in ChangeElement()), but
11086 // also prevent additional element actions for this element
11088 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11089 !level.use_action_after_change_bug)
11092 ExecuteCustomElementAction(x, y, element, p);
11093 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11098 if (change->can_change)
11100 change_done = TRUE;
11101 change_done_any = TRUE;
11108 RECURSION_LOOP_DETECTION_END();
11110 return change_done_any;
11113 static boolean CheckElementChangeExt(int x, int y,
11115 int trigger_element,
11117 int trigger_player,
11120 boolean change_done = FALSE;
11123 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11124 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11127 if (Tile[x][y] == EL_BLOCKED)
11129 Blocked2Moving(x, y, &x, &y);
11130 element = Tile[x][y];
11133 // check if element has already changed or is about to change after moving
11134 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11135 Tile[x][y] != element) ||
11137 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11138 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11139 ChangePage[x][y] != -1)))
11142 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11144 for (p = 0; p < element_info[element].num_change_pages; p++)
11146 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11148 /* check trigger element for all events where the element that is checked
11149 for changing interacts with a directly adjacent element -- this is
11150 different to element changes that affect other elements to change on the
11151 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11152 boolean check_trigger_element =
11153 (trigger_event == CE_NEXT_TO_X ||
11154 trigger_event == CE_TOUCHING_X ||
11155 trigger_event == CE_HITTING_X ||
11156 trigger_event == CE_HIT_BY_X ||
11157 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11159 if (change->can_change_or_has_action &&
11160 change->has_event[trigger_event] &&
11161 change->trigger_side & trigger_side &&
11162 change->trigger_player & trigger_player &&
11163 (!check_trigger_element ||
11164 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11166 change->actual_trigger_element = trigger_element;
11167 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11168 change->actual_trigger_player_bits = trigger_player;
11169 change->actual_trigger_side = trigger_side;
11170 change->actual_trigger_ce_value = CustomValue[x][y];
11171 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11173 // special case: trigger element not at (x,y) position for some events
11174 if (check_trigger_element)
11186 { 0, 0 }, { 0, 0 }, { 0, 0 },
11190 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11191 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11193 change->actual_trigger_ce_value = CustomValue[xx][yy];
11194 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11197 if (change->can_change && !change_done)
11199 ChangeDelay[x][y] = 1;
11200 ChangeEvent[x][y] = trigger_event;
11202 HandleElementChange(x, y, p);
11204 change_done = TRUE;
11206 else if (change->has_action)
11208 ExecuteCustomElementAction(x, y, element, p);
11209 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11214 RECURSION_LOOP_DETECTION_END();
11216 return change_done;
11219 static void PlayPlayerSound(struct PlayerInfo *player)
11221 int jx = player->jx, jy = player->jy;
11222 int sound_element = player->artwork_element;
11223 int last_action = player->last_action_waiting;
11224 int action = player->action_waiting;
11226 if (player->is_waiting)
11228 if (action != last_action)
11229 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11231 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11235 if (action != last_action)
11236 StopSound(element_info[sound_element].sound[last_action]);
11238 if (last_action == ACTION_SLEEPING)
11239 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11243 static void PlayAllPlayersSound(void)
11247 for (i = 0; i < MAX_PLAYERS; i++)
11248 if (stored_player[i].active)
11249 PlayPlayerSound(&stored_player[i]);
11252 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11254 boolean last_waiting = player->is_waiting;
11255 int move_dir = player->MovDir;
11257 player->dir_waiting = move_dir;
11258 player->last_action_waiting = player->action_waiting;
11262 if (!last_waiting) // not waiting -> waiting
11264 player->is_waiting = TRUE;
11266 player->frame_counter_bored =
11268 game.player_boring_delay_fixed +
11269 GetSimpleRandom(game.player_boring_delay_random);
11270 player->frame_counter_sleeping =
11272 game.player_sleeping_delay_fixed +
11273 GetSimpleRandom(game.player_sleeping_delay_random);
11275 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11278 if (game.player_sleeping_delay_fixed +
11279 game.player_sleeping_delay_random > 0 &&
11280 player->anim_delay_counter == 0 &&
11281 player->post_delay_counter == 0 &&
11282 FrameCounter >= player->frame_counter_sleeping)
11283 player->is_sleeping = TRUE;
11284 else if (game.player_boring_delay_fixed +
11285 game.player_boring_delay_random > 0 &&
11286 FrameCounter >= player->frame_counter_bored)
11287 player->is_bored = TRUE;
11289 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11290 player->is_bored ? ACTION_BORING :
11293 if (player->is_sleeping && player->use_murphy)
11295 // special case for sleeping Murphy when leaning against non-free tile
11297 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11298 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11299 !IS_MOVING(player->jx - 1, player->jy)))
11300 move_dir = MV_LEFT;
11301 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11302 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11303 !IS_MOVING(player->jx + 1, player->jy)))
11304 move_dir = MV_RIGHT;
11306 player->is_sleeping = FALSE;
11308 player->dir_waiting = move_dir;
11311 if (player->is_sleeping)
11313 if (player->num_special_action_sleeping > 0)
11315 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11317 int last_special_action = player->special_action_sleeping;
11318 int num_special_action = player->num_special_action_sleeping;
11319 int special_action =
11320 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11321 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11322 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11323 last_special_action + 1 : ACTION_SLEEPING);
11324 int special_graphic =
11325 el_act_dir2img(player->artwork_element, special_action, move_dir);
11327 player->anim_delay_counter =
11328 graphic_info[special_graphic].anim_delay_fixed +
11329 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11330 player->post_delay_counter =
11331 graphic_info[special_graphic].post_delay_fixed +
11332 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11334 player->special_action_sleeping = special_action;
11337 if (player->anim_delay_counter > 0)
11339 player->action_waiting = player->special_action_sleeping;
11340 player->anim_delay_counter--;
11342 else if (player->post_delay_counter > 0)
11344 player->post_delay_counter--;
11348 else if (player->is_bored)
11350 if (player->num_special_action_bored > 0)
11352 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11354 int special_action =
11355 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11356 int special_graphic =
11357 el_act_dir2img(player->artwork_element, special_action, move_dir);
11359 player->anim_delay_counter =
11360 graphic_info[special_graphic].anim_delay_fixed +
11361 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11362 player->post_delay_counter =
11363 graphic_info[special_graphic].post_delay_fixed +
11364 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11366 player->special_action_bored = special_action;
11369 if (player->anim_delay_counter > 0)
11371 player->action_waiting = player->special_action_bored;
11372 player->anim_delay_counter--;
11374 else if (player->post_delay_counter > 0)
11376 player->post_delay_counter--;
11381 else if (last_waiting) // waiting -> not waiting
11383 player->is_waiting = FALSE;
11384 player->is_bored = FALSE;
11385 player->is_sleeping = FALSE;
11387 player->frame_counter_bored = -1;
11388 player->frame_counter_sleeping = -1;
11390 player->anim_delay_counter = 0;
11391 player->post_delay_counter = 0;
11393 player->dir_waiting = player->MovDir;
11394 player->action_waiting = ACTION_DEFAULT;
11396 player->special_action_bored = ACTION_DEFAULT;
11397 player->special_action_sleeping = ACTION_DEFAULT;
11401 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11403 if ((!player->is_moving && player->was_moving) ||
11404 (player->MovPos == 0 && player->was_moving) ||
11405 (player->is_snapping && !player->was_snapping) ||
11406 (player->is_dropping && !player->was_dropping))
11408 if (!CheckSaveEngineSnapshotToList())
11411 player->was_moving = FALSE;
11412 player->was_snapping = TRUE;
11413 player->was_dropping = TRUE;
11417 if (player->is_moving)
11418 player->was_moving = TRUE;
11420 if (!player->is_snapping)
11421 player->was_snapping = FALSE;
11423 if (!player->is_dropping)
11424 player->was_dropping = FALSE;
11427 static struct MouseActionInfo mouse_action_last = { 0 };
11428 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11429 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11432 CheckSaveEngineSnapshotToList();
11434 mouse_action_last = mouse_action;
11437 static void CheckSingleStepMode(struct PlayerInfo *player)
11439 if (tape.single_step && tape.recording && !tape.pausing)
11441 // as it is called "single step mode", just return to pause mode when the
11442 // player stopped moving after one tile (or never starts moving at all)
11443 // (reverse logic needed here in case single step mode used in team mode)
11444 if (player->is_moving ||
11445 player->is_pushing ||
11446 player->is_dropping_pressed ||
11447 player->effective_mouse_action.button)
11448 game.enter_single_step_mode = FALSE;
11451 CheckSaveEngineSnapshot(player);
11454 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11456 int left = player_action & JOY_LEFT;
11457 int right = player_action & JOY_RIGHT;
11458 int up = player_action & JOY_UP;
11459 int down = player_action & JOY_DOWN;
11460 int button1 = player_action & JOY_BUTTON_1;
11461 int button2 = player_action & JOY_BUTTON_2;
11462 int dx = (left ? -1 : right ? 1 : 0);
11463 int dy = (up ? -1 : down ? 1 : 0);
11465 if (!player->active || tape.pausing)
11471 SnapField(player, dx, dy);
11475 DropElement(player);
11477 MovePlayer(player, dx, dy);
11480 CheckSingleStepMode(player);
11482 SetPlayerWaiting(player, FALSE);
11484 return player_action;
11488 // no actions for this player (no input at player's configured device)
11490 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11491 SnapField(player, 0, 0);
11492 CheckGravityMovementWhenNotMoving(player);
11494 if (player->MovPos == 0)
11495 SetPlayerWaiting(player, TRUE);
11497 if (player->MovPos == 0) // needed for tape.playing
11498 player->is_moving = FALSE;
11500 player->is_dropping = FALSE;
11501 player->is_dropping_pressed = FALSE;
11502 player->drop_pressed_delay = 0;
11504 CheckSingleStepMode(player);
11510 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11513 if (!tape.use_mouse_actions)
11516 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11517 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11518 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11521 static void SetTapeActionFromMouseAction(byte *tape_action,
11522 struct MouseActionInfo *mouse_action)
11524 if (!tape.use_mouse_actions)
11527 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11528 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11529 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11532 static void CheckLevelSolved(void)
11534 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11536 if (game_em.level_solved &&
11537 !game_em.game_over) // game won
11541 game_em.game_over = TRUE;
11543 game.all_players_gone = TRUE;
11546 if (game_em.game_over) // game lost
11547 game.all_players_gone = TRUE;
11549 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11551 if (game_sp.level_solved &&
11552 !game_sp.game_over) // game won
11556 game_sp.game_over = TRUE;
11558 game.all_players_gone = TRUE;
11561 if (game_sp.game_over) // game lost
11562 game.all_players_gone = TRUE;
11564 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11566 if (game_mm.level_solved &&
11567 !game_mm.game_over) // game won
11571 game_mm.game_over = TRUE;
11573 game.all_players_gone = TRUE;
11576 if (game_mm.game_over) // game lost
11577 game.all_players_gone = TRUE;
11581 static void CheckLevelTime_StepCounter(void)
11591 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11592 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11594 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11596 DisplayGameControlValues();
11598 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11599 for (i = 0; i < MAX_PLAYERS; i++)
11600 KillPlayer(&stored_player[i]);
11602 else if (game.no_level_time_limit && !game.all_players_gone)
11604 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11606 DisplayGameControlValues();
11610 static void CheckLevelTime(void)
11614 if (TimeFrames >= FRAMES_PER_SECOND)
11619 for (i = 0; i < MAX_PLAYERS; i++)
11621 struct PlayerInfo *player = &stored_player[i];
11623 if (SHIELD_ON(player))
11625 player->shield_normal_time_left--;
11627 if (player->shield_deadly_time_left > 0)
11628 player->shield_deadly_time_left--;
11632 if (!game.LevelSolved && !level.use_step_counter)
11640 if (TimeLeft <= 10 && game.time_limit)
11641 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11643 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11644 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11646 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11648 if (!TimeLeft && game.time_limit)
11650 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11651 game_em.lev->killed_out_of_time = TRUE;
11653 for (i = 0; i < MAX_PLAYERS; i++)
11654 KillPlayer(&stored_player[i]);
11657 else if (game.no_level_time_limit && !game.all_players_gone)
11659 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11662 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11665 if (tape.recording || tape.playing)
11666 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11669 if (tape.recording || tape.playing)
11670 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11672 UpdateAndDisplayGameControlValues();
11675 void AdvanceFrameAndPlayerCounters(int player_nr)
11679 // advance frame counters (global frame counter and time frame counter)
11683 // advance player counters (counters for move delay, move animation etc.)
11684 for (i = 0; i < MAX_PLAYERS; i++)
11686 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11687 int move_delay_value = stored_player[i].move_delay_value;
11688 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11690 if (!advance_player_counters) // not all players may be affected
11693 if (move_frames == 0) // less than one move per game frame
11695 int stepsize = TILEX / move_delay_value;
11696 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11697 int count = (stored_player[i].is_moving ?
11698 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11700 if (count % delay == 0)
11704 stored_player[i].Frame += move_frames;
11706 if (stored_player[i].MovPos != 0)
11707 stored_player[i].StepFrame += move_frames;
11709 if (stored_player[i].move_delay > 0)
11710 stored_player[i].move_delay--;
11712 // due to bugs in previous versions, counter must count up, not down
11713 if (stored_player[i].push_delay != -1)
11714 stored_player[i].push_delay++;
11716 if (stored_player[i].drop_delay > 0)
11717 stored_player[i].drop_delay--;
11719 if (stored_player[i].is_dropping_pressed)
11720 stored_player[i].drop_pressed_delay++;
11724 void StartGameActions(boolean init_network_game, boolean record_tape,
11727 unsigned int new_random_seed = InitRND(random_seed);
11730 TapeStartRecording(new_random_seed);
11732 if (setup.auto_pause_on_start && !tape.pausing)
11733 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11735 if (init_network_game)
11737 SendToServer_LevelFile();
11738 SendToServer_StartPlaying();
11746 static void GameActionsExt(void)
11749 static unsigned int game_frame_delay = 0;
11751 unsigned int game_frame_delay_value;
11752 byte *recorded_player_action;
11753 byte summarized_player_action = 0;
11754 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11757 // detect endless loops, caused by custom element programming
11758 if (recursion_loop_detected && recursion_loop_depth == 0)
11760 char *message = getStringCat3("Internal Error! Element ",
11761 EL_NAME(recursion_loop_element),
11762 " caused endless loop! Quit the game?");
11764 Warn("element '%s' caused endless loop in game engine",
11765 EL_NAME(recursion_loop_element));
11767 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11769 recursion_loop_detected = FALSE; // if game should be continued
11776 if (game.restart_level)
11777 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11779 CheckLevelSolved();
11781 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11784 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11787 if (game_status != GAME_MODE_PLAYING) // status might have changed
11790 game_frame_delay_value =
11791 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11793 if (tape.playing && tape.warp_forward && !tape.pausing)
11794 game_frame_delay_value = 0;
11796 SetVideoFrameDelay(game_frame_delay_value);
11798 // (de)activate virtual buttons depending on current game status
11799 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11801 if (game.all_players_gone) // if no players there to be controlled anymore
11802 SetOverlayActive(FALSE);
11803 else if (!tape.playing) // if game continues after tape stopped playing
11804 SetOverlayActive(TRUE);
11809 // ---------- main game synchronization point ----------
11811 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11813 Debug("game:playing:skip", "skip == %d", skip);
11816 // ---------- main game synchronization point ----------
11818 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11822 if (network_playing && !network_player_action_received)
11824 // try to get network player actions in time
11826 // last chance to get network player actions without main loop delay
11827 HandleNetworking();
11829 // game was quit by network peer
11830 if (game_status != GAME_MODE_PLAYING)
11833 // check if network player actions still missing and game still running
11834 if (!network_player_action_received && !checkGameEnded())
11835 return; // failed to get network player actions in time
11837 // do not yet reset "network_player_action_received" (for tape.pausing)
11843 // at this point we know that we really continue executing the game
11845 network_player_action_received = FALSE;
11847 // when playing tape, read previously recorded player input from tape data
11848 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11850 local_player->effective_mouse_action = local_player->mouse_action;
11852 if (recorded_player_action != NULL)
11853 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11854 recorded_player_action);
11856 // TapePlayAction() may return NULL when toggling to "pause before death"
11860 if (tape.set_centered_player)
11862 game.centered_player_nr_next = tape.centered_player_nr_next;
11863 game.set_centered_player = TRUE;
11866 for (i = 0; i < MAX_PLAYERS; i++)
11868 summarized_player_action |= stored_player[i].action;
11870 if (!network_playing && (game.team_mode || tape.playing))
11871 stored_player[i].effective_action = stored_player[i].action;
11874 if (network_playing && !checkGameEnded())
11875 SendToServer_MovePlayer(summarized_player_action);
11877 // summarize all actions at local players mapped input device position
11878 // (this allows using different input devices in single player mode)
11879 if (!network.enabled && !game.team_mode)
11880 stored_player[map_player_action[local_player->index_nr]].effective_action =
11881 summarized_player_action;
11883 // summarize all actions at centered player in local team mode
11884 if (tape.recording &&
11885 setup.team_mode && !network.enabled &&
11886 setup.input_on_focus &&
11887 game.centered_player_nr != -1)
11889 for (i = 0; i < MAX_PLAYERS; i++)
11890 stored_player[map_player_action[i]].effective_action =
11891 (i == game.centered_player_nr ? summarized_player_action : 0);
11894 if (recorded_player_action != NULL)
11895 for (i = 0; i < MAX_PLAYERS; i++)
11896 stored_player[i].effective_action = recorded_player_action[i];
11898 for (i = 0; i < MAX_PLAYERS; i++)
11900 tape_action[i] = stored_player[i].effective_action;
11902 /* (this may happen in the RND game engine if a player was not present on
11903 the playfield on level start, but appeared later from a custom element */
11904 if (setup.team_mode &&
11907 !tape.player_participates[i])
11908 tape.player_participates[i] = TRUE;
11911 SetTapeActionFromMouseAction(tape_action,
11912 &local_player->effective_mouse_action);
11914 // only record actions from input devices, but not programmed actions
11915 if (tape.recording)
11916 TapeRecordAction(tape_action);
11918 // remember if game was played (especially after tape stopped playing)
11919 if (!tape.playing && summarized_player_action)
11920 game.GamePlayed = TRUE;
11922 #if USE_NEW_PLAYER_ASSIGNMENTS
11923 // !!! also map player actions in single player mode !!!
11924 // if (game.team_mode)
11927 byte mapped_action[MAX_PLAYERS];
11929 #if DEBUG_PLAYER_ACTIONS
11930 for (i = 0; i < MAX_PLAYERS; i++)
11931 DebugContinued("", "%d, ", stored_player[i].effective_action);
11934 for (i = 0; i < MAX_PLAYERS; i++)
11935 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11937 for (i = 0; i < MAX_PLAYERS; i++)
11938 stored_player[i].effective_action = mapped_action[i];
11940 #if DEBUG_PLAYER_ACTIONS
11941 DebugContinued("", "=> ");
11942 for (i = 0; i < MAX_PLAYERS; i++)
11943 DebugContinued("", "%d, ", stored_player[i].effective_action);
11944 DebugContinued("game:playing:player", "\n");
11947 #if DEBUG_PLAYER_ACTIONS
11950 for (i = 0; i < MAX_PLAYERS; i++)
11951 DebugContinued("", "%d, ", stored_player[i].effective_action);
11952 DebugContinued("game:playing:player", "\n");
11957 for (i = 0; i < MAX_PLAYERS; i++)
11959 // allow engine snapshot in case of changed movement attempt
11960 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11961 (stored_player[i].effective_action & KEY_MOTION))
11962 game.snapshot.changed_action = TRUE;
11964 // allow engine snapshot in case of snapping/dropping attempt
11965 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11966 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11967 game.snapshot.changed_action = TRUE;
11969 game.snapshot.last_action[i] = stored_player[i].effective_action;
11972 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11974 GameActions_EM_Main();
11976 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11978 GameActions_SP_Main();
11980 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11982 GameActions_MM_Main();
11986 GameActions_RND_Main();
11989 BlitScreenToBitmap(backbuffer);
11991 CheckLevelSolved();
11994 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11996 if (global.show_frames_per_second)
11998 static unsigned int fps_counter = 0;
11999 static int fps_frames = 0;
12000 unsigned int fps_delay_ms = Counter() - fps_counter;
12004 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12006 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12009 fps_counter = Counter();
12011 // always draw FPS to screen after FPS value was updated
12012 redraw_mask |= REDRAW_FPS;
12015 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12016 if (GetDrawDeactivationMask() == REDRAW_NONE)
12017 redraw_mask |= REDRAW_FPS;
12021 static void GameActions_CheckSaveEngineSnapshot(void)
12023 if (!game.snapshot.save_snapshot)
12026 // clear flag for saving snapshot _before_ saving snapshot
12027 game.snapshot.save_snapshot = FALSE;
12029 SaveEngineSnapshotToList();
12032 void GameActions(void)
12036 GameActions_CheckSaveEngineSnapshot();
12039 void GameActions_EM_Main(void)
12041 byte effective_action[MAX_PLAYERS];
12042 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12045 for (i = 0; i < MAX_PLAYERS; i++)
12046 effective_action[i] = stored_player[i].effective_action;
12048 GameActions_EM(effective_action, warp_mode);
12051 void GameActions_SP_Main(void)
12053 byte effective_action[MAX_PLAYERS];
12054 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12057 for (i = 0; i < MAX_PLAYERS; i++)
12058 effective_action[i] = stored_player[i].effective_action;
12060 GameActions_SP(effective_action, warp_mode);
12062 for (i = 0; i < MAX_PLAYERS; i++)
12064 if (stored_player[i].force_dropping)
12065 stored_player[i].action |= KEY_BUTTON_DROP;
12067 stored_player[i].force_dropping = FALSE;
12071 void GameActions_MM_Main(void)
12073 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12075 GameActions_MM(local_player->effective_mouse_action, warp_mode);
12078 void GameActions_RND_Main(void)
12083 void GameActions_RND(void)
12085 static struct MouseActionInfo mouse_action_last = { 0 };
12086 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12087 int magic_wall_x = 0, magic_wall_y = 0;
12088 int i, x, y, element, graphic, last_gfx_frame;
12090 InitPlayfieldScanModeVars();
12092 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12094 SCAN_PLAYFIELD(x, y)
12096 ChangeCount[x][y] = 0;
12097 ChangeEvent[x][y] = -1;
12101 if (game.set_centered_player)
12103 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12105 // switching to "all players" only possible if all players fit to screen
12106 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12108 game.centered_player_nr_next = game.centered_player_nr;
12109 game.set_centered_player = FALSE;
12112 // do not switch focus to non-existing (or non-active) player
12113 if (game.centered_player_nr_next >= 0 &&
12114 !stored_player[game.centered_player_nr_next].active)
12116 game.centered_player_nr_next = game.centered_player_nr;
12117 game.set_centered_player = FALSE;
12121 if (game.set_centered_player &&
12122 ScreenMovPos == 0) // screen currently aligned at tile position
12126 if (game.centered_player_nr_next == -1)
12128 setScreenCenteredToAllPlayers(&sx, &sy);
12132 sx = stored_player[game.centered_player_nr_next].jx;
12133 sy = stored_player[game.centered_player_nr_next].jy;
12136 game.centered_player_nr = game.centered_player_nr_next;
12137 game.set_centered_player = FALSE;
12139 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12140 DrawGameDoorValues();
12143 // check single step mode (set flag and clear again if any player is active)
12144 game.enter_single_step_mode =
12145 (tape.single_step && tape.recording && !tape.pausing);
12147 for (i = 0; i < MAX_PLAYERS; i++)
12149 int actual_player_action = stored_player[i].effective_action;
12152 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12153 - rnd_equinox_tetrachloride 048
12154 - rnd_equinox_tetrachloride_ii 096
12155 - rnd_emanuel_schmieg 002
12156 - doctor_sloan_ww 001, 020
12158 if (stored_player[i].MovPos == 0)
12159 CheckGravityMovement(&stored_player[i]);
12162 // overwrite programmed action with tape action
12163 if (stored_player[i].programmed_action)
12164 actual_player_action = stored_player[i].programmed_action;
12166 PlayerActions(&stored_player[i], actual_player_action);
12168 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12171 // single step pause mode may already have been toggled by "ScrollPlayer()"
12172 if (game.enter_single_step_mode && !tape.pausing)
12173 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12175 ScrollScreen(NULL, SCROLL_GO_ON);
12177 /* for backwards compatibility, the following code emulates a fixed bug that
12178 occured when pushing elements (causing elements that just made their last
12179 pushing step to already (if possible) make their first falling step in the
12180 same game frame, which is bad); this code is also needed to use the famous
12181 "spring push bug" which is used in older levels and might be wanted to be
12182 used also in newer levels, but in this case the buggy pushing code is only
12183 affecting the "spring" element and no other elements */
12185 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12187 for (i = 0; i < MAX_PLAYERS; i++)
12189 struct PlayerInfo *player = &stored_player[i];
12190 int x = player->jx;
12191 int y = player->jy;
12193 if (player->active && player->is_pushing && player->is_moving &&
12195 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12196 Tile[x][y] == EL_SPRING))
12198 ContinueMoving(x, y);
12200 // continue moving after pushing (this is actually a bug)
12201 if (!IS_MOVING(x, y))
12202 Stop[x][y] = FALSE;
12207 SCAN_PLAYFIELD(x, y)
12209 Last[x][y] = Tile[x][y];
12211 ChangeCount[x][y] = 0;
12212 ChangeEvent[x][y] = -1;
12214 // this must be handled before main playfield loop
12215 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12218 if (MovDelay[x][y] <= 0)
12222 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12225 if (MovDelay[x][y] <= 0)
12227 int element = Store[x][y];
12228 int move_direction = MovDir[x][y];
12229 int player_index_bit = Store2[x][y];
12235 TEST_DrawLevelField(x, y);
12237 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12239 if (IS_ENVELOPE(element))
12240 local_player->show_envelope = element;
12245 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12247 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12249 Debug("game:playing:GameActions_RND", "This should never happen!");
12251 ChangePage[x][y] = -1;
12255 Stop[x][y] = FALSE;
12256 if (WasJustMoving[x][y] > 0)
12257 WasJustMoving[x][y]--;
12258 if (WasJustFalling[x][y] > 0)
12259 WasJustFalling[x][y]--;
12260 if (CheckCollision[x][y] > 0)
12261 CheckCollision[x][y]--;
12262 if (CheckImpact[x][y] > 0)
12263 CheckImpact[x][y]--;
12267 /* reset finished pushing action (not done in ContinueMoving() to allow
12268 continuous pushing animation for elements with zero push delay) */
12269 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12271 ResetGfxAnimation(x, y);
12272 TEST_DrawLevelField(x, y);
12276 if (IS_BLOCKED(x, y))
12280 Blocked2Moving(x, y, &oldx, &oldy);
12281 if (!IS_MOVING(oldx, oldy))
12283 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12284 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12285 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12286 Debug("game:playing:GameActions_RND", "This should never happen!");
12292 if (mouse_action.button)
12294 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12295 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12297 x = mouse_action.lx;
12298 y = mouse_action.ly;
12299 element = Tile[x][y];
12303 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12304 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12308 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12309 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12312 if (level.use_step_counter)
12314 boolean counted_click = FALSE;
12316 // element clicked that can change when clicked/pressed
12317 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12318 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12319 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12320 counted_click = TRUE;
12322 // element clicked that can trigger change when clicked/pressed
12323 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12324 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12325 counted_click = TRUE;
12327 if (new_button && counted_click)
12328 CheckLevelTime_StepCounter();
12332 SCAN_PLAYFIELD(x, y)
12334 element = Tile[x][y];
12335 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12336 last_gfx_frame = GfxFrame[x][y];
12338 if (element == EL_EMPTY)
12339 graphic = el2img(GfxElementEmpty[x][y]);
12341 ResetGfxFrame(x, y);
12343 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12344 DrawLevelGraphicAnimation(x, y, graphic);
12346 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12347 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12348 ResetRandomAnimationValue(x, y);
12350 SetRandomAnimationValue(x, y);
12352 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12354 if (IS_INACTIVE(element))
12356 if (IS_ANIMATED(graphic))
12357 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12362 // this may take place after moving, so 'element' may have changed
12363 if (IS_CHANGING(x, y) &&
12364 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12366 int page = element_info[element].event_page_nr[CE_DELAY];
12368 HandleElementChange(x, y, page);
12370 element = Tile[x][y];
12371 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12374 CheckNextToConditions(x, y);
12376 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12380 element = Tile[x][y];
12381 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12383 if (IS_ANIMATED(graphic) &&
12384 !IS_MOVING(x, y) &&
12386 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12388 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12389 TEST_DrawTwinkleOnField(x, y);
12391 else if (element == EL_ACID)
12394 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12396 else if ((element == EL_EXIT_OPEN ||
12397 element == EL_EM_EXIT_OPEN ||
12398 element == EL_SP_EXIT_OPEN ||
12399 element == EL_STEEL_EXIT_OPEN ||
12400 element == EL_EM_STEEL_EXIT_OPEN ||
12401 element == EL_SP_TERMINAL ||
12402 element == EL_SP_TERMINAL_ACTIVE ||
12403 element == EL_EXTRA_TIME ||
12404 element == EL_SHIELD_NORMAL ||
12405 element == EL_SHIELD_DEADLY) &&
12406 IS_ANIMATED(graphic))
12407 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12408 else if (IS_MOVING(x, y))
12409 ContinueMoving(x, y);
12410 else if (IS_ACTIVE_BOMB(element))
12411 CheckDynamite(x, y);
12412 else if (element == EL_AMOEBA_GROWING)
12413 AmoebaGrowing(x, y);
12414 else if (element == EL_AMOEBA_SHRINKING)
12415 AmoebaShrinking(x, y);
12417 #if !USE_NEW_AMOEBA_CODE
12418 else if (IS_AMOEBALIVE(element))
12419 AmoebaReproduce(x, y);
12422 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12424 else if (element == EL_EXIT_CLOSED)
12426 else if (element == EL_EM_EXIT_CLOSED)
12428 else if (element == EL_STEEL_EXIT_CLOSED)
12429 CheckExitSteel(x, y);
12430 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12431 CheckExitSteelEM(x, y);
12432 else if (element == EL_SP_EXIT_CLOSED)
12434 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12435 element == EL_EXPANDABLE_STEELWALL_GROWING)
12436 MauerWaechst(x, y);
12437 else if (element == EL_EXPANDABLE_WALL ||
12438 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12439 element == EL_EXPANDABLE_WALL_VERTICAL ||
12440 element == EL_EXPANDABLE_WALL_ANY ||
12441 element == EL_BD_EXPANDABLE_WALL)
12442 MauerAbleger(x, y);
12443 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12444 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12445 element == EL_EXPANDABLE_STEELWALL_ANY)
12446 MauerAblegerStahl(x, y);
12447 else if (element == EL_FLAMES)
12448 CheckForDragon(x, y);
12449 else if (element == EL_EXPLOSION)
12450 ; // drawing of correct explosion animation is handled separately
12451 else if (element == EL_ELEMENT_SNAPPING ||
12452 element == EL_DIAGONAL_SHRINKING ||
12453 element == EL_DIAGONAL_GROWING)
12455 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12457 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12459 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12460 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12462 if (IS_BELT_ACTIVE(element))
12463 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12465 if (game.magic_wall_active)
12467 int jx = local_player->jx, jy = local_player->jy;
12469 // play the element sound at the position nearest to the player
12470 if ((element == EL_MAGIC_WALL_FULL ||
12471 element == EL_MAGIC_WALL_ACTIVE ||
12472 element == EL_MAGIC_WALL_EMPTYING ||
12473 element == EL_BD_MAGIC_WALL_FULL ||
12474 element == EL_BD_MAGIC_WALL_ACTIVE ||
12475 element == EL_BD_MAGIC_WALL_EMPTYING ||
12476 element == EL_DC_MAGIC_WALL_FULL ||
12477 element == EL_DC_MAGIC_WALL_ACTIVE ||
12478 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12479 ABS(x - jx) + ABS(y - jy) <
12480 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12488 #if USE_NEW_AMOEBA_CODE
12489 // new experimental amoeba growth stuff
12490 if (!(FrameCounter % 8))
12492 static unsigned int random = 1684108901;
12494 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12496 x = RND(lev_fieldx);
12497 y = RND(lev_fieldy);
12498 element = Tile[x][y];
12500 if (!IS_PLAYER(x,y) &&
12501 (element == EL_EMPTY ||
12502 CAN_GROW_INTO(element) ||
12503 element == EL_QUICKSAND_EMPTY ||
12504 element == EL_QUICKSAND_FAST_EMPTY ||
12505 element == EL_ACID_SPLASH_LEFT ||
12506 element == EL_ACID_SPLASH_RIGHT))
12508 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12509 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12510 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12511 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12512 Tile[x][y] = EL_AMOEBA_DROP;
12515 random = random * 129 + 1;
12520 game.explosions_delayed = FALSE;
12522 SCAN_PLAYFIELD(x, y)
12524 element = Tile[x][y];
12526 if (ExplodeField[x][y])
12527 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12528 else if (element == EL_EXPLOSION)
12529 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12531 ExplodeField[x][y] = EX_TYPE_NONE;
12534 game.explosions_delayed = TRUE;
12536 if (game.magic_wall_active)
12538 if (!(game.magic_wall_time_left % 4))
12540 int element = Tile[magic_wall_x][magic_wall_y];
12542 if (element == EL_BD_MAGIC_WALL_FULL ||
12543 element == EL_BD_MAGIC_WALL_ACTIVE ||
12544 element == EL_BD_MAGIC_WALL_EMPTYING)
12545 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12546 else if (element == EL_DC_MAGIC_WALL_FULL ||
12547 element == EL_DC_MAGIC_WALL_ACTIVE ||
12548 element == EL_DC_MAGIC_WALL_EMPTYING)
12549 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12551 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12554 if (game.magic_wall_time_left > 0)
12556 game.magic_wall_time_left--;
12558 if (!game.magic_wall_time_left)
12560 SCAN_PLAYFIELD(x, y)
12562 element = Tile[x][y];
12564 if (element == EL_MAGIC_WALL_ACTIVE ||
12565 element == EL_MAGIC_WALL_FULL)
12567 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12568 TEST_DrawLevelField(x, y);
12570 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12571 element == EL_BD_MAGIC_WALL_FULL)
12573 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12574 TEST_DrawLevelField(x, y);
12576 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12577 element == EL_DC_MAGIC_WALL_FULL)
12579 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12580 TEST_DrawLevelField(x, y);
12584 game.magic_wall_active = FALSE;
12589 if (game.light_time_left > 0)
12591 game.light_time_left--;
12593 if (game.light_time_left == 0)
12594 RedrawAllLightSwitchesAndInvisibleElements();
12597 if (game.timegate_time_left > 0)
12599 game.timegate_time_left--;
12601 if (game.timegate_time_left == 0)
12602 CloseAllOpenTimegates();
12605 if (game.lenses_time_left > 0)
12607 game.lenses_time_left--;
12609 if (game.lenses_time_left == 0)
12610 RedrawAllInvisibleElementsForLenses();
12613 if (game.magnify_time_left > 0)
12615 game.magnify_time_left--;
12617 if (game.magnify_time_left == 0)
12618 RedrawAllInvisibleElementsForMagnifier();
12621 for (i = 0; i < MAX_PLAYERS; i++)
12623 struct PlayerInfo *player = &stored_player[i];
12625 if (SHIELD_ON(player))
12627 if (player->shield_deadly_time_left)
12628 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12629 else if (player->shield_normal_time_left)
12630 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12634 #if USE_DELAYED_GFX_REDRAW
12635 SCAN_PLAYFIELD(x, y)
12637 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12639 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12640 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12642 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12643 DrawLevelField(x, y);
12645 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12646 DrawLevelFieldCrumbled(x, y);
12648 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12649 DrawLevelFieldCrumbledNeighbours(x, y);
12651 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12652 DrawTwinkleOnField(x, y);
12655 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12660 PlayAllPlayersSound();
12662 for (i = 0; i < MAX_PLAYERS; i++)
12664 struct PlayerInfo *player = &stored_player[i];
12666 if (player->show_envelope != 0 && (!player->active ||
12667 player->MovPos == 0))
12669 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12671 player->show_envelope = 0;
12675 // use random number generator in every frame to make it less predictable
12676 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12679 mouse_action_last = mouse_action;
12682 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12684 int min_x = x, min_y = y, max_x = x, max_y = y;
12685 int scr_fieldx = getScreenFieldSizeX();
12686 int scr_fieldy = getScreenFieldSizeY();
12689 for (i = 0; i < MAX_PLAYERS; i++)
12691 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12693 if (!stored_player[i].active || &stored_player[i] == player)
12696 min_x = MIN(min_x, jx);
12697 min_y = MIN(min_y, jy);
12698 max_x = MAX(max_x, jx);
12699 max_y = MAX(max_y, jy);
12702 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12705 static boolean AllPlayersInVisibleScreen(void)
12709 for (i = 0; i < MAX_PLAYERS; i++)
12711 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12713 if (!stored_player[i].active)
12716 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12723 void ScrollLevel(int dx, int dy)
12725 int scroll_offset = 2 * TILEX_VAR;
12728 BlitBitmap(drawto_field, drawto_field,
12729 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12730 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12731 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12732 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12733 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12734 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12738 x = (dx == 1 ? BX1 : BX2);
12739 for (y = BY1; y <= BY2; y++)
12740 DrawScreenField(x, y);
12745 y = (dy == 1 ? BY1 : BY2);
12746 for (x = BX1; x <= BX2; x++)
12747 DrawScreenField(x, y);
12750 redraw_mask |= REDRAW_FIELD;
12753 static boolean canFallDown(struct PlayerInfo *player)
12755 int jx = player->jx, jy = player->jy;
12757 return (IN_LEV_FIELD(jx, jy + 1) &&
12758 (IS_FREE(jx, jy + 1) ||
12759 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12760 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12761 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12764 static boolean canPassField(int x, int y, int move_dir)
12766 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12767 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12768 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12769 int nextx = x + dx;
12770 int nexty = y + dy;
12771 int element = Tile[x][y];
12773 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12774 !CAN_MOVE(element) &&
12775 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12776 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12777 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12780 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12782 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12783 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12784 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12788 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12789 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12790 (IS_DIGGABLE(Tile[newx][newy]) ||
12791 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12792 canPassField(newx, newy, move_dir)));
12795 static void CheckGravityMovement(struct PlayerInfo *player)
12797 if (player->gravity && !player->programmed_action)
12799 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12800 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12801 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12802 int jx = player->jx, jy = player->jy;
12803 boolean player_is_moving_to_valid_field =
12804 (!player_is_snapping &&
12805 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12806 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12807 boolean player_can_fall_down = canFallDown(player);
12809 if (player_can_fall_down &&
12810 !player_is_moving_to_valid_field)
12811 player->programmed_action = MV_DOWN;
12815 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12817 return CheckGravityMovement(player);
12819 if (player->gravity && !player->programmed_action)
12821 int jx = player->jx, jy = player->jy;
12822 boolean field_under_player_is_free =
12823 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12824 boolean player_is_standing_on_valid_field =
12825 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12826 (IS_WALKABLE(Tile[jx][jy]) &&
12827 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12829 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12830 player->programmed_action = MV_DOWN;
12835 MovePlayerOneStep()
12836 -----------------------------------------------------------------------------
12837 dx, dy: direction (non-diagonal) to try to move the player to
12838 real_dx, real_dy: direction as read from input device (can be diagonal)
12841 boolean MovePlayerOneStep(struct PlayerInfo *player,
12842 int dx, int dy, int real_dx, int real_dy)
12844 int jx = player->jx, jy = player->jy;
12845 int new_jx = jx + dx, new_jy = jy + dy;
12847 boolean player_can_move = !player->cannot_move;
12849 if (!player->active || (!dx && !dy))
12850 return MP_NO_ACTION;
12852 player->MovDir = (dx < 0 ? MV_LEFT :
12853 dx > 0 ? MV_RIGHT :
12855 dy > 0 ? MV_DOWN : MV_NONE);
12857 if (!IN_LEV_FIELD(new_jx, new_jy))
12858 return MP_NO_ACTION;
12860 if (!player_can_move)
12862 if (player->MovPos == 0)
12864 player->is_moving = FALSE;
12865 player->is_digging = FALSE;
12866 player->is_collecting = FALSE;
12867 player->is_snapping = FALSE;
12868 player->is_pushing = FALSE;
12872 if (!network.enabled && game.centered_player_nr == -1 &&
12873 !AllPlayersInSight(player, new_jx, new_jy))
12874 return MP_NO_ACTION;
12876 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12877 if (can_move != MP_MOVING)
12880 // check if DigField() has caused relocation of the player
12881 if (player->jx != jx || player->jy != jy)
12882 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12884 StorePlayer[jx][jy] = 0;
12885 player->last_jx = jx;
12886 player->last_jy = jy;
12887 player->jx = new_jx;
12888 player->jy = new_jy;
12889 StorePlayer[new_jx][new_jy] = player->element_nr;
12891 if (player->move_delay_value_next != -1)
12893 player->move_delay_value = player->move_delay_value_next;
12894 player->move_delay_value_next = -1;
12898 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12900 player->step_counter++;
12902 PlayerVisit[jx][jy] = FrameCounter;
12904 player->is_moving = TRUE;
12907 // should better be called in MovePlayer(), but this breaks some tapes
12908 ScrollPlayer(player, SCROLL_INIT);
12914 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12916 int jx = player->jx, jy = player->jy;
12917 int old_jx = jx, old_jy = jy;
12918 int moved = MP_NO_ACTION;
12920 if (!player->active)
12925 if (player->MovPos == 0)
12927 player->is_moving = FALSE;
12928 player->is_digging = FALSE;
12929 player->is_collecting = FALSE;
12930 player->is_snapping = FALSE;
12931 player->is_pushing = FALSE;
12937 if (player->move_delay > 0)
12940 player->move_delay = -1; // set to "uninitialized" value
12942 // store if player is automatically moved to next field
12943 player->is_auto_moving = (player->programmed_action != MV_NONE);
12945 // remove the last programmed player action
12946 player->programmed_action = 0;
12948 if (player->MovPos)
12950 // should only happen if pre-1.2 tape recordings are played
12951 // this is only for backward compatibility
12953 int original_move_delay_value = player->move_delay_value;
12956 Debug("game:playing:MovePlayer",
12957 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12961 // scroll remaining steps with finest movement resolution
12962 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12964 while (player->MovPos)
12966 ScrollPlayer(player, SCROLL_GO_ON);
12967 ScrollScreen(NULL, SCROLL_GO_ON);
12969 AdvanceFrameAndPlayerCounters(player->index_nr);
12972 BackToFront_WithFrameDelay(0);
12975 player->move_delay_value = original_move_delay_value;
12978 player->is_active = FALSE;
12980 if (player->last_move_dir & MV_HORIZONTAL)
12982 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12983 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12987 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12988 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12991 if (!moved && !player->is_active)
12993 player->is_moving = FALSE;
12994 player->is_digging = FALSE;
12995 player->is_collecting = FALSE;
12996 player->is_snapping = FALSE;
12997 player->is_pushing = FALSE;
13003 if (moved & MP_MOVING && !ScreenMovPos &&
13004 (player->index_nr == game.centered_player_nr ||
13005 game.centered_player_nr == -1))
13007 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13009 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13011 // actual player has left the screen -- scroll in that direction
13012 if (jx != old_jx) // player has moved horizontally
13013 scroll_x += (jx - old_jx);
13014 else // player has moved vertically
13015 scroll_y += (jy - old_jy);
13019 int offset_raw = game.scroll_delay_value;
13021 if (jx != old_jx) // player has moved horizontally
13023 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13024 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13025 int new_scroll_x = jx - MIDPOSX + offset_x;
13027 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13028 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13029 scroll_x = new_scroll_x;
13031 // don't scroll over playfield boundaries
13032 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13034 // don't scroll more than one field at a time
13035 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13037 // don't scroll against the player's moving direction
13038 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13039 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13040 scroll_x = old_scroll_x;
13042 else // player has moved vertically
13044 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13045 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13046 int new_scroll_y = jy - MIDPOSY + offset_y;
13048 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13049 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13050 scroll_y = new_scroll_y;
13052 // don't scroll over playfield boundaries
13053 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13055 // don't scroll more than one field at a time
13056 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13058 // don't scroll against the player's moving direction
13059 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13060 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13061 scroll_y = old_scroll_y;
13065 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13067 if (!network.enabled && game.centered_player_nr == -1 &&
13068 !AllPlayersInVisibleScreen())
13070 scroll_x = old_scroll_x;
13071 scroll_y = old_scroll_y;
13075 ScrollScreen(player, SCROLL_INIT);
13076 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13081 player->StepFrame = 0;
13083 if (moved & MP_MOVING)
13085 if (old_jx != jx && old_jy == jy)
13086 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13087 else if (old_jx == jx && old_jy != jy)
13088 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13090 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13092 player->last_move_dir = player->MovDir;
13093 player->is_moving = TRUE;
13094 player->is_snapping = FALSE;
13095 player->is_switching = FALSE;
13096 player->is_dropping = FALSE;
13097 player->is_dropping_pressed = FALSE;
13098 player->drop_pressed_delay = 0;
13101 // should better be called here than above, but this breaks some tapes
13102 ScrollPlayer(player, SCROLL_INIT);
13107 CheckGravityMovementWhenNotMoving(player);
13109 player->is_moving = FALSE;
13111 /* at this point, the player is allowed to move, but cannot move right now
13112 (e.g. because of something blocking the way) -- ensure that the player
13113 is also allowed to move in the next frame (in old versions before 3.1.1,
13114 the player was forced to wait again for eight frames before next try) */
13116 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13117 player->move_delay = 0; // allow direct movement in the next frame
13120 if (player->move_delay == -1) // not yet initialized by DigField()
13121 player->move_delay = player->move_delay_value;
13123 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13125 TestIfPlayerTouchesBadThing(jx, jy);
13126 TestIfPlayerTouchesCustomElement(jx, jy);
13129 if (!player->active)
13130 RemovePlayer(player);
13135 void ScrollPlayer(struct PlayerInfo *player, int mode)
13137 int jx = player->jx, jy = player->jy;
13138 int last_jx = player->last_jx, last_jy = player->last_jy;
13139 int move_stepsize = TILEX / player->move_delay_value;
13141 if (!player->active)
13144 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13147 if (mode == SCROLL_INIT)
13149 player->actual_frame_counter.count = FrameCounter;
13150 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13152 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13153 Tile[last_jx][last_jy] == EL_EMPTY)
13155 int last_field_block_delay = 0; // start with no blocking at all
13156 int block_delay_adjustment = player->block_delay_adjustment;
13158 // if player blocks last field, add delay for exactly one move
13159 if (player->block_last_field)
13161 last_field_block_delay += player->move_delay_value;
13163 // when blocking enabled, prevent moving up despite gravity
13164 if (player->gravity && player->MovDir == MV_UP)
13165 block_delay_adjustment = -1;
13168 // add block delay adjustment (also possible when not blocking)
13169 last_field_block_delay += block_delay_adjustment;
13171 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13172 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13175 if (player->MovPos != 0) // player has not yet reached destination
13178 else if (!FrameReached(&player->actual_frame_counter))
13181 if (player->MovPos != 0)
13183 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13184 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13186 // before DrawPlayer() to draw correct player graphic for this case
13187 if (player->MovPos == 0)
13188 CheckGravityMovement(player);
13191 if (player->MovPos == 0) // player reached destination field
13193 if (player->move_delay_reset_counter > 0)
13195 player->move_delay_reset_counter--;
13197 if (player->move_delay_reset_counter == 0)
13199 // continue with normal speed after quickly moving through gate
13200 HALVE_PLAYER_SPEED(player);
13202 // be able to make the next move without delay
13203 player->move_delay = 0;
13207 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13208 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13209 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13210 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13211 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13212 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13213 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13214 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13216 ExitPlayer(player);
13218 if (game.players_still_needed == 0 &&
13219 (game.friends_still_needed == 0 ||
13220 IS_SP_ELEMENT(Tile[jx][jy])))
13224 player->last_jx = jx;
13225 player->last_jy = jy;
13227 // this breaks one level: "machine", level 000
13229 int move_direction = player->MovDir;
13230 int enter_side = MV_DIR_OPPOSITE(move_direction);
13231 int leave_side = move_direction;
13232 int old_jx = last_jx;
13233 int old_jy = last_jy;
13234 int old_element = Tile[old_jx][old_jy];
13235 int new_element = Tile[jx][jy];
13237 if (IS_CUSTOM_ELEMENT(old_element))
13238 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13240 player->index_bit, leave_side);
13242 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13243 CE_PLAYER_LEAVES_X,
13244 player->index_bit, leave_side);
13246 if (IS_CUSTOM_ELEMENT(new_element))
13247 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13248 player->index_bit, enter_side);
13250 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13251 CE_PLAYER_ENTERS_X,
13252 player->index_bit, enter_side);
13254 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13255 CE_MOVE_OF_X, move_direction);
13258 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13260 TestIfPlayerTouchesBadThing(jx, jy);
13261 TestIfPlayerTouchesCustomElement(jx, jy);
13263 /* needed because pushed element has not yet reached its destination,
13264 so it would trigger a change event at its previous field location */
13265 if (!player->is_pushing)
13266 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13268 if (level.finish_dig_collect &&
13269 (player->is_digging || player->is_collecting))
13271 int last_element = player->last_removed_element;
13272 int move_direction = player->MovDir;
13273 int enter_side = MV_DIR_OPPOSITE(move_direction);
13274 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13275 CE_PLAYER_COLLECTS_X);
13277 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13278 player->index_bit, enter_side);
13280 player->last_removed_element = EL_UNDEFINED;
13283 if (!player->active)
13284 RemovePlayer(player);
13287 if (level.use_step_counter)
13288 CheckLevelTime_StepCounter();
13290 if (tape.single_step && tape.recording && !tape.pausing &&
13291 !player->programmed_action)
13292 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13294 if (!player->programmed_action)
13295 CheckSaveEngineSnapshot(player);
13299 void ScrollScreen(struct PlayerInfo *player, int mode)
13301 static DelayCounter screen_frame_counter = { 0 };
13303 if (mode == SCROLL_INIT)
13305 // set scrolling step size according to actual player's moving speed
13306 ScrollStepSize = TILEX / player->move_delay_value;
13308 screen_frame_counter.count = FrameCounter;
13309 screen_frame_counter.value = 1;
13311 ScreenMovDir = player->MovDir;
13312 ScreenMovPos = player->MovPos;
13313 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13316 else if (!FrameReached(&screen_frame_counter))
13321 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13322 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13323 redraw_mask |= REDRAW_FIELD;
13326 ScreenMovDir = MV_NONE;
13329 void CheckNextToConditions(int x, int y)
13331 int element = Tile[x][y];
13333 if (IS_PLAYER(x, y))
13334 TestIfPlayerNextToCustomElement(x, y);
13336 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13337 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13338 TestIfElementNextToCustomElement(x, y);
13341 void TestIfPlayerNextToCustomElement(int x, int y)
13343 struct XY *xy = xy_topdown;
13344 static int trigger_sides[4][2] =
13346 // center side border side
13347 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13348 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13349 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13350 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13354 if (!IS_PLAYER(x, y))
13357 struct PlayerInfo *player = PLAYERINFO(x, y);
13359 if (player->is_moving)
13362 for (i = 0; i < NUM_DIRECTIONS; i++)
13364 int xx = x + xy[i].x;
13365 int yy = y + xy[i].y;
13366 int border_side = trigger_sides[i][1];
13367 int border_element;
13369 if (!IN_LEV_FIELD(xx, yy))
13372 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13373 continue; // center and border element not connected
13375 border_element = Tile[xx][yy];
13377 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13378 player->index_bit, border_side);
13379 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13380 CE_PLAYER_NEXT_TO_X,
13381 player->index_bit, border_side);
13383 /* use player element that is initially defined in the level playfield,
13384 not the player element that corresponds to the runtime player number
13385 (example: a level that contains EL_PLAYER_3 as the only player would
13386 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13388 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13389 CE_NEXT_TO_X, border_side);
13393 void TestIfPlayerTouchesCustomElement(int x, int y)
13395 struct XY *xy = xy_topdown;
13396 static int trigger_sides[4][2] =
13398 // center side border side
13399 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13400 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13401 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13402 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13404 static int touch_dir[4] =
13406 MV_LEFT | MV_RIGHT,
13411 int center_element = Tile[x][y]; // should always be non-moving!
13414 for (i = 0; i < NUM_DIRECTIONS; i++)
13416 int xx = x + xy[i].x;
13417 int yy = y + xy[i].y;
13418 int center_side = trigger_sides[i][0];
13419 int border_side = trigger_sides[i][1];
13420 int border_element;
13422 if (!IN_LEV_FIELD(xx, yy))
13425 if (IS_PLAYER(x, y)) // player found at center element
13427 struct PlayerInfo *player = PLAYERINFO(x, y);
13429 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13430 border_element = Tile[xx][yy]; // may be moving!
13431 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13432 border_element = Tile[xx][yy];
13433 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13434 border_element = MovingOrBlocked2Element(xx, yy);
13436 continue; // center and border element do not touch
13438 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13439 player->index_bit, border_side);
13440 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13441 CE_PLAYER_TOUCHES_X,
13442 player->index_bit, border_side);
13445 /* use player element that is initially defined in the level playfield,
13446 not the player element that corresponds to the runtime player number
13447 (example: a level that contains EL_PLAYER_3 as the only player would
13448 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13449 int player_element = PLAYERINFO(x, y)->initial_element;
13451 CheckElementChangeBySide(xx, yy, border_element, player_element,
13452 CE_TOUCHING_X, border_side);
13455 else if (IS_PLAYER(xx, yy)) // player found at border element
13457 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13459 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13461 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13462 continue; // center and border element do not touch
13465 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13466 player->index_bit, center_side);
13467 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13468 CE_PLAYER_TOUCHES_X,
13469 player->index_bit, center_side);
13472 /* use player element that is initially defined in the level playfield,
13473 not the player element that corresponds to the runtime player number
13474 (example: a level that contains EL_PLAYER_3 as the only player would
13475 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13476 int player_element = PLAYERINFO(xx, yy)->initial_element;
13478 CheckElementChangeBySide(x, y, center_element, player_element,
13479 CE_TOUCHING_X, center_side);
13487 void TestIfElementNextToCustomElement(int x, int y)
13489 struct XY *xy = xy_topdown;
13490 static int trigger_sides[4][2] =
13492 // center side border side
13493 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13494 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13495 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13496 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13498 int center_element = Tile[x][y]; // should always be non-moving!
13501 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13504 for (i = 0; i < NUM_DIRECTIONS; i++)
13506 int xx = x + xy[i].x;
13507 int yy = y + xy[i].y;
13508 int border_side = trigger_sides[i][1];
13509 int border_element;
13511 if (!IN_LEV_FIELD(xx, yy))
13514 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13515 continue; // center and border element not connected
13517 border_element = Tile[xx][yy];
13519 // check for change of center element (but change it only once)
13520 if (CheckElementChangeBySide(x, y, center_element, border_element,
13521 CE_NEXT_TO_X, border_side))
13526 void TestIfElementTouchesCustomElement(int x, int y)
13528 struct XY *xy = xy_topdown;
13529 static int trigger_sides[4][2] =
13531 // center side border side
13532 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13533 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13534 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13535 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13537 static int touch_dir[4] =
13539 MV_LEFT | MV_RIGHT,
13544 boolean change_center_element = FALSE;
13545 int center_element = Tile[x][y]; // should always be non-moving!
13546 int border_element_old[NUM_DIRECTIONS];
13549 for (i = 0; i < NUM_DIRECTIONS; i++)
13551 int xx = x + xy[i].x;
13552 int yy = y + xy[i].y;
13553 int border_element;
13555 border_element_old[i] = -1;
13557 if (!IN_LEV_FIELD(xx, yy))
13560 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13561 border_element = Tile[xx][yy]; // may be moving!
13562 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13563 border_element = Tile[xx][yy];
13564 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13565 border_element = MovingOrBlocked2Element(xx, yy);
13567 continue; // center and border element do not touch
13569 border_element_old[i] = border_element;
13572 for (i = 0; i < NUM_DIRECTIONS; i++)
13574 int xx = x + xy[i].x;
13575 int yy = y + xy[i].y;
13576 int center_side = trigger_sides[i][0];
13577 int border_element = border_element_old[i];
13579 if (border_element == -1)
13582 // check for change of border element
13583 CheckElementChangeBySide(xx, yy, border_element, center_element,
13584 CE_TOUCHING_X, center_side);
13586 // (center element cannot be player, so we dont have to check this here)
13589 for (i = 0; i < NUM_DIRECTIONS; i++)
13591 int xx = x + xy[i].x;
13592 int yy = y + xy[i].y;
13593 int border_side = trigger_sides[i][1];
13594 int border_element = border_element_old[i];
13596 if (border_element == -1)
13599 // check for change of center element (but change it only once)
13600 if (!change_center_element)
13601 change_center_element =
13602 CheckElementChangeBySide(x, y, center_element, border_element,
13603 CE_TOUCHING_X, border_side);
13605 if (IS_PLAYER(xx, yy))
13607 /* use player element that is initially defined in the level playfield,
13608 not the player element that corresponds to the runtime player number
13609 (example: a level that contains EL_PLAYER_3 as the only player would
13610 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13611 int player_element = PLAYERINFO(xx, yy)->initial_element;
13613 CheckElementChangeBySide(x, y, center_element, player_element,
13614 CE_TOUCHING_X, border_side);
13619 void TestIfElementHitsCustomElement(int x, int y, int direction)
13621 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13622 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13623 int hitx = x + dx, hity = y + dy;
13624 int hitting_element = Tile[x][y];
13625 int touched_element;
13627 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13630 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13631 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13633 if (IN_LEV_FIELD(hitx, hity))
13635 int opposite_direction = MV_DIR_OPPOSITE(direction);
13636 int hitting_side = direction;
13637 int touched_side = opposite_direction;
13638 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13639 MovDir[hitx][hity] != direction ||
13640 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13646 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13647 CE_HITTING_X, touched_side);
13649 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13650 CE_HIT_BY_X, hitting_side);
13652 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13653 CE_HIT_BY_SOMETHING, opposite_direction);
13655 if (IS_PLAYER(hitx, hity))
13657 /* use player element that is initially defined in the level playfield,
13658 not the player element that corresponds to the runtime player number
13659 (example: a level that contains EL_PLAYER_3 as the only player would
13660 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13661 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13663 CheckElementChangeBySide(x, y, hitting_element, player_element,
13664 CE_HITTING_X, touched_side);
13669 // "hitting something" is also true when hitting the playfield border
13670 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13671 CE_HITTING_SOMETHING, direction);
13674 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13676 int i, kill_x = -1, kill_y = -1;
13678 int bad_element = -1;
13679 struct XY *test_xy = xy_topdown;
13680 static int test_dir[4] =
13688 for (i = 0; i < NUM_DIRECTIONS; i++)
13690 int test_x, test_y, test_move_dir, test_element;
13692 test_x = good_x + test_xy[i].x;
13693 test_y = good_y + test_xy[i].y;
13695 if (!IN_LEV_FIELD(test_x, test_y))
13699 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13701 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13703 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13704 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13706 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13707 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13711 bad_element = test_element;
13717 if (kill_x != -1 || kill_y != -1)
13719 if (IS_PLAYER(good_x, good_y))
13721 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13723 if (player->shield_deadly_time_left > 0 &&
13724 !IS_INDESTRUCTIBLE(bad_element))
13725 Bang(kill_x, kill_y);
13726 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13727 KillPlayer(player);
13730 Bang(good_x, good_y);
13734 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13736 int i, kill_x = -1, kill_y = -1;
13737 int bad_element = Tile[bad_x][bad_y];
13738 struct XY *test_xy = xy_topdown;
13739 static int touch_dir[4] =
13741 MV_LEFT | MV_RIGHT,
13746 static int test_dir[4] =
13754 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13757 for (i = 0; i < NUM_DIRECTIONS; i++)
13759 int test_x, test_y, test_move_dir, test_element;
13761 test_x = bad_x + test_xy[i].x;
13762 test_y = bad_y + test_xy[i].y;
13764 if (!IN_LEV_FIELD(test_x, test_y))
13768 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13770 test_element = Tile[test_x][test_y];
13772 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13773 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13775 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13776 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13778 // good thing is player or penguin that does not move away
13779 if (IS_PLAYER(test_x, test_y))
13781 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13783 if (bad_element == EL_ROBOT && player->is_moving)
13784 continue; // robot does not kill player if he is moving
13786 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13788 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13789 continue; // center and border element do not touch
13797 else if (test_element == EL_PENGUIN)
13807 if (kill_x != -1 || kill_y != -1)
13809 if (IS_PLAYER(kill_x, kill_y))
13811 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13813 if (player->shield_deadly_time_left > 0 &&
13814 !IS_INDESTRUCTIBLE(bad_element))
13815 Bang(bad_x, bad_y);
13816 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13817 KillPlayer(player);
13820 Bang(kill_x, kill_y);
13824 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13826 int bad_element = Tile[bad_x][bad_y];
13827 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13828 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13829 int test_x = bad_x + dx, test_y = bad_y + dy;
13830 int test_move_dir, test_element;
13831 int kill_x = -1, kill_y = -1;
13833 if (!IN_LEV_FIELD(test_x, test_y))
13837 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13839 test_element = Tile[test_x][test_y];
13841 if (test_move_dir != bad_move_dir)
13843 // good thing can be player or penguin that does not move away
13844 if (IS_PLAYER(test_x, test_y))
13846 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13848 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13849 player as being hit when he is moving towards the bad thing, because
13850 the "get hit by" condition would be lost after the player stops) */
13851 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13852 return; // player moves away from bad thing
13857 else if (test_element == EL_PENGUIN)
13864 if (kill_x != -1 || kill_y != -1)
13866 if (IS_PLAYER(kill_x, kill_y))
13868 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13870 if (player->shield_deadly_time_left > 0 &&
13871 !IS_INDESTRUCTIBLE(bad_element))
13872 Bang(bad_x, bad_y);
13873 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13874 KillPlayer(player);
13877 Bang(kill_x, kill_y);
13881 void TestIfPlayerTouchesBadThing(int x, int y)
13883 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13886 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13888 TestIfGoodThingHitsBadThing(x, y, move_dir);
13891 void TestIfBadThingTouchesPlayer(int x, int y)
13893 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13896 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13898 TestIfBadThingHitsGoodThing(x, y, move_dir);
13901 void TestIfFriendTouchesBadThing(int x, int y)
13903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13906 void TestIfBadThingTouchesFriend(int x, int y)
13908 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13911 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13913 int i, kill_x = bad_x, kill_y = bad_y;
13914 struct XY *xy = xy_topdown;
13916 for (i = 0; i < NUM_DIRECTIONS; i++)
13920 x = bad_x + xy[i].x;
13921 y = bad_y + xy[i].y;
13922 if (!IN_LEV_FIELD(x, y))
13925 element = Tile[x][y];
13926 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13927 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13935 if (kill_x != bad_x || kill_y != bad_y)
13936 Bang(bad_x, bad_y);
13939 void KillPlayer(struct PlayerInfo *player)
13941 int jx = player->jx, jy = player->jy;
13943 if (!player->active)
13947 Debug("game:playing:KillPlayer",
13948 "0: killed == %d, active == %d, reanimated == %d",
13949 player->killed, player->active, player->reanimated);
13952 /* the following code was introduced to prevent an infinite loop when calling
13954 -> CheckTriggeredElementChangeExt()
13955 -> ExecuteCustomElementAction()
13957 -> (infinitely repeating the above sequence of function calls)
13958 which occurs when killing the player while having a CE with the setting
13959 "kill player X when explosion of <player X>"; the solution using a new
13960 field "player->killed" was chosen for backwards compatibility, although
13961 clever use of the fields "player->active" etc. would probably also work */
13963 if (player->killed)
13967 player->killed = TRUE;
13969 // remove accessible field at the player's position
13970 Tile[jx][jy] = EL_EMPTY;
13972 // deactivate shield (else Bang()/Explode() would not work right)
13973 player->shield_normal_time_left = 0;
13974 player->shield_deadly_time_left = 0;
13977 Debug("game:playing:KillPlayer",
13978 "1: killed == %d, active == %d, reanimated == %d",
13979 player->killed, player->active, player->reanimated);
13985 Debug("game:playing:KillPlayer",
13986 "2: killed == %d, active == %d, reanimated == %d",
13987 player->killed, player->active, player->reanimated);
13990 if (player->reanimated) // killed player may have been reanimated
13991 player->killed = player->reanimated = FALSE;
13993 BuryPlayer(player);
13996 static void KillPlayerUnlessEnemyProtected(int x, int y)
13998 if (!PLAYER_ENEMY_PROTECTED(x, y))
13999 KillPlayer(PLAYERINFO(x, y));
14002 static void KillPlayerUnlessExplosionProtected(int x, int y)
14004 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14005 KillPlayer(PLAYERINFO(x, y));
14008 void BuryPlayer(struct PlayerInfo *player)
14010 int jx = player->jx, jy = player->jy;
14012 if (!player->active)
14015 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14016 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14018 RemovePlayer(player);
14020 player->buried = TRUE;
14022 if (game.all_players_gone)
14023 game.GameOver = TRUE;
14026 void RemovePlayer(struct PlayerInfo *player)
14028 int jx = player->jx, jy = player->jy;
14029 int i, found = FALSE;
14031 player->present = FALSE;
14032 player->active = FALSE;
14034 // required for some CE actions (even if the player is not active anymore)
14035 player->MovPos = 0;
14037 if (!ExplodeField[jx][jy])
14038 StorePlayer[jx][jy] = 0;
14040 if (player->is_moving)
14041 TEST_DrawLevelField(player->last_jx, player->last_jy);
14043 for (i = 0; i < MAX_PLAYERS; i++)
14044 if (stored_player[i].active)
14049 game.all_players_gone = TRUE;
14050 game.GameOver = TRUE;
14053 game.exit_x = game.robot_wheel_x = jx;
14054 game.exit_y = game.robot_wheel_y = jy;
14057 void ExitPlayer(struct PlayerInfo *player)
14059 DrawPlayer(player); // needed here only to cleanup last field
14060 RemovePlayer(player);
14062 if (game.players_still_needed > 0)
14063 game.players_still_needed--;
14066 static void SetFieldForSnapping(int x, int y, int element, int direction,
14067 int player_index_bit)
14069 struct ElementInfo *ei = &element_info[element];
14070 int direction_bit = MV_DIR_TO_BIT(direction);
14071 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14072 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14073 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14075 Tile[x][y] = EL_ELEMENT_SNAPPING;
14076 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14077 MovDir[x][y] = direction;
14078 Store[x][y] = element;
14079 Store2[x][y] = player_index_bit;
14081 ResetGfxAnimation(x, y);
14083 GfxElement[x][y] = element;
14084 GfxAction[x][y] = action;
14085 GfxDir[x][y] = direction;
14086 GfxFrame[x][y] = -1;
14089 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14090 int player_index_bit)
14092 TestIfElementTouchesCustomElement(x, y); // for empty space
14094 if (level.finish_dig_collect)
14096 int dig_side = MV_DIR_OPPOSITE(direction);
14097 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14098 CE_PLAYER_COLLECTS_X);
14100 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14101 player_index_bit, dig_side);
14102 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14103 player_index_bit, dig_side);
14108 =============================================================================
14109 checkDiagonalPushing()
14110 -----------------------------------------------------------------------------
14111 check if diagonal input device direction results in pushing of object
14112 (by checking if the alternative direction is walkable, diggable, ...)
14113 =============================================================================
14116 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14117 int x, int y, int real_dx, int real_dy)
14119 int jx, jy, dx, dy, xx, yy;
14121 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14124 // diagonal direction: check alternative direction
14129 xx = jx + (dx == 0 ? real_dx : 0);
14130 yy = jy + (dy == 0 ? real_dy : 0);
14132 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14136 =============================================================================
14138 -----------------------------------------------------------------------------
14139 x, y: field next to player (non-diagonal) to try to dig to
14140 real_dx, real_dy: direction as read from input device (can be diagonal)
14141 =============================================================================
14144 static int DigField(struct PlayerInfo *player,
14145 int oldx, int oldy, int x, int y,
14146 int real_dx, int real_dy, int mode)
14148 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14149 boolean player_was_pushing = player->is_pushing;
14150 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14151 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14152 int jx = oldx, jy = oldy;
14153 int dx = x - jx, dy = y - jy;
14154 int nextx = x + dx, nexty = y + dy;
14155 int move_direction = (dx == -1 ? MV_LEFT :
14156 dx == +1 ? MV_RIGHT :
14158 dy == +1 ? MV_DOWN : MV_NONE);
14159 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14160 int dig_side = MV_DIR_OPPOSITE(move_direction);
14161 int old_element = Tile[jx][jy];
14162 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14165 if (is_player) // function can also be called by EL_PENGUIN
14167 if (player->MovPos == 0)
14169 player->is_digging = FALSE;
14170 player->is_collecting = FALSE;
14173 if (player->MovPos == 0) // last pushing move finished
14174 player->is_pushing = FALSE;
14176 if (mode == DF_NO_PUSH) // player just stopped pushing
14178 player->is_switching = FALSE;
14179 player->push_delay = -1;
14181 return MP_NO_ACTION;
14184 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14185 old_element = Back[jx][jy];
14187 // in case of element dropped at player position, check background
14188 else if (Back[jx][jy] != EL_EMPTY &&
14189 game.engine_version >= VERSION_IDENT(2,2,0,0))
14190 old_element = Back[jx][jy];
14192 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14193 return MP_NO_ACTION; // field has no opening in this direction
14195 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14196 return MP_NO_ACTION; // field has no opening in this direction
14198 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14202 Tile[jx][jy] = player->artwork_element;
14203 InitMovingField(jx, jy, MV_DOWN);
14204 Store[jx][jy] = EL_ACID;
14205 ContinueMoving(jx, jy);
14206 BuryPlayer(player);
14208 return MP_DONT_RUN_INTO;
14211 if (player_can_move && DONT_RUN_INTO(element))
14213 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14215 return MP_DONT_RUN_INTO;
14218 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14219 return MP_NO_ACTION;
14221 collect_count = element_info[element].collect_count_initial;
14223 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14224 return MP_NO_ACTION;
14226 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14227 player_can_move = player_can_move_or_snap;
14229 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14230 game.engine_version >= VERSION_IDENT(2,2,0,0))
14232 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14233 player->index_bit, dig_side);
14234 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14235 player->index_bit, dig_side);
14237 if (element == EL_DC_LANDMINE)
14240 if (Tile[x][y] != element) // field changed by snapping
14243 return MP_NO_ACTION;
14246 if (player->gravity && is_player && !player->is_auto_moving &&
14247 canFallDown(player) && move_direction != MV_DOWN &&
14248 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14249 return MP_NO_ACTION; // player cannot walk here due to gravity
14251 if (player_can_move &&
14252 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14254 int sound_element = SND_ELEMENT(element);
14255 int sound_action = ACTION_WALKING;
14257 if (IS_RND_GATE(element))
14259 if (!player->key[RND_GATE_NR(element)])
14260 return MP_NO_ACTION;
14262 else if (IS_RND_GATE_GRAY(element))
14264 if (!player->key[RND_GATE_GRAY_NR(element)])
14265 return MP_NO_ACTION;
14267 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14269 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14270 return MP_NO_ACTION;
14272 else if (element == EL_EXIT_OPEN ||
14273 element == EL_EM_EXIT_OPEN ||
14274 element == EL_EM_EXIT_OPENING ||
14275 element == EL_STEEL_EXIT_OPEN ||
14276 element == EL_EM_STEEL_EXIT_OPEN ||
14277 element == EL_EM_STEEL_EXIT_OPENING ||
14278 element == EL_SP_EXIT_OPEN ||
14279 element == EL_SP_EXIT_OPENING)
14281 sound_action = ACTION_PASSING; // player is passing exit
14283 else if (element == EL_EMPTY)
14285 sound_action = ACTION_MOVING; // nothing to walk on
14288 // play sound from background or player, whatever is available
14289 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14290 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14292 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14294 else if (player_can_move &&
14295 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14297 if (!ACCESS_FROM(element, opposite_direction))
14298 return MP_NO_ACTION; // field not accessible from this direction
14300 if (CAN_MOVE(element)) // only fixed elements can be passed!
14301 return MP_NO_ACTION;
14303 if (IS_EM_GATE(element))
14305 if (!player->key[EM_GATE_NR(element)])
14306 return MP_NO_ACTION;
14308 else if (IS_EM_GATE_GRAY(element))
14310 if (!player->key[EM_GATE_GRAY_NR(element)])
14311 return MP_NO_ACTION;
14313 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14315 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14316 return MP_NO_ACTION;
14318 else if (IS_EMC_GATE(element))
14320 if (!player->key[EMC_GATE_NR(element)])
14321 return MP_NO_ACTION;
14323 else if (IS_EMC_GATE_GRAY(element))
14325 if (!player->key[EMC_GATE_GRAY_NR(element)])
14326 return MP_NO_ACTION;
14328 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14330 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14331 return MP_NO_ACTION;
14333 else if (element == EL_DC_GATE_WHITE ||
14334 element == EL_DC_GATE_WHITE_GRAY ||
14335 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14337 if (player->num_white_keys == 0)
14338 return MP_NO_ACTION;
14340 player->num_white_keys--;
14342 else if (IS_SP_PORT(element))
14344 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14345 element == EL_SP_GRAVITY_PORT_RIGHT ||
14346 element == EL_SP_GRAVITY_PORT_UP ||
14347 element == EL_SP_GRAVITY_PORT_DOWN)
14348 player->gravity = !player->gravity;
14349 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14350 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14351 element == EL_SP_GRAVITY_ON_PORT_UP ||
14352 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14353 player->gravity = TRUE;
14354 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14355 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14356 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14357 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14358 player->gravity = FALSE;
14361 // automatically move to the next field with double speed
14362 player->programmed_action = move_direction;
14364 if (player->move_delay_reset_counter == 0)
14366 player->move_delay_reset_counter = 2; // two double speed steps
14368 DOUBLE_PLAYER_SPEED(player);
14371 PlayLevelSoundAction(x, y, ACTION_PASSING);
14373 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14377 if (mode != DF_SNAP)
14379 GfxElement[x][y] = GFX_ELEMENT(element);
14380 player->is_digging = TRUE;
14383 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14385 // use old behaviour for old levels (digging)
14386 if (!level.finish_dig_collect)
14388 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14389 player->index_bit, dig_side);
14391 // if digging triggered player relocation, finish digging tile
14392 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14393 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14396 if (mode == DF_SNAP)
14398 if (level.block_snap_field)
14399 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14401 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14403 // use old behaviour for old levels (snapping)
14404 if (!level.finish_dig_collect)
14405 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14406 player->index_bit, dig_side);
14409 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14413 if (is_player && mode != DF_SNAP)
14415 GfxElement[x][y] = element;
14416 player->is_collecting = TRUE;
14419 if (element == EL_SPEED_PILL)
14421 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14423 else if (element == EL_EXTRA_TIME && level.time > 0)
14425 TimeLeft += level.extra_time;
14427 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14429 DisplayGameControlValues();
14431 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14433 int shield_time = (element == EL_SHIELD_DEADLY ?
14434 level.shield_deadly_time :
14435 level.shield_normal_time);
14437 player->shield_normal_time_left += shield_time;
14438 if (element == EL_SHIELD_DEADLY)
14439 player->shield_deadly_time_left += shield_time;
14441 else if (element == EL_DYNAMITE ||
14442 element == EL_EM_DYNAMITE ||
14443 element == EL_SP_DISK_RED)
14445 if (player->inventory_size < MAX_INVENTORY_SIZE)
14446 player->inventory_element[player->inventory_size++] = element;
14448 DrawGameDoorValues();
14450 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14452 player->dynabomb_count++;
14453 player->dynabombs_left++;
14455 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14457 player->dynabomb_size++;
14459 else if (element == EL_DYNABOMB_INCREASE_POWER)
14461 player->dynabomb_xl = TRUE;
14463 else if (IS_KEY(element))
14465 player->key[KEY_NR(element)] = TRUE;
14467 DrawGameDoorValues();
14469 else if (element == EL_DC_KEY_WHITE)
14471 player->num_white_keys++;
14473 // display white keys?
14474 // DrawGameDoorValues();
14476 else if (IS_ENVELOPE(element))
14478 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14480 if (!wait_for_snapping)
14481 player->show_envelope = element;
14483 else if (element == EL_EMC_LENSES)
14485 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14487 RedrawAllInvisibleElementsForLenses();
14489 else if (element == EL_EMC_MAGNIFIER)
14491 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14493 RedrawAllInvisibleElementsForMagnifier();
14495 else if (IS_DROPPABLE(element) ||
14496 IS_THROWABLE(element)) // can be collected and dropped
14500 if (collect_count == 0)
14501 player->inventory_infinite_element = element;
14503 for (i = 0; i < collect_count; i++)
14504 if (player->inventory_size < MAX_INVENTORY_SIZE)
14505 player->inventory_element[player->inventory_size++] = element;
14507 DrawGameDoorValues();
14509 else if (collect_count > 0)
14511 game.gems_still_needed -= collect_count;
14512 if (game.gems_still_needed < 0)
14513 game.gems_still_needed = 0;
14515 game.snapshot.collected_item = TRUE;
14517 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14519 DisplayGameControlValues();
14522 RaiseScoreElement(element);
14523 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14525 // use old behaviour for old levels (collecting)
14526 if (!level.finish_dig_collect && is_player)
14528 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14529 player->index_bit, dig_side);
14531 // if collecting triggered player relocation, finish collecting tile
14532 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14533 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14536 if (mode == DF_SNAP)
14538 if (level.block_snap_field)
14539 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14541 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14543 // use old behaviour for old levels (snapping)
14544 if (!level.finish_dig_collect)
14545 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14546 player->index_bit, dig_side);
14549 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14551 if (mode == DF_SNAP && element != EL_BD_ROCK)
14552 return MP_NO_ACTION;
14554 if (CAN_FALL(element) && dy)
14555 return MP_NO_ACTION;
14557 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14558 !(element == EL_SPRING && level.use_spring_bug))
14559 return MP_NO_ACTION;
14561 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14562 ((move_direction & MV_VERTICAL &&
14563 ((element_info[element].move_pattern & MV_LEFT &&
14564 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14565 (element_info[element].move_pattern & MV_RIGHT &&
14566 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14567 (move_direction & MV_HORIZONTAL &&
14568 ((element_info[element].move_pattern & MV_UP &&
14569 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14570 (element_info[element].move_pattern & MV_DOWN &&
14571 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14572 return MP_NO_ACTION;
14574 // do not push elements already moving away faster than player
14575 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14576 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14577 return MP_NO_ACTION;
14579 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14581 if (player->push_delay_value == -1 || !player_was_pushing)
14582 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14584 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14586 if (player->push_delay_value == -1)
14587 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14589 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14591 if (!player->is_pushing)
14592 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14595 player->is_pushing = TRUE;
14596 player->is_active = TRUE;
14598 if (!(IN_LEV_FIELD(nextx, nexty) &&
14599 (IS_FREE(nextx, nexty) ||
14600 (IS_SB_ELEMENT(element) &&
14601 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14602 (IS_CUSTOM_ELEMENT(element) &&
14603 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14604 return MP_NO_ACTION;
14606 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14607 return MP_NO_ACTION;
14609 if (player->push_delay == -1) // new pushing; restart delay
14610 player->push_delay = 0;
14612 if (player->push_delay < player->push_delay_value &&
14613 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14614 element != EL_SPRING && element != EL_BALLOON)
14616 // make sure that there is no move delay before next try to push
14617 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14618 player->move_delay = 0;
14620 return MP_NO_ACTION;
14623 if (IS_CUSTOM_ELEMENT(element) &&
14624 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14626 if (!DigFieldByCE(nextx, nexty, element))
14627 return MP_NO_ACTION;
14630 if (IS_SB_ELEMENT(element))
14632 boolean sokoban_task_solved = FALSE;
14634 if (element == EL_SOKOBAN_FIELD_FULL)
14636 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14638 IncrementSokobanFieldsNeeded();
14639 IncrementSokobanObjectsNeeded();
14642 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14644 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14646 DecrementSokobanFieldsNeeded();
14647 DecrementSokobanObjectsNeeded();
14649 // sokoban object was pushed from empty field to sokoban field
14650 if (Back[x][y] == EL_EMPTY)
14651 sokoban_task_solved = TRUE;
14654 Tile[x][y] = EL_SOKOBAN_OBJECT;
14656 if (Back[x][y] == Back[nextx][nexty])
14657 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14658 else if (Back[x][y] != 0)
14659 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14662 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14665 if (sokoban_task_solved &&
14666 game.sokoban_fields_still_needed == 0 &&
14667 game.sokoban_objects_still_needed == 0 &&
14668 level.auto_exit_sokoban)
14670 game.players_still_needed = 0;
14674 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14678 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14680 InitMovingField(x, y, move_direction);
14681 GfxAction[x][y] = ACTION_PUSHING;
14683 if (mode == DF_SNAP)
14684 ContinueMoving(x, y);
14686 MovPos[x][y] = (dx != 0 ? dx : dy);
14688 Pushed[x][y] = TRUE;
14689 Pushed[nextx][nexty] = TRUE;
14691 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14692 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14694 player->push_delay_value = -1; // get new value later
14696 // check for element change _after_ element has been pushed
14697 if (game.use_change_when_pushing_bug)
14699 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14700 player->index_bit, dig_side);
14701 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14702 player->index_bit, dig_side);
14705 else if (IS_SWITCHABLE(element))
14707 if (PLAYER_SWITCHING(player, x, y))
14709 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14710 player->index_bit, dig_side);
14715 player->is_switching = TRUE;
14716 player->switch_x = x;
14717 player->switch_y = y;
14719 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14721 if (element == EL_ROBOT_WHEEL)
14723 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14725 game.robot_wheel_x = x;
14726 game.robot_wheel_y = y;
14727 game.robot_wheel_active = TRUE;
14729 TEST_DrawLevelField(x, y);
14731 else if (element == EL_SP_TERMINAL)
14735 SCAN_PLAYFIELD(xx, yy)
14737 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14741 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14743 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14745 ResetGfxAnimation(xx, yy);
14746 TEST_DrawLevelField(xx, yy);
14750 else if (IS_BELT_SWITCH(element))
14752 ToggleBeltSwitch(x, y);
14754 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14755 element == EL_SWITCHGATE_SWITCH_DOWN ||
14756 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14757 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14759 ToggleSwitchgateSwitch(x, y);
14761 else if (element == EL_LIGHT_SWITCH ||
14762 element == EL_LIGHT_SWITCH_ACTIVE)
14764 ToggleLightSwitch(x, y);
14766 else if (element == EL_TIMEGATE_SWITCH ||
14767 element == EL_DC_TIMEGATE_SWITCH)
14769 ActivateTimegateSwitch(x, y);
14771 else if (element == EL_BALLOON_SWITCH_LEFT ||
14772 element == EL_BALLOON_SWITCH_RIGHT ||
14773 element == EL_BALLOON_SWITCH_UP ||
14774 element == EL_BALLOON_SWITCH_DOWN ||
14775 element == EL_BALLOON_SWITCH_NONE ||
14776 element == EL_BALLOON_SWITCH_ANY)
14778 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14779 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14780 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14781 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14782 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14785 else if (element == EL_LAMP)
14787 Tile[x][y] = EL_LAMP_ACTIVE;
14788 game.lights_still_needed--;
14790 ResetGfxAnimation(x, y);
14791 TEST_DrawLevelField(x, y);
14793 else if (element == EL_TIME_ORB_FULL)
14795 Tile[x][y] = EL_TIME_ORB_EMPTY;
14797 if (level.time > 0 || level.use_time_orb_bug)
14799 TimeLeft += level.time_orb_time;
14800 game.no_level_time_limit = FALSE;
14802 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14804 DisplayGameControlValues();
14807 ResetGfxAnimation(x, y);
14808 TEST_DrawLevelField(x, y);
14810 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14811 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14815 game.ball_active = !game.ball_active;
14817 SCAN_PLAYFIELD(xx, yy)
14819 int e = Tile[xx][yy];
14821 if (game.ball_active)
14823 if (e == EL_EMC_MAGIC_BALL)
14824 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14825 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14826 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14830 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14831 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14832 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14833 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14838 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14839 player->index_bit, dig_side);
14841 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14842 player->index_bit, dig_side);
14844 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14845 player->index_bit, dig_side);
14851 if (!PLAYER_SWITCHING(player, x, y))
14853 player->is_switching = TRUE;
14854 player->switch_x = x;
14855 player->switch_y = y;
14857 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14858 player->index_bit, dig_side);
14859 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14860 player->index_bit, dig_side);
14862 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14863 player->index_bit, dig_side);
14864 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14865 player->index_bit, dig_side);
14868 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14869 player->index_bit, dig_side);
14870 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14871 player->index_bit, dig_side);
14873 return MP_NO_ACTION;
14876 player->push_delay = -1;
14878 if (is_player) // function can also be called by EL_PENGUIN
14880 if (Tile[x][y] != element) // really digged/collected something
14882 player->is_collecting = !player->is_digging;
14883 player->is_active = TRUE;
14885 player->last_removed_element = element;
14892 static boolean DigFieldByCE(int x, int y, int digging_element)
14894 int element = Tile[x][y];
14896 if (!IS_FREE(x, y))
14898 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14899 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14902 // no element can dig solid indestructible elements
14903 if (IS_INDESTRUCTIBLE(element) &&
14904 !IS_DIGGABLE(element) &&
14905 !IS_COLLECTIBLE(element))
14908 if (AmoebaNr[x][y] &&
14909 (element == EL_AMOEBA_FULL ||
14910 element == EL_BD_AMOEBA ||
14911 element == EL_AMOEBA_GROWING))
14913 AmoebaCnt[AmoebaNr[x][y]]--;
14914 AmoebaCnt2[AmoebaNr[x][y]]--;
14917 if (IS_MOVING(x, y))
14918 RemoveMovingField(x, y);
14922 TEST_DrawLevelField(x, y);
14925 // if digged element was about to explode, prevent the explosion
14926 ExplodeField[x][y] = EX_TYPE_NONE;
14928 PlayLevelSoundAction(x, y, action);
14931 Store[x][y] = EL_EMPTY;
14933 // this makes it possible to leave the removed element again
14934 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14935 Store[x][y] = element;
14940 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14942 int jx = player->jx, jy = player->jy;
14943 int x = jx + dx, y = jy + dy;
14944 int snap_direction = (dx == -1 ? MV_LEFT :
14945 dx == +1 ? MV_RIGHT :
14947 dy == +1 ? MV_DOWN : MV_NONE);
14948 boolean can_continue_snapping = (level.continuous_snapping &&
14949 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14951 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14954 if (!player->active || !IN_LEV_FIELD(x, y))
14962 if (player->MovPos == 0)
14963 player->is_pushing = FALSE;
14965 player->is_snapping = FALSE;
14967 if (player->MovPos == 0)
14969 player->is_moving = FALSE;
14970 player->is_digging = FALSE;
14971 player->is_collecting = FALSE;
14977 // prevent snapping with already pressed snap key when not allowed
14978 if (player->is_snapping && !can_continue_snapping)
14981 player->MovDir = snap_direction;
14983 if (player->MovPos == 0)
14985 player->is_moving = FALSE;
14986 player->is_digging = FALSE;
14987 player->is_collecting = FALSE;
14990 player->is_dropping = FALSE;
14991 player->is_dropping_pressed = FALSE;
14992 player->drop_pressed_delay = 0;
14994 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14997 player->is_snapping = TRUE;
14998 player->is_active = TRUE;
15000 if (player->MovPos == 0)
15002 player->is_moving = FALSE;
15003 player->is_digging = FALSE;
15004 player->is_collecting = FALSE;
15007 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15008 TEST_DrawLevelField(player->last_jx, player->last_jy);
15010 TEST_DrawLevelField(x, y);
15015 static boolean DropElement(struct PlayerInfo *player)
15017 int old_element, new_element;
15018 int dropx = player->jx, dropy = player->jy;
15019 int drop_direction = player->MovDir;
15020 int drop_side = drop_direction;
15021 int drop_element = get_next_dropped_element(player);
15023 /* do not drop an element on top of another element; when holding drop key
15024 pressed without moving, dropped element must move away before the next
15025 element can be dropped (this is especially important if the next element
15026 is dynamite, which can be placed on background for historical reasons) */
15027 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15030 if (IS_THROWABLE(drop_element))
15032 dropx += GET_DX_FROM_DIR(drop_direction);
15033 dropy += GET_DY_FROM_DIR(drop_direction);
15035 if (!IN_LEV_FIELD(dropx, dropy))
15039 old_element = Tile[dropx][dropy]; // old element at dropping position
15040 new_element = drop_element; // default: no change when dropping
15042 // check if player is active, not moving and ready to drop
15043 if (!player->active || player->MovPos || player->drop_delay > 0)
15046 // check if player has anything that can be dropped
15047 if (new_element == EL_UNDEFINED)
15050 // only set if player has anything that can be dropped
15051 player->is_dropping_pressed = TRUE;
15053 // check if drop key was pressed long enough for EM style dynamite
15054 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15057 // check if anything can be dropped at the current position
15058 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15061 // collected custom elements can only be dropped on empty fields
15062 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15065 if (old_element != EL_EMPTY)
15066 Back[dropx][dropy] = old_element; // store old element on this field
15068 ResetGfxAnimation(dropx, dropy);
15069 ResetRandomAnimationValue(dropx, dropy);
15071 if (player->inventory_size > 0 ||
15072 player->inventory_infinite_element != EL_UNDEFINED)
15074 if (player->inventory_size > 0)
15076 player->inventory_size--;
15078 DrawGameDoorValues();
15080 if (new_element == EL_DYNAMITE)
15081 new_element = EL_DYNAMITE_ACTIVE;
15082 else if (new_element == EL_EM_DYNAMITE)
15083 new_element = EL_EM_DYNAMITE_ACTIVE;
15084 else if (new_element == EL_SP_DISK_RED)
15085 new_element = EL_SP_DISK_RED_ACTIVE;
15088 Tile[dropx][dropy] = new_element;
15090 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15091 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15092 el2img(Tile[dropx][dropy]), 0);
15094 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15096 // needed if previous element just changed to "empty" in the last frame
15097 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15099 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15100 player->index_bit, drop_side);
15101 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15103 player->index_bit, drop_side);
15105 TestIfElementTouchesCustomElement(dropx, dropy);
15107 else // player is dropping a dyna bomb
15109 player->dynabombs_left--;
15111 Tile[dropx][dropy] = new_element;
15113 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15114 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15115 el2img(Tile[dropx][dropy]), 0);
15117 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15120 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15121 InitField_WithBug1(dropx, dropy, FALSE);
15123 new_element = Tile[dropx][dropy]; // element might have changed
15125 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15126 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15128 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15129 MovDir[dropx][dropy] = drop_direction;
15131 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15133 // do not cause impact style collision by dropping elements that can fall
15134 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15137 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15138 player->is_dropping = TRUE;
15140 player->drop_pressed_delay = 0;
15141 player->is_dropping_pressed = FALSE;
15143 player->drop_x = dropx;
15144 player->drop_y = dropy;
15149 // ----------------------------------------------------------------------------
15150 // game sound playing functions
15151 // ----------------------------------------------------------------------------
15153 static int *loop_sound_frame = NULL;
15154 static int *loop_sound_volume = NULL;
15156 void InitPlayLevelSound(void)
15158 int num_sounds = getSoundListSize();
15160 checked_free(loop_sound_frame);
15161 checked_free(loop_sound_volume);
15163 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15164 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15167 static void PlayLevelSound(int x, int y, int nr)
15169 int sx = SCREENX(x), sy = SCREENY(y);
15170 int volume, stereo_position;
15171 int max_distance = 8;
15172 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15174 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15175 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15178 if (!IN_LEV_FIELD(x, y) ||
15179 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15180 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15183 volume = SOUND_MAX_VOLUME;
15185 if (!IN_SCR_FIELD(sx, sy))
15187 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15188 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15190 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15193 stereo_position = (SOUND_MAX_LEFT +
15194 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15195 (SCR_FIELDX + 2 * max_distance));
15197 if (IS_LOOP_SOUND(nr))
15199 /* This assures that quieter loop sounds do not overwrite louder ones,
15200 while restarting sound volume comparison with each new game frame. */
15202 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15205 loop_sound_volume[nr] = volume;
15206 loop_sound_frame[nr] = FrameCounter;
15209 PlaySoundExt(nr, volume, stereo_position, type);
15212 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15214 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15215 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15216 y < LEVELY(BY1) ? LEVELY(BY1) :
15217 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15221 static void PlayLevelSoundAction(int x, int y, int action)
15223 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15226 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15228 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15230 if (sound_effect != SND_UNDEFINED)
15231 PlayLevelSound(x, y, sound_effect);
15234 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15237 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15239 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15240 PlayLevelSound(x, y, sound_effect);
15243 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15245 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15247 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15248 PlayLevelSound(x, y, sound_effect);
15251 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15253 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15255 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15256 StopSound(sound_effect);
15259 static int getLevelMusicNr(void)
15261 if (levelset.music[level_nr] != MUS_UNDEFINED)
15262 return levelset.music[level_nr]; // from config file
15264 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15267 static void FadeLevelSounds(void)
15272 static void FadeLevelMusic(void)
15274 int music_nr = getLevelMusicNr();
15275 char *curr_music = getCurrentlyPlayingMusicFilename();
15276 char *next_music = getMusicInfoEntryFilename(music_nr);
15278 if (!strEqual(curr_music, next_music))
15282 void FadeLevelSoundsAndMusic(void)
15288 static void PlayLevelMusic(void)
15290 int music_nr = getLevelMusicNr();
15291 char *curr_music = getCurrentlyPlayingMusicFilename();
15292 char *next_music = getMusicInfoEntryFilename(music_nr);
15294 if (!strEqual(curr_music, next_music))
15295 PlayMusicLoop(music_nr);
15298 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15300 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15302 int x = xx - offset;
15303 int y = yy - offset;
15308 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15312 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15316 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15320 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15324 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15328 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15332 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15335 case SOUND_android_clone:
15336 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15339 case SOUND_android_move:
15340 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15344 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15348 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15352 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15355 case SOUND_eater_eat:
15356 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15360 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15363 case SOUND_collect:
15364 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15367 case SOUND_diamond:
15368 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15372 // !!! CHECK THIS !!!
15374 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15376 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15380 case SOUND_wonderfall:
15381 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15385 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15393 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15401 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15405 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15409 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15413 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15416 case SOUND_exit_open:
15417 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15420 case SOUND_exit_leave:
15421 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15424 case SOUND_dynamite:
15425 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15429 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15433 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15437 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15441 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15445 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15449 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15453 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15458 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15460 int element = map_element_SP_to_RND(element_sp);
15461 int action = map_action_SP_to_RND(action_sp);
15462 int offset = (setup.sp_show_border_elements ? 0 : 1);
15463 int x = xx - offset;
15464 int y = yy - offset;
15466 PlayLevelSoundElementAction(x, y, element, action);
15469 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15471 int element = map_element_MM_to_RND(element_mm);
15472 int action = map_action_MM_to_RND(action_mm);
15474 int x = xx - offset;
15475 int y = yy - offset;
15477 if (!IS_MM_ELEMENT(element))
15478 element = EL_MM_DEFAULT;
15480 PlayLevelSoundElementAction(x, y, element, action);
15483 void PlaySound_MM(int sound_mm)
15485 int sound = map_sound_MM_to_RND(sound_mm);
15487 if (sound == SND_UNDEFINED)
15493 void PlaySoundLoop_MM(int sound_mm)
15495 int sound = map_sound_MM_to_RND(sound_mm);
15497 if (sound == SND_UNDEFINED)
15500 PlaySoundLoop(sound);
15503 void StopSound_MM(int sound_mm)
15505 int sound = map_sound_MM_to_RND(sound_mm);
15507 if (sound == SND_UNDEFINED)
15513 void RaiseScore(int value)
15515 game.score += value;
15517 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15519 DisplayGameControlValues();
15522 void RaiseScoreElement(int element)
15527 case EL_BD_DIAMOND:
15528 case EL_EMERALD_YELLOW:
15529 case EL_EMERALD_RED:
15530 case EL_EMERALD_PURPLE:
15531 case EL_SP_INFOTRON:
15532 RaiseScore(level.score[SC_EMERALD]);
15535 RaiseScore(level.score[SC_DIAMOND]);
15538 RaiseScore(level.score[SC_CRYSTAL]);
15541 RaiseScore(level.score[SC_PEARL]);
15544 case EL_BD_BUTTERFLY:
15545 case EL_SP_ELECTRON:
15546 RaiseScore(level.score[SC_BUG]);
15549 case EL_BD_FIREFLY:
15550 case EL_SP_SNIKSNAK:
15551 RaiseScore(level.score[SC_SPACESHIP]);
15554 case EL_DARK_YAMYAM:
15555 RaiseScore(level.score[SC_YAMYAM]);
15558 RaiseScore(level.score[SC_ROBOT]);
15561 RaiseScore(level.score[SC_PACMAN]);
15564 RaiseScore(level.score[SC_NUT]);
15567 case EL_EM_DYNAMITE:
15568 case EL_SP_DISK_RED:
15569 case EL_DYNABOMB_INCREASE_NUMBER:
15570 case EL_DYNABOMB_INCREASE_SIZE:
15571 case EL_DYNABOMB_INCREASE_POWER:
15572 RaiseScore(level.score[SC_DYNAMITE]);
15574 case EL_SHIELD_NORMAL:
15575 case EL_SHIELD_DEADLY:
15576 RaiseScore(level.score[SC_SHIELD]);
15578 case EL_EXTRA_TIME:
15579 RaiseScore(level.extra_time_score);
15593 case EL_DC_KEY_WHITE:
15594 RaiseScore(level.score[SC_KEY]);
15597 RaiseScore(element_info[element].collect_score);
15602 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15604 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15608 // prevent short reactivation of overlay buttons while closing door
15609 SetOverlayActive(FALSE);
15610 UnmapGameButtons();
15612 // door may still be open due to skipped or envelope style request
15613 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15616 if (network.enabled)
15617 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15621 FadeSkipNextFadeIn();
15623 SetGameStatus(GAME_MODE_MAIN);
15628 else // continue playing the game
15630 if (tape.playing && tape.deactivate_display)
15631 TapeDeactivateDisplayOff(TRUE);
15633 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15635 if (tape.playing && tape.deactivate_display)
15636 TapeDeactivateDisplayOn();
15640 void RequestQuitGame(boolean escape_key_pressed)
15642 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15643 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15644 level_editor_test_game);
15645 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15646 quick_quit || score_info_tape_play);
15648 RequestQuitGameExt(skip_request, quick_quit,
15649 "Do you really want to quit the game?");
15652 void RequestRestartGame(char *message)
15654 game.restart_game_message = NULL;
15656 boolean has_started_game = hasStartedNetworkGame();
15657 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15659 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15661 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15665 // needed in case of envelope request to close game panel
15666 CloseDoor(DOOR_CLOSE_1);
15668 SetGameStatus(GAME_MODE_MAIN);
15674 void CheckGameOver(void)
15676 static boolean last_game_over = FALSE;
15677 static int game_over_delay = 0;
15678 int game_over_delay_value = 50;
15679 boolean game_over = checkGameFailed();
15681 // do not handle game over if request dialog is already active
15682 if (game.request_active)
15685 // do not ask to play again if game was never actually played
15686 if (!game.GamePlayed)
15691 last_game_over = FALSE;
15692 game_over_delay = game_over_delay_value;
15697 if (game_over_delay > 0)
15704 if (last_game_over != game_over)
15705 game.restart_game_message = (hasStartedNetworkGame() ?
15706 "Game over! Play it again?" :
15709 last_game_over = game_over;
15712 boolean checkGameSolved(void)
15714 // set for all game engines if level was solved
15715 return game.LevelSolved_GameEnd;
15718 boolean checkGameFailed(void)
15720 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15721 return (game_em.game_over && !game_em.level_solved);
15722 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15723 return (game_sp.game_over && !game_sp.level_solved);
15724 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15725 return (game_mm.game_over && !game_mm.level_solved);
15726 else // GAME_ENGINE_TYPE_RND
15727 return (game.GameOver && !game.LevelSolved);
15730 boolean checkGameEnded(void)
15732 return (checkGameSolved() || checkGameFailed());
15736 // ----------------------------------------------------------------------------
15737 // random generator functions
15738 // ----------------------------------------------------------------------------
15740 unsigned int InitEngineRandom_RND(int seed)
15742 game.num_random_calls = 0;
15744 return InitEngineRandom(seed);
15747 unsigned int RND(int max)
15751 game.num_random_calls++;
15753 return GetEngineRandom(max);
15760 // ----------------------------------------------------------------------------
15761 // game engine snapshot handling functions
15762 // ----------------------------------------------------------------------------
15764 struct EngineSnapshotInfo
15766 // runtime values for custom element collect score
15767 int collect_score[NUM_CUSTOM_ELEMENTS];
15769 // runtime values for group element choice position
15770 int choice_pos[NUM_GROUP_ELEMENTS];
15772 // runtime values for belt position animations
15773 int belt_graphic[4][NUM_BELT_PARTS];
15774 int belt_anim_mode[4][NUM_BELT_PARTS];
15777 static struct EngineSnapshotInfo engine_snapshot_rnd;
15778 static char *snapshot_level_identifier = NULL;
15779 static int snapshot_level_nr = -1;
15781 static void SaveEngineSnapshotValues_RND(void)
15783 static int belt_base_active_element[4] =
15785 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15786 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15787 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15788 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15792 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15794 int element = EL_CUSTOM_START + i;
15796 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15799 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15801 int element = EL_GROUP_START + i;
15803 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15806 for (i = 0; i < 4; i++)
15808 for (j = 0; j < NUM_BELT_PARTS; j++)
15810 int element = belt_base_active_element[i] + j;
15811 int graphic = el2img(element);
15812 int anim_mode = graphic_info[graphic].anim_mode;
15814 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15815 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15820 static void LoadEngineSnapshotValues_RND(void)
15822 unsigned int num_random_calls = game.num_random_calls;
15825 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15827 int element = EL_CUSTOM_START + i;
15829 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15832 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15834 int element = EL_GROUP_START + i;
15836 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15839 for (i = 0; i < 4; i++)
15841 for (j = 0; j < NUM_BELT_PARTS; j++)
15843 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15844 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15846 graphic_info[graphic].anim_mode = anim_mode;
15850 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15852 InitRND(tape.random_seed);
15853 for (i = 0; i < num_random_calls; i++)
15857 if (game.num_random_calls != num_random_calls)
15859 Error("number of random calls out of sync");
15860 Error("number of random calls should be %d", num_random_calls);
15861 Error("number of random calls is %d", game.num_random_calls);
15863 Fail("this should not happen -- please debug");
15867 void FreeEngineSnapshotSingle(void)
15869 FreeSnapshotSingle();
15871 setString(&snapshot_level_identifier, NULL);
15872 snapshot_level_nr = -1;
15875 void FreeEngineSnapshotList(void)
15877 FreeSnapshotList();
15880 static ListNode *SaveEngineSnapshotBuffers(void)
15882 ListNode *buffers = NULL;
15884 // copy some special values to a structure better suited for the snapshot
15886 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15887 SaveEngineSnapshotValues_RND();
15888 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15889 SaveEngineSnapshotValues_EM();
15890 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15891 SaveEngineSnapshotValues_SP(&buffers);
15892 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15893 SaveEngineSnapshotValues_MM(&buffers);
15895 // save values stored in special snapshot structure
15897 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15898 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15899 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15900 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15901 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15902 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15903 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15904 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15906 // save further RND engine values
15908 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15910 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15912 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15913 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15914 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15915 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15916 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15918 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15920 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15922 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15924 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15967 ListNode *node = engine_snapshot_list_rnd;
15970 while (node != NULL)
15972 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15977 Debug("game:playing:SaveEngineSnapshotBuffers",
15978 "size of engine snapshot: %d bytes", num_bytes);
15984 void SaveEngineSnapshotSingle(void)
15986 ListNode *buffers = SaveEngineSnapshotBuffers();
15988 // finally save all snapshot buffers to single snapshot
15989 SaveSnapshotSingle(buffers);
15991 // save level identification information
15992 setString(&snapshot_level_identifier, leveldir_current->identifier);
15993 snapshot_level_nr = level_nr;
15996 boolean CheckSaveEngineSnapshotToList(void)
15998 boolean save_snapshot =
15999 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16000 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16001 game.snapshot.changed_action) ||
16002 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16003 game.snapshot.collected_item));
16005 game.snapshot.changed_action = FALSE;
16006 game.snapshot.collected_item = FALSE;
16007 game.snapshot.save_snapshot = save_snapshot;
16009 return save_snapshot;
16012 void SaveEngineSnapshotToList(void)
16014 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16018 ListNode *buffers = SaveEngineSnapshotBuffers();
16020 // finally save all snapshot buffers to snapshot list
16021 SaveSnapshotToList(buffers);
16024 void SaveEngineSnapshotToListInitial(void)
16026 FreeEngineSnapshotList();
16028 SaveEngineSnapshotToList();
16031 static void LoadEngineSnapshotValues(void)
16033 // restore special values from snapshot structure
16035 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16036 LoadEngineSnapshotValues_RND();
16037 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16038 LoadEngineSnapshotValues_EM();
16039 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16040 LoadEngineSnapshotValues_SP();
16041 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16042 LoadEngineSnapshotValues_MM();
16045 void LoadEngineSnapshotSingle(void)
16047 LoadSnapshotSingle();
16049 LoadEngineSnapshotValues();
16052 static void LoadEngineSnapshot_Undo(int steps)
16054 LoadSnapshotFromList_Older(steps);
16056 LoadEngineSnapshotValues();
16059 static void LoadEngineSnapshot_Redo(int steps)
16061 LoadSnapshotFromList_Newer(steps);
16063 LoadEngineSnapshotValues();
16066 boolean CheckEngineSnapshotSingle(void)
16068 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16069 snapshot_level_nr == level_nr);
16072 boolean CheckEngineSnapshotList(void)
16074 return CheckSnapshotList();
16078 // ---------- new game button stuff -------------------------------------------
16085 boolean *setup_value;
16086 boolean allowed_on_tape;
16087 boolean is_touch_button;
16089 } gamebutton_info[NUM_GAME_BUTTONS] =
16092 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16093 GAME_CTRL_ID_STOP, NULL,
16094 TRUE, FALSE, "stop game"
16097 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16098 GAME_CTRL_ID_PAUSE, NULL,
16099 TRUE, FALSE, "pause game"
16102 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16103 GAME_CTRL_ID_PLAY, NULL,
16104 TRUE, FALSE, "play game"
16107 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16108 GAME_CTRL_ID_UNDO, NULL,
16109 TRUE, FALSE, "undo step"
16112 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16113 GAME_CTRL_ID_REDO, NULL,
16114 TRUE, FALSE, "redo step"
16117 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16118 GAME_CTRL_ID_SAVE, NULL,
16119 TRUE, FALSE, "save game"
16122 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16123 GAME_CTRL_ID_PAUSE2, NULL,
16124 TRUE, FALSE, "pause game"
16127 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16128 GAME_CTRL_ID_LOAD, NULL,
16129 TRUE, FALSE, "load game"
16132 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16133 GAME_CTRL_ID_PANEL_STOP, NULL,
16134 FALSE, FALSE, "stop game"
16137 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16138 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16139 FALSE, FALSE, "pause game"
16142 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16143 GAME_CTRL_ID_PANEL_PLAY, NULL,
16144 FALSE, FALSE, "play game"
16147 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16148 GAME_CTRL_ID_TOUCH_STOP, NULL,
16149 FALSE, TRUE, "stop game"
16152 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16153 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16154 FALSE, TRUE, "pause game"
16157 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16158 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16159 TRUE, FALSE, "background music on/off"
16162 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16163 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16164 TRUE, FALSE, "sound loops on/off"
16167 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16168 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16169 TRUE, FALSE, "normal sounds on/off"
16172 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16173 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16174 FALSE, FALSE, "background music on/off"
16177 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16178 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16179 FALSE, FALSE, "sound loops on/off"
16182 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16183 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16184 FALSE, FALSE, "normal sounds on/off"
16188 void CreateGameButtons(void)
16192 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16194 int graphic = gamebutton_info[i].graphic;
16195 struct GraphicInfo *gfx = &graphic_info[graphic];
16196 struct XY *pos = gamebutton_info[i].pos;
16197 struct GadgetInfo *gi;
16200 unsigned int event_mask;
16201 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16202 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16203 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16204 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16205 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16206 int gd_x = gfx->src_x;
16207 int gd_y = gfx->src_y;
16208 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16209 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16210 int gd_xa = gfx->src_x + gfx->active_xoffset;
16211 int gd_ya = gfx->src_y + gfx->active_yoffset;
16212 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16213 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16214 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16215 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16218 // do not use touch buttons if overlay touch buttons are disabled
16219 if (is_touch_button && !setup.touch.overlay_buttons)
16222 if (gfx->bitmap == NULL)
16224 game_gadget[id] = NULL;
16229 if (id == GAME_CTRL_ID_STOP ||
16230 id == GAME_CTRL_ID_PANEL_STOP ||
16231 id == GAME_CTRL_ID_TOUCH_STOP ||
16232 id == GAME_CTRL_ID_PLAY ||
16233 id == GAME_CTRL_ID_PANEL_PLAY ||
16234 id == GAME_CTRL_ID_SAVE ||
16235 id == GAME_CTRL_ID_LOAD)
16237 button_type = GD_TYPE_NORMAL_BUTTON;
16239 event_mask = GD_EVENT_RELEASED;
16241 else if (id == GAME_CTRL_ID_UNDO ||
16242 id == GAME_CTRL_ID_REDO)
16244 button_type = GD_TYPE_NORMAL_BUTTON;
16246 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16250 button_type = GD_TYPE_CHECK_BUTTON;
16251 checked = (gamebutton_info[i].setup_value != NULL ?
16252 *gamebutton_info[i].setup_value : FALSE);
16253 event_mask = GD_EVENT_PRESSED;
16256 gi = CreateGadget(GDI_CUSTOM_ID, id,
16257 GDI_IMAGE_ID, graphic,
16258 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16261 GDI_WIDTH, gfx->width,
16262 GDI_HEIGHT, gfx->height,
16263 GDI_TYPE, button_type,
16264 GDI_STATE, GD_BUTTON_UNPRESSED,
16265 GDI_CHECKED, checked,
16266 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16267 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16268 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16269 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16270 GDI_DIRECT_DRAW, FALSE,
16271 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16272 GDI_EVENT_MASK, event_mask,
16273 GDI_CALLBACK_ACTION, HandleGameButtons,
16277 Fail("cannot create gadget");
16279 game_gadget[id] = gi;
16283 void FreeGameButtons(void)
16287 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16288 FreeGadget(game_gadget[i]);
16291 static void UnmapGameButtonsAtSamePosition(int id)
16295 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16297 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16298 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16299 UnmapGadget(game_gadget[i]);
16302 static void UnmapGameButtonsAtSamePosition_All(void)
16304 if (setup.show_load_save_buttons)
16306 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16307 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16308 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16310 else if (setup.show_undo_redo_buttons)
16312 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16313 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16314 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16318 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16319 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16320 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16322 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16323 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16324 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16328 void MapLoadSaveButtons(void)
16330 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16331 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16333 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16334 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16337 void MapUndoRedoButtons(void)
16339 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16340 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16342 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16343 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16346 void ModifyPauseButtons(void)
16350 GAME_CTRL_ID_PAUSE,
16351 GAME_CTRL_ID_PAUSE2,
16352 GAME_CTRL_ID_PANEL_PAUSE,
16353 GAME_CTRL_ID_TOUCH_PAUSE,
16358 for (i = 0; ids[i] > -1; i++)
16359 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16362 static void MapGameButtonsExt(boolean on_tape)
16366 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16368 if ((i == GAME_CTRL_ID_UNDO ||
16369 i == GAME_CTRL_ID_REDO) &&
16370 game_status != GAME_MODE_PLAYING)
16373 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16374 MapGadget(game_gadget[i]);
16377 UnmapGameButtonsAtSamePosition_All();
16379 RedrawGameButtons();
16382 static void UnmapGameButtonsExt(boolean on_tape)
16386 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16387 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16388 UnmapGadget(game_gadget[i]);
16391 static void RedrawGameButtonsExt(boolean on_tape)
16395 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16396 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16397 RedrawGadget(game_gadget[i]);
16400 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16405 gi->checked = state;
16408 static void RedrawSoundButtonGadget(int id)
16410 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16411 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16412 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16413 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16414 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16415 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16418 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16419 RedrawGadget(game_gadget[id2]);
16422 void MapGameButtons(void)
16424 MapGameButtonsExt(FALSE);
16427 void UnmapGameButtons(void)
16429 UnmapGameButtonsExt(FALSE);
16432 void RedrawGameButtons(void)
16434 RedrawGameButtonsExt(FALSE);
16437 void MapGameButtonsOnTape(void)
16439 MapGameButtonsExt(TRUE);
16442 void UnmapGameButtonsOnTape(void)
16444 UnmapGameButtonsExt(TRUE);
16447 void RedrawGameButtonsOnTape(void)
16449 RedrawGameButtonsExt(TRUE);
16452 static void GameUndoRedoExt(void)
16454 ClearPlayerAction();
16456 tape.pausing = TRUE;
16459 UpdateAndDisplayGameControlValues();
16461 DrawCompleteVideoDisplay();
16462 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16463 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16464 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16466 ModifyPauseButtons();
16471 static void GameUndo(int steps)
16473 if (!CheckEngineSnapshotList())
16476 int tape_property_bits = tape.property_bits;
16478 LoadEngineSnapshot_Undo(steps);
16480 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16485 static void GameRedo(int steps)
16487 if (!CheckEngineSnapshotList())
16490 int tape_property_bits = tape.property_bits;
16492 LoadEngineSnapshot_Redo(steps);
16494 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16499 static void HandleGameButtonsExt(int id, int button)
16501 static boolean game_undo_executed = FALSE;
16502 int steps = BUTTON_STEPSIZE(button);
16503 boolean handle_game_buttons =
16504 (game_status == GAME_MODE_PLAYING ||
16505 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16507 if (!handle_game_buttons)
16512 case GAME_CTRL_ID_STOP:
16513 case GAME_CTRL_ID_PANEL_STOP:
16514 case GAME_CTRL_ID_TOUCH_STOP:
16519 case GAME_CTRL_ID_PAUSE:
16520 case GAME_CTRL_ID_PAUSE2:
16521 case GAME_CTRL_ID_PANEL_PAUSE:
16522 case GAME_CTRL_ID_TOUCH_PAUSE:
16523 if (network.enabled && game_status == GAME_MODE_PLAYING)
16526 SendToServer_ContinuePlaying();
16528 SendToServer_PausePlaying();
16531 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16533 game_undo_executed = FALSE;
16537 case GAME_CTRL_ID_PLAY:
16538 case GAME_CTRL_ID_PANEL_PLAY:
16539 if (game_status == GAME_MODE_MAIN)
16541 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16543 else if (tape.pausing)
16545 if (network.enabled)
16546 SendToServer_ContinuePlaying();
16548 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16552 case GAME_CTRL_ID_UNDO:
16553 // Important: When using "save snapshot when collecting an item" mode,
16554 // load last (current) snapshot for first "undo" after pressing "pause"
16555 // (else the last-but-one snapshot would be loaded, because the snapshot
16556 // pointer already points to the last snapshot when pressing "pause",
16557 // which is fine for "every step/move" mode, but not for "every collect")
16558 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16559 !game_undo_executed)
16562 game_undo_executed = TRUE;
16567 case GAME_CTRL_ID_REDO:
16571 case GAME_CTRL_ID_SAVE:
16575 case GAME_CTRL_ID_LOAD:
16579 case SOUND_CTRL_ID_MUSIC:
16580 case SOUND_CTRL_ID_PANEL_MUSIC:
16581 if (setup.sound_music)
16583 setup.sound_music = FALSE;
16587 else if (audio.music_available)
16589 setup.sound = setup.sound_music = TRUE;
16591 SetAudioMode(setup.sound);
16593 if (game_status == GAME_MODE_PLAYING)
16597 RedrawSoundButtonGadget(id);
16601 case SOUND_CTRL_ID_LOOPS:
16602 case SOUND_CTRL_ID_PANEL_LOOPS:
16603 if (setup.sound_loops)
16604 setup.sound_loops = FALSE;
16605 else if (audio.loops_available)
16607 setup.sound = setup.sound_loops = TRUE;
16609 SetAudioMode(setup.sound);
16612 RedrawSoundButtonGadget(id);
16616 case SOUND_CTRL_ID_SIMPLE:
16617 case SOUND_CTRL_ID_PANEL_SIMPLE:
16618 if (setup.sound_simple)
16619 setup.sound_simple = FALSE;
16620 else if (audio.sound_available)
16622 setup.sound = setup.sound_simple = TRUE;
16624 SetAudioMode(setup.sound);
16627 RedrawSoundButtonGadget(id);
16636 static void HandleGameButtons(struct GadgetInfo *gi)
16638 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16641 void HandleSoundButtonKeys(Key key)
16643 if (key == setup.shortcut.sound_simple)
16644 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16645 else if (key == setup.shortcut.sound_loops)
16646 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16647 else if (key == setup.shortcut.sound_music)
16648 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);